Are FPS games progressing?

Miscellaneous Forums/General Discussion/Are FPS games progressing?

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I realised the other day that I don't typicaly like FPS. Allthough I do enjoy the AI in fear and the particles, that does seem to be a step forward.

I don't feel realism is important at all. But interaction does play a big part in making things interesting. When I made motorsiege so many things were destructible, about 400-600 meshes on average had destructible states and pretty fancy expolsions.

The Oust FPS game that I started recently with Jeremy seems to be quite good and I think that would have a lot of potential if we can get the character interaction in, and having looked at the advanced game programming book which covers destructible objects in the book, I can see adding a lot of motorsiege type destruction being possible with our new art pipeline.

This includes non linear level design as with our current system swapping out meshes with collision for broken meshes with different collision should be pretty trivial.

Just need to work out a way to get maxscript to spew out .mis position and rotation data with a b3d file.

There's so much potential to make something different. Doom and quake just seem really empty and sterile despite all the fancy rendering tech. I think an indie team with the right tools can outdo a lot of AAA FPS titles in the gameplay department, if they can find the time and motivation. FPS in commercial games has hit a wall in part due to the narrow vision of publishers, and the time demands required to get 10+ hours original scenery to get gameplay interesting.

Starting to ramble so I'll shut up now. C ya