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FPS = Fixed Path Shooter?

Has anyone else noticed the trend among FPS games to have single-path designs rather than open worlds?

The thought struck me lately while playing through Doom 3 and Timesplitters 3. Both of these games employ the fixed-path world type, where it is impossible to go the wrong way due to locked doors, fire, fallen trees or whatever. But their predecessors didn't.

Doom and Quake both offered up exploration in addition to shooting, and you could complete their levels without visiting every room, get lost, etc--everything you can do when you're allowed to go anywhere. The Timesplitters series is supposed to be the successor to Goldeneye, which offered open-world, objective-based gameplay. Those objectives sometimes required criss-crossing the level. Timesplitters has objectives, but you're not required to think much to accomplish them, simply because you'll do them
almost automatically as you're herded through the level.

Half-Life 2, Halo 2, Turok: Evolution, Medal of Honor, Call of Duty and other games are all guilty of this as well, even though in some cases their predecessors weren't. Even Resident Evil 4, offered up as more shooter-like, dropped the open world design of its franchise in favor of a fixed-path, although there was some exploration (buildings or small side rooms, picking up items) along the way.

Have we become so stupid, or so lazy, that we can't be bothered to look around or find our way? Do we just want to shoot and not think? Metroid Prime 2 took a lot of criticism for "backtracking"--but it has an open world design, not a corridor design like the rest of these games. Is it really "backtracking" when you're not on a fixed path? Should Prime 2 have been another game that forces you to go in a single direction? Is that what we want?

I hope not--and the best-selling games of this generation (GTA series) celebrate freedom. But in the shooter genre, the opposite is happening.

I think that this is the wrong direction to go for the FPS genre (no pun intended).
Does anyone else think that these games would have been better for the addition of a little free movement and exploration? That "herding" the player by giving him objectives and incentives is better than limiting his movement?

Didn't Doom 3 feel like a walk down a single hallway, whereas the original Doom felt like working your way from the front to the back of Hell? Is this the reason that Timesplitters has never lived up to its Goldeneye legacy?
 
I agree with you, except to say that I thought that Metroid Prime 2 did have a fixed path, even though it wasn't as apparently obvious as it is in other games. Or maybe your definition of "fixed path" is narrower than mine.

Didn't Retro Studios say they wanted to eliminate the possibility of sequence breaking for that game? I don't remember clearly, but I do know that each destination I was supposed to reach in MP2 was painfully obvious, and there was usually only one way to get there.
 
Because people bitch and moan whenever a game doesn't hold their hand from start to finish. Everyone bitching about PDZ map design is an example of this.
 
Cerebral Palsy said:
Because people bitch and moan whenever a game doesn't hold their hand from start to finish. Everyone bitching about PDZ map design is an example of this.

:lol

It's either "LOL THOSE BLUE ARROWS ARE DUMB!" or "WHERE DO I GO NOW?"
 
Jerkface said:
:lol

It's either "LOL THOSE BLUE ARROWS ARE DUMB!" or "WHERE DO I GO NOW?"

Having to use blue arrows makes it too obvious that a person is potentially retarded. Not being able to figure out where to go next only slightly less so. I think people like something in the middle. "Yeah, we're retarded, but can the developer not make it so obvious?" type of thing.
 
Raiden said:
Half Life 2 does a good job in trying to "not be".

yes, it goes that far, that sometimes I leave the vehicle and just walked for a long time, until I realized that I need the vehicle and I wasn't supposed to walk in that part.
 
Cerebral Palsy said:
Having to use blue arrows makes it too obvious that a person is potentially retarded. Not being able to figure out where to go next only slightly less so. I think people like something in the middle. "Yeah, we're retarded, but can the developer not make it so obvious?" type of thing.

Long live MGS 3's system, that just marks the spot on your map after the game realizes you're too dumb to find it on your own.

Happened to me 2 or 3 times...hmm.
 
FPS = Fixed Path Shooter?

Over generalizations FTW! All blacks are baptist, all chinese wear coke bottle glasses, and Bush is an idiot. OK, one of the three is correct.

There are sooo many FPS's these days. Most of them rely on a wide variety of techniques to keep the user headed in the right direction. Radar is most common. It allows you to search open areas, but when your done, you know where to go. I would not classify any of todays FPS's as corridor shooters.
 
jedimike said:
I would not classify any of todays FPS's as corridor shooters.

How about Doom 3? It was so not Doom in this regard.

Or Call of Duty 2, even. I just finished it, and only in a few key spots were you able to wander much at all. I got really frustrated at one point because I wanted to get to my latest destination by going around the left of a house instead of right, and the game had designated that as off-limits--so it killed me with a magic bullet. Again and again. I was being stubborn, trying to find the sniper, but it was just the game not allowing me to go outside the corridor.
That was the only time--other than that, it used barbed wire, etc. most of the time. The play area is a decent size, but the game is strictly linear, with no choice as to what you can do.
 
Prospero said:
I agree with you, except to say that I thought that Metroid Prime 2 did have a fixed path, even though it wasn't as apparently obvious as it is in other games. Or maybe your definition of "fixed path" is narrower than mine.

Didn't Retro Studios say they wanted to eliminate the possibility of sequence breaking for that game? I don't remember clearly, but I do know that each destination I was supposed to reach in MP2 was painfully obvious, and there was usually only one way to get there.


Yes, Prime 2 had a set sequence, but that's not nearly the same thing as a one-way walk through the game. It has a free-roaming world, and you can ignore what you're "supposed" to do and just explore--because there's area TO explore outside the focus of the game. And there are tons of items that you can get once you have the ability, or later on, or not at all. Only key items and bosses are part of the sequence. Compare that to Halo, Doom 3, Timesplitters, Medal of Honor, most (all?) of the post-Goldeneye Bond shooters, Call of Duty, etc. In those games, if you choose not to go forward, you've just quit playing.
But I probably shouldn't have mentioned Metroid. It really is a different genre.
 
Nice post Leon. Alas, most of the people that have and will respond are assholes that just want to type FTW and say something lame.

I think you're pretty much spot-on with your observations. I'm not sure if the lack of freedom is a bad thing all the time, but it certainly is when you're really getting into a game, and a lame barrier snaps you back to reality.
 
@Leondexter: Oh--I see what you're saying now. I found Metroid Prime 2 to be more restrictive than MP1 in that respect, so that's the point of view I was coming from.

That said, the reason I couldn't be bothered to finish Medal of Honor: Frontline or 007: Everythng or Nothing is precisely because both those games basically seemed as if they were on rails.
 
Of course it's a tradeoff between offering freedom and ensure that the player enters key moments of gameplay and excitement in a way that those set up pieces actually work as designed. Out of all the games I think Half-life2 found the balance best so far but there is still much room for improvement.
 
Prospero said:
@Leondexter: Oh--I see what you're saying now. I found Metroid Prime 2 to be more restrictive than MP1 in that respect, so that's the point of view I was coming from.

That said, the reason I couldn't be bothered to finish Medal of Honor: Frontline or 007: Everythng or Nothing is precisely because both those games basically seemed as if they were on rails.


Prime 2 was definitely moreso than 1--they did do as you said and try to stop sequence-breaking. But yeah, it's not the same as having nowhere else to go.
 
Atari2600 said:
Nice post Leon. Alas, most of the people that have and will respond are assholes that just want to type FTW and say something lame.

I think you're pretty much spot-on with your observations. I'm not sure if the lack of freedom is a bad thing all the time, but it certainly is when you're really getting into a game, and a lame barrier snaps you back to reality.


Thanks. Reasonable discussion FTW! :lol
 
The Thief games did a great job of offering you multiple paths to getting through a level. They weren't really shooters though. More stealth involved.
 
Atari2600 said:
Nice post Leon. Alas, most of the people that have and will respond are assholes that just want to type FTW and say something lame.

I think you're pretty much spot-on with your observations. I'm not sure if the lack of freedom is a bad thing all the time, but it certainly is when you're really getting into a game, and a lame barrier snaps you back to reality.

It's an over generalization. I look at all the "free roaming" games he posted, and I can go back to every one of those games and recall instances where I was herded through a level. I can also look at his list of new FPS's, which he thinks of as corridored, and pick out areas that were wide open.

FPS devs aren't suddenly changing the way the games are played. They choose a variety of level development to keep the gamer interested. FPS's aren't headed in a certain "direction".
 
What he's saying is true. Resident Evil 4 is especially true and I never noticed that before. The other games weren't so "pathlike". I think it's because developers are trying to make games that go through one cohesive world instead of having them so obviously split into "levels" as in a game like Doom 1. People complain when the levels are all seperated so the developers try to make a game that "makes sense" where you can make a sensible progression though a cohesive world, but this is really just a trick that too many people fall for. Like in the Halo games, most of those endless halls you run through have no use or purpose and they are all very similar.
 
jedimike said:
FPS devs aren't suddenly changing the way the games are played. They choose a variety of level development to keep the gamer interested. FPS's aren't headed in a certain "direction".

Nbots may disagree with you
 
It really pisses me off when a game with non-linearity get bashed by retarded reviews for "back tracking." Anyway, I'd get used to it if you haven't already. I hate it as much as you do but its only going to become more prevalent as gaming becomes more mainstream. God forbid the devs confuse the simple minded casuals by not holding their hand with simplistic level design.
 
I think developers also choose to limit where you can go so they don't have to actually create more areas and worry about the graphics and memory needed for bigger space and no loading. Doom3 was tight like that so they could really concentrate on making everything look so pretty.

I wish I could roam around more in levels, more exploration should equal more rewards. Maybe you could sneak through a level sometimes but then miss an oppurtunity to grab a better weapon. Things like that I find enjoyable. I really enjoy exploration in games. I hate when I see something that I want to get too and am stuck behind a desk that I somehow can't figure out how to climb over.
 
First Person shooters vs. First person adventures. I don't want backtracking in my FPSers. Yes, i'd like some more "paths" to my objectives, but nothing that requires 10+ minutes of wandering around, or 20 minutes of aimless backtracking. Call of Duty 2 has some nice paths and isn't set in a corridor, however, it could still use a little more openess. I'd like it all the buildings to be open and accessible, and even the option to blow a hole through a wall in order to make your own door.
 
Probably one of the things that annoys me the most is when people whine about how they don't know where to go in a FPS. I kinda think that if I was thrown into the mix in WWII I would struggle a bit to find my way. Call of Duty 2 does this amazingly. And there are so many people that complain about the levels in the Halo games when you fight the flood. "Where do I go?" Heck wouldn't you be a little confused as where to go too if you were really in that Mjolnir suit??
 
i fucking hated getting lost in the first doom. Every corridor looked the same and it just got frustrating retracking for 20 mins just to progress. 1 path is a small price to pay imo
 
Linearity lends a sense of urgency and therefore narrative cohesion. In Resident Evil 4 for example the whole thing could have been wide open and Leon could have been left to wander aimlessly, collect stupid shit etc. but then the whole point of rescuing Ashley would have been an afterthought because it would be up to the player to decide when to rescue her inhstead of the gameplay rushing them along. Even in something like San Andreas when the story intrudes it typically tends to impose a time limit to lend some semblance that something is actually occuring that needs to be taken care of.
 
jedimike said:
It's an over generalization. I look at all the "free roaming" games he posted, and I can go back to every one of those games and recall instances where I was herded through a level. I can also look at his list of new FPS's, which he thinks of as corridored, and pick out areas that were wide open.

Okay, go ahead.
 
Mrbob said:
Wait for S.T.A.L.K.E.R.

And we'll all keep waiting.
Damn I hope that games comes out next year. Has a lot of potential but then again has a lot of potential to screw up. Hopefully these delays are all of the gameplay refinement variety.
 
Suburban Cowboy said:
i fucking hated getting lost in the first doom. Every corridor looked the same and it just got frustrating retracking for 20 mins just to progress. 1 path is a small price to pay imo

The levels were generally small enough to not get lost
 
Far Cry and CoD do it right. I like the idea of a free-roaming open area with several ways to infiltrate as long as you have a compas with something pointing in the direction you should be headed.

This way you don't end up going backwards or get too off path as you know the general direction you should be going, yet how you get there is up to you.

Good method IMO. I'd liked to see more of it.
 
It would be nice to have more open-ended maps in FPS, but some games do a pretty good at keeping you from thinking it's all linear. I am still playing Half Life 2 and it does a pretty good job. If open-ended maps can't be done, developers should at least make players feel it isn't linear...some of them out there REALLY feel on-the-rail, fixed path shooters...Red Faction 2, Doom 3 to name a few.
 
Cerebral Palsy said:
Because people bitch and moan whenever a game doesn't hold their hand from start to finish. Everyone bitching about PDZ map design is an example of this.
If it's going to be a linear game, the level design shoudl be more competent than what PDZ put forth. If it's going to be open-ended, the level design should be more competent than what PDZ put forth.
 
I personally like linearity in FPSes, for the reasons many posters already mentioned. HL2 was incredibly linear, but it also had the advantage of being continually interesting. With too many non-linear games (or even games where I don't know where to do) I feel bored--wandering around looking for the next objective feels like "dead time" to me.

On the other hand, I'd definitely like to see some more open-ended FPSes...just not to the exclusion of traditional FPSes.
 
Cerebral Palsy said:
"Yeah, we're retarded, but can the developer not make it so obvious?" type of thing.

lol

Now I must bring up one of the best games ever.....Deus Ex!

and to a lesser extent...the Hitman series (not first person but can be played in first person)
 
PDZ resurrected the goldeneye/PD type gameplay with huge non linear levels and many reviewers bashed it for needing arrows on the ground. i didn't mind it because i remember wandering all over the fucking place in GE to find an objective, and in PDZ, it makes sense with the technology that a mission ops person could put down a path for me. it also makes co-op that much more interesting because we can be taking completely different routes and/or finishing objectives simultaneously.

i agree, its too obvious when certain paths are being blocked off for linearity, and it breaks immersion.
 
Fixed2BeBroken said:
lol

Now I must bring up one of the best games ever.....Deus Ex!

i agree its one of the best games ever, but the levels often have obvious "this is the stealth way in" or 'this is the hacker way in' or 'this is the brute force way in'.
 
hellfire said:
i agree its one of the best games ever, but the levels often have obvious "this is the stealth way in" or 'this is the hacker way in' or 'this is the brute force way in'.

yea but there was no fixed path. you were pretty much free to do things however.
 
Truelize said:
I wish I could roam around more in levels, more exploration should equal more rewards. Maybe you could sneak through a level sometimes but then miss an oppurtunity to grab a better weapon. Things like that I find enjoyable. I really enjoy exploration in games. I hate when I see something that I want to get too and am stuck behind a desk that I somehow can't figure out how to climb over.

this is one of the many things i think Halo 2 SP did right.

there are mutiple ways to complete levels, secret off the beaten path rooms, strange places to crouch jump to.

i dont understand why the SP portion of the game gets so much hate (besides the cliffhangar ending, and who gives a shit really.). i just finished playing through normal solo and co-op, heroic solo, and im 1/2 through legendary now. i think its fucking brilliant.

Leondexter said:
Okay, go ahead.

the Deus ex games, BF2, Halo 2 (to an extent). im sure theres more.

like Deg said: there's all types of FPS games.
 
Back-tracking & non-linear are not the same thing.
Anyway, I think the way forward is multi-linear. You have periodic choices of routes, each of which is then laid out in a more linear fashion. Freedom without getting lost.
 
It may be a little bit of an overgeneralization--not all of today's FPSs are brutally linear--but I think it's fair to say that most of them are. It's sort of sad, but I think the older FPSs (like the original DOOM) had a more interesting level design philosophy than most of today's games. There was a lot of pressure in the mid 90s for FPS games to get away from the whole red/yellow/blue key convention, but I think they threw the baby out with the bathwater by trading in the keys for the "shooter on rails" convention that is today's gold standard. Hackneyed as it was, the RYB key method let designers maintain a linear progression of areas, but also let the player feel like he was really exploring (since you could go anywhere you wanted within each area).

There are exceptions among today's games, of course. The Thief games, in particular, have some of the best level design ever to grace a first-person game.
 
deus_ex_front.jpg


Still, no game has beat it in terms of working, convincing and dramatic nonlinearity.
 
Leondexter said:
Has anyone else noticed the trend among FPS games to have single-path designs rather than open worlds?

Well this is a trend found among 95% of games of today. Game developers are just lazy :lol I want more options and choices in my games. I don't see most game developers pushing to improving this anytime soon since gameplay takes a backseat of graphics in game development nowadays. People bash PDZ's nonlinear levels because they have no cohesiveness.
 
Daigoro said:
the Deus ex games, BF2, Halo 2 (to an extent). im sure theres more.

like Deg said: there's all types of FPS games.

That's not what I was asking...but I've got to go back and look at Deus Ex. I own it but it somehow got stuck in storage after I bought it, and I only recently found the thing.

Anyway, what he said was that the ones I named as linear had parts that weren't, and the ones I said weren't had parts that were. That's true for some of them, but I wanted to hear about it for others, like Doom 3. I didn't get all the way through, but I didn't see a single part where you had any choice whatsoever about where to go, unless you count the little hidden powerups.

But seriously, in some games it's just a huge letdown. Take Halo 2, for example. People bitch about the ending, but I have a much bigger complaint. Which is that Halo, which was very obviously fleshed out with carbon copy environments for length to make launch, had two awesome non-linear areas: Level 2, where you needed to find the 3 dropships, but could do so in any order in that fairly large, open level. And Level 4, the island, although the game wanted you underground and into the cookie-cutter boring-as-fuck part right away, you didn't have to go--you got the feeling that there was something to explore.

Halo 2 had NO non-linear parts. It had a couple of weak branching paths, but that's not the same thing at all. I was really, really hoping for more parts like those 2 Halo levels, since they didn't have a launch to rush for. But the one level they ever showed that was like that turned out to just be a demo at E3.

I never played any of Bungie's Mac games, although I had a friend who raved about them. Was Marathon open-ended at all, Wolfenstein/Doom style, or was it a forced path type of design?
 
Ben Sones said:
It may be a little bit of an overgeneralization--not all of today's FPSs are brutally linear--but I think it's fair to say that most of them are. It's sort of sad, but I think the older FPSs (like the original DOOM) had a more interesting level design philosophy than most of today's games. There was a lot of pressure in the mid 90s for FPS games to get away from the whole red/yellow/blue key convention, but I think they threw the baby out with the bathwater by trading in the keys for the "shooter on rails" convention that is today's gold standard. Hackneyed as it was, the RYB key method let designers maintain a linear progression of areas, but also let the player feel like he was really exploring (since you could go anywhere you wanted within each area).

There are exceptions among today's games, of course. The Thief games, in particular, have some of the best level design ever to grace a first-person game.


You're exactly right, I think. I remember the criticism of the "key" system. When they threw out the keys, they threw out all the potential doors as well.
 
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