FPS (First-person shooting game) is the acronym for the first-person shooting game. This kind of game belongs to the sub-branch of the shooting game, and the Sun branch of the action game. The first person angle shooting game as its name implies is to use the player's subjective perspective to shoot the game. Players no longer manipulate the virtual characters in the screen like other games to play, but experience the visual impact of the game, which greatly enhances the initiative and authenticity of the game.
To say the origin of the FPS game, let's move the time to 1973. Three high school students, Greg Thompson, Steve Cooley and Howard Palmer, completed the first \"First Person Video Game\" Maze War, using the then more advanced mini-machine, during NASA's research study. Due to technical limitations, the game was all made up of lines, players in a maze, can move forward and rotate, but also through small maps to find their own position, this line outlined in the 3D perspective is the first time to appear in front of people. But the game is not commercial, so we cannot play. But this kind of design inspiration has laid the deep foundation for the later game development.
After the success of the maze war, the genre became a model for game developers at the time. Several similar works have since emerged, but none have attempted to commercialize and have not changed much in the way they play. Until 1980, a game that simulated tank drivers fighting with other tanks,\" the war zone,\" was launched on a arcade platform, which could be called the first-person shooting game in history. The structure of the game was still made up of lines, but it was complicated. Players want to use the \"periscope\" mode of observation and combat, the game was launched by the people's warm welcome, for the FPS game, this is the first time the public contact and market recognition.
In 1984, Lucasfilm made a first-person flight shooting game called \"Rescueon Factulus.\" Compared with its predecessors, it uses colored images to show different depth of field through different colors, which makes its picture quality make a leap forward.
In an instant, six years passed. With the development of the electronic industry, the processing power of the display equipment and the computing power of the host have been greatly improved, which makes the game can be expressed in a better form. In 1990, two game-loving youngsters, John Carmack and John Romero, founded IDsoftware (to remember the name, he would lead the FPS game market for the next few decades) and began developing his own game engine, releasing an FPS game called Hovertank 3D. With the powerful mapping effect of this engine, the 3D image appears on the PC for the first time! This also laid the groundwork for the emergence of the first commercial 3D game engine in the future.
Although Hovertank 3D's response was mediocre, it didn't dampen the enthusiasm of IDsoftware. In just two years, they developed a new engine in 1992, along with a cross-generational FPS game called German headquarters 3D. The game not only excellent screen, running smoothly, but also the first time to achieve the 3D game mode, which represents the PC game officially from the 2D image into the 3D image. Since then, this type of game has been defined as an FPS game, whereas the German headquarters 3D is considered the ancestor of the FPS game.
The 《 german headquarters 3d uses a ray-tracking technique to render objects in the game-specifically, each pixel in the game emits a beam of light, and if the beam hits a barrier to form a reflection, the game creates a single-dimensional deep cache at the appropriate location of the obstacle, creating a texture image. So strictly speaking, this is not a real 3D game, because there is no modeling in the game, still rely on mapping to achieve.
It is clear that IDsoftware's ambitions go well beyond the 3D of the German headquarters, which is more of a trial. In 1993, a year after \"3D at the German headquarters,\" IDsoftware launched the stunning FPS hit \"The Destroyer \"(DOOM), a very sheer shooting game, simple and rough play, full of blood and violence, but very much to the player's appetite. More important is the game picture greatly enhanced, rich light and shadow effect, and more realistic 3D mapping, more vivid scenes and enemies, so that the FPS game has a strong sense of substitution advantage was first discovered. The game also separates game data from engine data, allowing players to use tools to make mods and support multiplayer games, such a well-developed system has made the game an unprecedented success. Before the concept of fps became popular, the first-person gun-playing game was called the \"doom clone \". It can be said that the existence of \"Destroyer\" affects the development direction of the whole FPS game.
《 DOOM's enthusiasm has attracted a large number of FPS game makers, better known as 3D Realms in 1996 for "The Duke of Destruction 3D," which used sex, blood and violence as selling points and was once considered a sociopathic game. But it cannot be denied that there are still a lot of creative elements in the game, not only in the performance of the better performance, a variety of strange weapons, but also a lot of meaningless funny elements into it, but now we can only remember the game's vulgar pornographic violence content.
In May of the same year, IDsoftware launched their new book,\" The Hammer of the Raytheon,\" an epoch-making game because it's the first real 3D FPS game in history. The game uses IDsoftware's self-developed game engine, IdTech2, the enemy and the scene are modeled, and the environment and the object are shown by real-time calculus, here we can clearly see the 3D materialization of the object, no longer a fake 3D pieced by the map. Likewise, Thor's Hammer has once again ignited the enthusiasm of players for FPS, and with the help of the development of the Internet, IDsoftware has also launched a very cutting-edge online combat feature and successfully organized an e-sports competition that was later hailed as the origin of the modern e-sports competition.
After the launch of Thor Hammer, the two founders of ID software diverged on the development of the company, and Kamak thought that the development of the engine should take precedence over the development of the game, but Romero objected, which eventually led to the separation of the two, and ID software under the leadership of Kamak focused on the development of the game engine. At this very moment, our G's fat and gorgeous. It's not just because of his Valve, it's because of his Steam platform that people have access to games around the world. In 1998, G.'s Fat Valve used the engine of IDsoftware to develop the hit Half-Life. \"Half a Life\" not only in the picture performance more three-dimensional, the model is more delicate, but also the first time to bring the plot into the game, players will take the first person perspective to participate in dialogue and NPC interaction, such immersive experience directly caught the hearts of the majority of players, but also changed the FPS game only refreshing shooting pattern.
As G Fat struggled to earn a reputation for playing games, IDsoftware also welcomed his biggest rival, Epic Mega Games. In 1999, IDsoftware released the game \"The Hammer II: Arena,\" made by its latest game engine, idTech3. And almost the same time Epic Mega Games also launched the rival Unreal Arena, the game uses a very famous virtual engine development, the two games in the picture performance \"Thor Hammer\" better, but the \"Unreal Arena\" also left a deep impression on the players, it can be said that from this time, FPS game into the engine era.
While idsoftware and epic megagames are competing for blood on the engine, g fat has made a startling move. Rushed to launch a generation-influenced FPS production,\" Counter-Terrorism Elite,\" before the millennium. This is a half-life based on the Mod production of the game, innovative use of modern war theme, and the operation of the game has a sophisticated requirements, players no longer have the flexibility to move, strong vitality and a variety of damage to explosive weapons, but the pursuit of accurate operation and delicate handle, weapons in the game gap is infinitely close, a pistol master can sweep the opponent, FPS formally entered the technical era. And the game's combat mode is also used for reference in the future, it can be said that this is a true sense of enduring well-known works. The birth of the Anti-Terrorism Elite also brought FPS games to the forefront of development, with various professional competitions and worldwide influence soaring.
Time has entered the 21st century, with the players to the FPS game enthusiasm reached its peak, the major game manufacturers have seen business opportunities, the golden decade of FPS games began, various forms of work emerge. And with the development of electronic components, the game has a rapid improvement in the quality of the picture. At this time, the development direction of FPS is mainly in two aspects, one is the continuous pursuit of fine picture and quality of excellence, IDsoftware is one of the typical. On the other hand, it is in the plot and play, the integration of a variety of other games play, so that the overall playability of FPS games greatly improved. Next, Blackie will not start with the timeline but with the game series about the 10-year FPS game development.
As mentioned above, the introduction of the Anti-Terrorism Elite has introduced the theme of the FPS game into modern war elements. When it comes to modern war games, it's hard not to mention the Medal of Honor and the Call of Duty, both of which have played on World War II, but have so far been classic as Call of Duty has taken the lead in seeking to change from World War II to modern war, conquering a large number of players with its best plot and story performance. However, the Medal of Honor did not make a change in time, and eventually lagged behind step by step, resulting in a full set of losses, the consequences are known, the Medal of Honor series by EA snow, and the \"Call of Duty\" series has become the benchmark of the FPS game.
When Call of Duty dominated the top of the FPS game, it killed a dark horse. The BioStock series, developed by Irrational Games, an FPS game released by 2K Game, with the theme of \"Storytelling,\" builds a philosophically utopian world for players, and the whole game is full of reflections on the individualistic philosophy of author Ayn Rand. In addition to the intriguing plot, the game's combat form is also very interesting, because of its unique world view set, make the main character \"one-handed firearms, one-handed magic\" image become reasonable, which also makes the game's fighting rhythm become different.
With the continuous upgrading of computer hardware, games can show more and more content. The FPS game realizes the sandboxing, that is, the game mode of the whole open world, which is a truly free world, where players can walk freely and explore freely. The Open World stands for Crysis and FarCry. Have to say, the open world this subject matter for the FPS game can greatly enhance the player's sense of bringing in and the sense of the game, with the lifelike picture quality, so that the player has the feeling of immersive. But the relative open world is much less expressive, because it is difficult for players to follow the plot in a compact way, running from side to side will tear the game into pieces, which is the common problem of open world games. These two works are more successful cases of the open world, but in the follow-up development is far from the difference,\" Goshima Horror \"adhere to the principle of opening the world to become bigger and stronger, and\" Goshima crisis \"follow-up works are completely off, on the\" graphics card crisis \"hardware killer road.
So what has IDsoftware done over the years? Still doing their game engine, idtech has been constantly updated after the performance of the ability to say far more than other engines. To prove the power of its engines, IDsoftware also offers several works that show its power from time to time. The most famous series, of course, is the \"DOOM\" series, although the production cycle is very long, but whether \"DOOM3\" or\" DOOM4\" to the players are the most cutting-edge audio-visual enjoyment, the ultimate effect of light and shadow, rich and delicate scenes, perfect object texture, a variety of dynamic lighting, smoke and particle effects and other professional nouns to make people feel superior. Even the perfect operating conditions of the game have exceeded the current state-of-the-art computer hardware standards, the development of software advanced hardware.
The classic 《 DOOM continues, so what about the German Army Headquarters series? Here is Xiao Bai or to insert a sentence. The German headquarters series is known for its ID software, but the IP of the German headquarters is not part of the ID software, and the German headquarters 3D is only a 3D engine reset using ID software, and because the copyrighted Muse software has long since closed down, it has been able to use the name "German headquarters ". It's all history, of course, and there's a chance that Blackie will be able to start again, with a reboot of the German Army's headquarters series, produced by the Machine Games, which not only inherits the usual intensely exciting experience of the German Army's headquarters series, but also achieves great success in portraying the characters and the plot, balancing the serious narrative with the mass game elements, and the protagonist is given his personality for the first time. The game achieved a double harvest of sales and word of mouth, but also made this classic IP to continue.
When everyone's focused on the game plot and the game picture. Others are secretly thinking of other ways to add more playability to FPS. Borderlands is a gearbox development, a 2kg ames series of first-person shooting games, the series changed the traditional fps game 3d rendering style, to the art rendering style, more tension in the performance of the game, and the addition of rpg elements is the series'biggest highlight, hierarchical system, equipment system into the introduction of the role-playing this golden oil element into the fps game, so that the game greatly improved the game sex, players do not use for the fps to get through the game again and no longer play sorrow, the game life epic is extended.
Despite the emergence of all sorts of new FPS games, there are always those who cling to tradition. What the original FPS game brought to the player is the refreshing killing and the feeling of the whole process of nervous stimulation, then there is a game on the road to the extreme. A first-person shooting game with a strong sense of humor developed by the heroes, Sam's Croatia development company Croteam, brought the elements of the early FPS game to the extreme, simple and rough plot, pure and intense play, bringing players a full battle, no language, no gorgeous words, only refreshing combat, body blocks and blood rain flying together, bringing the adrenaline to the super-cool experience.
Well, then here's the end of the FPS game's decade. Let's look back at the types of FPS games that have come into being in the last decade. There are mainly plot; there are mainly screen; there are the main open the world; there are the main background theme; there are the main multi-element fusion role play; there are the main classic feelings; there are the main kill, basically can be used to a hundred flowers blooming to describe. After a decade of development, FPS has become the most popular type of game in the world, both in terms of the number of games and the number of players are far more than other types of games, can be said to belong to the decade of FPS games.
But correspondingly, the big development is often faced with the bottleneck. Almost all FPS games at the same time are faced with the lack of innovation, and homogenization of serious problems, even better than the \"call of Duty\" such as the top game series, in a generation is not as bad as a generation, despite many changes and attempts, are not recognized by the player. Fortunately, with the development of the Internet, leaving a breathing space for FPS games, almost all series of games have found a breakthrough, networking seems to become the ultimate goal of FPS games, more and more works have completely or partially abandoned the single-machine content, and put into the embrace of online games. Of course, it seems that such a change is quite effective, but it is a cure for the root cause, homogenization phenomenon is still very serious, the game can only in a burst of popularity after the return to silence, no more classic game was born.
Where the FPS game will develop in the future, we do not know, perhaps like many early games, gradually out of the historical stage, or may be in the future VR game to shine, find a new way to develop. However, it is certain that the modern game industry, has entered the era of technological change, the new technology is bound to bring earth-shaking changes in the game industry, let's wait and see.
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