Fusioncode said:
Aielyn said: Personally, my issue isn't so much THAT they're obsessed with shooting games. It's that they're not even actually getting creative with those. There's lots of new tweaks to rules in multiplayer, and things like that, but that's all we're really talking about - tweaks. No creativity. How about making a War shooter resembling ZombiU in terms of approach - you play until you die, and then have to change to a new character to continue? How about a shooter that breaks the normal rules by only providing you with non-lethal weapons and forcing you to kill the foes indirectly (like by knocking them off walls, things like that)? Those are two ideas just off the top of my head... and yet, the biggest "creative" feature in any recent shooter would have to be Titanfall's Titans... which are really nothing more than an option to exchange speed and manoeuvrability for power and protection (at the added expense of being a larger target). More generally, the only genre that has had any real innovation in recent times would have to be the platformer... and even there, it's mostly things like the Murphy sections of Rayman Legends. In the end, I think the gaming industry is suffering the same affliction that the music industry is - they spend more money on making things look more flashy, but don't spend enough time on actually making quality products. Shooting games just happen to be one of the easiest genres to make, since there's heaps of geometry and graphical things you can do, but the fundamental features are pretty standard now... and pretty much all of the big gaming engines are made for FPS already. |
Because that's no longer a shooter. Your first example is a survivor game. Your second is a stealth game. Completely changing genres is not innovation.
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I don't think you're understanding. ZombiU was a survivor game, but I'm not saying "take ZombiU, and make it a War Shooter", I'm saying "take the element of ZombiU that involved permanent death of character but continuing world, and build a War Shooter around that base". It's not like wars involve a single person going up against an army, and generals, faced with the loss of their initial force, will often send in new troops.
Similarly, I'm not saying that the non-lethal-gun Shooter idea would be a stealth type game. You'd still be going up against your foes, and often need to go out into the open to achieve your goal... but you'd have to be more clever about it, manoeuvring yourself around your foe and forcing them into a position that you can leverage to kill them. Not much point being stealthy and hiding if your foe doesn't position themselves in a way that makes it possible to kill them. In other words, less about stealth and more about tactics and strategies.