Game Development Reference
In-Depth Information
Shooter games , which appeared in the late
1970s, are three-dimensional of shoots of
shoot 'em ups. Shooter games are referred to
in terms of person: i rst person or third person.
Although at i rst they were single player,
later versions of ered networked multiplayer
gameplay, which allows a player to compete
with other players on a local or global
network.
In a i rst-person shooter or FPS , the
perspective comes directly from the eyes of the
character in the game, and the action appears
in three dimensions. The only thing visible
from the character is the weaponry they hold.
This perspective provides an immersive game-
playing experience. Although Wolfenstein 3D
(1992) is considered the i rst true 3D i rst-
person shooter, the acknowledged 'killer game'
in this genre is id Software's Doom (1993).
Doom featured all elements that have come
to be associated with the i rst-person shooter.
FPSs are now massively popular. Unreal
Tournament , Quake , and Halo are among the
most popular game franchises in this genre,
and the Call Of Duty series is one of the best
selling games of all time!
Unreal Tournament 3 (2003, Epic Games) is a prime example of a i rst-person
shooter game.
Listen to what
Alexander Brandon
has to say about his
music work on the
popular First-Person
Shooter Game
Unreal .
A third-person shooter or TPS is similar to
a i rst-person shooter. The main dif erence
is the perspective in a third-person shooter
is from above and behind the body, vehicle,
or spaceship the player manipulates. In this
perspective, the character (or vehicle or
spaceship) and his or her physical actions are
visible on the screen. Thus the third-person
shooter of ers a more avatar-driven visual
setup than the i rst-person shooter. The most
inl uential early game in this genre was Eidos
Interactive's Tomb Raider (1996). Later games
such as Assassin's Creed , Metal Gear Solid , and
Resident Evil have kept the popularity of the
genre extremely high.
In a First Person Shooter, whether you just
want the core fun factor to be the main priority
or not, it's all about immersion. Otherwise,
don't bother. h e player will be encountering
things through the same eyes as the player
character, so you want them to feel that
experience i rst and foremost. Unreal is the
most well-known game I've worked on and I
think the score immerses the player more than
the sound design. Which is rare. We did the
game and nothing else has really come along
like it. h e audio design goes with the title,
there were a lot of elements beyond sci i that
extended into fantasy genre techniques and the
score rel ected that, so the player experience
was increased all the more in each location.
 
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