The Gamasutra Quantum Leap Awards: First-Person Shooters
As voted by Gamasutra's readership of game industry professionals, we present our results of the Quantum Leap Awards for the first-person shooter genre, honoring the titles which "brought the FPS genre forward" in the biggest ways.
In
August 2006, the editors of Gamasutra asked its readership of game
industry professionals to chime in and vote for which game in the
first-person shooter genre "brought the genre forward" in the biggest
way - whether it be an early game that helped define the FPS, or a more
recent one which took those core ideas and developed a more rewarding
experience than before. Specifically, we asked:
"Which
first-person shooter/action title over the entire history of the FPS
game do you think has made the biggest 'quantum leap' in the genre, and
why?"
On the following pages, we'll first present
eight "honorable mentions" - games that, while certainly innovative and
important, did not receive enough votes to make it into the top
echelon.
Following this, we'll present the top
five first-person shooters voted for by our readers, in reverse order,
ending with the overall recipient of Gamasutra's first Quantum Leap
Award, which received the largest amount of votes from game
professionals.
[Please note that while many
games received small amounts of votes in this survey, we could not
possibly give adequate attention to each of them. 'Honorably mentioned'
games also voted on by our readers, but not making it into the top five
_or_ receiving detailed commentary alongside the voting included Halo,
Star Wars: Dark Forces, FarCry, Tribes, and Quake III.]
Honorable Mention: Doom
Although
Wolfenstein 3D basically invented the genre, it lacked variations in
height and had no textures. Doom took things to a level where the
player was immersed in a believable 3D environment, and added addictive
network play to boot. There was nothing as satisfying as blasting your
cube-mate with a BFG in the back. As far as I recall, it was also the
first use of the term "Deathmatch" in video games as well. Since Doom
nothing has been the same.
-Ken Carpenter, Pervasive Media Co.
Doom
started the multiplayer frenzy. Of course, if it had not been Doom, it
would have been only a question of time before another FPS would take
the flag and bring to the audiences the wonderful experience of
multiplayer gaming. But in the end, Doom did it, not another game. Duke
Nukem 3D? Plenty of weapons, lots of humour, hours of play with
friends. Plenty of features, the premises of a real story, mainly
through a step by step level design. But no major leap to be found
there.
In the end, I'd choose a game which defined the premise of what is now so important to FPSes: the multiplayer. And it's Doom.
-Anonymous
Doom.
I remember sitting with my friends, motion sick after playing marathon
sessions, thinking "Oh my God, this is unbelievable!"
-Anonymous
Honorable Mention: System Shock
I would argue that 'pre-Shock', shooters defined a narrow category of
player experience more or less unchanged since the days of Wolfenstein
3D. It wasn't until the genre was 'post-Shock' that richer titles - in
terms of game mechanics, story design and emergent gameplay - started
to appear (notably Half Life and Deus Ex).
In
terms of shooter mechanics, System Shock was the first FPS to really
attempt to create physical immersion beyond just the camera POV. It
introduced a full range of movements (most of which we take for granted
now) and avatar hit location to give impact to damage effects. The
weapons system, in addition to giving unprecendented levels of
customization, also offered greater control modality than had been seen
previously. System Shock wove in enough elements borrowed from
adventure/RPG to elevate its design beyond the basic shooter tropes. It
offered a robust system for the player to upgrade his weapons,
equipment and skills; and it integrated a well-realized 'VR' hacking
game that gave authenticity to its cyberpunk theme. The fact that so
many of these features are now virtually de rigor in modern sci-fi
shooters is a testament to the influence exerted by this one game.
-Patrick Redding, Ubisoft
Honorable Mention: Marathon
This is a
"dark horse" entry, but I believe that the FPS Marathon by Bungie
Studios made the biggest leap. While it clearly owed a great deal to
Wolfenstein and Doom, Bungie forked off the path from the iD model of
FPS design by giving the player a quiet, almost poetic atmosphere of
dread and anticipation and including a backstory and narrative that
gave you other reasons to explore besides gore and destruction. Using
advanced (for the time) lighting, smart AI and a much slower pace, the
game was all about atmosphere; the first few fights you have are among
the most intense I've ever experienced. No heavy-metal guitars, no
chainsaw, just you and a half-clip of pistol ammo and a dark, utterly
foreign alien-ship corridor; the sensation of being truly alone made
you yearn for the next data terminal, where you would log in and
receive tiny, enigmatic pieces of a story that pointed to a greater
whole.
Marathon
also innovated in multiplayer to great effect, with King of the Hill
and other tactics-inspired combat modes and some truly hilarious
physics as a result of grenade or rocket hits. Long before Half-Life 2
allowed me to kill someone with a toilet, Marathon perfected launching
opponents into the lava with a well-placed rocket between the feet --
instant comedy gold. The weapon balance was also superb; each weapon's
power was balanced out by a negative, such as the intimidating rocket
launcher that only held two rockets and had enough of a "kick" to throw
off your second shot, should you linger on the fire button.
I
suspect the submissions for this QOW will be inundated by Half-Life and
Halo nominations, but Marathon players such as myself can smirk quietly
knowing that Bungie's Marathon was the proving grounds in which they
tested almost every element that made Halo what it is today (vehicles
excepted, of course) and innovated in storytelling and atmosphere long
before Gordon dodged his first headcrab. You had to be initiated into
the cult of Macintosh to play, but that's what makes Marathon such a
rare pleasure.
-Michael Eilers, University of Advancing Technology
Honorable Mention: Deus Ex
Deus Ex was more than just a first person shooter. It made you part of
a believable future where conspiracies lay hidden around every corner
waiting to be uncovered. Deus Ex made big strides not technologically,
but more from a design point of view.
It
gave birth to emergent gameplay, it changed the way at least the way I
think games should be designed. It puts the player in a situation and
the player should act as they please, but they will also have to accept
the consequences of their actions. Deus Ex isn't like Half-Life or some
other boring first person shooters because there's not one way (there's
infinite solutions to problems, like in real life), you don't play the
game as the designer intended you to play it, the designers encourage
you to play the game with your own style, and the skill points and
augmentations are used as tools to reach this goal. I think Deus Ex is
a quantum leap from the likes of DOOM, and Half-Life, because it is
believable, fun to play, it gives you variety, and it has a great epic
story tying it all together.
-Anonymous
Honorable Mention: Koronis Rift
OK,
I'm going to indulge in some self-promotion here, but when did we first
see a game use a first-person POV where you roam around a 3D landscape
of mountains and valleys, fighting enemies with increasingly powerful
weapons, and gathering your own weapons and defenses from the remains
of past foes? Koronis Rift, 1985... Not exactly a FPS, but certainly a
lot of the same basic elements.
-Noah Falstein, The Inspiracy
Honorable Mention: Alien Vs. Predator
Alien
Vs. Predator was the reason gamers bought the Jaguar, and it introduced
a stack of gameplay innovations that we now take for granted. It was
the first fully-texture mapped FPS on any console anywhere. It was the
first game that allowed you to play three totally different and
competing characters - Alien, Predator and Marine. It was the first
game with vision modes. It was the first game based on a film licence
that actually added to the licence, rather than just cashing in on it.
-Anonymous
Aliens
was the first game where gamers (playing as aliens) could run on walls
and ceilings - something the marketing for Prey has recently made much
of (seven years later!) Not only that but the AI aliens could run on
the walls and ceilings too - making formidable targets. The damage
system was amazing too. You could shoot off any alien's arms, even
shoot off individual fingers! If you shot off an alien's leg, it would
still crawl at you and try to attack you! There was never any respite
from the aliens. Uniquely in any game, the aliens would track you down
intelligently, so you could never afford to stay in one place for long.
It
was the first FPS to have characters with emotions and different facial
expressions. As the Predator, you could literally peg an enemy's head
to the wall, and fire the homing disk which you'd have to retrieve if
it got stuck in a wall. It was the first game to introduce three very
different characters in multiplayer games - with a beautifully-balanced
paper-scissors-stone gameplay.
The intensity was
increased as you never quite knew what you'd find in a room before you
entered it. No chance to play through using quicksave, die and reload
techniques. You had to be a real gamer! One of my favorite special
effects ever was the beautiful volume filling explosions - throw a
grenade down a coridoor and watch the orange flameball whoosh out! I
also loved the slow motion gameplay effects with accompanying doppler
effect sound frequency shifting. All this well before Max Payne built a
whole game on slow motion effects. A giant, multi-leap forward for the
FPS genre!
-Anonymous
Honorable Mention: Descent
Descent
was the first example of an FPS-style action title which divorced
itself away from the sprite and raycasting approach of games prior.
People often think of Quake as the first polygonal 3D FPS, but Descent
predated it by a year, and more importantly, really shifted the
gameplay mechanics (something Quake cannot really claim per se).
Beyond
simply giving you a genuine 3D environment, it also fully exercised the
6DOF freedom of movement afforded by using a 3D environment, and
escaped a lot of the limitations of games that preceded it (and even a
few that followed). Which makes it both an interesting gameplay case
study as well as a challenging game to play. It has stood the test of
time in that it still sees mods to this day, and yet it is unique
enough that it hasn't been duplicated as heavily as many others.
-Parashar Krishnamachari, Crystal Dynamics
Honorable Mention: Tribes
Tribes
was one of the first titles that saw the popularization of teamplay and
the 'capture the flag' scenario as a critical game element. It also
introduced the first seamless multiple player roles, team
communications like waypoints, a unique quickchat system,
indoor-outdoor rendering engine, higher player count than ever before,
and unique 3-dimensional gameplay with the addition of player jetpacks.
It consistently ranks in the top 40 games played online still today,
almost 8 years after its release.
-Alex Swanson, GarageGames, Inc.
5. System Shock 2
System
Shock 2 reached a level of immersion and involvement with your
environment that has never been matched before or since. Some people
might disqualify it from the genre of strict FPS, since the action is
less frantic and has a more cerebral slant than games in the traditions
of id or Valve or Bungie or Epic, but if the first person perspective's
great strength is its ability to transport the player into the role of
the hero, to put you in their place, then no game does this better than
SS2.
The ground breaking sound design plays a big
part in this, as well as the carefully paced moments of intense emotion
that the game seems to be able to turn on and off like a tap. The
timing of events and engineering of your every situation is so well
planned, so carefully arranged that your natural explorations and
progression through the haunted ship advance the narrative in a totally
transparent manor. Playing it feels like you've been cast in an
excellent horror film where each scene has a specific purpose and the
result is so engaging that you find yourself unable to stop playing.
That's why System Shock 2 was and remains the most progressive, ground
breaking title in the FPS genre.
-Tom Murray, Spartek Systems
System Shock 1 was probably a bigger leap, but in System Shock 2 the
elements were more smootly entwined. It had a good story and narrative
to drive you by, it had multiple possible tactics (PSI were such a
change of palette) and it had the right atmosphere to it. And the
minigames, I loved them. Notably, up to date SS2 is still one of my
favourite FPS, topped only by F.E.A.R.
-Luca Franchini
4. Wolfenstein 3D
Wolfenstein 3d made FPS games into a main event. Not only was the game polished, but it was fun, and is STILL fun today.
-Matt Ribkoff, IDK
It
really was a technological leap over the games that preceded it. Though
graphics may improve, and features are added, the mechanics of the FPS
are fundamentally now still based on the gameplay that was created in
1992.
-Tony Lozano, TSTC
Wolfenstein 3D - because it was the first.
-Ondrej Spanel, Bohemia Interactive Studio
When I compare today's games with [Wolfenstein 3D] I find only a few differences.
-Kent Simon, Kush Games
Wolfenstein 3D: The greatest 3D shooter untill Doom came along.
-Caleb Doughty
3. GoldenEye 007
Goldeneye
proved that it was possible to create a fun FPS experience on a
console, in both single-player and deathmatch game modes. It served to
popularize the genre to a much larger audience that had experienced it
before and was probably one of the most significant titles that allowed
the N64 to remain competitive with the PlayStation.
-Benjamin Hoyt
I
couldnt tell you how many hours I logged in multi-player on that game.
Today's FPS games are still based on styles that came from GoldenEye.
And while there are many games out since then that have helped
revolutionize the industry and genre, none have changed things as
radically as GoldenEye.
-Micah Hymer, Reverie Entertainment
GoldenEye
was the first game to really put you in to a 3D environment with
(somewhat) realistic situations. Enemies could see and hear you, they
could also hit alarms, security cameras could catch you on tape, allies
could run with you, you could shoot locks off of doors, destroy parts
of environments for fun and to solve missions, all while breaking
through an intricate story; it was an immersive experience that almost
required you to think and behave like you were there. The industry at
its best.
-Sterling Reames
This was the first big console FPS that truly got it right. The
gameplay was solid and multi-player is so good I still have my 64 so
that I can play this game with friends.
-Keith Schaffer, Ferris State
No
other FPS suddenly opened the genre to such a large pool of new gamers
as much as Goldeneye did. Goldeneye was the first viable and well done
console FPS, one that could compete with its PC cousins not only in
terms of gameplay, but also in terms of multiplayer. This game started
the influx of console-based shooters we see nowadays, when only several
years ago, the FPS was a genre for PC gamers only. While other shooters
may have made bigger innovations that changed the genre as a whole,
Goldeneye 007 opened the genre to a completely new market.
-Andrew Fort
Goldeneye
was the first great success of a FPS on a console, and its multiplayer
mode really added something to the game that is truly exclusive to
console games. Being able to play against your friends while sitting on
the same couch brings another kind of experience for the players. The
command system took great advantage of the N64 controler, and with
something very different from a mouse and a keyboard, suitied the
genre's requirements (especially being able to aim precisely) like no
other game did before. Games such as Halo could only have been done
thanks to Goldeneye.
-Wyler Hugo
2. Quake
Id
Software's Quake brought true three dimensional polygons into the
development realm and explored the online play space above and beyond
any other game available, even according to today's standards.
-Christopher James, EA Montreal
I
believe it was Quake that defined how the genre would move forward,
with the fully realised 3D environment and and the lightning gameplay.
Although Doom brought the genre to the fore, Quake refined the idea
into the prince that would one day be king.
-Sean McCafferty, Instinct Technology
Quake
simply re-invented the idea of a FPS, with it's online deathmatch, the
"big-bang" of FPS modification community, and also starting the graphic
card add-on for the PC hardware market as well.
-Johnny Oh, Electronic Arts
Wolfenstein
may have started the FPS genre but Quake defined it and made it the
intense perspective driven experience that it is today.
-Michael Neth, NeXT
1. Half-Life
Making
a quantum leap in a genre is a pretty hard thing to do. The FPS genre
has been full of significant technological accomplishments, but these
have come to be expected by each iteration of the game. Either you
build on top of a game engine or you develop technology. With that
being said, I think the game that supplied the biggest leap forward in
the genre is without question, Half-Life. While still built with
existing tech, the gameplay and more importantly the story set the game
apart from any other like it before it. Half life utilized the first
person perspective to drive it forward from just mindless killing and
allowed it to become mindless killing with a story context. Given the
lineage of FPS games before it, I'd say that's a pretty big push
forward.
-Dustin Clingman, Zeitgeist Games, Inc.
Half-life was monumental in its story telling and first-person cinematography.
-Anonymous
Half
Life was such a great leap forward in game design that games are still
being made today that have yet to catch up. Notable innovations:
Non enemy characters (as opposed to if it moves, you must kill it)
Seamless area transitions (as opposed to end-the-level-buttons or areas)
Things to interact with besides doors, leading to great problem solving levels
A story that was experienced in play rather than told to you
A sense of immersion that still seems hard to match today
A very user friendly online multiplayer interface (what? I don't have to enter an IP address? wow!)
The
graphics are the only thing this game might lack versus another FPS
launched today. Gameplay wise, it stands with anything I've seen
released recently.
-Anonymous
For
me, Half Life made the biggest 'quantum leap' in the FPS genre with its
inclusion of story-driven gameplay, which was executed superbly.
-Jools Watsham, KingsIsle Entertainment, Inc.
Before
Valve's Marc Laidlaw introduced us to Gordon Freeman, the genre
remained mired in the same "no plot to get in the way of the story"
that marked the genre since Wolfenstein 3D and Doom. Half-Life drew us
in with characters that fascinated, leaving us begging for a sequel --
not just for more great gameplay, but for a continuation of the story.
No preceeding FPS had that, and the influence of that innovation can be
seen in current titles like Prey and F.E.A.R..
-Christopher Dellario, WhatIF Productions LLC
By
folding in story and adventure elements, [Half-Life] created a much
deeper, more immersive experience than the pure shoot-em-ups that
preceded it, a you-are-there action/horror experience that pulled as
much from Aliens and Day of the Dead as it did Doom and Wolfenstein.
And in doing so, it set a template for almost every FPS title in the
future, from Deus Ex to Halo.
-Jordan Itkowitz, Rainbow Studios
[Half-Life]
is the first time I can ever recall a 3rd/1st person view game where
the cutscene unfolds "around" the player rather than infront of them as
most games do. It also obviously was using fully realtime ingame scenes
(using the game engine) rather than pre-rendered video. Even today many
of the biggest titles still do not do either of these, which is a shame
as the level of immersion is way beyond that of mere pre-rendered cut
scenes, that are non-interactive.
Think
of the intro of Half-Life, being in the train/cart, able to look around
as much as you want, while being "moved" to your starting position. It
is a image I'll never forget. Half-Life 2 carries on the legacy
(introduction unfolds around you at the train station) but it can not
compete against the impression that Half-Life gave me! BINK video and
similar has served games well, but it is time for the game engines to
do what they do best, immerse the player into the game world. Half-Life
did this 8 years ago (which is like 40 years in gaming years), so in my
eyes that makes it a pioneer in story telling for FPS games (as well as
3rd person view games).
-Roger Hågenseni
Half-life,
mainly beacuse of its movie-like atmosphere and the fact that you are
just an ordinary scientist (albeit, Rambo-like!). The engine also
provided way for ordinary people to create different and beautiful mods
such as Counter-Strike, which became a game on its own, They Hunger,
etc. Although they are not related to Half-life (they are just mods),
the fact that anyone with a little programming skill could write total
conversions created a large modding community and a large user base who
continued to buy Half-life years after the game had been released.
-Toni Petrina, Cyprox Studios
Although
it may have not been the first title to do so, Half Life certainly was
one of the best examples of narrative in a FPS. By not breaking the
perspective with cutscenes, Valve crafted a game where I, at least,
really felt some involvement within the story, which didn't feel like
some excuse to run down a corridor to shoot enemies. Even FPS games
today that rely heavily on that run and gun type of gameplay (Prey,
Black) would seem primitive now without some form interactive narative
or experience during gameplay.