30 Years of First-person and First-person shooter

Aaah, memories.
ponceleonsays...

Awesome collection, but I feel like there was one doom contemporary that was overlooked: Ultima Underworld (1-2). Those games weren't as fast-paced as Doom, but outdid it in a lot of ways from the technology side of things.

JiggaJonsonsays...

I'm a little peeved that they used a modified version of Quake. The openGL was not part of the original game with all it's fancy "textures." Just call me old fashioned that way. This is more than just nostalgia though, there was something majestic about non-3D-accelerated games. They never had shit framerate dips (watch doom/wolfenstien/hexen/heretic or better yet play them off of the original WAD files for proof) and I never NEVER never NEVER got lag while playing them online.

FPS never crossing my mind + ping and latency never crossing my mind = gaming bliss imho

here's a snippet of some good ole pixelated quake for my fellow nerds

[iframe removed]

edit:
errr, here's the link since I can't embed youtube clips in comments anymore apparently
http://bit.ly/g54a4F

double edit: wtf? shows up fine in edit, but i cant get rid of the code around it, clean html button? fail

coolhundsays...

Not very accurate video. Its missing a lot of good and memorable games like Operation Flashpoint, FEAR, Tribes, NOLF, TFC or the original UT. Also the timetable doesnt always fit. CS wasnt released 2000, it was first released to the public in 1999.

rkonesays...

>> ^JiggaJonson:
I'm a little peeved that they used a modified version of Quake. The openGL was not part of the original game with all it's fancy "textures."


Actually, glquake was released with quake or at least soon after, I remember running it with my bleeding-edge Pentium 2 266Mhz cpu and 3dfx Voodoo card. With that and my 50kbps cablemodem, I ruled glquakeworld!

JiggaJonsonsays...

>> ^rkone:

>> ^JiggaJonson:
I'm a little peeved that they used a modified version of Quake. The openGL was not part of the original game with all it's fancy "textures."

Actually, glquake was released with quake or at least soon after, I remember running it with my bleeding-edge Pentium 2 266Mhz cpu and 3dfx Voodoo card. With that and my 50kbps cablemodem, I ruled glquakeworld!


ACTUALLY, Quake was released to the public on June 22, 1996 and the OpenGL version wasn't released for more than six months later on January 22, 1997. While all my gradeschool buddies were focused on their SNES I was tagging along with my dad to computer shows (this was long before newegg) and saving up for my first 3dfx card. That was back in the good old days where you had to use a dongle cable just to run your 2D card to your 3D card and only THEN did it find its way to the monitor. Ahhh good times...

Get ur facts straight son!

spawnflaggersays...

I remember the passthrough 3DFX voodoo2 cards. And you could even put 2 of them in SLI- the origination of this acronym is Scan-Line-Interleave, where 1 card rendered the even lines, and 1 card rendered the odd lines. Since nVidia bought the defunct 3DFX's intellectual property, they could use the same acronym, but changed it to mean Scalable-Link-Interface instead.

Speaking of Acronyms and FPS, anyone remember the acronym LPB ?
Low Ping Bastards! These were the elusive few who had dual-ISDN or University network connection to the internet instead of dial-up. I always felt great when I had ping of 200+ and killed a LPB with ping <50 in quakeworld.
>> ^JiggaJonson:

ACTUALLY, Quake was released to the public on June 22, 1996 and the OpenGL version wasn't released for more than six months later on January 22, 1997. While all my gradeschool buddies were focused on their SNES I was tagging along with my dad to computer shows (this was long before newegg) and saving up for my first 3dfx card. That was back in the good old days where you had to use a dongle cable just to run your 2D card to your 3D card and only THEN did it find its way to the monitor. Ahhh good times...
Get ur facts straight son!

jwraysays...

They should have put the original unreal tournament in there. That came out around the same time as Quake 3 but it was waaaaay better. It had so much more capacity for modding and mapmaking, and better graphics. There were thousands of custom maps made by the community, including a few hundred for the strangelove mod.

xxovercastxxsays...

>> ^SeesThruYou:

A decent compilation but lacking some key games. One example is the original Unreal, which was the first FPS to incorporate colored light sources.


Quake 2 was out almost 6 months earlier.

Unreal definitely deserves a spot in this video, though, for technical achievements if nothing else. It was a very impressive engine in its day.

xxovercastxxsays...

>> ^jwray:

They should have put the original unreal tournament in there. That came out around the same time as Quake 3 but it was waaaaay better.


That depends on what you consider better. I always knew UT as a haven for those who couldn't compete in Q3.

UT has a superior engine, probably, but when I played it I felt like it was just a collection of "cool stuff". Q3 felt like a really fine-tuned game, far more suitable to competitive matches. Everything had a purpose in Q3 or it got cut. UT had every feature any developer ever thought of, even if it served no purpose.

xxovercastxxsays...

Some games that probably deserve mention in any list of important FPS games (that aren't included in this video) for either technical or gameplay reasons:

Ultima Underworld
The Elder Scrolls: Arena
Rise of the Triad
Heretic/Hexen
Marathon
Descent
Rainbox Six
Tribes
Thief
System Shock
NOLF
Far Cry
L4D

shagen454says...

I like how the music started to waiver and slowdown at the end there. I was just talking to some friends last night about how it could be difficult to differentiate real news from parody news soon when real 3D gaming comes along games are going to become a strange drug, indeed. Anyway, did this miss Ultima Underworld. I think it diiiiiiiddddd!!

deathcowsays...

I started with the monster graphics card and then bought two voodoo-2 and ran them SLI for 1024x768.... loved quake 2 multiplayer too much, will never forget tokays and the warehouse etc. I think my original 3dfx was diamond? and the voodoo-2's were ?Canopus?

gharksays...

Vanilla Q1 CTF is still the best FPS of all time in term of enjoyment out of any FPS game I've ever played. I nearly cried when I heard they were taking out the grappling gun mechanism from future games.

jwraysays...

>> ^xxovercastxx:

>> ^jwray:
They should have put the original unreal tournament in there. That came out around the same time as Quake 3 but it was waaaaay better.

That depends on what you consider better. I always knew UT as a haven for those who couldn't compete in Q3.
UT has a superior engine, probably, but when I played it I felt like it was just a collection of "cool stuff". Q3 felt like a really fine-tuned game, far more suitable to competitive matches. Everything had a purpose in Q3 or it got cut. UT had every feature any developer ever thought of, even if it served no purpose.


None of that "featuritis" hurt the performance of the software, though. It was very quick and reliable. When you joined a server, it would automatically download all the mod files you needed while showing an accurate and responsive progress bar, using some kind of secure hashing to make sure you got the right file, so it worked every time (unlike CS / CSS / TF2, which often glitch out and lock you out of a server because you don't have the right mod files instead of just re-downloading them from the server, and go unresponsive for many seconds at a time while loading or downloading any map)

Q3's relative lack of modability really cut its replay value.

jwraysays...

They forgot CSS, TF2, L4D, L4D2, and the original Call of Duty, which are all way more popular than half the games on that list were at their peak. I guess the emphasis is on eye candy rather than good design.

grintersays...

Ok so what about the early Microprose flight sims? Or Jetfighter? Or even Descent? Are those too 3D to be included? I realize they wouldn't be categorized as FPS today.. but they had to had to have influenced the genre.
And c'mon where's Dark Forces?
Daikatana? (ok.. that maybe pushing it).

Shepppardsays...

Yeah, there's a huge amount left out of this.

Elder Scrolls series, Fallout 3, TF, Halo, Borderlands, I could keep going but I won't. Each one of the titles I mentioned have a unique appearence, gameplay style, and are years apart. I don't understand what the creator of the vid was going for, but it's a very, VERY short list.

jmdsays...

This video really is just alot of fail. As some of pointed out, Unreal really should have made the list. It combined a traditional 3d engine like quake with post processed 2d effects that epic was well known for in the demo scene. Even worse, the game seemed to list alot of war games.

And for "first person", it didn't list a whole lot of first person non shooters. Did anyone see any?

I'll give ya one... under a killing moon. Quite possible the first use of "megatexture" technology, the 3d fullmotion video extravaganza series by Access used a pretty descent 3d engine where objects and walls used a solid unique rendered texture. This gave the games 3d scenes a very detailed look, sadly performance was total crap as even 3d card's couldn't help because the textures spilled over into system memory. Still when viewed at a high resolution, the game was pretty sharp looking.

Tribes also deserves honorable mention, it was one of the first games to offer up really huge maps, large bases, and a FPS with flight that worked! All leading up to planetside, who despite having many game issues over its life time, is still the only game in exhistance that can offer up 300 player battles featuring land, air, and infantry class based warfare.

Quakeworld should also deserve mention for bringing to the table client/server FPS play as we know it today, but in reality it was simply quake with tcpip network support.

Btw, JiggaJonson, opengl did not add any new textures to the game. It simply added additional rendering capabilities, the biggest being texture smoothing.

xxovercastxxsays...

@jwray:
I don't feel like battling the quoting system right now.

None of that "featuritis" hurt the performance of the software, though. It was very quick and reliable. When you joined a server, it would automatically download all the mod files you needed while showing an accurate and responsive progress bar, using some kind of secure hashing to make sure you got the right file, so it worked every time

That's why I praised the engine, though I find your example here to be poor. Q2 (yes, two) supported on-the-fly download of resources. The only issue I recall having with that was due to the flakiness of internet connections. I ran a gaming cybercafe back then, so I had quite a bit of experience with it.

Q3 vastly improved upon Q2's resource downloading, as you might expect.

Q3's relative lack of modability really cut its replay value.

Critiquing either of these games for "lack of modability" is ridiculous. They both have strong mod communities even now, over a decade after release.

xxovercastxxsays...

>> ^JiggaJonson:

This is more than just nostalgia though, there was something majestic about non-3D-accelerated games. They never had shit framerate dips


They did, actually, they just weren't that noticeable because the framerate always sucked. The last level in Doom 2 and any area with a lot of barrels in either Doom game (or those giant spores in Heretic) are two good examples of places where framerate would plummet into single-digits.

xxovercastxxsays...

Frankly, I think GoldenEye, Quake 2, Soldier of Fortune, Call of Duty, ArmA2, & Bad Company 2 should be off the list. Not because I think they were bad but because they didn't really bring anything to the table. Maybe Q3, too.

jwraysays...

>> ^xxovercastxx:

@jwray:
I don't feel like battling the quoting system right now.
None of that "featuritis" hurt the performance of the software, though. It was very quick and reliable. When you joined a server, it would automatically download all the mod files you needed while showing an accurate and responsive progress bar, using some kind of secure hashing to make sure you got the right file, so it worked every time
That's why I praised the engine, though I find your example here to be poor. Q2 (yes, two) supported on-the-fly download of resources. The only issue I recall having with that was due to the flakiness of internet connections. I ran a gaming cybercafe back then, so I had quite a bit of experience with it.
Q3 vastly improved upon Q2's resource downloading, as you might expect.
Q3's relative lack of modability really cut its replay value.
Critiquing either of these games for "lack of modability" is ridiculous. They both have strong mod communities even now, over a decade after release.


Q3 has no strangelove mod nor "giant maps", and I'm not sure if it's even possible to make either of them in Q3. Back when I played Q3 there weren't a lot of mod servers and they didn't have very creative mods. Although quake 3 had resource downloading, the interface for it sucked and was slower. UT had better music and way more user-created maps.

jwraysays...

Let me count the ways that UT was superior to Q3:

1. The server browser was a million times better.
2. More mods
3. Better mods
4. More maps
5. Better maps
6. Better music
7. Better graphics
8. The options menus were a million times better. They had a real GUI instead of stone-age duke nukem 3D style menus.

xxovercastxxsays...

>> ^jwray:

Q3 has no strangelove mod nor "giant maps", and I'm not sure if it's even possible to make either of them in Q3. Back when I played Q3 there weren't a lot of mod servers and they didn't have very creative mods. Although quake 3 had resource downloading, the interface for it sucked and was slower. UT had better music and way more user-created maps.


Let me count the ways that UT was superior to Q3:

1. The server browser was a million times better.
2. More mods
3. Better mods
4. More maps
5. Better maps
6. Better music
7. Better graphics
8. The options menus were a million times better. They had a real GUI instead of stone-age duke nukem 3D style menus.


I'd argue some of your "points" but most of them are irrelevant to the discussion of what sort of impact these two games had on the genre.

Your arguments are something of a reflection of UT gameplay itself, actually. You're just throwing all your thoughts in a giant pile without properly developing any of them.

Q3 was a more focused, more polished, more skill-based game and that's why I preferred it to UT's everything-to-everyone approach. Neither of them brought much to the table in terms of shaping the genre which is why I feel neither of them should be in this video.

Tribes is the definitive FPS of the late 90s, even if it never approached the popularity of these two. Every team multiplayer game since then has followed the formula that Tribes created when it comes to game types. Unfortunately, nobody has replicated the jetpack, high-mobility, massive maps, and the most skill-based weapon set I can think of.

jwraysays...

>> ^xxovercastxx:

>> ^jwray:
Q3 has no strangelove mod nor "giant maps", and I'm not sure if it's even possible to make either of them in Q3. Back when I played Q3 there weren't a lot of mod servers and they didn't have very creative mods. Although quake 3 had resource downloading, the interface for it sucked and was slower. UT had better music and way more user-created maps.

Let me count the ways that UT was superior to Q3:
1. The server browser was a million times better.
2. More mods
3. Better mods
4. More maps
5. Better maps
6. Better music
7. Better graphics
8. The options menus were a million times better. They had a real GUI instead of stone-age duke nukem 3D style menus.

I'd argue some of your "points" but most of them are irrelevant to the discussion of what sort of impact these two games had on the genre.
Your arguments are something of a reflection of UT gameplay itself, actually. You're just throwing all your thoughts in a giant pile without properly developing any of them.
Q3 was a more focused, more polished, more skill-based game and that's why I preferred it to UT's everything-to-everyone approach. Neither of them brought much to the table in terms of shaping the genre which is why I feel neither of them should be in this video.
Tribes is the definitive FPS of the late 90s, even if it never approached the popularity of these two. Every team multiplayer game since then has followed the formula that Tribes created when it comes to game types. Unfortunately, nobody has replicated the jetpack, high-mobility, massive maps, and the most skill-based weapon set I can think of.


There is no such thing as a "non-skill-based" weapon set. And there are a few CSS/TF2 servers running massive maps with jetpack mods.

Truckchasesays...

I love teh FPS.

I've been playing since I was a kid, but one of my best memories was when I switched to keyboard/mouse from arrow keys and hope. If I remember correctly Wolf3d had no multi-player, but I did Doom a couple times on DWANGO. I just assumed everyone on there was some sort of superhero so I focused on making maps and playing by myself. (Don't come in mom!)

When I started playing Duke3d regularly with friends however, I became acutely aware that the arrow keys won't cut it. The turning moment was a 1 on 1 match with my longtime game-nerd friend Lee.

We setup a time and day to play, and we each had friends come over to watch. In those days playing multi-player directly person to person was still cool enough that you would drive to your buddy's house just to watch it take place. With a couple folks watching at each end, he completely schooled me. It wasn't even close. I didn't get a hit on him most encounters. This thorough ass-whooping was unbelievable. For over an hour I tried, but couldn't get a single kill. With my pride on the line, I devised a plan.

In the initial version of Duke you could lay down as many pipebombs as you wanted, provide you had them to throw. I learned the map, learned his pattern, and cautiously avoided him while grabbing the pipebomb stack each time it spawned. I left pipebombs scattered, and when I thought they were randomly distributed enough I holed myself up in a corner with a viewpoint of the only elevator up to my eagle's nest. The pipebomb spawn was ten feet in front of me. I laid out all the pipebombs I could at the top of that elevator. Each time it spawned I would grab the 4 pack, put all 4 in the same place at the top of the elevator, and retreat hastily to my protected corner.

Finally the time came. I saw the elevator called down. I knew he was coming up. I would get this kill and then end the game, false pride in tact. My time of vengeance was finally here! The elevator came up, and with perfect timing I hit the fire button and saw the beginning of the largest group of sprite based explosions known to man. The beginning. I didn't see the end. Instead I saw:




STACK OVERFLOW

C:\Games\Duke3d>

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