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​Talk about FPS games

How is the shooting game different in shooting itself? Why is the experience different from CS and COD?


If you want to explore the purest shooting game is very simple, you first need a subject, a person living in a machine. This subject must not have any other behaviors other than turning around. He can't move or jump. He can only turn around and aim and aim the muzzle at his enemy. It can only have the attribute of HP. Secondly, a weapon is needed. This weapon cannot have any features other than damage. The rate of fire, bullets, scattering, recoil, etc., are all ignored. This is an infinite bullet with a fixed rate of fire and no diffusion back seat. A gun with no bullet flight time, all it has to do is hit the enemy. Of course, the last point is that we need an enemy exactly like the main body. 

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​Talk about FPS games: Image

As long as they stand back to back, they can turn around and shoot after time starts. Whoever kills the opponent first wins. Is it very similar to a cowboy duel, but the seemingly simple game model is the most actual shooting game prototype, which reveals the most fundamental fun of shooting games. Aim-seek the enemy-fire-hit-kill. A set of processes tests the player's ability to react, concentrate, and imagine the position. In the end, what it tries is proficiency. If it is PVP, the comparison is who has mastered the shooting skills more proficiently. 

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How does this mechanical behavior set to support the repeated and even tens of thousands of matches in shooting games? From a scientific point of view, the extreme concentration will release adrenaline in the player's body. The human body will respond to muscle memory, and people will forget the time or feel that time slows down. This is the heart flow of shooting games. Such proficient challenges are prevalent in life. Some familiar toys, such as Rubik's Cube and skiing, are gifted challenges. When this challenge's difficulty is moderate and the player overcomes this difficulty with some effort, the player will feel abnormal. Joy will secrete a lot of dopamine, which makes people happy. As the difficulty is constantly overcome, the difficult is constantly rising, and people can continue to gain joy. This relationship will end when the difficulty reaches the ceiling, and perhaps the player will succeed in the final challenge, but after that, the pleasure gained will slowly pass away. Finally, if the difficulty does not rise, the success of the challenge will not produce mood swings. This is the general situation of the game, but from the primary prototype of shooting games, the upper limit of the difficulty of the challenge is far greater than the limit of human beings, so this also explains why shooting games are still a popular game type after so many years. The reason for this is that no one can say that they have completely conquered shooting games, so shooting games have become the best form of competing with other players, the most durable and most fun form.

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​Talk about FPS games: Image

Why is the experience different from CS and COD? We just talked about the basic prototype of shooting games. It can be said that all shooting games are developed from such prototypes. Game designers continue to cultivate and innovate in this field, add branches and leaves, and carry forward this game. The most important reason for the different experiences of shooting games is the game level and the behavior of the characters in the game. These two points determine the rhythm of the game itself without considering the basis of the gameplay. Therefore, the gap between shooting games is the first to bear the brunt of the difference in the rhythm of the game. Based on the basic prototype of "cowboy duel", multiplayer PVP is added to give the previous level a character who can run, jump, and tiptoe. Behavior, some weapons with different attributes to choose from, CS basically announced the birth. This is a map-controlled shooting game that tests information collection and the ability of people to react. Then change your mind on the basis of the basic prototype of "Cowboy Duel". It is still the configuration of CS just now, but it needs to be faster, more character behaviors and even a sliding shovel, and a stable trajectory, plus Fast TTK, COD was born. These two games have a vast difference in experience just because of different behaviors and different speeds. Before, they needed to tiptoe and use tactics and strategies to break them one by one. Now they can run all over the court, shovel assault, and solve the enemy in a smooth and flowing way. This subtle difference changes the game's rhythm and changes the tendency of the entire game. The essence of traditional sports like CS relies on reaction ability, while COD, a fast-paced shooting game, tests the player’s ability to manipulate characters. . This shows that the difference is essentially the rudimentary superstructure.

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