There were a few other arcade games that also used twin-controls, like Smash TV.
Of course there were, but I was snarkily addressing the "started it" comment.There were a few other arcade games that also used twin-controls, like Smash TV.
I'm not sure what more you want from an FPS other than taking cover, running to get help, flanking, throwing grenades, dodging bullets, avoiding grenades, retreating when low on health, leading shots, not magically knowing exactly where you are, and avoiding choke-points.
I mean, it's not like giving an FPS automaton the ability to make stock market decisions would make it any better. And if you make it too good, more than two guys = you are dead. Just the fact that I couldn't run into a room, wake the guys up, and then wait by the door for them to file out and die changed my FPS strategy quite a bit from the ol' Quake 2 days.
The problem is when you have non-random enemy placement, replaying the same levels will feel the same. Half of what keeps multiplayer fresh is that the other players spawn randomly, and you never know what powerups or weapons they'll pick up before you meet them...and they might find you and shoot you in the back before you find them. With single player games, once you've played a level a few times, you know exactly where the enemies will be standing, what weapons they'll be carrying, and where all the good cover in the room is (both for you and for them). Even with godlike AI, this puts you at a ridiculous advantage.
Enemies with UT-style AI would make the gaming feel more spontaneous and fresh, but it would hurt immersion (watching a guy run backward while shooting RPGs doesn't look realistic) and kill the ability of the level designer to create a fairly controlled experience, since enemies would automatically know from the first moment that they should be looking for you.
And brilliant AI + bad aim + low enemy health would kill the experience. What good is AI if the enemies basically can't kill you? Learning algorithms wouldn't help anything then, you'd just walk up to them and kill them no matter where they were.
You basically need good level design to make fights feel fresh. You need enough action going on that a meticulous battle plan just plain won't work. But even then, once you've played a level 5 or 6 times and figured out the trick to it, it quits being hard. This simply comes from the planned nature of single player story-based FPS's
Redefine boss battles with a battle against a semi-sentient enemy that is truly the "Elite" one among the enemy soldiers. I thought the final battle against "arnold clone" in RE4 was fascinating. Especially the earlier knife fight. That obviously wasn't AI, but it was creative scripting to make him feel really formidable.
It's just that, well, Halo was a high point for sure, but nothing has really changed in years. There have even been tons of worse examples of modern FPS AI. And lots of letdowns after hype (Oblivion, HL2, etc).
I dont see why would it hurt the level designer (besides some very cinematic games),
Why is it that games from the 2d area are still fun to play? thats because the overall design is made to be fun. If you dont have alot of power, you have to focus on making a game fun. That is why they are still fun today. But that wont be the fact with most current (and next gen) games. They are designed to look awsome. But looking awsome only lasts untill the next uberconsole will hit the shelves and because those games arnt designed to be fun they wont stand the test of time.
Because the designer can't put caches of enemies in certain rooms and expect to stay there. And if the AI's really all that good, you don't want to be facing 6 or 7 enemies at the same time. Unless, as you said, their aim/damage sucks, but then that just reintroduces the problem. Just imagine playing a 6-on-1 match of Quake 3 against some really good players.
I'm also wondering how much you've played FPS's on the maximum difficulty settings. In many, top difficulty means enemies have perfect aim, which certainly makes things more difficult than just needing to put more ammo in a guy to kill him.
The main thing I think is that playing through a story-based campaign will never have infinite replay value. And finally, I doubt they'll make an AI for a long time that is truly smarter than a human...and once they do, you won't be facing multiple enemies in a room, at which point a lot of games will get pretty boring, and everything will feel like a series of 1-on-1 Quake 3 matches. I would just say that if you're looking in story-based video games for an experience on par with deathmatching with experienced humans, you're going to be continually disappointed, because not many people would want to play that kind of game.
I think you missed the point of wanting better AI or even gfx to make the game more fun, because that can also be used to make a game fun. Althought I confess that many times I feel the same way, but that is just a dev choice.
I know that was the intention, but lately its obvious that gfx and AI are only used for PR purposes and not to make the game better. I see gorgeus games, and while devs have the potential with this power to make awsome games, almost all games I play arnt more, or even as fun as alot of games that are already old. It seems all the time and energy goes into creating those gfx but no or little time seems to go into making those gfx work for the game.
If you're looking for something totally new, you're going to be severely disappointed! In books, movies, TV programmes, the same ideas are recycled over and over. And that's because there's only a few ideas possible. Similarly in games, you have goal and how you achieve that, and pretty much all combinations have been conceived already. What makes a game is the gameplay. It's like sports. Tennis is tennis. It has been tennis for hundreds of years. Every tennis match consists of hitting a ball over and over, scoring points. People still play and enjoy tennis though, because every time they play it's a challenge. Every football match is the same. Every race is. Every fight in Tekken is. Every buzz around a PGR3 track is. The glut of human activities are the same basic thing over and over. It's the 'extras' that keep it fresh.But for gamers in general, there is nothing really revolutionary. We are lead to to believe that the Wii is because of the control scheme, but you are basically playing the same genres with different controls.
Looking to the future, there's a couple of areas that can be greatly enhanced other than graphics. AI can make for very different game playability, and physics can produce whole new games structured around virtual physical interactions. There's a physics based game I played but can't remember it's name, where you have to stack blocks to make towers, competing with the computer or other players. That game, though simple, wouldn't be possible without modern processing power. There's certainly scope for growth in that realm if publishers weren't so conservative, and hopefully things like homebrew and open development initiatives will free development to use power to create new genres.
On the whole though, much of the power available will be used to refine the old experiences, and it's used to good effect. Saying 'old games were fun, so power isn't needed' is ridiculous. Those 'old games' are dependent on vastly more powerful hardware than the first games. The fact that modern gameplay hasn't progressed much is due to factors like limited scope for advancement and publishers being reluctant to invest in new ideas. Better hardware is going to mean more opportunity for better games regardless of whether the opportunity is taken or not. If we take Wii, with more processing and graphics power, you'd get better framerates and higher detail that'll make the game more believable and make it easier to follow the action, and would allow for more diversity of games. Imagine a puzzler based on fluid dynamics, with a flow of liquid and airflows. On PS3 you could have an interface to direct water flows along a complex pathway system, orientating different platforms and tubes by turning them with the motion control. On Wii, though the motion interface is there, the processing power isn't. That's an example of where processing power enables more. Accepting the current capabilities as an adequate cap on technology that's 'as good as it gets' is totally missing where the problems facing the creation of good and intersting games come from. It's not the hardware at fault, but the software industry.
That's what Nintendo have going for them. They're forcing innovation by providing a very different system where the conventional doesn't fit so well into both the control and the target demographic. Consider Elebits. A game like that is only likely to appear on Wii due to the human interfacing and the willingness to go with simpler game concepts.Still Wii will not be more fun just because it isnt as powerfull, probably the controler alone would be enought to awake the devs/publishers to the current situation.
But wasn't that the same for most PS2 games? Also, it was because of cheapness that games like Katamari got out.After a rush of new titles, it might be found that certain genres sell the best, and publishers start churning out the same content over and over. Ugh.
That's what Nintendo have going for them. They're forcing innovation by providing a very different system where the conventional doesn't fit so well into both the control and the target demographic. Consider Elebits. A game like that is only likely to appear on Wii due to the human interfacing and the willingness to go with simpler game concepts.
Is a daring and impressive move, and one that looks like it'll work. However, it won't be long before much of the innovation is exhausted and games end up using the same control methods as previous games (eg. all RPGs will have sword-waggling via the Wiimote). It will again boil down to what the devs do with the software and how much freedom the publishers grant the devs. After a rush of new titles, it might be found that certain genres sell the best, and publishers start churning out the same content over and over. Ugh
...long rant...