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Old-school FPS games involved an amalgamation of different mechanics and strategies that the players had in their arsenal but in modern FPS games, the limit of depth and strategy are often limited. How did this ‘downgrade’ of the FPS genre continue to occur over the years?

Content of the article: "Old-school FPS games involved an amalgamation of different mechanics and strategies that the players had in their arsenal but in modern FPS games, the limit of depth and strategy are often limited. How did this ‘downgrade’ of the FPS genre continue to occur over the years?"

I'm sure that many people complained about this before and I am sure that many of you have heard Totalbiscuit's complaint/rant about the


.

But I will elaborate further to explain what I mean.

Take DOOM, for example.

It is a classic where you have to point and shoot. You kill demons, you finish the level, you win.

However, it surprisingly holds a lot of depth.

Not only the level design and the detail in the different types of monsters that you encounter involved a lot of creativity, but also the different amounts of scenarios that you encounter will force the player to make split-second strategies on the fly even when they are not aware of it.

The jumping and the strafing and the dancing is one layer of the strategy to avoid being hit by the enemies' projectiles.

The weapons, though limited in number, and their respective pickups involved resource management and allowed the player to use said weapons in specific situations that they saw fit like a rocket launcher against enemies with high HP or a good of enemies that are jammed together.

And the list of enemies that you encounter are enormous, all with their own ways of attacking you and overempowering you and they come in all kinds of combinations which force the player to come up all kinds of strategies on the fly – do you take down the big guys first or the small guys first? Do you use the machine gun and waste all the ammo and use it to easily kill the small guys while stunning the bigger ones, or use the plasma gun for easy kills but have low ammunition?

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Now let's compare this to a classic modern FPS like a military shooter like Call of Duty or Battlefield.

Usually in both the singleplayer and mulitplayer, the players are in a sort of even playing field. Both have same amount of HP, both wield an assualt rifle or a rifle that is based on real life but balanced in a way that is fair for everyone, and depending on the map and the creativity of the player, some form of strategy is involved.

But more often than not, the scenario stays the same – either it is who shoots first, or get to cover, stay in cover, shoot from cover and hope that the same person does not shoot you.

Obviously, I am not saying that there is no room for creativity or variety at all. Different classes means different oppurtunities, the different maps and vehicles bring different strategies, and some form of thought is also involved, and sometimes, you get a variety of different enemies with different strengths and weaknesses.

But it is as though the FPS genre follows the same predictable formula – the Division, Ghost Recon, Gears of War, Counter Strike.

Again, I am not saying that there is no variety or room for flexibility.

Halo has a blend of the retro style play and the singleplayer involves dealing with a variety of different enemies.

Rainbow Six, Counter Strike and Valorant focus on a class-based format with different abilities and gadget for every character and they involve their own strategies.

There are even military simulators which is more slow, focused and deliberate but as close to an actual military operation as possible.

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And also, the old-school FPS genre is sort of making a comeback with releases like the latest DOOM Eternal, Shadow Warrior 3 and even Apex Legends and Titanfall 2.

But the complaint is still there that for some reason, the recent FPS genre has been "downgraded" and has stayed as such because it is profitable for a wider audience

So is this the case?

Source: reddit.com

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