Tuesday, December 4, 2012

Problem Four

Tracing back to the roots of First-Person Shooters and the games released as well as the milestone achievements.

Legend
- "#" - Information
- "*" - Achievement

Timeline of First-Person Shooter
1973 - Maze War
#Considering to be one of the earliest examples of, or progenitor of, a first-person shooter.
*Had a profound impact on FPS games in other genres, particularly RPGs.

1974 - Spasim (abbreviation of 'Space Simulation')
#A 32-player 3D Networked computer game by Jim Bowery involving 4 planetary systems with up to 8 players per planetary system, released in March 1974.
*The game was played on the PLATO network, and was heavily influenced by another PLATO space multiplayer game, Empire.

[The games above were not much available to consumers until 1980]

1980~1983 - BattleZone
#It was a tank video game that was released in the arcade during 1980. Then in 1983, the version of the game was released to home computers.
*After the released in 1983, it became the first successful mass-market game featuring a first-person viewport and wireframe 3D graphics, presented using a vector graphics display.

1987 - MIDI Maze
#MIDI Maze, an early first-person shooter released in 1987 for the Atari ST. It features maze-based gameplay and character designs similar to Pac-Man, but was displayed in a first person perspective.
*It was later ported to various system including Game Boy and Super NES the title Faceball 2000. It was also featured the first network multiplayer death matches, using a MIDI interface. Its multiplayer mode gained a cult following: 1UP.com called it the "first multiplayer 3D shooter on a mainstream system" and was the "first major LAN action game".

1988 - Golgo 13: Top Secret Episode
#Released in 1988 for the NES, was one of the first video games to place importance on accurate shooting and incorporated a snipe rifle, a weapon later to become a mainstay of the FPS genre.

1991 - Hovertank 3D
#Created by Id Software using pioneered ray casting technology in 1991 that enables faster gameplay than 1980s vehicle simulators and a later advance, texture mapping, was introduced with Ultima Underworld: The Stygian Abyss, a 1992 action role- playing game by Looking Glass Technology.

1992 - Ultima Underworld: The Stygian Abyss
#Created by Looking Glass Technology, featuring a first-person viewpoint and an advanced graphics engine.

1992 - Wolfenstein 3D
#Created by Id Software, released in 1992. It was an instant success and has been credited with inventing the first-person shooter genre proper.
*It built on the ray casting technology pioneered in earlier games to create a revolutionary template for shooter game design, which first-person shooters are still based upon today.

1993 - Blake Stone: Aliens of Gold
#From Apongee Software, the publisher of Wolfenstein 3D. The game was initially well received but sales rapidly declined in the wake of the success of Id's Doom.

1993 - Id Software: Doom
#Doom, released as shareware in 1993, refined Wolfenstein 3D's template by adding improved textures, variations in height (such as stairs the player's character could climb) and effects such as flickering lights and patches of total darkness, creating a more believable 3D environment thanWolfenstein 3D's more monotonous and simplistic levels.
*Doom has been considered the most important first-person shooter ever made: it was highly influential not only on subsequent shooter games but on video gaming in general, and has been available on almost every video gaming system since.

1994 - Macintosh: Bungie's released of Marathon

#On the Macintosh, Bungie’s 1994 release of Marathon, and its subsequent sequels, set the standard for first-person shooters on that platform. Marathon pioneered or was an early adopter of several new features such as vertical aiming and freelook, dual-wielded and dual-function weapons, versatile multiplayer modes (such as King of the Hill, Kill the Man with the Ball, and cooperative play), friendly NPCs, and a strong emphasis on storytelling in addition to the action.

1995 - Star Wars: Dark Forces

#Star Wars: Dark Forces was released in 1995 after LucasArts decided Star Wars would make appropriate material for a game in the style of Doom. However, Star Wars: Dark Forces added several technical features that Doom lacked, such as the ability to crouch or look up and down.

1996 - Apogee's Duke Nukem 3D

#Apogee's Duke Nukem 3D, released in 1996, was "the last of the great, sprite-based shooters" winning acclaim for its humor based around stylised machismo as well as its gameplay.

//Shortly after the release of Duke Nukem 3D in 1996, id Software released the much anticipated Quake. Like Doom, Quake was influential and genre-defining, featuring fast-paced, gory gameplay, but used 3D polygons instead of sprites.



1997 - Rare's GoldenEye 007
#Based on James Bond film, Rare's GoldenEye 007 was released in 1997
*In 2004, it was the best-selling Nintendo 64 game in the United States. It was the first landmark console first-person shooter and was highly acclaimed for its atmospheric single-player levels and well designed multiplayer maps featuring its Sniper rifle's ability during gameplay.

1998 - Tom Clancy's Rainbow Six
#1998's Tom Clancy's Rainbow Six started a popular trend of tactical first-person shooters. It featured a team-based, realistic design and themes based around counter-terrorism, requiring missions to be planned before execution and in it, a single hit was sometimes enough to kill a character.

1998 - Valve's Half-Life
#Valve's Half-Life was released in 1998, based upon Quake's graphics technology. Initially met with only mild anticipation, it went on to become an unprecedented commercial success. Half-Life had a strong narrative; the game featured no cut scenes but remained in the first-person perspective at all times.
*Half-Life was praised for its artificial intelligence, selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel Half-Life 2 (released in 2004), was less influential though "arguably a more impressive game".

1998 - Starsiege: Tribes
#A multiplayer online shooter allowing more than 32 players in a single match. It featured team-based gameplay with a variety of specialized roles, and an unusual jet pack feature. The game was highly popular and later imitated by games such as the Battlefield series.

1999
#Medal of Honour released in 1999, started a long running proliferation of first-person shooters set in WWII. Id's Quake III Arena and Epic's Unreal Tournament, both released in 1999, were popular for their frenetic and accessible online multiplayer modes; both featured very limited single player gameplay. Counter-Strike was also released in 1999, a Half-Life modification with a counter-terrorism theme. The game and later version Counter-Strike: Source (2004) went on to become by far the most popular multiplayer first-person shooter and computer game modification ever, with over 90,000 players competing online at any one time during its peak.

//At the E3 game show in 1999, Bungie unveiled a real-time strategy game called Halo; at the following E3, an overhauled third-person shooter version was displayed. Later in 2000 Bungie was bought by Microsoft, and Halo was revamped and released as a first-person shooter, one of the launch titles for the Xbox console. And later on, The Sequel, Halo2 in 2004.

2000~2007
#Deus Ex, released by Ion Storm in 2000, featured a levelling system similar to that found in role-playing games; it also had multiple narratives depending on how the player completed missions and won acclaim for its serious, artistic style.

#The Resident Evil games Survivor in 2000 and Dead Aim in 2003 attempted to combine the light gun and first-person shooter genres along with survival horror elements.

#World War II Online, released in 2001, featured a persistent and "massively multiplayer environment", although IGN said that "the full realization of that environment is probably still a few years away." Battlefield 1942, another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat.

#Metroid Prime, released in 2002 for the Nintendo GameCube, a highly praised console first-person shooter, incorporated action adventure elements such as jumping puzzles and built on the Metroid series of 2D side-scrolling platform-adventures.

#Metroid Prime, released in 2002 for the Nintendo GameCube, a highly praised console first-person shooter, incorporated action adventure elements such as jumping puzzles and built on the Metroid series of 2D side-scrolling platform-adventures.

#Doom 3, released in 2004, placed a greater emphasis on horror and frightening the player than previous games in the series and was a critically acclaimed best seller, though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics.

#Finally, the C rytek games Far Cry (2004)


#In 2005, F.E.A.R. was acclaimed for successfully combining first-person shooter gameplay with a Japanese horror atmosphere.


#Resistance: Fall of Man (2006)


#Crysis (2007), Call of Duty 4: Modern Warfare (2007)


#Later in 2007, Irrational Games' BioShock would be acclaimed by some commentators as the best game of that year for its innovation in artistry, narrative and design, with some calling it the "spiritual successor" to Looking Glass's earlier System Shock.

#Ubisoft’s Far Cry 2 (2008), Resistance 2 (2008)


//In 2006, GamaSutra reported the first-person shooter as one of the biggest and fastest growing video game genres in terms of revenue for publishers.


2007~Present
#In 2010, researchers at Leiden University showed that playing first-person shooter video games is associated with superior mental flexibility. Compared to non-players, players of such games were found to require a significantly shorter reaction time while switching between complex tasks, possibly because they are required to develop a more responsive mindset to rapidly react to fast-moving visual and auditory stimuli, and to shift back and forth between different sub-duties. The use of motion detecting game controllers - particularly the Wii's - "promised to make FPS controls more approachable and precise with an interface as simple as literally pointing to aim" and thus "dramatically reshape the first-person shooter." However technical difficulties pertinent to functions other than aiming - such as maneuvering or reloading - prevented their widespread use among first-person shooters.

P.S: Information above are credited to [http://en.wikipedia.org]


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Great Thanks!

That's all for you! See you again!