Posted July 05, 2013
After playing a lot of Doom and build-engine games, I have come to this conclusion.
In Doom and W3D engine games, although the primary game is shooting and killing things, there's a surprising amount of puzzle work, it's not Sierra-level puzzling mind you but it's still there. You have to collect hidden keys/passcards to open selected doors, in additions there's many optional secrets with ammo, weapons and armor which can help get past harder parts of the game. Many of the late-game Doom levels have big labyrinth-like mazes which are no joke to try and navigate either.
Everyone thinks of Doom and "oldschool" build-engine games as nothing but mindless killing, but in comparison to modern shooters they were actually very thoughtful and complex in their level-design. The "puzzles" help to break up to the action parts and stop the game becoming repetitive.
Modern shooters have none of this, for the most part. There's rarely a locked door, and almost never item-based puzzles like having to find the key to a door. The level-design of modern shooters is linear and corridor-based, while build-engine maps were huge and tricky to master.
In my opinion, oldschool FPS were really adventure games, or en RPG's, because they took cues from the games of their era. Doom had the "head" of Doom guy just like an oldschool RPG had the portrait of your character, Doomguy also had no personality and it was made clear he was supposed to be "You", the player. In comparison modern shooters almost always force you to play an established character who isn't the player. Other build-engine games like Shadow Warrior, DN3D, Blood all had "RPG-style" HUD's showing health, armor and armor.
Here's a screenshot I took of SW when I reduced the screensize. It really looks nothing like the modern idea of what a FPS looks like. Look at the chunky UI, the Daggerfall-style sprite of the arms holding the sword. It looks like first-person RPG more than anything.
In Doom and W3D engine games, although the primary game is shooting and killing things, there's a surprising amount of puzzle work, it's not Sierra-level puzzling mind you but it's still there. You have to collect hidden keys/passcards to open selected doors, in additions there's many optional secrets with ammo, weapons and armor which can help get past harder parts of the game. Many of the late-game Doom levels have big labyrinth-like mazes which are no joke to try and navigate either.
Everyone thinks of Doom and "oldschool" build-engine games as nothing but mindless killing, but in comparison to modern shooters they were actually very thoughtful and complex in their level-design. The "puzzles" help to break up to the action parts and stop the game becoming repetitive.
Modern shooters have none of this, for the most part. There's rarely a locked door, and almost never item-based puzzles like having to find the key to a door. The level-design of modern shooters is linear and corridor-based, while build-engine maps were huge and tricky to master.
In my opinion, oldschool FPS were really adventure games, or en RPG's, because they took cues from the games of their era. Doom had the "head" of Doom guy just like an oldschool RPG had the portrait of your character, Doomguy also had no personality and it was made clear he was supposed to be "You", the player. In comparison modern shooters almost always force you to play an established character who isn't the player. Other build-engine games like Shadow Warrior, DN3D, Blood all had "RPG-style" HUD's showing health, armor and armor.
Here's a screenshot I took of SW when I reduced the screensize. It really looks nothing like the modern idea of what a FPS looks like. Look at the chunky UI, the Daggerfall-style sprite of the arms holding the sword. It looks like first-person RPG more than anything.
Post edited July 05, 2013 by Crosmando