Shooters

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SHOOTERS Ray McDivitt, Greg Black, Andrew Barney, Dean Massaro, Brandon Newpher

Transcript of Shooters

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SHOOTERSRay McDivitt, Greg Black, Andrew Barney, Dean Massaro, Brandon

Newpher

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Early Shooting Games• The shooter game has since been traced as

far back as Maze War, 1973, and 1974's Spasim.

• The genre heightened with 1992's Wolfenstein 3D, credited with creating the genre and basic blueprint for future titles

• The leader of the genre's wider mainstream acceptance and popularity was Doom, perhaps the most influential first-person shooter.

• Half-Life, released in 1998, enhanced the narrative and puzzle elements, and showcases the considerable development of the genre's potential.

• GoldenEye 007 (1997) was the first landmark first-person shooter for home consoles.

Wolfenstein 3D

Doom

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Today’s Shooting Games• In the 21st century, is one of the most

commercially viable and fastest growing video game genres.

• As of 2006, was one of the biggest and fastest growing video game genres in terms of revenue for publishers.

• The Halo series heightened game console's commercial and critical appeal as a platform

• Games like Maze War, Wolfenstein 3D, and Doom paved the way for other game’s success such as, Gears of War, Kill Switch, Tom Clancy Games, Medal of Honor, Red Dead Redemption, Left 4 Dead, Bio Shock, Resident Evil, and Call of Duty.

Call of Duty

Halo

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Evolution of Gameplay and Graphics

Metal Head (1994) Quake (1996)

Tom Clancy’s Rainbow Six (1998) Gears of War (2006)

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• In many shooters, players interact with the environment to varying degrees

• The environment can be damaged and allow for additional visual effects.

• The game world can have many different enemies to combat

• Games feature multiple difficulty settings for different players

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Going from Story/Campaign to Multiplayer/Online

• Many of the early shooter games were based around a central story for the player to go through.

• Some games are designed specifically for multiplayer gaming. Massive multiplayer online shooters allow thousands of players to compete at once in a persistent world.

• Large scale multiplayer games allow multiple squads, with leaders issuing commands and a commander controlling the team's overall strategy.

• Multiplayer games have a variety of different styles of match.

• These match types may also be customizable.

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FIRST PERSON SHOOTERS

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REALISM

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POINT OF VIEW

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CUSTOMIZATION

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A.I.

http://www.youtube.com/watch?v=uy8I8BemMtY

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THIRD-PERSON SHOOTERS

• Games that obviously are shooter based.• Have a different camera view than First-Person

Shooters• Camera is behind the avatar allowing the

player to see the avatar’s body interact with the world.

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THIRD-PERSON SHOOTERS CONT.

• Not as popular as First-Person• Most of these games are action games that are

adventure based• Tend to be more realistic than First-Person• More optimal for interacting with objects in the

game world• Less optimal for fine-aiming

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EXAMPLES OF THIRD-PERSON SHOOTERS

• Army of Two• Resident Evil• Gears of War• Tomb Raider

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GEARS OF WAR 2

• Released in 2008• Won “Best Shooter” at the Spike Video Game

Awards• Won “Overall Best Shooting Game and Overall

Best Graphics Technology” by IGN• Only available on Xbox 360

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GEARS OF WAR 2 CONT.• Developed by Epic Games• Known for its unique weapons such as the

chainsaw attached to an assault rifle, flamethrower, chain gun, and mortar cannon

• The setting is in the future where the humans are in a war against the Locusts

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HOW GOW 2 RELATES TO CLASS

• Playing Multiplayer or Campaign for some players is so engulfing into the world of Locusts versus humans that it becomes their reality

• The intense graphics does not effect how engulfed the players are

• Teamwork in things such as multiplayer help the image of a virtual world

• www.youtube.com/watch?v=mYEpxnExFhQ&feature=fvwrel

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ETHICS-Andrew Barney

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POINT

• Violent video games = more aggression• Lemmens et al.

– Physical aggression & violent video games• Markey & Markey

– Personality & violent video games– Biological Predisposition

• http://www.youtube.com/watch?v=2UadzYIwors&feature=related

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• Violent video games are fine• Ferguson & Garza (2011)

– Civic behavior & parent involvement

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STORY MODE VS.

ONLINE MULTIPLAYER

Immersion Chronology and Ergodicity

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STORY MODE

• Creator Controlled• Linear Narrative Timeline• You against the Computer• Team Communication• Difficulty based on A.I. Programming • Every Player experiences same story• No Evolution of Gameplay • Halo 3 Campaign Example

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ONLINE MULTIPLAYER

• Creator Controlled Maps• User Controlled Gameplay• Circular Match Timeline• You against other people• Team Communication• Difficulty based on opponent• Every Player experiences own story• Gameplay evolves as skills are built• Halo 3 Online Multiplayer Example

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IMMERSION

Story Mode Online Multiplayer Characterization What Happens Next? Pseudo Novel Method Acting Depends on Self

Competition Who Will Win? Social Medium Self Acting Depends on Others

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CHRONOLOGY

Story Mode Online Multiplayer Levels Timeline Cut-scenes

Kills Matches Timer

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ERGODICITY

Story Mode Online Multiplayer Creator Makes Story Player Clears Levels Cut Scenes Advance

Story Uniform Outcome

Creator Makes Space Players Make Story Skill Development

Advances Story Non-uniform Outcome

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Online Multiplayer

Limited Replay Achievements / Trophy Time Challenge

Play Everyday Skill Building Socialization Teams Count on You

ADDICTION

Story Mode

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Works cited

• Ferguson, C., Garza, A. Call of (civic) duty: Action games and civic behavior in a large sample of youth. 2011

• Lemmens, J., Valkenburg, P., Peter, J. The effects of pathological gaming on aggressive behavior. 2011

• Markey, P., Markey, C. Vulnerability to violent video games: A review and integration of personality research. 2010