Innovation in Online FPS Audiogames

Introduction

A common topic of conversation that arises within the blind community revolves around what games are being played. Popular among discussed titles are multiplayer FPS games. They combine the action with the thrill of the hunt, leading to hours of fun. However, with few exceptions, playing one of these titles feels like playing any other. The purpose of this thread is to spark discussion on how the developers among us can innovate and iterate upon a successful formula to create something that's even better.

What's the problem?

Before talking about possible ways to solve a problem, we must first define the nature of it. First and foremost, it is stale mechanics. Let's dive in with some examples.

Our player — Let's call him Justin — is running around collecting items. He has enough weapons so that his entire number row is filled. He's looking to get in a fight, so he presses tab for as long as it takes to reach a healing item. He'll be ready to spam it when the time comes.

Even in this short example, several points can be made.

  • Too many weapons
  • Too much time avoiding others to find items
  • The inventory system is a disaster
  • Healing items can be spammed

Avid FPS players might baulk at point number one, so let's elaborate. One common question on the chat channels of these types of games is, "What's the best gun?" That's the crux of the issue, there should never be a, "best", gun. Now the only thing a player must do is grind away looking for weapons until they find the best one. that puts them on an equal playing field with everyone else, at least in firepower if not in skill. So, even if a game's weapons all sound unique, they are in fact, one-dimensional.

Another common problem is that the game loop is mind-numbingly simple. Collect items and weapons until we're uber powerful, try not to die in the process, pwn newbs, repeat. The player with the better gear will usually win against someone who barely knows how to play. They also have little to lose unless they're fighting their equal in equipment and skill. This allows people to nolife the game until they have everything in great quantities and then fight. As long as they have a stable internet connection, and the game server is stable, this will work.

Possible Solutions
Inventory Management

Let's start with some low hanging fruit. As a player, is it really necessary to be able to see all the various types of ammunition in our inventory? This author suggests that it isn't. Why? Because, in the time it takes to go into the inventory screen, select the ammo category, and scroll down or press tab until the ammo is announced, we could simply switch to that weapon and press our ammo reporting key.

Now that's out of the way, let's talk about this overdone tab, shift+tab inventory. It's terrible! Why? Because it's a linear interface to something that's inherently nonlinear. Of these games that offer this interface, how many of them do not offer an inventory screen which is usually accessed with the, 'i', key, and which displays the inventory as a list filterable by category. The point could be made that the tab key is faster whilst in combat, and that's certainly true; however, it would be more valuable to have a key for cycling through categories, another through cycling through items in the selected category, and shift would reverse the direction of movement.

Healing

In half-life, there are healing terminals spread throughout the Black Mesa compound. Step up to one that's lit up and hold down the interact key until health reaches 100% full or the terminal darkens. In Grant Theft Auto V, health packs the player has in their inventory will spawn somewhere nearby when needed. They must make their way to one and walk over it to pick it up. The point? There are more ways to do healing than to switch to a healing item and be prepared to spam it when needed.

Weapons

So much could be said on this topic that it could very well be a post of its own. For the sake of brevity, let's go over the broad strokes. Every weapon in the game should serve some sort of purpose. Even a starter pistol that isn't good for much except fighting others with the same gun has a purpose. For each weapon a developer wants to add, they should ask themselves why they want to add it. If the only answer is something akin to liking the way it sounds, that's not good enough.

Two of a kind?

This becomes more of an issue when we have two or more weapons of a type. Two shotguns, two revolvers, two submachine guns, etc. What does one shotgun do differently than another? One answer could be ammo capacity.

Breechloaders exist. This is when the barrel pivots down, exposing the back end, or breech. These types of firearms hold only one shell at a time. So, if we're limiting a user to one shell, what can we do to make it worth using? Increase the damage of course! Breechloaders kick like a mule as well, a concept this author has never seen in an audiogame. You, dear reader, could be the first developer to feature it.

Objectives

Game modes and objectives can be the difference between a game that feels mostly the same day-to-day. Developers could iterate on classic tropes like cops and robbers, in which one team are attempting to rob a bank, another team are hostages in the bank, and the third team are cops attempting to kill all the robbers without hitting any civilians. Another mode could be one in which one team is attempting to deliver a minecart full of explosives to a mine while the other attempts to stop them from reaching it. The cart is full of explosives as well as valuables that both teams want to hold onto. So combat must not take place too close to the cart, because one stray could end the mission for both sides.

Conclusion

We've explored some mechanics in online FPS audiogames that seem to have been overdone. We've laid out problems and solutions in an attempt to spark discussion because NVGT is a powerful engine, and we can do better. The examples shown here aren't intended to call out games or developers. to get where we are now, we have had to progress. But we shouldn't stagnate, we should keep moving forward and keep innovating.

6 Likes

Thank you. This really helps, and I feel like it provides a better overview of what we really need. I wish I had this topic back when I was developing Warfront, it would have been a very helpful guide.

yeah, this puts a lot of hings into pospective,a nd I wish if I had this somewhere in 2021-2022-2023 when I used to like shooters a lot, now I'm unfortunately just interested about rpg's most of the time :).
actually, lets create a similar topic but for rpg's

Hi there. This seems very enovative, though I would like to add a few things.

Generic map:

It seems as most people can't just break out using a huge main map which is empty for their fps. Here are a few thoughts.

  • You could use different smaller maps people could walk between, such as a village, forest, city, with different abilities, e.g. a forest with trees might be good for hiding if your health is low and you need to rest, etc.
  • If you need a total different thought aproach, then maybe take a look at mainstream games. I'm not saying you should copy them, but how would it be when 2, 3 or more players are being selected, thrown on a map and everyone has a certain part of the map. (this would work best on 3d maps with 2 players, every player has 150 x and y 300 each, so everyone has a half part.) Then they would need to begin defending, and there could be obstakles such as a huge river you can't swim through in the middle of the map, a huge canion etc.
  • how about random generated maps (e.g. every night, 12 hours, or even just week, the map will be random new generated, with a forest area, deserts, trees, rifers and whatnot. Though I'm going to admit this might be a pain to code so it doesn't look proper.
    That was it for this part.

Beacon and tracking system

It seems boring that every game has a beacon indicating where a players is. There are much better technologies, such as device which can detect warm objects (could also produce misresults to confuse people), which however needs batteries and thus can't be used as often, or simply a system that you just can hear people? At the end it#s your decision how realistic it should be.

Concluding thoughts

How about this topic is being kept free of offtopic posts? (e.g. stuff like I wish I would have known this then or then), so people who seek for actually enovative ideas can read this topic without needing to boter about such and just collecting ideas.
Also, I hope that I haven't told anything which is already being said in post 1, I've read it 3 days ago, slept then very long, staid up very long and slept again very long, so my poor brain might has forgotten something on this part haha.

I hope this helps.

actually,I was randomly moving around today when I had this idea, which isn't completely unique but combines a phew things, then I remembered this
so, first of, aiming and tracking, tracking doesn't exist, period, you have a gun aim beep beep beacon like thing that changes in pitch and speed and tells you who you are aiming at, could be different for weapons, I.E. The sniper will have a scope where you could zoom and try aiming at other people, but moving the barul will be slow, this could be incredible because I'm imagining it could help with virtical aiming as well
the other part, which also matchs incredibly with the first idea, is destructtible property, now this was talked about and requested a lot, but before I found it baffling because I genuinely didn't understand how from the developer's pospective, but now I do, so basically, destroyed objects will have respawn times, so you could temporarily destroy things but they return to normal after a while
though one problem with this design is that if a player is inside say, a place where a wall used to be and it spawned on top well, it's going to be awkward, so I would like to see what you people think
but why this matchs with the tracking is imagine you're in a tower of sort, ,where there's a glass railing where you could jump on top of, aim, fire, and jump back to take cover, ordernarily, this will be frustrating, but here comes the fun part
some dude notices you're shooting from above, goes oh so this is how you want it huhh? Aims at where you are with a shotgun or something, the wall breaks, and your cover is no more
also we talked sniper, which instead of being a holdable weapon it could be some form of stationary object on the map that you could enter, use it, and to aim you move the barul around, which as I said takes longer than usual because the movement is hevy, but as an advantij it could shoot long distances
and yep I agree about the health potion part, quite boring, instead, I'm thinking like rtr where you grab the health boost item, or maybe like you mentioned, a terminal?
the objective parts seems interesting too, like you have this bank and you're supposed to defeat the other team while making sure you don't destroy the counter, or even damage it, but your opponents could go try doing so, this gives me quite the lot of ideas.
what do you guys think.

1 Like

I'd say just check if there is a player in the range the object should respawn in and if do it only respawn as soon as the player is outside. Just recheck every second or so. Though there might be more creative options probably.