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浅谈第一人称射击类游戏的起源和发展
2020-01-08 01:14  www.petitewanders.com

  FPS(First-personshootinggame)是第一人称射击类游戏的简称。这类游戏属于射击类游戏的子分支,动作游戏的孙分支。第一人称视角射击游戏顾名思义就是以玩家的主观视角来进行射击游戏。玩家们不再像别的游戏一样操纵屏幕中的虚拟人物来进行游戏,而是身临其境的体验游戏带来的视觉冲击,这就大大增强了游戏的主动性和真实感。

FPS (First-person shooting game) is the acronym for the first-person shooting game. This kind of game belongs to the sub-branch of the shooting game, and the Sun branch of the action game. The first person angle shooting game as its name implies is to use the player's subjective perspective to shoot the game. Players no longer manipulate the virtual characters in the screen like other games to play, but experience the visual impact of the game, which greatly enhances the initiative and authenticity of the game.

  要说FPS游戏的起源,那么让我们把时间调到1973年。三位高中学生GregThompson、SteveColley和HowardPalmer在于美国宇航局研究学习期间,用当时较为先进的小型机完成了第一部“第一人称视频游戏”《迷宫战争》(MazeWar)。由于技术所限,当时的游戏全部由线条构成,玩家处在一个迷宫之中,可以进行前进和旋转,还可以通过小地图找到自己的位置,这种以线条勾勒出来的3D视角是第一次出现在人们面前。不过这款游戏并没有商业化,所以我们也无法玩到。但是这样的设计灵感为以后的游戏发展打下了深厚的基础。

To say the origin of the FPS game, let's move the time to 1973. Three high school students, Greg Thompson, Steve Cooley and Howard Palmer, completed the first \"First Person Video Game\" Maze War, using the then more advanced mini-machine, during NASA's research study. Due to technical limitations, the game was all made up of lines, players in a maze, can move forward and rotate, but also through small maps to find their own position, this line outlined in the 3D perspective is the first time to appear in front of people. But the game is not commercial, so we cannot play. But this kind of design inspiration has laid the deep foundation for the later game development.

  在《迷宫战争》取得了不小的成功后,这种游戏类型成为了当时的游戏开发者们争先效仿的典范。其后又有几款类似的作品诞生,但都没有进行商业化的尝试,在游戏方式上也没有太多改变。直到1980年,一款模拟坦克驾驶员与其它坦克战斗的游戏《战争地带》(Battlezone)在街机平台上推出了,这可以称之为史上第一款第一人称射击游戏了,游戏中的构造物依然都以线条构成,不过组成上面复杂了不少。玩家要以“潜望镜”模式进行观察和战斗,游戏一经推出便受到人们的热烈欢迎,对于FPS游戏而言,这是第一次被大众接触并获得了市场的认可。

After the success of the maze war, the genre became a model for game developers at the time. Several similar works have since emerged, but none have attempted to commercialize and have not changed much in the way they play. Until 1980, a game that simulated tank drivers fighting with other tanks,\" the war zone,\" was launched on a arcade platform, which could be called the first-person shooting game in history. The structure of the game was still made up of lines, but it was complicated. Players want to use the \"periscope\" mode of observation and combat, the game was launched by the people's warm welcome, for the FPS game, this is the first time the public contact and market recognition.

  1984年,卢卡斯影业游戏公司制作了一款叫做《RescueonFractulus》的第一人称飞行射击游戏。与它的前辈相比,它采用了彩色画面,通过不同的颜色表现不同的景深,这使得它的画质有了飞跃般的进步。

In 1984, Lucasfilm made a first-person flight shooting game called \"Rescueon Factulus.\" Compared with its predecessors, it uses colored images to show different depth of field through different colors, which makes its picture quality make a leap forward.

  转瞬之间,6年的时间过去了。随着电子产业的发展,显示设备的处理能力还有主机的运算能力都有很大幅度的提高,使得游戏可以以更好的形式表达出来。1990年两个热爱游戏的年轻人约翰·卡马克和约翰·罗梅洛成立了IDsoftware(大家要记住这个名字,他将引领其后数十年的FPS游戏市场),并且开始着手开发属于自己的游戏引擎,并发行了一款用其制作的FPS游戏《气垫坦克》(Hovertank3D)。利用这个引擎强大的贴图效果,首次实现了在PC端出现了3D图像!这也奠定了未来首个商用3D游戏引擎的出现。

In an instant, six years passed. With the development of the electronic industry, the processing power of the display equipment and the computing power of the host have been greatly improved, which makes the game can be expressed in a better form. In 1990, two game-loving youngsters, John Carmack and John Romero, founded IDsoftware (to remember the name, he would lead the FPS game market for the next few decades) and began developing his own game engine, releasing an FPS game called Hovertank 3D. With the powerful mapping effect of this engine, the 3D image appears on the PC for the first time! This also laid the groundwork for the emergence of the first commercial 3D game engine in the future.

  虽然《气垫坦克》(Hovertank3D)的反应平平,但是这却没有打消IDsoftware的热情,仅仅两年时间,1992年他们就开发出了新的引擎,同时推出了具有跨时代意义的FPS游戏《德军总部3D》。游戏不仅画面优秀,运行流畅,更是第一次实现了3D化的游戏模式,这代表了PC游戏正式从2D图像跨入3D图像。从此这样类型的游戏被定义为FPS游戏,而《德军总部3D》(wolfeniten3D)则被认为是FPS游戏的鼻祖。

Although Hovertank 3D's response was mediocre, it didn't dampen the enthusiasm of IDsoftware. In just two years, they developed a new engine in 1992, along with a cross-generational FPS game called German headquarters 3D. The game not only excellent screen, running smoothly, but also the first time to achieve the 3D game mode, which represents the PC game officially from the 2D image into the 3D image. Since then, this type of game has been defined as an FPS game, whereas the German headquarters 3D is considered the ancestor of the FPS game.

  《德军总部3D》采用了一种射线追踪技术来渲染游戏内的物体具体来说就是游戏中每个像素会发射一道光束,如果这道光束碰到了障碍物形成反射,游戏就会按照设定好的程序在障碍物的相应位置创建单维深度缓存(dimensionaldepthbuffer),建立纹理图像。因此严格上来讲这并不属于真正的3D游戏,因为游戏中并没有任何的建模,依旧都是依靠贴图来实现的。

The 《 german headquarters 3d uses a ray-tracking technique to render objects in the game-specifically, each pixel in the game emits a beam of light, and if the beam hits a barrier to form a reflection, the game creates a single-dimensional deep cache at the appropriate location of the obstacle, creating a texture image. So strictly speaking, this is not a real 3D game, because there is no modeling in the game, still rely on mapping to achieve.

  非常明显,IDsoftware的野心完全不止于《德军总部3D》,相比之下这更像是一款试水之作。1993年,在《德军总部3D》之后一年,IDsoftware就推出了令人震撼的FPS大作《毁灭战士》(DOOM),这是一款非常纯粹的射击游戏,简单粗暴的玩法,充斥着血腥和暴力,却非常对玩家的胃口。更主要的是游戏画面大幅增强,丰富的光影效果,还有更逼真的3D贴图,更加生动的场景和敌人,使得FPS游戏代入感强的优势第一次被发掘出来。同时游戏还将游戏数据与引擎数据分离了开来,玩家可以利用工具来自制MOD,并且游戏支持多人游戏,如此完善的系统令游戏获得了空前的成功,在FPS这个概念普及之前,人们甚至把那些第一人称的打枪游戏都称为“类《毁灭战士》游戏”(Doomclone)。可以说《毁灭战士》的存在影响了整个FPS游戏的发展方向。

It is clear that IDsoftware's ambitions go well beyond the 3D of the German headquarters, which is more of a trial. In 1993, a year after \"3D at the German headquarters,\" IDsoftware launched the stunning FPS hit \"The Destroyer \"(DOOM), a very sheer shooting game, simple and rough play, full of blood and violence, but very much to the player's appetite. More important is the game picture greatly enhanced, rich light and shadow effect, and more realistic 3D mapping, more vivid scenes and enemies, so that the FPS game has a strong sense of substitution advantage was first discovered. The game also separates game data from engine data, allowing players to use tools to make mods and support multiplayer games, such a well-developed system has made the game an unprecedented success. Before the concept of fps became popular, the first-person gun-playing game was called the \"doom clone \". It can be said that the existence of \"Destroyer\" affects the development direction of the whole FPS game.

  《DOOM》的火热吸引了一大批致力于开发FPS游戏的厂商,比较有名的是1996年由3DRealms公司开发《毁灭公爵3D》,游戏以色情、血腥,暴力为卖点,一度被认为是一款反社会的游戏。但是不能否认,游戏中还是有不少创造性的元素的,不仅在画面表现上更加出色,各种奇特的武器,还有许多无厘头的搞笑元素融入其中,但是如今我们能记住的也仅仅是游戏中那些低俗的色情暴力内容。

《 DOOM's enthusiasm has attracted a large number of FPS game makers, better known as 3D Realms in 1996 for "The Duke of Destruction 3D," which used sex, blood and violence as selling points and was once considered a sociopathic game. But it cannot be denied that there are still a lot of creative elements in the game, not only in the performance of the better performance, a variety of strange weapons, but also a lot of meaningless funny elements into it, but now we can only remember the game's vulgar pornographic violence content.

  同年5月,IDsoftware又推出了他们的新作《雷神之锤》(QUAKE),这是一款具有划时代意义的游戏,因为这是历史上第一款真正意义上的3DFPS游戏。游戏采用了IDsoftware自行研的游戏引擎IdTech2,敌人和场景都是经过建模的,而环境和物品则都是通过即时演算来显示的,这里我们已经明显可以看出物体的3D实质化,不再是由贴图拼凑而成的假3D了。同样的,《雷神之锤》又再一次点燃了玩家们对FPS的热情,并且借助互联网的发展IDsoftware也非常前沿的推出了网络对战功能,并且成功的组织了一场电子竞技比赛,而这场比赛后来被誉为现代电子竞技比赛的起源。

In May of the same year, IDsoftware launched their new book,\" The Hammer of the Raytheon,\" an epoch-making game because it's the first real 3D FPS game in history. The game uses IDsoftware's self-developed game engine, IdTech2, the enemy and the scene are modeled, and the environment and the object are shown by real-time calculus, here we can clearly see the 3D materialization of the object, no longer a fake 3D pieced by the map. Likewise, Thor's Hammer has once again ignited the enthusiasm of players for FPS, and with the help of the development of the Internet, IDsoftware has also launched a very cutting-edge online combat feature and successfully organized an e-sports competition that was later hailed as the origin of the modern e-sports competition.

  在《雷神之锤》推出之后,IDsoftware的两位创始人在公司的发展上产生了分歧,卡马克认为引擎的开发应该优先于游戏研发,但罗梅洛却持反对意见,最终导致两人分道扬镳,而IDsoftware则在卡马克的领导下专注于游戏引擎的开发之中。就在这个时间,我们的G胖华丽登场了。现在说起G胖在游戏圈内可以说是无人不知无人不晓,不仅仅是因为他的Valve,更是由于他的Steam平台,让大家有机会接触到全世界的游戏。1998年G胖的Valve利用IDsoftware的引擎开发出了红极一时的作品《半条命》(Half-Life)。《半条命》不仅在画面表现上更加立体,模型更加细腻,更是首次将剧情带入到了游戏当中,玩家将以第一人称视角参与对话和NPC互动,这样的沉浸式体验直接抓住了广大玩家的心,更是改变了FPS游戏只有爽快射击的格局。

After the launch of Thor Hammer, the two founders of ID software diverged on the development of the company, and Kamak thought that the development of the engine should take precedence over the development of the game, but Romero objected, which eventually led to the separation of the two, and ID software under the leadership of Kamak focused on the development of the game engine. At this very moment, our G's fat and gorgeous. It's not just because of his Valve, it's because of his Steam platform that people have access to games around the world. In 1998, G.'s Fat Valve used the engine of IDsoftware to develop the hit Half-Life. \"Half a Life\" not only in the picture performance more three-dimensional, the model is more delicate, but also the first time to bring the plot into the game, players will take the first person perspective to participate in dialogue and NPC interaction, such immersive experience directly caught the hearts of the majority of players, but also changed the FPS game only refreshing shooting pattern.

  在G胖努力做游戏赚取口碑的时候,IDsoftware也迎来他最大的对手EpicMegaGames。1999年,IDsoftware发布了由自己最新的游戏引擎idTech3制作的游戏《雷神之锤III:竞技场》(QuakeIII:Arena)。而几乎是同一时间EpicMegaGames也推出与之抗衡的《虚幻竞技场》(UnrealTournament),游戏使用非常有名的虚幻引擎开发,两款游戏在画面表现《雷神之锤》更胜一筹,但是《虚幻竞技场》同样给玩家留下了深刻的印象,可以说从这个时候开始,FPS游戏进入了引擎时代。

As G Fat struggled to earn a reputation for playing games, IDsoftware also welcomed his biggest rival, Epic Mega Games. In 1999, IDsoftware released the game \"The Hammer II: Arena,\" made by its latest game engine, idTech3. And almost the same time Epic Mega Games also launched the rival Unreal Arena, the game uses a very famous virtual engine development, the two games in the picture performance \"Thor Hammer\" better, but the \"Unreal Arena\" also left a deep impression on the players, it can be said that from this time, FPS game into the engine era.

  正在IDsoftware与EpicMegaGames在引擎上争得头破血流的时候,G胖又做出了惊人之举。赶在千禧年前推出了一款影响了一代人的FPS作品《反恐精英》(Counter-Strike)。这是一款基于《半条命》的Mod制作而成的游戏,创新性的采用了现代战争题材,并且对游戏的操作提出了精妙的要求,玩家不再拥有灵活的走位,强大的活力还有各种伤害爆炸的武器,而追求的是准确的操作和细腻的手感,武器在游戏中差距被无限拉近,高手一把手枪就可以横扫对手,FPS正式步入了技术时代。并且游戏的对战模式也被今后游戏所借鉴,可以说这是一款真正意义上的经久不衰家喻户晓的作品了。《反恐精英》的诞生也将FPS游戏带入了发展的顶峰,各种职业比赛层出不穷,全世界影响力飙升。

While idsoftware and epic megagames are competing for blood on the engine, g fat has made a startling move. Rushed to launch a generation-influenced FPS production,\" Counter-Terrorism Elite,\" before the millennium. This is a half-life based on the Mod production of the game, innovative use of modern war theme, and the operation of the game has a sophisticated requirements, players no longer have the flexibility to move, strong vitality and a variety of damage to explosive weapons, but the pursuit of accurate operation and delicate handle, weapons in the game gap is infinitely close, a pistol master can sweep the opponent, FPS formally entered the technical era. And the game's combat mode is also used for reference in the future, it can be said that this is a true sense of enduring well-known works. The birth of the Anti-Terrorism Elite also brought FPS games to the forefront of development, with various professional competitions and worldwide influence soaring.

  时间步入了21世纪,随着玩家们对于FPS游戏的热情达到顶峰,各大游戏厂商也见到了商机,FPS游戏的黄金十年开始了,各种形式的作品层出不穷。而随着电子元器件的发展,游戏在画质上有了突飞猛进的提升。这时候的FPS的发展方向主要为两个方面,一个方面就是向着画面精细和画质上不断追求卓越,IDsoftware就是其中的典型。另一方面则是在剧情和游戏性方面下功夫,融合了其他游戏的多种玩法,让FPS游戏整体可玩性大大提升。接下来小黑将不以时间线而是以游戏系列为展开,讲述这10年的FPS游戏发展。

Time has entered the 21st century, with the players to the FPS game enthusiasm reached its peak, the major game manufacturers have seen business opportunities, the golden decade of FPS games began, various forms of work emerge. And with the development of electronic components, the game has a rapid improvement in the quality of the picture. At this time, the development direction of FPS is mainly in two aspects, one is the continuous pursuit of fine picture and quality of excellence, IDsoftware is one of the typical. On the other hand, it is in the plot and play, the integration of a variety of other games play, so that the overall playability of FPS games greatly improved. Next, Blackie will not start with the timeline but with the game series about the 10-year FPS game development.

  上文中说到,《反恐精英》的推出,将FPS游戏的题材引入了现代战争元素。而说到以现代战争为题材的游戏,就不能不提《荣誉勋章》(MedalofHonor)和《使命召唤》(CallofDuty)两兄弟了,两款游戏都以二战为题材,在题材,剧情,画面方面打得不相上下,但是随着《使命召唤》率先寻求改变放弃二战题材转为现代战争,以优秀的剧情和故事表现力,征服了大批玩家,至今为止仍被奉为经典。而《荣誉勋章》却没有及时做出改变,最终一步落后步步落后,导致满盘皆输败下阵来,后果大家都知道了,《荣誉勋章》系列被EA雪藏,而《使命召唤》系列则一举成为了FPS游戏的标杆。

As mentioned above, the introduction of the Anti-Terrorism Elite has introduced the theme of the FPS game into modern war elements. When it comes to modern war games, it's hard not to mention the Medal of Honor and the Call of Duty, both of which have played on World War II, but have so far been classic as Call of Duty has taken the lead in seeking to change from World War II to modern war, conquering a large number of players with its best plot and story performance. However, the Medal of Honor did not make a change in time, and eventually lagged behind step by step, resulting in a full set of losses, the consequences are known, the Medal of Honor series by EA snow, and the \"Call of Duty\" series has become the benchmark of the FPS game.

  在《使命召唤》霸占FPS游戏榜首之时,却杀出了一匹黑马。《生化奇兵》(BioShock)系列,由IrrationalGames开发,2KGame发行的一款FPS游戏,以“讲故事”为主题,为玩家构建了一个充满哲学意味的乌托邦世界,整个游戏中充斥着对作家安·兰德(AynRand)的个人主义哲学的思考。除了耐人寻味的剧情外,这款游戏的战斗形式也十分有趣,由于其独特的世界观设定,使得主角“一手火器一手魔法”的形象变得合情合理,这也让该游戏的战斗节奏变得与众不同。

When Call of Duty dominated the top of the FPS game, it killed a dark horse. The BioStock series, developed by Irrational Games, an FPS game released by 2K Game, with the theme of \"Storytelling,\" builds a philosophically utopian world for players, and the whole game is full of reflections on the individualistic philosophy of author Ayn Rand. In addition to the intriguing plot, the game's combat form is also very interesting, because of its unique world view set, make the main character \"one-handed firearms, one-handed magic\" image become reasonable, which also makes the game's fighting rhythm become different.

  随着电脑硬件的不断换代升级,游戏可以表现的内容越来越多。FPS游戏实现了沙盒化,也就是全开放世界的游戏模式,这是一个真正自由的世界,玩家可以自由的走,自由的探索。以开放世界为代表的是《孤岛危机》(Crysis)和《孤岛惊魂》(FarCry)系列两款游戏了。不得不说,开放世界这个题材对于FPS游戏来说可以大幅提升玩家的带入感和游戏感,配合上栩栩如生的画质,让玩家有身临其境的感觉。但是相对的开放世界在剧情表现力方面则要差着许多,因为玩家很难全程紧凑的跟随剧情前进,东跑西颠之下会将游戏剧情扯的支离破碎,这也是开放世界游戏的通病。这两款作品都是开放世界较为成功的案例,但是在后续发展上则是相差甚远,《孤岛惊魂》秉着将开放世界做大做强的原则一直坚持着,而《孤岛危机》的后续作品则完全跑偏,走上了“显卡危机”的硬件杀手之路。

With the continuous upgrading of computer hardware, games can show more and more content. The FPS game realizes the sandboxing, that is, the game mode of the whole open world, which is a truly free world, where players can walk freely and explore freely. The Open World stands for Crysis and FarCry. Have to say, the open world this subject matter for the FPS game can greatly enhance the player's sense of bringing in and the sense of the game, with the lifelike picture quality, so that the player has the feeling of immersive. But the relative open world is much less expressive, because it is difficult for players to follow the plot in a compact way, running from side to side will tear the game into pieces, which is the common problem of open world games. These two works are more successful cases of the open world, but in the follow-up development is far from the difference,\" Goshima Horror \"adhere to the principle of opening the world to become bigger and stronger, and\" Goshima crisis \"follow-up works are completely off, on the\" graphics card crisis \"hardware killer road.

  那么这些年来IDsoftware又做了些什么呢?当然还是在做他们的游戏引擎了,idTech在经过不断的更新换代之后,已经可以说在表现能力方面远超其他引擎了。为了证明自己引擎的强大实力,IDsoftware也时不时的推出几款展现实力的作品。最有名的当然还是《DOOM》系列了,虽然制作周期很长,但是无论《DOOM3》还是《DOOM4》都给玩家带来的是最前沿的视听享受,极致的光影效果,丰富细腻的场景,完美的物体质感,各种动态光照、烟雾和粒子效果等专业名词让人听着就觉得高级。甚至游戏的完美运行条件已经超过了当前最先进的电脑硬件标准,出现了软件超前硬件发展的情况。

So what has IDsoftware done over the years? Still doing their game engine, idtech has been constantly updated after the performance of the ability to say far more than other engines. To prove the power of its engines, IDsoftware also offers several works that show its power from time to time. The most famous series, of course, is the \"DOOM\" series, although the production cycle is very long, but whether \"DOOM3\" or\" DOOM4\" to the players are the most cutting-edge audio-visual enjoyment, the ultimate effect of light and shadow, rich and delicate scenes, perfect object texture, a variety of dynamic lighting, smoke and particle effects and other professional nouns to make people feel superior. Even the perfect operating conditions of the game have exceeded the current state-of-the-art computer hardware standards, the development of software advanced hardware.

  《DOOM》的经典还在延续,那么有人要问《德军总部》系列又怎么样了呢?这里是小白还是要插一句。《德军总部》系列因IDsoftware的作品而出名,但是《德军总部》的IP却不属于IDsoftware,《德军总部3D》仅仅是使用IDsoftware的3D引擎重置之作,由于拥有版权的MuseSoftware早就已经倒闭关门,所以IDsoftware才能得以使用“德军总部”这个名字。当然这都是历史了,以后有机会小黑可以再展开讲,这里要说的是《德军总部》的重启系列,由MachineGames制作,游戏不仅继承了《德军总部》系列一贯的紧张刺激的体验,同时也在人物的重新塑造与剧情的描写上取得了巨大成就,该作在严肃的叙事与大众游戏元素之间保持平衡,且主角也被第一次赋予了自己的人格。游戏取得了销量和口碑的双丰收,也使得这一经典IP得以延续下去。

The classic 《 DOOM continues, so what about the German Army Headquarters series? Here is Xiao Bai or to insert a sentence. The German headquarters series is known for its ID software, but the IP of the German headquarters is not part of the ID software, and the German headquarters 3D is only a 3D engine reset using ID software, and because the copyrighted Muse software has long since closed down, it has been able to use the name "German headquarters ". It's all history, of course, and there's a chance that Blackie will be able to start again, with a reboot of the German Army's headquarters series, produced by the Machine Games, which not only inherits the usual intensely exciting experience of the German Army's headquarters series, but also achieves great success in portraying the characters and the plot, balancing the serious narrative with the mass game elements, and the protagonist is given his personality for the first time. The game achieved a double harvest of sales and word of mouth, but also made this classic IP to continue.

  当大家将注意力都集中在了游戏剧情还有游戏画面的时候。也有人在偷偷的想着其他的办法为FPS添加更多的可玩性。《无主之地》(Borderlands)是Gearbox开发,2KGames发行的系列第一人称射击游戏,该系列一改传统FPS游戏的3D渲染风格,转投美术渲染风格,在游戏表现上更具有张力,而RPG元素的加入则是该系列作品最大的亮点,等级制度、装备系统的引入,将角色扮演这个万金油元素融入到了FPS游戏之中,使得游戏性方面大大提高,玩家不用再为FPS游戏打通一遍就再也不玩而犯愁了,游戏寿命得到史诗性延长。

When everyone's focused on the game plot and the game picture. Others are secretly thinking of other ways to add more playability to FPS. Borderlands is a gearbox development, a 2kg ames series of first-person shooting games, the series changed the traditional fps game 3d rendering style, to the art rendering style, more tension in the performance of the game, and the addition of rpg elements is the series'biggest highlight, hierarchical system, equipment system into the introduction of the role-playing this golden oil element into the fps game, so that the game greatly improved the game sex, players do not use for the fps to get through the game again and no longer play sorrow, the game life epic is extended.

  尽管有着各式各样的新式FPS游戏诞生,但是总有那么一些人喜欢固守传统。最初的FPS游戏带给玩家的就是爽快的杀戮和全程紧张刺激的感觉,那么就有一款游戏在这条路上走向了极致。英雄萨姆(SeriousSam)克罗地亚开发公司Croteam开发的一款带有浓厚的幽默气息的第一人称射击类游戏,游戏将早期FPS游戏中的元素做到了极致,简单粗暴的剧情,纯粹而紧张的玩法,带给玩家的就是一场场酣畅淋漓的战斗,没有语言,没有华丽的词藻,只有爽快的战斗,尸块和血雨齐飞,带来的是肾上腺素飙升的超爽体验。

Despite the emergence of all sorts of new FPS games, there are always those who cling to tradition. What the original FPS game brought to the player is the refreshing killing and the feeling of the whole process of nervous stimulation, then there is a game on the road to the extreme. A first-person shooting game with a strong sense of humor developed by the heroes, Sam's Croatia development company Croteam, brought the elements of the early FPS game to the extreme, simple and rough plot, pure and intense play, bringing players a full battle, no language, no gorgeous words, only refreshing combat, body blocks and blood rain flying together, bringing the adrenaline to the super-cool experience.

  好了,那么讲到这里,FPS游戏十年的大发展就告一段落了。那么我们来回顾一下,这十年之间,FPS游戏都诞生哪些类型吧。其中有以剧情为主的;有以画面为主的;有主打开放世界的;有主打背景题材的;有主打多元素融合角色扮演的;有主打经典情怀的;还有主打爽快杀戮的,基本上可以用百花齐放来形容了。FPS游戏经过这十年的发展,一跃成为了全球最流行的游戏类型,不管在游戏数量还是玩家数量上都远超其他类型游戏,可以说这十年是属于FPS游戏的十年。

Well, then here's the end of the FPS game's decade. Let's look back at the types of FPS games that have come into being in the last decade. There are mainly plot; there are mainly screen; there are the main open the world; there are the main background theme; there are the main multi-element fusion role play; there are the main classic feelings; there are the main kill, basically can be used to a hundred flowers blooming to describe. After a decade of development, FPS has become the most popular type of game in the world, both in terms of the number of games and the number of players are far more than other types of games, can be said to belong to the decade of FPS games.

  但是相应的,大发展后面临的往往就是瓶颈了。几乎所有的FPS游戏在同一时间都面临着缺乏创新,和同质化严重等问题,哪怕强如《使命召唤》这样的顶级游戏系列,也在一代不如一代的走着下坡路,尽管进行了多次改变和尝试,都没有得到玩家的认可。好在随着互联网的发展,留给了FPS游戏一个喘息的空间,几乎所有系列的游戏都不约而同的发现了突破口,网络化似乎成为了FPS游戏的终极目标,已经有越来越多的作品完全或部分放弃了单机内容,而投入到了网络游戏的怀抱。当然,目前看来这样的改变是相当有效的,却是治标不治本,同质化现象仍然非常严重,游戏都只能在火爆一阵之后归于沉寂,再也没有经典游戏诞生了。

But correspondingly, the big development is often faced with the bottleneck. Almost all FPS games at the same time are faced with the lack of innovation, and homogenization of serious problems, even better than the \"call of Duty\" such as the top game series, in a generation is not as bad as a generation, despite many changes and attempts, are not recognized by the player. Fortunately, with the development of the Internet, leaving a breathing space for FPS games, almost all series of games have found a breakthrough, networking seems to become the ultimate goal of FPS games, more and more works have completely or partially abandoned the single-machine content, and put into the embrace of online games. Of course, it seems that such a change is quite effective, but it is a cure for the root cause, homogenization phenomenon is still very serious, the game can only in a burst of popularity after the return to silence, no more classic game was born.

  今后的FPS游戏会像哪里发展,我们不得而知,也许会像许多早期游戏那样,逐渐退出历史舞台,又或许会在未来的VR游戏中大放异彩,找到一条新的发展之路。不过可以确定的就是,现代游戏产业,已经进入了科技引发变革的时代了,新的技术势必对游戏业带来翻天覆地的变化,让我们拭目以待吧~

Where the FPS game will develop in the future, we do not know, perhaps like many early games, gradually out of the historical stage, or may be in the future VR game to shine, find a new way to develop. However, it is certain that the modern game industry, has entered the era of technological change, the new technology is bound to bring earth-shaking changes in the game industry, let's wait and see.

中国游戏排行榜(ChinaGameWeightRank)是由新浪游戏推出的国内最全面、最专业、最公正、最客观的多平台游戏评测排行榜,包含了目前市场上所有的手游、端游、主机游戏、VR游戏、智能电视游戏及H5游戏,力图为中国玩家打造最值得信赖的游戏推荐平台。

China Game WeightRank is the most comprehensive, professional, fair and objective multi-platform game review list launched by Sina, which includes all the mobile games, end games, host games, VR games, smart TV games and H5 games on the market.