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淺談第一人稱射擊類游戲的起源和發展
2020-01-06 00:06  www.idc-online.cn

  FPS(First-personshootinggame)是第一人稱射擊類游戲的簡稱。這類游戲屬于射擊類游戲的子分支,動作游戲的孫分支。第一人稱視角射擊游戲顧名思義就是以玩家的主觀視角來進行射擊游戲。玩家們不再像別的游戲一樣操縱屏幕中的虛擬人物來進行游戲,而是身臨其境的體驗游戲帶來的視覺沖擊,這就大大增強了游戲的主動性和真實感。

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.

  要說FPS游戲的起源,那么讓我們把時間調到1973年。三位高中學生GregThompson、SteveColley和HowardPalmer在于美國宇航局研究學習期間,用當時較為先進的小型機完成了第一部“第一人稱視頻游戲”《迷宮戰爭》(MazeWar)。由于技術所限,當時的游戲全部由線條構成,玩家處在一個迷宮之中,可以進行前進和旋轉,還可以通過小地圖找到自己的位置,這種以線條勾勒出來的3D視角是第一次出現在人們面前。不過這款游戲并沒有商業化,所以我們也無法玩到。但是這樣的設計靈感為以后的游戲發展打下了深厚的基礎。

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《迷宮戰爭》取得了不小的成功后,這種游戲類型成為了當時的游戲開發者們爭先效仿的典范。其后又有幾款類似的作品誕生,但都沒有進行商業化的嘗試,在游戲方式上也沒有太多改變。直到1980年,一款模擬坦克駕駛員與其它坦克戰斗的游戲《戰爭地帶》(Battlezone)在街機平臺上推出了,這可以稱之為史上第一款第一人稱射擊游戲了,游戲中的構造物依然都以線條構成,不過組成上面復雜了不少。玩家要以“潛望鏡”模式進行觀察和戰斗,游戲一經推出便受到人們的熱烈歡迎,對于FPS游戲而言,這是第一次被大眾接觸并獲得了市場的認可。

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,盧卡斯影業游戲公司制作了一款叫做《RescueonFractulus》的第一人稱飛行射擊游戲。與它的前輩相比,它采用了彩色畫面,通過不同的顏色表現不同的景深,這使得它的畫質有了飛躍般的進步。

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.

  轉瞬之間,6年的時間過去了。隨著電子產業的發展,顯示設備的處理能力還有主機的運算能力都有很大幅度的提高,使得游戲可以以更好的形式表達出來。1990年兩個熱愛游戲的年輕人約翰·卡馬克和約翰·羅梅洛成立了IDsoftware(大家要記住這個名字,他將引領其后數十年的FPS游戲市場),并且開始著手開發屬于自己的游戲引擎,并發行了一款用其制作的FPS游戲《氣墊坦克》(Hovertank3D)。利用這個引擎強大的貼圖效果,首次實現了在PC端出現了3D圖像!這也奠定了未來首個商用3D游戲引擎的出現。

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.

  雖然《氣墊坦克》(Hovertank3D)的反應平平,但是這卻沒有打消IDsoftware的熱情,僅僅兩年時間,1992年他們就開發出了新的引擎,同時推出了具有跨時代意義的FPS游戲《德軍總部3D》。游戲不僅畫面優秀,運行流暢,更是第一次實現了3D化的游戲模式,這代表了PC游戲正式從2D圖像跨入3D圖像。從此這樣類型的游戲被定義為FPS游戲,而《德軍總部3D》(wolfeniten3D)則被認為是FPS游戲的鼻祖。

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.

  《德軍總部3D》采用了一種射線追蹤技術來渲染游戲內的物體具體來說就是游戲中每個像素會發射一道光束,如果這道光束碰到了障礙物形成反射,游戲就會按照設定好的程序在障礙物的相應位置創建單維深度緩存(dimensionaldepthbuffer),建立紋理圖像。因此嚴格上來講這并不屬于真正的3D游戲,因為游戲中并沒有任何的建模,依舊都是依靠貼圖來實現的。

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.

  非常明顯,IDsoftware的野心完全不止于《德軍總部3D》,相比之下這更像是一款試水之作。1993年,在《德軍總部3D》之后一年,IDsoftware就推出了令人震撼的FPS大作《毀滅戰士》(DOOM),這是一款非常純粹的射擊游戲,簡單粗暴的玩法,充斥著血腥和暴力,卻非常對玩家的胃口。更主要的是游戲畫面大幅增強,豐富的光影效果,還有更逼真的3D貼圖,更加生動的場景和敵人,使得FPS游戲代入感強的優勢第一次被發掘出來。同時游戲還將游戲數據與引擎數據分離了開來,玩家可以利用工具來自制MOD,并且游戲支持多人游戲,如此完善的系統令游戲獲得了空前的成功,在FPS這個概念普及之前,人們甚至把那些第一人稱的打槍游戲都稱為“類《毀滅戰士》游戲”(Doomclone)。可以說《毀滅戰士》的存在影響了整個FPS游戲的發展方向。

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》的火熱吸引了一大批致力于開發FPS游戲的廠商,比較有名的是1996年由3DRealms公司開發《毀滅公爵3D》,游戲以色情、血腥,暴力為賣點,一度被認為是一款反社會的游戲。但是不能否認,游戲中還是有不少創造性的元素的,不僅在畫面表現上更加出色,各種奇特的武器,還有許多無厘頭的搞笑元素融入其中,但是如今我們能記住的也僅僅是游戲中那些低俗的色情暴力內容。

《 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又推出了他們的新作《雷神之錘》(QUAKE),這是一款具有劃時代意義的游戲,因為這是歷史上第一款真正意義上的3DFPS游戲。游戲采用了IDsoftware自行研的游戲引擎IdTech2,敵人和場景都是經過建模的,而環境和物品則都是通過即時演算來顯示的,這里我們已經明顯可以看出物體的3D實質化,不再是由貼圖拼湊而成的假3D了。同樣的,《雷神之錘》又再一次點燃了玩家們對FPS的熱情,并且借助互聯網的發展IDsoftware也非常前沿的推出了網絡對戰功能,并且成功的組織了一場電子競技比賽,而這場比賽后來被譽為現代電子競技比賽的起源。

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《雷神之錘》推出之后,IDsoftware的兩位創始人在公司的發展上產生了分歧,卡馬克認為引擎的開發應該優先于游戲研發,但羅梅洛卻持反對意見,最終導致兩人分道揚鑣,而IDsoftware則在卡馬克的領導下專注于游戲引擎的開發之中。就在這個時間,我們的G胖華麗登場了。現在說起G胖在游戲圈內可以說是無人不知無人不曉,不僅僅是因為他的Valve,更是由于他的Steam平臺,讓大家有機會接觸到全世界的游戲。1998年G胖的Valve利用IDsoftware的引擎開發出了紅極一時的作品《半條命》(Half-Life)。《半條命》不僅在畫面表現上更加立體,模型更加細膩,更是首次將劇情帶入到了游戲當中,玩家將以第一人稱視角參與對話和NPC互動,這樣的沉浸式體驗直接抓住了廣大玩家的心,更是改變了FPS游戲只有爽快射擊的格局。

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胖努力做游戲賺取口碑的時候,IDsoftware也迎來他最大的對手EpicMegaGames。1999年,IDsoftware發布了由自己最新的游戲引擎idTech3制作的游戲《雷神之錘III:競技場》(QuakeIII:Arena)。而幾乎是同一時間EpicMegaGames也推出與之抗衡的《虛幻競技場》(UnrealTournament),游戲使用非常有名的虛幻引擎開發,兩款游戲在畫面表現《雷神之錘》更勝一籌,但是《虛幻競技場》同樣給玩家留下了深刻的印象,可以說從這個時候開始,FPS游戲進入了引擎時代。

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與EpicMegaGames在引擎上爭得頭破血流的時候,G胖又做出了驚人之舉。趕在千禧年前推出了一款影響了一代人的FPS作品《反恐精英》(Counter-Strike)。這是一款基于《半條命》的Mod制作而成的游戲,創新性的采用了現代戰爭題材,并且對游戲的操作提出了精妙的要求,玩家不再擁有靈活的走位,強大的活力還有各種傷害爆炸的武器,而追求的是準確的操作和細膩的手感,武器在游戲中差距被無限拉近,高手一把手槍就可以橫掃對手,FPS正式步入了技術時代。并且游戲的對戰模式也被今后游戲所借鑒,可以說這是一款真正意義上的經久不衰家喻戶曉的作品了。《反恐精英》的誕生也將FPS游戲帶入了發展的頂峰,各種職業比賽層出不窮,全世界影響力飆升。

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.

  時間步入了21世紀,隨著玩家們對于FPS游戲的熱情達到頂峰,各大游戲廠商也見到了商機,FPS游戲的黃金十年開始了,各種形式的作品層出不窮。而隨著電子元器件的發展,游戲在畫質上有了突飛猛進的提升。這時候的FPS的發展方向主要為兩個方面,一個方面就是向著畫面精細和畫質上不斷追求卓越,IDsoftware就是其中的典型。另一方面則是在劇情和游戲性方面下功夫,融合了其他游戲的多種玩法,讓FPS游戲整體可玩性大大提升。接下來小黑將不以時間線而是以游戲系列為展開,講述這10年的FPS游戲發展。

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.

  上文中說到,《反恐精英》的推出,將FPS游戲的題材引入了現代戰爭元素。而說到以現代戰爭為題材的游戲,就不能不提《榮譽勛章》(MedalofHonor)和《使命召喚》(CallofDuty)兩兄弟了,兩款游戲都以二戰為題材,在題材,劇情,畫面方面打得不相上下,但是隨著《使命召喚》率先尋求改變放棄二戰題材轉為現代戰爭,以優秀的劇情和故事表現力,征服了大批玩家,至今為止仍被奉為經典。而《榮譽勛章》卻沒有及時做出改變,最終一步落后步步落后,導致滿盤皆輸敗下陣來,后果大家都知道了,《榮譽勛章》系列被EA雪藏,而《使命召喚》系列則一舉成為了FPS游戲的標桿。

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《使命召喚》霸占FPS游戲榜首之時,卻殺出了一匹黑馬。《生化奇兵》(BioShock)系列,由IrrationalGames開發,2KGame發行的一款FPS游戲,以“講故事”為主題,為玩家構建了一個充滿哲學意味的烏托邦世界,整個游戲中充斥著對作家安·蘭德(AynRand)的個人主義哲學的思考。除了耐人尋味的劇情外,這款游戲的戰斗形式也十分有趣,由于其獨特的世界觀設定,使得主角“一手火器一手魔法”的形象變得合情合理,這也讓該游戲的戰斗節奏變得與眾不同。

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.

  隨著電腦硬件的不斷換代升級,游戲可以表現的內容越來越多。FPS游戲實現了沙盒化,也就是全開放世界的游戲模式,這是一個真正自由的世界,玩家可以自由的走,自由的探索。以開放世界為代表的是《孤島危機》(Crysis)和《孤島驚魂》(FarCry)系列兩款游戲了。不得不說,開放世界這個題材對于FPS游戲來說可以大幅提升玩家的帶入感和游戲感,配合上栩栩如生的畫質,讓玩家有身臨其境的感覺。但是相對的開放世界在劇情表現力方面則要差著許多,因為玩家很難全程緊湊的跟隨劇情前進,東跑西顛之下會將游戲劇情扯的支離破碎,這也是開放世界游戲的通病。這兩款作品都是開放世界較為成功的案例,但是在后續發展上則是相差甚遠,《孤島驚魂》秉著將開放世界做大做強的原則一直堅持著,而《孤島危機》的后續作品則完全跑偏,走上了“顯卡危機”的硬件殺手之路。

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.

  那么這些年來IDsoftware又做了些什么呢?當然還是在做他們的游戲引擎了,idTech在經過不斷的更新換代之后,已經可以說在表現能力方面遠超其他引擎了。為了證明自己引擎的強大實力,IDsoftware也時不時的推出幾款展現實力的作品。最有名的當然還是《DOOM》系列了,雖然制作周期很長,但是無論《DOOM3》還是《DOOM4》都給玩家帶來的是最前沿的視聽享受,極致的光影效果,豐富細膩的場景,完美的物體質感,各種動態光照、煙霧和粒子效果等專業名詞讓人聽著就覺得高級。甚至游戲的完美運行條件已經超過了當前最先進的電腦硬件標準,出現了軟件超前硬件發展的情況。

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》的經典還在延續,那么有人要問《德軍總部》系列又怎么樣了呢?這里是小白還是要插一句。《德軍總部》系列因IDsoftware的作品而出名,但是《德軍總部》的IP卻不屬于IDsoftware,《德軍總部3D》僅僅是使用IDsoftware的3D引擎重置之作,由于擁有版權的MuseSoftware早就已經倒閉關門,所以IDsoftware才能得以使用“德軍總部”這個名字。當然這都是歷史了,以后有機會小黑可以再展開講,這里要說的是《德軍總部》的重啟系列,由MachineGames制作,游戲不僅繼承了《德軍總部》系列一貫的緊張刺激的體驗,同時也在人物的重新塑造與劇情的描寫上取得了巨大成就,該作在嚴肅的敘事與大眾游戲元素之間保持平衡,且主角也被第一次賦予了自己的人格。游戲取得了銷量和口碑的雙豐收,也使得這一經典IP得以延續下去。

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.

  當大家將注意力都集中在了游戲劇情還有游戲畫面的時候。也有人在偷偷的想著其他的辦法為FPS添加更多的可玩性。《無主之地》(Borderlands)是Gearbox開發,2KGames發行的系列第一人稱射擊游戲,該系列一改傳統FPS游戲的3D渲染風格,轉投美術渲染風格,在游戲表現上更具有張力,而RPG元素的加入則是該系列作品最大的亮點,等級制度、裝備系統的引入,將角色扮演這個萬金油元素融入到了FPS游戲之中,使得游戲性方面大大提高,玩家不用再為FPS游戲打通一遍就再也不玩而犯愁了,游戲壽命得到史詩性延長。

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.

  盡管有著各式各樣的新式FPS游戲誕生,但是總有那么一些人喜歡固守傳統。最初的FPS游戲帶給玩家的就是爽快的殺戮和全程緊張刺激的感覺,那么就有一款游戲在這條路上走向了極致。英雄薩姆(SeriousSam)克羅地亞開發公司Croteam開發的一款帶有濃厚的幽默氣息的第一人稱射擊類游戲,游戲將早期FPS游戲中的元素做到了極致,簡單粗暴的劇情,純粹而緊張的玩法,帶給玩家的就是一場場酣暢淋漓的戰斗,沒有語言,沒有華麗的詞藻,只有爽快的戰斗,尸塊和血雨齊飛,帶來的是腎上腺素飆升的超爽體驗。

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,那么講到這里,FPS游戲十年的大發展就告一段落了。那么我們來回顧一下,這十年之間,FPS游戲都誕生哪些類型吧。其中有以劇情為主的;有以畫面為主的;有主打開放世界的;有主打背景題材的;有主打多元素融合角色扮演的;有主打經典情懷的;還有主打爽快殺戮的,基本上可以用百花齊放來形容了。FPS游戲經過這十年的發展,一躍成為了全球最流行的游戲類型,不管在游戲數量還是玩家數量上都遠超其他類型游戲,可以說這十年是屬于FPS游戲的十年。

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.

  但是相應的,大發展后面臨的往往就是瓶頸了。幾乎所有的FPS游戲在同一時間都面臨著缺乏創新,和同質化嚴重等問題,哪怕強如《使命召喚》這樣的頂級游戲系列,也在一代不如一代的走著下坡路,盡管進行了多次改變和嘗試,都沒有得到玩家的認可。好在隨著互聯網的發展,留給了FPS游戲一個喘息的空間,幾乎所有系列的游戲都不約而同的發現了突破口,網絡化似乎成為了FPS游戲的終極目標,已經有越來越多的作品完全或部分放棄了單機內容,而投入到了網絡游戲的懷抱。當然,目前看來這樣的改變是相當有效的,卻是治標不治本,同質化現象仍然非常嚴重,游戲都只能在火爆一陣之后歸于沉寂,再也沒有經典游戲誕生了。

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游戲會像哪里發展,我們不得而知,也許會像許多早期游戲那樣,逐漸退出歷史舞臺,又或許會在未來的VR游戲中大放異彩,找到一條新的發展之路。不過可以確定的就是,現代游戲產業,已經進入了科技引發變革的時代了,新的技術勢必對游戲業帶來翻天覆地的變化,讓我們拭目以待吧~

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.

中國游戲排行榜(ChinaGameWeightRank)是由新浪游戲推出的國內最全面、最專業、最公正、最客觀的多平臺游戲評測排行榜,包含了目前市場上所有的手游、端游、主機游戲、VR游戲、智能電視游戲及H5游戲,力圖為中國玩家打造最值得信賴的游戲推薦平臺。

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.