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{{short description|Video game genre}}
]'', one of the games that defined the first-person shooter genre.]]
{{Distinguish|Light gun shooter|Rail shooter|Shooting gallery game}}
{{Other uses}}
{{Redirect|Doom clone|the modern revival|Boomer shooter}}
{{Use mdy dates|date=February 2023}}
]'' showcasing the first-person perspective.]]{{Video FPS}}
A '''first-person shooter''' ('''FPS''') is a ] centered on gun fighting and other weapon-based combat seen from a ], with the player experiencing the action directly through the eyes of the ].<ref name="routledge chp31"/> This genre shares multiple common traits with other ], and in turn falls under the ]s category. Since the genre's inception, advanced ] and ] graphics have proven fundamental to allow a reasonable level of immersion in the ], and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of ]. ] has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.


Although earlier games predate it by 20 years, '']'' (1992) was the highest-profile archetype upon which most subsequent first-person shooters were based. One such game, considered the progenitor of the genre's mainstream acceptance and popularity, was '']'' (1993), often cited as the most influential game in this category; for years, the term "Doom clone" was used to designate this type of game, due to ''Doom''{{'}}s enormous success.<ref>{{Cite news|url=http://www.techtimes.com/articles/154622/20160504/the-five-best-doom-clones-ever-released.htm|title=The 5 Best 'Doom' Clones Ever Released|last=Schneider|first=Steven |date=May 4, 2016|work=Tech Times|access-date=January 26, 2018|language=en|url-status=live |archive-url=https://web.archive.org/web/20180126185052/http://www.techtimes.com/articles/154622/20160504/the-five-best-doom-clones-ever-released.htm|archive-date=January 26, 2018}}</ref> Another common name for the genre in its early days was "corridor shooter", since processing limitations of that era's computer hardware meant that most of the action had to take place in enclosed areas, such as corridors and small rooms.<ref>{{cite magazine |title=Preview: Quake |magazine=] |issue=22|publisher=] |date=August 1997|page=38|url= https://archive.org/stream/Official_Sega_Saturn_Magazine_022/Official_Sega_Saturn_Magazine_022_-_august_1997_UK#page/n38/mode/2up |access-date=November 25, 2018}}</ref>
A '''first-person shooter''' ('''FPS''') is a combat ] genre, which is characterized by the player’s on-screen view of the game simulating that of the character or First Person view, like Halo 2 or Half-Life Counterstrike.


During the 1990s, the genre was one of the main cornerstones for technological advancements of computer graphics, starting with the release of '']'' in 1996. ''Quake'' was one of the first real-time 3D rendered video games in history, and quickly became one of the most acclaimed shooter games of all time.<ref>{{Cite web |last=Gordon |first=David |date=February 6, 1999 |title=The 50 Best Video games: A Legend In Your Own Living-Room |url=https://www.independent.co.uk/arts-entertainment/the-50-best-video-games-a-legend-in-your-own-livingroom-1068932.html |website=]}}</ref><ref>{{Cite web |title=The 100 Greatest Games Of All Time |url=http://www.empireonline.com/100greatestgames/ |archive-url=https://web.archive.org/web/20110515221956/http://www.empireonline.com/100greatestgames/ |archive-date=2011-05-15 |access-date=2023-04-30 |website=]}}</ref> ] hardware became essential to improve performances and add new effects such as full ], ] and ] to the 3D ] that powered the games of that period, such as the iconic ], the first iteration of the ], or the more versatile ]. Other seminal games were released during the years, with '']'' enhancing the narrative and puzzle elements,<ref name="marathon">{{cite web | url=https://www.ign.com/articles/4-ways-marathon-influenced-modern-games | title=IGN: How Marathon influenced modern games | date=May 26, 2023 }}</ref><ref name="quantum"/><ref name="ign100"> {{webarchive|url=https://web.archive.org/web/20090209013124/http://uk.top100.ign.com/2005/061-070.html |date=February 9, 2009 }}, ''IGN,'' July 25, 2005, Accessed February 19, 2009</ref> '']'' introducing voice acting, complete interactivity with the environment, and city-life settings to the genre, and games like '']'' and '']'' starting to adopt a realistic and tactical approach aimed at simulating real life counter-terrorism situations. '']'', released in 1997, was a landmark first-person shooter for ], while the critical and commercial success of later titles like '']'', '']'' and the '']'' series helped to heighten the appeal of this genre for the consoles market, straightening the road to the current tendency to release most titles as cross-platform, like many games in the '']'' and '']'' series.
Games like '']'', or many ]s might at first seem to be included in this broad definition, however, in the early ], the term came to define a more specific type of game with a first-person view, almost always centered around the act of aiming and shooting weapons and usually limited ammunition. ]s are often viewed from a first-person perspective but are a sub-genre of FPS rather than a FPS proper.


==Definition==
The modern FPS ] emerged during the early 1990s, at the point when home computers became sufficiently powerful to draw basic ] in realtime. The breakthrough games were ]'s '']'' and '']''. The latter, in particular, defined the genre so emphatically that FPS games were commonly referred to as "]s" for a significant period after its release.
First-person shooters are a type of ]<ref name="fundamentals">{{cite book|last=Rollings |first=Andrew |author2=Ernest Adams |title=Fundamentals of Game Design |publisher=Prentice Hall |year=2006 |url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html |url-status=live |archive-url=https://web.archive.org/web/20090217232801/http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html |archive-date=February 17, 2009 }}</ref> that relies on a ] point of view with which the player experiences the action through the eyes of the ]. They differ from ]s in that, in a third-person shooter, the player can see the character they are controlling (usually from behind, or above). The primary design focus is combat, mainly involving firearms or other types of long range weapons.<ref name="geektrivia"/>


A defining feature of the genre is "player-guided navigation through a three-dimensional space." This is a defining characteristic that clearly distinguishes the genre from other types of shooting games that employ a ], including ]s, ], ]s, or older shooting ]s.<ref name="routledge chp31">{{cite book | title = The Routledge Companion to Video Game Studies | editor-first = Bernard | editor-last = Perron | publisher = ] | date = 2014 | isbn = 9781136290503 | chapter = Chapter 31: Shooting | first = Gerald | last= Voorhees | pages=251–258 }}</ref> First person-shooter games are thus categorized as being distinct from light gun shooters, a similar genre with a first-person perspective which uses dedicated ] peripherals, in contrast to the use of conventional input devices.<ref name="concepts">Casamassina, Matt, {{webarchive|url=https://web.archive.org/web/20110713004359/http://uk.cube.ign.com/articles/653/653867p1.html |date=July 13, 2011 }}, ''IGN,'' September 26, 2005, Accessed February 27, 2009</ref> Light-gun shooters (like '']'') often feature "on-rails" (scripted) movement, whereas first-person shooters give the player complete freedom to roam the surroundings.
First-person shooters have been subject to substantial ] due to the levels of violence included in most games, and the visual realism that can be more inherent in the shooting of things in a first-person perspective.


The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider ] genre.<ref name="Rollings">{{cite book |last=Rollings |first=Andrew |author2=Ernest Adams |title=Andrew Rollings and Ernest Adams on Game Design |publisher=New Riders Publishing |year=2003 |pages=290–296 |url=http://my.safaribooksonline.com/1592730019/ch09?portal=adobepress#ch09 |access-date=March 4, 2009 |archive-date=March 31, 2017 |archive-url=https://web.archive.org/web/20170331161214/http://my.safaribooksonline.com/1592730019/ch09?portal=adobepress#ch09 |url-status=dead }}</ref> Following the release of ''Doom'' in 1993, games in this style were commonly referred to as "'''Doom clones'''";<ref name="clones"/><ref name="britannica"> {{webarchive|url=https://web.archive.org/web/20080609195511/https://www.britannica.com/EBchecked/topic/932958/DOOM |date=June 9, 2008 }}, ''Encyclopædia Britannica,'' Accessed February 25, 2009</ref> over time this term has largely been replaced by "first-person shooter".<ref name="britannica"/> ''Wolfenstein 3D,'' released in 1992, the year before ''Doom'', has been often credited with introducing the genre, but critics have since identified similar, though less advanced, games developed as far back as 1973.<ref name="geektrivia"/> There are occasional disagreements regarding the specific design elements which constitute a first-person shooter. For example, titles like '']'' or '']'' may be considered as first-person shooters, but may also fit into the ]s category, as they borrow extensively from that genre.<ref name="levine">Perry, Douglass C., {{webarchive|url=https://web.archive.org/web/20091023104925/http://uk.pc.ign.com/articles/733/733157p2.html |date=October 23, 2009 }}, ''IGN,'' September 15, 2006, Accessed February 25, 2009</ref> Other examples, like '']'' and '']'', could also be considered ]s, because they focus more on exploration than simple action, they task players with multiple different objectives other than just killing enemies, and they often revolve around the construction of complex cinematic storylines with a well defined cast of ] to interact with. Furthermore, certain puzzle or platforming games are also sometimes categorized as first-person shooters, in spite of lacking any direct combat or shooting element, instead using a first-person perspective to help players immerse within the game and better navigate 3D environments (for example, in the case of '']'', the 'gun' the player character carries is used to create portals through walls rather than fire projectiles).<ref>{{cite magazine | url = https://www.gamesradar.com/portal-is-the-most-subversive-game-ever/ | title = Portal is the most subversive game ever | first = Joe | last = McNeilley | date = December 7, 2007 | access-date = September 17, 2018 | magazine = ] | archive-date = May 16, 2019 | archive-url = https://web.archive.org/web/20190516210531/https://www.gamesradar.com/portal-is-the-most-subversive-game-ever/ | url-status = live }}</ref> Some commentators also extend the definition to include ]s and ] games, whenever the cockpit of the aircraft is depicted from a first-person point of view.<ref name="quantum"/><ref name="geektrivia"/>
==Overview==
The first-person shooter can be considered a sub-genre of ]s, though almost all other two dimensional shooter games, especially ]s, are more concerned with the gameplay mechanic of dodging than of precise aiming. The term FPS has recently come to refer to games where the player has full control over a character and can interact directly with the environment, although any game in first perspective that is a shooter is considered an FPS, for example ] is an FPS game.


==Game design==
Many ''']s''' (where the player sees the game world from a viewpoint above and behind the main character) are commonly treated as first-person shooters, due to similarities in gameplay. In some cases (for example, '']'', '']'', '']'', '']'' or '']'') it is possible to toggle the game between both viewpoints.
]
Like most shooter games, first-person shooters involve an ], one or more ranged weapons, and a varying number of enemies.<ref name="Rollings" /> Because they take place in a 3D environment, these games tend to be somewhat more realistic than ] games, and have more accurate representations of gravity, lighting, sound and collisions.<ref name="fundamentals"/> First-person shooters played on ]s are most often controlled with a combination of a ] and ]. This system has been claimed as superior to that found in console games,<ref>Beradini, Cesar A., {{webarchive|url=https://web.archive.org/web/20090221090806/http://news.teamxbox.com/xbox/6918/Play-Halo-on-Xbox-with-a-Keyboard-Mouse/ |date=February 21, 2009 }}, ''Team Xbox,'' October 4, 2004, Accessed February 23, 2009</ref><ref>Schiesel, Seth, {{webarchive|url=https://web.archive.org/web/20161229055559/http://www.nytimes.com/2009/03/03/arts/television/03kill.html?_r=1&scp=2&sq= |date=December 29, 2016 }}, ''The New York Times'', March 2, 2009, Accessed March 7, 2009</ref> which frequently use two ]s: one used for running and sidestepping, the other for ].<ref name="noviceguide">Treit, Ryan, , ''Xbox.com,'' Accessed February 23, 2009</ref> It is common to display the character's hands and weaponry in the main view, with a ] showing health, ] and location details. Often, it is possible to overlay a map of the surrounding area.<ref>Lahti, Martti, "As We Become Machines: Corporealized Pleasures in Video Games", Wolf, Mark J. P. & Perron, Bernard (eds.), ''The Video Game Theory Reader'', Routledge, p. 161</ref>


===Sub-genres=== ===Combat and power-ups===
First-person shooters generally focus on action gameplay, with fast-paced combat and dynamic firefights being a central point of the experience, though certain titles may also place a greater emphasis on narrative, problem-solving and logic puzzles.<ref name="guidetofps"/> In addition to shooting, ] combat may also be used extensively. In some games, melee weapons are especially powerful, as a reward for the risk the player must take in maneuvering his character into close proximity to the enemy.<ref>Hong, Tim, {{webarchive|url=https://web.archive.org/web/20081221000512/http://www.gamasutra.com/view/feature/3868/shoot_to_thrill_biosensory_.php?page=3 |date=December 21, 2008 }}, ''GamaSutra,'' December 2, 2008, Accessed February 23, 2009</ref> In other games, instead, melee weapons may be less effective but necessary as a last resort.<ref name="quakewars">, ''IGN'', Accessed March 10, 2009 {{webarchive |url=https://web.archive.org/web/20100809065209/http://uk.guides.ign.com/guides/884680/page_8.html |date=August 9, 2010 }}</ref> "]s" tend to be more realistic, and require the players to use teamwork and strategy in order to succeed;<ref name="noviceguide"/> the players can often command a squad of characters, which may be controlled by the ] or by human teammates,<ref name="rainbow">{{Cite web |url=http://uk.gamespot.com/pc/action/tomclancysrainbowsix/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |title=Tom Clancy's Rainbow Six Review |last=Dunkin |first=Alan |date=September 9, 1998 |website=GameSpot |archive-url=https://archive.today/20120604092937/http://uk.gamespot.com/pc/action/tomclancysrainbowsix/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |archive-date=June 4, 2012 |url-status=dead |access-date=February 19, 2009}}While generally better than Spec Ops, Rainbow Six carries its own baggage, especially where the conflict of realism versus gameplay rears its ugly head.</ref> and can be given different tasks during the course of the mission.
The realism in FPS games can vary from ]s, which are fast paced and have unrealistic elements (such as the player being able to shrug off bullets or falling large distances) to levels approaching reality, where players are routinely killed by a single shot. In practice, most games fall somewhere between the two.


First-person shooters typically present players with a vast arsenal of weapons, which can have a large impact on how they will approach the game.<ref name="fundamentals" /> Some games offer realistic reproductions of actual existing (or even historical) firearms, simulating their rate of fire, magazine size, ammunition amount, recoil and accuracy. Depending on the context, other first-person shooters may incorporate some imaginative variations, including futuristic prototypes, alien-technology or magical weapons, and/or implementing a wide array of different projectiles, from lasers, to energy, plasma, rockets, and arrows. These many variations may also be applied to the tossing of grenades, bombs, spears and the like. Also, more unconventional modes of destruction may be employed by the playable character, such as flames, electricity, telekinesis or other supernatural powers, and traps.
Distinct FPS sub-genres exist, which use a similar viewpoint and mechanics, but emphasise different aspects of FPS gameplay.


In the early era of first-person shooters, often designers allowed characters to carry a large number of different weapons with little to no reduction in speed or mobility. More modern games started to adopt a more realistic approach, where the player can only equip a handheld gun, coupled with a rifle, or even limiting the players to only one weapon of choice at a time, forcing them to swap between different alternatives according to the situation. In some games, there's the option to trade up or upgrade weapons, resulting in multiple degrees of customization. Thus, the standards of realism are extremely variable.<ref name="fundamentals"/> The protagonist can generally get healing and equipment supplies by means of collectible items such as ]s or ammunition packs, simply by walking over, or interacting with them.<ref name="cliches">Staff, {{webarchive|url=https://web.archive.org/web/20090216002953/http://uk.ps3.ign.com/articles/953/953636p1.html |date=February 16, 2009 }}, ''IGN,'' February 11, 2009, Accessed February 23, 2009</ref> Some games allow players to accumulate ]s in a role-playing game fashion, that can generally be used to unlock new weapons, bonuses and skills.<ref>{{cite magazine |url=http://www.gameinformer.com/News/Story/200803/N08.0305.1634.21173.htm?Page=2 |title=The Art Of FPS Multiplayer Design |magazine=Game Informer |date=May 3, 2008 |access-date=February 24, 2009 |archive-url=https://web.archive.org/web/20080525134030/http://www.gameinformer.com/News/Story/200803/N08.0305.1634.21173.htm?Page=2 |archive-date=May 25, 2008 |url-status=dead}}</ref>
* The ] or "first-person sneaker" centers on avoiding detection by opponents (for example, '']'').
* The ] emphasises tactics ('']'', '']'' and other games based on novels by ]; and games such as '']'', '']'', '']'' , '']'' and '']'')
* ] first-person shooters are fast-paced and action-focused. They often contain a large number of enemies, and allow the player to sustain unrealistic amounts of damage without dying. Many of the older FPSs such as '']'' and '']'' are in this genre, as well as many more recent titles like '']'', '']'' and the ].
* The action/adventure shooter has larger environments and a greater emphasis on puzzle-solving and exploration ('']'', '']'', and '']'' being examples).
* There have also been games that blend ] gameplay to FPSes. Some of the early pioneers were '']'' and '']''. In these games, the player appears on the field as a single unit, but is able to give commands to other units, construct new units, and control the overall strategy. Some RTS/FPS hybrids use teamplay approach where one player is the commanding officer, responsible for the strategy part, and the other team members are ordinary soldiers. Some newer examples include '']'' and '']''.
* The newest type of shooter is the FPA(first person adventure) or "free roaming" shooter like '']'' where the FPS genre enters the more '']''-like type of atmosphere/gameplay.
The lines between these sub-genres are often blurred; games such as '']'' and '']'' include stealth elements—avoiding detection being advantageous in certain situations—in addition to action-packed sequences more typical of a "run and gun" FPS.


===Level design===
Many first-person shooters are designed primarily as ] games, and the single-player component (if any) consists entirely of play against ]. Notable examples include '']'', '']'', '']'' and '']''. The '']'' series began as a ] multiplayer-focused game, although its single-player modes have since become more elaborate.
First-person shooters may be structurally composed of ], or use the technique of a continuous narrative in which the game never leaves the first-person perspective.<ref name="quantum"/> Others feature large ] environments, which are not divided into levels and can be explored freely.<ref>{{cite magazine |url=http://www.gameinformer.com/Games/Review/200705/R07.0323.1414.37101.htm |title=S.T.A.L.K.E.R.: Shadow of Chernobyl |magazine=Game Informer |date=May 2007 |access-date=February 23, 2009 |archive-url=https://web.archive.org/web/20080401032528/http://www.gameinformer.com/Games/Review/200705/R07.0323.1414.37101.htm |archive-date=April 1, 2008 |url-status=dead}}</ref> In first-person shooters, protagonists interact with the environment to varying degrees, from basics such as using doors, to problem solving puzzles based on a variety of interactive objects.<ref name="quantum"/> In some games, the player can damage the environment, also to varying degrees: one common device is the use of barrels containing ] which the player can shoot, harming nearby enemies.<ref name="cliches"/> Other games feature environments which are extensively destructible, allowing for additional visual effects.<ref>Reed, Kristan, {{webarchive|url=https://web.archive.org/web/20160106141548/http://www.eurogamer.net/articles/p_black_ps2x |date=January 6, 2016 }}, ''EuroGamer,'' June 2, 2005, Accessed February 23, 2009</ref> The game world will often make use of science fiction, historic (particularly ]) or ] themes, with such ]s as ], ]s, ] and soldiers of various types.<ref>{{cite web |url=http://www.gameinformer.com/News/Story/200806/N08.0605.1635.16706.htm?Page=1 |title=FPS Field Guide: A Look At Common Enemies |work=GameInformer |date=May 6, 2008 |access-date=February 23, 2009 |archive-url=https://web.archive.org/web/20080731162901/http://www.gameinformer.com/News/Story/200806/N08.0605.1635.16706.htm?Page=1 |archive-date=July 31, 2008 |url-status=dead}}</ref> Games feature multiple difficulty settings; in harder modes, enemies are tougher, more aggressive and do more damage, and power-ups are limited. In easier modes, the player can succeed through reaction times alone; on more difficult settings, it is often necessary to memorize the levels through trial and error.<ref>Boutros, Daniel, {{webarchive|url=https://web.archive.org/web/20090225121211/http://gamasutra.com/view/feature/3787/difficulty_is_difficult_designing_.php |date=February 25, 2009 }}, ''GamaSutra'', September 16, 2008, Accessed March 10, 2009</ref>


===Multiplayer===
The ] combines first-person shooter gameplay with a large number of simultaneous players over the Internet. '']'' and '']'' are pioneers of this new sub-genre.
]
First-person shooters may feature a ] mode, taking place on specialized levels. Some games are designed specifically for multiplayer gaming, and have very limited single player modes in which the player competes against game-controlled characters termed "bots".<ref name="bf2"/> ] like those in the '']'' series allow thousands of players to compete at once in a ].<ref name="MMOFPS"> {{webarchive |url=https://web.archive.org/web/20110713005112/http://uk.games.ign.com/articles/400/400835p1.html |date=July 13, 2011 }}, ''IGN,'' May 5, 2003, Accessed February 23, 2009</ref> Large scale multiplayer games allow multiple squads, with leaders issuing commands and a commander controlling the team's overall strategy.<ref name="bf2">Kosak, Dave, {{webarchive|url=https://web.archive.org/web/20090502042137/http://uk.pc.gamespy.com/pc/battlefield-2/626911p1.html |date=May 2, 2009 }}, ''GameSpy,'' June 17, 2005, Accessed February 23, 2009</ref> Multiplayer games have a variety of different styles of match.


The classic types are the ] (and its team-based variant) in which players score points by killing other players' characters; and ], in which teams attempt to penetrate the opposing base, capture a flag and return it to their own base whilst preventing the other team from doing the same. Other game modes may involve attempting to capture enemy bases or areas of the map, attempting to take hold of an object for as long as possible while evading other players, or deathmatch variations involving limited lives or in which players fight over a particularly potent ]. These match types may also be customizable, allowing the players to vary weapons, health and power-ups found on the map, as well as victory criteria.<ref>, ''IGN'', Accessed March 10, 2009 {{webarchive |url=https://web.archive.org/web/20100810145528/http://uk.guides.ign.com/guides/15922/page_7.html |date=August 10, 2010 }}</ref> Games may allow players to choose between various ], each with its own strengths, weaknesses, equipment and roles within a team.<ref name="quakewars"/>
Some FPS games strive to increase the realism of graphics and game environments, while retaining unrealistic gameplay. As a result, in many games the player has exaggerated physical capabilities and resiliency that allow him to make maneuvers such as "grenade jumping", which is an action that allows the player to gain an extension to normal jumps by blast effects. The extended jump is possible with other game weapons and can thus have different names: for instance, the '']'' series allows "rocket jumping". Other maneuvers common in FPS games are ] and ].


=== Free-to-play ===
For many, the appeal of the FPS lies in immersive frantic blasting with a touch of verisimilitude, humour, puzzle-solving, and ]. For others, the single player mode in story-oriented games can have compelling narratives which allow for added element of drama in the games.
{{main|Free-to-play}}

There are many free-to-play first-person shooters on the market now, including '']'', '']'', '']'', ''], and ].''<ref>{{Cite news|url=https://www.digitaltrends.com/gaming/best-free-first-person-shooters/|title=Wage war on a budget with 10 fun and free first-person shooters for PC and Mac|date=February 14, 2018|work=Digital Trends|access-date=April 17, 2018|language=en-US|archive-date=April 17, 2018|archive-url=https://web.archive.org/web/20180417192355/https://www.digitaltrends.com/gaming/best-free-first-person-shooters/|url-status=live}}</ref> Some games are released as free-to-play as their intended business model and can be highly profitable (''League of Legends'' earned $2 billion in 2017),<ref>{{Cite news|url=https://comicbook.com/gaming/2018/01/30/league-of-legends-top-free-to-play-revenue-charts-in-2017/|title=League of Legends Tops Free-to-Play Revenue Charts in 2017|website=Comicbook.com|access-date=April 17, 2018|language=en|archive-date=April 18, 2018|archive-url=https://web.archive.org/web/20180418031601/http://comicbook.com/gaming/2018/01/30/league-of-legends-top-free-to-play-revenue-charts-in-2017/|url-status=live}}</ref> but others such as '']'' begin their life as paid games and become free-to-play later to reach a wider audience after an initially disappointing reception.<ref name="twinfinite.net">{{Cite web|url=http://twinfinite.net/2017/03/warhammer-40k-eternal-crusade-goes-free-to-play/|title=Warhammer 40K: Eternal Crusade Goes Free to Play|website=twinfinite.net|language=en-US|access-date=April 17, 2018|date=March 18, 2017|archive-date=April 18, 2018|archive-url=https://web.archive.org/web/20180418031542/http://twinfinite.net/2017/03/warhammer-40k-eternal-crusade-goes-free-to-play/|url-status=live}}</ref> Some player communities complain about freemium first-person-shooters, fearing that they create unbalanced games, but many game designers have tweaked prices in response to criticism, and players can usually get the same benefits by playing longer rather than paying.<ref name="twinfinite.net"/>
===Game conventions===
* One of the genre conventions is that crates, barrels, and similar objects are used often to "decorate" levels, in an attempt to give the player a more detailed and interactive environment. Crates are many times used to provide a jumping boost, whilst many barrels tend to be explosive (a legacy from Doom)
* The player normally begins with a single weak weapon, ranged or not, most likely the weakest. As he progressively obtains stronger weapons, so do the enemies become more difficult, in an attempt to balance the difficulty level of the game.
* Another traditional convention lies with the necessity of pushing buttons and levers so as to open doors and allow for the progression of the player. In earlier games, the button and the door it opens would frequently be on opposite sides of the level for no logical reason. This convention has diminished somewhat in favor of scripted events, although it is still quite visible in some games.

===Platforms and hardware development===
The primary platform for modern FPSs has traditionally been the ], though there have been notable games on other platforms, and the number of releases on consoles are increasing steadily.

FPS are among the most demanding programs for computing resources, persuading many users to upgrade computers that are still suitable for more mundane tasks, such as online browsing and office work. According to ] analyst Roger Kay, high-end games serve as a catalyst for the mainstream personal computer market. FPS games can stretch the capabilities of CPUs and the ]s (). The rise of the genre has been a significant driver in the market for consumer graphics cards, particularly with regard to support for ]. Recently, consumer ] have been introduced which should further drive developments in ] technology and better game play by providing a more immersive experience.

===Online play and mods===
Most FPSs feature competitive and/or co-operative ] ] modes. Players of these games often form into teams, or "]" and participate in organised tournaments and championships. Some of these contests have sufficient prize funds to allow players to turn partially or even fully professional.

Among modern video game styles, FPSs were the first genre to gain a widespread online gaming community. This was due to a deliberate policy of innovation by games developers (notably by id Software), aided by the combination of two technical factors: The relatively small number of moving objects in the game world (particularly in early games) reduces the amount of information to be transmitted across the network, and the relatively large distances between player ] (compared to, say, ]s) mitigates the effect of the inevitable network ]. Despite these effects, these games remain highly sensitive to network speed, and complaints about lag are still common.

Many FPS games are designed with a core ], separate from the graphics, game rules, and ]s. This enables developers to reuse or ] the core software for other games. This "plug-in" design, combined with the general-purpose nature of the PC (compared to consoles) allows amateur ]s to add new elements to games, such as new rules, characters or weapons without having access to the underlying technology. This process is known as "]", from ''mod''ification.

Indeed, it is a common characteristic of FPSs that players and enthusiasts are able to create their own levels (''see'' ]) or even change overall graphical appearance and gameplay for distribution to other fans. Normally, this distribution must be done for free in order to abide by the developer's license. This has contributed to the longevity both of the genre and of individual games. Some games even serve as a basis for ]s, where all of the game content is replaced, leaving only the basic game engine intact. Many games now include the software the designers used to make levels, such as '']'' for the ] series. The amount of custom levels made for a game is heavily affected by how popular the game is and the size of the community available to play the map. For example, '']'' increases the potential audience for a user-created level by allowing a custom level to be downloaded when a player connects to a server, as opposed to requiring the levels to be downloaded and installed in advance.

The communities of amateur programmers around FPS games can often become recruiting grounds for development companies; ] have taken this as far as recruiting the core development teams of mods and releasing their product commercially.


==History== ==History==
{{Overly detailed|section|details=Far too much detail on individual games without expressing their importance to the FPS genre development.|date=July 2024}}
:''Main article: ]''
{{For|the history of light gun shooter, rail shooter and shooting gallery games that employ a first-person perspective|Shooter game#History|Light gun shooter#History}}


===Origins: 1970s–1980s===
The first-person shooter, as the phrase is currently understood, emerged in the early ]. However, the modern genre is a logical extension of earlier games, particularly those involving 3D graphics. While these early games are not First-Person Shooters in the modern sense, many of them come very close in gameplay terms, and many others contained ideas which later influenced the modern genre.
]s such as ].]]


The earliest two documented first-person shooter video games are '']'' and ''].'' ''Maze War'' was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a ] work-study program trying to develop a program to help visualize ] for spacecraft designs. The work became a maze game presented to the player in the first-person, and later included support for a second player and the ability to shoot the other player to win the game. Thompson took the game's code with him to ], where with help from ] to create an eight-player version that could be played over ], computer-run players using artificial intelligence, customizable maps, online scoreboards and a spectator mode.<ref name="pcgamer history">{{cite web | url = https://www.pcgamer.com/the-history-of-the-first-person-shooter/ | title = The history of the first person shooter | first = Edwin | last = Evans-Thirlwell | date = October 20, 2017 | access-date = September 17, 2018 | work = ] | archive-date = September 18, 2018 | archive-url = https://web.archive.org/web/20180918012341/https://www.pcgamer.com/the-history-of-the-first-person-shooter/ | url-status = live }}</ref> ''Spasim'' had a documented debut at the ] in 1974 on the PLATO mainframe system. The game was a rudimentary ] for up to 32 players, featuring a first-person perspective.<ref name="geektrivia">Garmon, Jay, {{webarchive|url=https://web.archive.org/web/20110616131909/http://www.techrepublic.com/article/geek-trivia-first-shots-fired/5710539 |date=June 16, 2011 }}, ''TechRepublic'', May 24, 2005, Accessed February 16, 2009</ref> Both games were distinct from modern first-person shooters, involving simple ] where the player could only move from square to square and turn in ] increments.<ref name="IE2009">{{citation|title=IE2009: Proceedings of the 6th Australasian Conference on Interactive Entertainment |author=Malcolm Ryan |publisher=Australasian Conference on Interactive Entertainment |isbn=978-1-4503-0010-0 |url=https://books.google.com/books?id=SYEzMIBe57kC |access-date=April 20, 2011 |url-status=live |archive-url=https://web.archive.org/web/20160625023443/https://books.google.com/books?id=SYEzMIBe57kC |archive-date=June 25, 2016 |date=December 17, 2009 }}</ref> Such games spawned others that used similar visuals to display the player as part of a maze (such as '']'' in 1979), and were loosely called "rat's eye view" games, since they gave the appearance of a rat running through a maze.<ref name="pcgamer history"/> Another crucial early game that influenced first-person shooters was '']''. It featured the player trying to escape a maze, using ] to render the environment, simulating visually how each wall segment would be rendered relative to the player's position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal ''Maze War'' and ''Spasim''.<ref name="pcgamer history"/> Among PLATO games, Witz and Boland's 1977 ''Futurewar'', a dystopian 3D first-person dungeon shooter, has been argued to be the first true FPS. This is due to the combination of a fully perspective-shifting 3D maze with enemies ahead, and what may be the earliest representation of weapons appearing in perspective in front of the player.<ref>{{cite web |last1=CRPG Addict (pseud.) |title=Futurewar: Summary and Rating |url=http://crpgaddict.blogspot.com/2024/05/futurewar-summary-and-rating.html |website=CRPG Addict |date=May 23, 2024 |access-date=6 September 2024}}</ref><ref>{{cite web |title=Futurewar |url=https://howtomakeanrpg.com/r/l/g/futurewar.html |website=How to Make an RPG |access-date=6 September 2024}}</ref><ref>{{cite web |last1=Witz |first1=Erik |title=Futurewar Restoration Project |url=http://www.future-war.com/ |access-date=6 September 2024}}</ref><ref>{{cite book |last1=Dear |first1=Brian |title=The Friendly Orange Glow |date=2017}}</ref>
===Beginnings===
It is not clear exactly when the first FPS was created. There are two claimants, '']'' and '']''. The uncertainty about which was first stems from the lack of any accurate dates for the development of ''Maze War'' &mdash; even its developer . In contrast, the development of Spasim is much better documented, and the dates more certain.


A slightly more sophisticated first-person shooting mainframe game was '']'' (1975), a ] for the ]. Atari's first-person tank shooter ] '']'' (1980), modeled closely after PLATO Panther, was released for ] and presented using a ] ], with the game designed by Ed Rotberg. It is considered to be the first successful first-person shooter video game, making it a milestone for the genre. It was primarily inspired by Atari's top-down arcade ] '']'' (1974).<ref name="auto">{{cite book |last1=Wolf |first1=Mark J. P. |title=Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming |date=2012 |publisher=] |isbn=978-0-313-37936-9 |volume=1 |pages=68–9 |url=https://books.google.com/books?id=deBFx7QAwsQC&pg=PA68 |access-date=May 6, 2021 |archive-date=May 6, 2021 |archive-url=https://web.archive.org/web/20210506082843/https://books.google.com/books?id=deBFx7QAwsQC&pg=PA68 |url-status=live }}</ref> The original ] also employed a ] viewfinder similar to ] shooting ] such as ]'s video game '']'' (1976) and ]'s ] '']'' (1966).<ref name="auto"/> ''Battlezone'' became the first successful mass-market game featuring a first-person viewpoint and ] ], with a version later released for home computers in 1983.<ref name="educational">Shahrani, Sam, {{webarchive|url=https://web.archive.org/web/20060629172105/http://gamasutra.com/features/20060425/shahrani_01.shtml |date=June 29, 2006 }}, ''GamaSutra'', April 26, 2006, Accessed March 7, 2009</ref>
The initial development of '']'' probably occurred in the summer of ]. A single player made their way through a simple maze of corridors rendered using fixed perspective. Multiplayer capabilities, with players attempting to shoot each other, were probably added later in 1973 (two machines linked via a serial connection) and in the summer of 1974 (fully networked).


===Early first-person shooters: 1987–1992===
'']'' was originally developed in the spring of ]. Players moved through a wire-frame 3D universe, with gameplay resembling the 2D game '']''. Graphically, ''Spasim'' lacked even hidden line removal, but did feature online multiplayer over the world-wide university-based ].


'']'', a first-person shooter released in 1987 for the ],<ref name="ign midi"> {{webarchive|url=https://web.archive.org/web/20121102082645/http://www.ign.com/games/midi-maze/st-695431 |date=November 2, 2012 }}, IGN, Accessed September 2, 2012</ref> featured ] and character designs similar to '']'', but displayed in a first-person perspective.<ref>{{cite web|title=25 years of Pac-Man |publisher=MeriStation |date=July 4, 2005 |url=http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7 |access-date=May 6, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110929150234/http://www.meristation.com/v3/des_articulo.php?pic=DC&id=cw42b7458f0dfc7&idj=&idp=&tipo=art&c=1&pos=7 |archive-date=September 29, 2011 }} ( {{Webarchive|url=https://web.archive.org/web/20170424060750/https://translate.google.com/translate?u=http%3A%2F%2Fwww.meristation.com%2Fv3%2Fdes_articulo.php%3Fpic%3DDC%26id%3Dcw42b7458f0dfc7%26idj%3D%26idp%3D%26tipo%3Dart%26c%3D1%26pos%3D7&sl=es&tl=en&hl=&ie=UTF-8 |date=April 24, 2017 }})</ref><ref name="gamesradar midi">{{cite web|url=https://gamesradar.com/f/gamings-most-important-evolutions/a-20101008102331322035/p-5|title=Gaming's Most Important Evolutions|page=5|publisher=]|date=October 8, 2010|access-date=April 27, 2011|archive-date=November 7, 2021|archive-url=https://web.archive.org/web/20211107084257/https://www.gamesradar.com/gamings-most-important-evolutions/|url-status=live}}</ref> Later ported to various systems—including the ] and ] under the title '']''—it featured the first network multiplayer ], using a ] interface.<ref name="1UP-Faceball"/><ref name="gamesradar midi"/> Despite the inconvenience of connecting numerous machines together, it gained a cult following; ] called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game".<ref name="1UP-Faceball">Parish, Jeremy, , ''1UP,'' Accessed April 24, 2009, Archived from the on February 28, 2016, at the ]</ref>
===1979-1990: Arcades and home computers===
])]]
The next significant games arrived in the ] boom of the late ]. The ] game '']'' was the first commercial game to provide a first-person perspective. Players could not move through the simulated world, but fought off opponents from a fixed point in space.


Id Software's '']'' pioneered ] technology in May 1991 to enable faster gameplay than 1980s vehicle simulators;<ref name="educational"/> and '']'' introduced another advance, ], in November 1991. The second game to use texture mapping was '']'', a March 1992 ] by ] that featured a first-person viewpoint and an advanced graphics engine. In October 1990, id developer John Romero learned about texture mapping from a phone call to Paul Neurath. Romero described the texture mapping technique to id programmer ], who remarked, "I can do that.",<ref name=salondoom>{{cite web|last=Au |first=Wagner |title=Masters of Doom |work=] |date=May 5, 2003 |url=http://www.salon.com/2003/05/05/doom_2/ |access-date=May 5, 2003 |url-status=live |archive-url=https://web.archive.org/web/20121030094509/http://www.salon.com/2003/05/05/doom_2/ |archive-date=October 30, 2012 }}</ref> and would feel motivated by Looking Glass's example to do the same in ''Catacomb 3-D''.<ref name="educational"/> ''Catacomb 3-D'' also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible.<ref name="educational"/> The experience of developing ''Ultima Underworld'' would make it possible for Looking Glass to create the '']'' and '']'' series years later.<ref name="cavg_uuw">{{cite web|last=Mallinson |first=Paul |title=Games that changed the world: Ultima Underworld |publisher=] |date=April 16, 2002 |url=http://www.computerandvideogames.com/28003/features/games-that-changed-the-world-ultima-underworld/ |access-date=October 8, 2010 |url-status=live |archive-url=https://web.archive.org/web/20071212192612/http://www.computerandvideogames.com/article.php?id=28003 |archive-date=December 12, 2007 }}</ref>
]'s '']'', a tank combat simulator, allowed players to move around the game world in their battle with computer-controlled enemies, and thus became the earliest widely-available first-person shooter in arcades. It was a resounding commercial success.


===Rise in popularity: 1992–1993===
])]]
] with a ] perspective, '']'' is often credited with establishing the first-person shooter genre and many of its staples.]]
]
'']'' was the first episodic FPS game developed by ], as a successor to the successful 1980s 2D infiltration video-games '']''<ref>{{Cite web |title=Castle Wolfenstein (1981) |url=https://www.mobygames.com/game/3115/castle-wolfenstein/ |access-date=2024-07-19 |website=MobyGames |language=en}}</ref> and '']''<ref>{{Cite web |title=Beyond Castle Wolfenstein (1984) |url=https://www.mobygames.com/game/1760/beyond-castle-wolfenstein/ |access-date=2024-07-19 |website=MobyGames |language=en}}</ref> from ], and published by ] the 5th of May 1992<ref>{{Cite web |title=Wolfenstein 3D Releases |url=https://www.mobygames.com/game/306/wolfenstein-3d/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> in which the player had to explore mazes while battling ] to find keys required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher ] until each episode's last floor's ] and was an instant success because of its first episode's distribution and spread as ]<ref>{{Cite web |date=2013-05-11 |title=Gamasutra - Features - 20 Years Of Evolution: Scott Miller And 3D Realms |url=http://www.gamasutra.com/view/feature/132501/20_years_of_evolution_scott_.php?page=6 |access-date=2024-07-19 |archive-url=https://web.archive.org/web/20130511170342/http://www.gamasutra.com/view/feature/132501/20_years_of_evolution_scott_.php?page=6 |archive-date=May 11, 2013 }}</ref> whereas the second and the third available after registration; and the three last prequel episodes available as a separate mission pack, to the point that it has since been credited for having single-handedly invented the ] of first-person-shooter as a genre of video-games.<ref name="quantum">Cifaldi, Frank, {{webarchive|url=https://web.archive.org/web/20110606015930/http://www.gamasutra.com/view/feature/1832/the_gamasutra_quantum_leap_awards_.php |date=June 6, 2011 }}, ''GamaSutra,'' September 1, 2006, Accessed February 16, 2009</ref><ref name="geektrivia" /> It was built on ]'s ] already experimented into id's previous games '']'' and '']'' to create a new standard for first-person-shooter video-games widely emulated, improved, and still applied to this day.<ref name="quantum" /><ref name="geektrivia" /><ref name="guidetofps">{{Cite web |url=http://www.ugo.com/channels/games/features/firstpersonshooter/firstshotfired.asp |title=Guide to FPS |last=Hasselberger |first=Cheese |website=] |archive-url=https://web.archive.org/web/20091207042033/http://www.ugo.com/channels/games/features/firstpersonshooter/firstshotfired.asp |archive-date=December 7, 2009 |url-status=dead |access-date=February 16, 2009}}</ref> ] originally designed it to be a first-person infiltration game including stealth, hiding dead bodies, disguises and alarms, following the legacy of its predecessors, and the game engine does include these original features, however ] and ] wanted a simple shooter and Tom Hall had to fight hard to even include the secret areas.<ref>{{Cite web |title=Tom Hall: 5 key design lessons I learned directing Wolfenstein 3D |url=https://www.gamedeveloper.com/design/tom-hall-5-key-design-lessons-i-learned-directing-i-wolfenstein-3d-i- |access-date=2024-07-19 |website=www.gamedeveloper.com |language=en}}</ref><ref>{{Cite web |date=2010-09-20 |title=Tom Hall on Wolfenstein 3D {{!}} IncGamers |url=http://www.incgamers.com/Features/241/tom-hall-on-wolfenstein-3d/1 |access-date=2024-07-19 |archive-url=https://web.archive.org/web/20100920234147/http://www.incgamers.com/Features/241/tom-hall-on-wolfenstein-3d/1 |archive-date=September 20, 2010 }}</ref><ref>{{Cite web |last=Edwards |first=Benj |date=2022-05-05 |title=Achtung! How Wolfenstein 3D Shocked the World, 30 Years Later |url=https://www.howtogeek.com/802248/how-wolfenstein-3d-shocked-the-world-30-years-later/ |access-date=2024-07-19 |website=How-To Geek |language=en}}</ref><ref>{{Cite web |title=Wolfenstein 3D (1992) |url=https://www.mobygames.com/game/306/wolfenstein-3d/ |access-date=2024-07-19 |website=MobyGames |language=en}}</ref> Despite its violent themes, ''Wolfenstein'' largely escaped the controversy generated by the later '']'', although it was banned from ] due to the use of ] ] which is a sensitive topic there where Wolfenstein has been forbidden until 2022<ref name="controversy"> {{webarchive|url=https://web.archive.org/web/20090911085940/http://uk.gamespot.com/features/6090892/p-3.html |date=September 11, 2009 }}, ''GameSpot,'' Accessed February 24, 2009</ref><ref>{{Cite web |last=Allen |first=Joseph |date=2022-09-16 |title=Wolfenstein 3D Available In Germany After 30 Years |url=https://techraptor.net/gaming/news/wolfenstein-3d-available-in-germany-after-30-years |access-date=2024-07-19 |website=TechRaptor |language=en}}</ref><ref>{{Cite web |date=2019-11-19 |title=Nearly 30 years later, "Wolfenstein 3D" unbanned in Germany |url=https://thesplintering.com/2019/11/19/world-war-ii-video-game-shooter-wolfenstein-3d-no-longer-banned-in-germany/ |access-date=2024-07-19 |website=The Splintering |language=en}}</ref><ref>{{Cite news |date=2018-08-10 |title=Germany lifts total ban on Nazi symbols in video games |url=https://www.bbc.com/news/world-europe-45142651 |access-date=2024-07-19 |language=en-GB}}</ref> and ] too required id Software to remove ], gore, and all Nazi iconography as well as replace the enemy ]s with giant ]s to allow it to be released on ] because of their anti-violence policy.<ref>{{cite web |url=https://query.nytimes.com/gst/fullpage.html?res=9B0CE4DF123BF933A25756C0A9679C8B63 |title=Nintendo Grows Up and Goes for the Gross-Out |work=] |last=Kushner |first=David |date=May 10, 2001 |access-date=February 24, 2009 |archive-url=https://web.archive.org/web/20121110123446/http://www.nytimes.com/2001/05/10/technology/nintendo-grows-up-and-goes-for-the-gross-out.html |archive-date=November 10, 2012 |url-status=live }}</ref> id Software released a ] to let players create and share online their own home-made ] for the game which started the players' ] who blossomed with ''Doom'' and maintain their games alive continuously sustaining new content for them. During ''Doom''<nowiki/>'s development, id Software quickly developed a short extension for ''Wolfenstein 3D'' titled '']'' released the 19th of September 1992<ref>{{Cite web |title=Spear of Destiny Releases |url=https://www.mobygames.com/game/311/spear-of-destiny/releases/ |access-date=2024-07-19 |website=MobyGames |language=en}}</ref> to tease the players with the Hell to come in ''Doom'' as ''Spear of Destiny'' concluded into Hell,<ref>{{Cite web |title=Wolfenstein 3D: Spear of Destiny – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/wolfenstein-3d-spear-of-destiny/ |access-date=2024-07-19 |language=en-US}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=_aXNh31iU0w&list=PLoxV-no_tlqwo2mRETZZ2GfbkuTIYw9zw&index=21 |title=Wolfenstein 3D Spear of Destiny ECWolf - Level 21 (Boss) & Ending - 1080p 60fps |date=2015-07-03 |access-date=2024-07-19 |via=YouTube}}</ref> then two years later, ''Doom 2'' included two ]s featuring ''Wolfenstein'' in Hell while re-using ''Spear of Destiny''<nowiki/>'s Hell final level's music to close the loop.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=rkjB8UgTcb8 |title=DOOM II: Hell on Earth Secret levels! (Wolfenstein & Grosse) PC/DOS, 1994 |date=2014-11-29 |last=Major Thriftwood |access-date=2024-07-19 |via=YouTube}}</ref>
In the early 1980s, the ] market grew rapidly. While these machines were relatively low-powered, limited first-person-perspective games appeared early on. '']'' (1979) gave the player the perspective of a spaceship pilot flying through a streaming 3D starfield; motion was unrestricted, but the environment consisted only of stars and individual moving objects, with no 3D scene rendering at each individual frame. '']'' (1981) for the ] was the first truly 3D first-person adventure game on a home computer, although not a shooter. '']'' (1982) restricted the player to 90-degree turns, allowing "3D" corridors to be drawn with simple fixed-perspective techniques. In these games, computer-controlled opponents were drawn using bitmaps. '']'' (1982) on the ] featured a 3D shooter chase through a forest, with the 3D being created using drawings of trees getting larger as they moved closer to the player. Similar to ''Phantom Slayer'', the 1983 game '']'' was a 3D version of ] for the IBM PC situating the player first-person inside the ''PacMan'' maze.


] decided to develop his own ] after he played '']'' in 1992. His first ], that he named ''Walken'' as in "Ken's Walking simulator", was close to ]. Then he improved his game with his friend Andrew Cotter, added ] to each ], renamed it '']'', and released it on ] as ] under his brother's company ] on 1 January 1993.<ref name="Ken's Labyrinth Releases">{{Cite web |title=Ken's Labyrinth Releases |url=https://www.mobygames.com/game/388/kens-labyrinth/releases/ |access-date=2024-07-22 |website=MobyGames |language=en}}</ref> The game was about escaping a bizarre dream labyrinth full of people shooting projectiles at the player while projectiles were more balls than bullets, meaning they had limited range and were slow enough to dodge them as opposite to ''Wolfenstein 3D'' whose weapons were ] ]s, some walls reflected projectiles, killed enemies vanished without any death animation nor remnant body on the floor, and Ken himself voiced the ] and filled his game with pictures of himself which hurt the player if they dared to shoot them, which made his game personal. ], then ''Wolfenstein 3D''<nowiki/>'s ] ]'s main competitor, noticed it, saw potential, then signed a commercial agreement with Ken's father, as Ken was still minor. However, the original Advanced Systems' ''Ken's Labyrinth'' was made from Ken and Andrew's limited resources to the point that Ken made the ]s with his mouth, therefore Epic MegaGames made use of their resources to revamp the game, replaced the projectiles balls with ], ] which bounced off walls, and ]s, while collecting more of the same weapon increased their range and collecting ]s increased the range of all weapons at once, also replaced the original ] with Ken himself, added diverse monsters, temporary ]s such as reflecting enemies' projectiles, kill enemies on contact, and invincibility, as well as treasures for buying these power-ups from ] and for paying doors' toll, ] to win ]s instead of finding treasures in secret areas, death-traps such as holes in floors which were the only way to get rid of some ] enemies, water fountains which slowly restored health (much like in '']'' three years later), changed the goal from the original's merely escaping the labyrinth to rescue the player's abducted ] Sparky and save the world, added the requirement to have Sparky follow the player to the exit of each floor to be able to reach the next floor, which made the player have to pay attention to another character beside their own, and commercialized ''Ken's Labyrinth v2'' still as shareware the 21st of March 1993.<ref name="Ken's Labyrinth Releases"/> All versions of ''Ken's Labyrinth'' got to be ] many times and even onto ] by a fan.<ref>{{Cite web |title=Ken's Labyrinth (1993) |url=https://www.mobygames.com/game/388/kens-labyrinth/ |access-date=2024-07-22 |website=MobyGames |language=en}}</ref><ref>{{Cite web |title=Ken's Labyrinth - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game |url=https://www.pcgamingwiki.com/Ken's_Labyrinth |access-date=2024-07-22 |website=www.pcgamingwiki.com}}</ref><ref>{{Cite web |title=Ken's Labyrinth for PC - GameFAQs |url=https://gamefaqs.gamespot.com/pc/928910-kens-labyrinth |access-date=2024-07-22 |website=gamefaqs.gamespot.com}}</ref><ref>{{Cite web |title=Ken's Labyrinth – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/kens-labyrinth/ |access-date=2024-07-22 |language=en-US}}</ref><ref>{{Cite web |title=The official Ken's Labyrinth page |url=http://www.advsys.net/ken/klab.htm |access-date=2024-07-22 |website=www.advsys.net}}</ref> As soon as ] showed off some previews of '']'' in the middle of its development, Ken Silverman started to develop his own game engine to rival with ] once again, used a ] to search ]s for the word "]", and named his new game engine "Build". Apogee Software wanted Build since id Software went their own way and didn't want to license their new ] (yet). Both Epic MegaGames and Apogee Software attempted to ] Ken Silverman who chose Apogee Software which he never explained his reasons however Epic Games expressed no ] since not relying on Ken Silverman ] them to develop their own technologies, which paid off.<ref name="Ken Silverman's Build Engine Page">{{Cite web |title=Ken Silverman's Build Engine Page |url=http://www.advsys.net/ken/build.htm |access-date=2024-07-23 |website=www.advsys.net}}</ref><ref>{{Cite web |title=RGB Classic Games - Ken Silverman Interview |url=https://www.classicdosgames.com/interviews/kensilverman.html |access-date=2024-07-23 |website=www.classicdosgames.com}}</ref><ref>{{Cite web |date=2009-05-13 |title=Retroaction issue 2 by Neil Reive - Ken Silverman's interview |url=https://issuu.com/retroaction/docs/retroaction_issue_2/13 |access-date=2024-07-24 |website=issuu.com |language=en}}</ref>
])]]
Numerous other "tricks" were used by programmers to simulate 3D graphics. Examples include two early games from Lucasarts, '']'' (]) which used fractal techniques to generate an alien landscape for the player to fly over, and '''' (]) which scaled simple bitmaps to create the illusion of 3D. Other good examples of 8-bit first-person 3D games are ]'s ZX Spectrum titles '']'' (1985) and '']'' (1987), the former having a 3D planetary environment and the latter involving the player's ship travelling through wireframe tunnels.


Most shooters in this period were developed for IBM PC compatible computers. On the ] side, ] released its first shooter, '']'' in August 1993,<ref>{{Cite web |title=Pathways into Darkness Releases |url=https://www.mobygames.com/game/22359/pathways-into-darkness/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which featured more adventure and narrative elements alongside first-person shooter gameplay. ''Pathways'' had been inspired by ''Wolfenstein 3D'', and born out of an attempt to take their previous top-down dungeon exploration game '']'' into a 3D setting.<ref name="polygon bungie">{{cite web |last=Parish |first=Jeremy |date=September 17, 2018 |title=Destiny's roots can be traced long into Bungie's past |url=https://www.polygon.com/2018/9/17/17870928/destiny-lore-history-marathon-bungie |access-date=September 17, 2018 |work=]}}</ref><ref name="img-making of">{{cite news |author=Deniz, Tuncer |date=December 1993 |title=The Making Of: Pathways Into Darkness |url=http://pid.bungie.org/IMGmakingofPID.html |work=]}}</ref>
Later in the decade, the arrival of a new generation of home computers such as the ] and the ] increased the computing power and graphical capabilities available, leading to a new wave of innovation.


'']'', developed by ] and published by ] the 27th of October 1993,<ref>{{Cite web |title=Shadow Caster - Abandonware France |url=https://www.abandonware-france.org/ltf_abandon/ltf_jeu.php?id=559 |access-date=2024-07-20 |website=www.abandonware-france.org |language=fr}}</ref> used a heavily modified version of ] made by ] during summer 1992 who offered it to Raven Software after he was impressed with their first ] ] because he was curious about how Raven would use his ] to make a RPVG instead of a FPSG. ''ShadowCaster'' was the first commercial game released with classic "2.5D ]" improvements such as distance fogging, non-orthogonal walls, textured ceilings and floors, etc before ] itself came out. It introduced some ] elements into a ] as well as a customizable ], an ], jumping, swimming, flying, ] with each metamorphosis featuring its own characteristics to adapt to each situation.<ref>{{Cite book |url=http://archive.org/details/PC_Zone_7_October_1993 |title=PC Zone 7 (October 1993)}}</ref> Then it got enhanced with ] ], voiced dialogues which replaced the text boxes, two new levels, and 3D rendered ]s, then re-released on ] in 1994.<ref>{{Cite web |title=Shadowcaster (1993) |url=https://www.mobygames.com/game/550/shadowcaster/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref><ref>{{Cite web |title=Shadowcaster Releases |url=https://www.mobygames.com/game/550/shadowcaster/releases/ |access-date=2024-07-20 |website=MobyGames |language=en}}</ref><ref>{{Cite web |date=2014-03-13 |title=ShadowCaster |url=https://classicreload.com/shadowcaster.html |access-date=2024-07-19 |website=ClassicReload.com |language=en}}</ref><ref>{{Cite web |title=ShadowCaster - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game |url=https://www.pcgamingwiki.com/ShadowCaster |access-date=2024-07-19 |website=www.pcgamingwiki.com}}</ref> ''ShadowCaster'' started a durable close friendship between id Software and Raven Software as id will always share their technologies with Raven who will continuously use and upgrade them.
The first true 3D flat-polygon (hidden surface) first-person shooter was the single-player '']'', in ], using the acclaimed ]. It lacked most modern graphical features such as textures and colors. Other FPS games of the flat-polygon era include '']'', and '']'', notable for its networked multiplayer feature (communicating via the computer's ] interface, of all things).


], the publisher of ''],'' followed up its success and released another FPS game based on its ] titled '']'' from another developer Jam Productions 5 December 1993<ref>{{Cite web |title=Blake Stone: Aliens of Gold Releases |url=https://www.mobygames.com/game/786/blake-stone-aliens-of-gold/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which featured a ] ] about a ] ] named Blake Stone pursuing a ] through his facilities like a sci-fi ], a similar Wolf3D's ] of exploring mazes while battling various foes to find ] required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher ] until each episode's last floor's ] but with a far wider diversity of enemies,<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=vLNjyskHSSM |title=All Bosses and Enemies of Blake Stone |date=2022-05-11 |last=Game Intros & Finales |access-date=2024-07-18 |via=YouTube}}</ref> and added textured floors and ceilings, switches to find and to press to open new areas, traps, an ], stats tracking, a grenade launcher, limited-use ], ], enemies spawners, back-tracking to previous levels as well as some friendly ] in the form of scientists who would give the player hints and supplies provided the player didn't kill them.<ref>{{Citation |last=Apogee Software |title=Blake Stone: Aliens of Gold |date=1993 |url=http://archive.org/details/blakestonealiensofgold_202201 |access-date=2024-07-19}}</ref><ref>{{Cite web |title=Blake Stone: Aliens of Gold (1993) |url=https://www.mobygames.com/game/786/blake-stone-aliens-of-gold/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref><ref>{{Cite web |title=Blake Stone: Aliens Of Gold (DOS) Game Download |url=https://gamesnostalgia.com/game/blake-stone-aliens-of-gold |access-date=2024-07-19 |website=GamesNostalgia |language=en}}</ref><ref>{{Cite web |title=Blake Stone: Aliens of Gold game at DOSGames.com |url=http://www.dosgames.com/game/blake-stone-aliens-of-gold |access-date=2024-07-19 |website=DOSGames.com |language=en}}</ref><ref>{{Citation |last=Jam Productions |title=Blake Stone: Aliens of Gold |date=1993 |url=http://archive.org/details/BlakeStoneAliensOfGold |access-date=2024-07-19 |publisher=Apogee Software}}</ref><ref>{{Cite web |date=2014-11-15 |title=Blake Stone: Aliens of Gold - Review - allgame |url=http://www.allgame.com/game.php?id=736&tab=review |access-date=2024-07-19 |archive-url=https://web.archive.org/web/20141115065910/http://www.allgame.com/game.php?id=736&tab=review |archive-date=November 15, 2014 }}</ref> The game was initially well-received but sales rapidly declined in the wake of the success of id's ''Doom'', released a week later.<ref>{{Cite book |url=http://archive.org/details/hyper-006 |title=Hyper 006 |date=May 1994}}</ref><ref>{{Cite book |url=http://archive.org/details/ElectronicEntertainment04Apr1994 |title=Electronic Entertainment 04 April 1994 |date=April 1994}}</ref><ref>{{Cite web |last=Handley |first=Zoey |date=2021-07-23 |title=Blake Stone was the best FPS until Doom released a week later |url=https://www.destructoid.com/blake-stone-was-the-best-fps-until-doom-released-a-week-later/ |access-date=2024-07-19 |website=Destructoid |language=en-US}}</ref><ref>Guifoil, John, {{webarchive|url=https://web.archive.org/web/20110708013028/http://blastmagazine.com/the-magazine/technology/the-old-shoebox-download-blake-stone-aliens-of-gold/ |date=July 8, 2011 }}, ''Blast,'' August 1, 2008, Accessed February 16, 2009</ref> It still got a sequel '']'' the 28th of October 1994<ref>{{Cite web |title=Blake Stone: Planet Strike! Releases |url=https://www.mobygames.com/game/2946/blake-stone-planet-strike/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which integrated the auto-map into the ] as a rotating mini-map which revealed secret doors at the cost of consuming auto-mapper charges and added some enemies who ] or were ] to surprise the player though.<ref>{{Cite book |url=http://archive.org/details/ComputerPlayer09Feb1995 |title=Computer Player 09 February 1995 |date=February 1995}}</ref><ref>{{Cite book |url=http://archive.org/details/ElectronicEntertainment15Mar1995 |title=Electronic Entertainment 15 March 1995 |date=March 1995}}</ref><ref>{{Cite web |title=Blake Stone – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/blake-stone/ |access-date=2024-07-19 |language=en-US}}</ref>
===1991-1993: Defining the genre===
By ] the technology to render very simple flat-colored 3D worlds was widespread, and was being used extensively in simulator games such as '']'', '']'', and others.


=== Advances in 3D engines: 1993-1997 ===
In April ], the then-unknown ] released '']''. Various assumptions about the game world simplified the processing sufficiently to allow real-time rendering of a 3D maze. The game environment was a simple flat grid-based map, with enemies rendered as ]. Later the same year, a modified version of the same game engine, adding texture-mapped walls, was used in '']'', which also introduced the concept of showing the player's hand on-screen, strengthening the illusion that the player is literally viewing the world through the character's eyes.
During the Doom & Quake's era from 1993 to 1997, FPS games were still all about their game engines as original and innovative games were ignored for the only reason that their game engine was outdated. FPS games were simplistic shoot them all without any complex plot however their gameplay started to evolve and the combo id Software & Raven Software still dominated the market while a challenger Captone Software persisted at attempting to be original and compete with them and failed every time for diverse reasons where another challenger LucasArts succeeded and Bungie Software made FPS games featuring a complex plot, the modding communities who sustain life into their games blossomed starting from Doom, 2D sprites were replaced with 3D polygons starting from Descent then Quake and Apogee Software returned on the market as 3D Realms thanks to Ken Silverman and some personality.


'']'', released the 10th of December 1993,<ref>{{Cite web |title=Doom Releases |url=https://www.mobygames.com/game/1068/doom/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> refined ''Wolfenstein 3D's'' template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design (''Wolfenstein 3D'' was limited to a grid based system where walls had to be orthogonal to each other, whereas ''Doom'' allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating a far more believable 3D environment than ''Wolfenstein 3D''<nowiki>'</nowiki>s levels, all of which had a flat-floor space and corridors.<ref name="gamespotgreatestever">{{Cite web |url=http://uk.gamespot.com/features/the-greatest-games-of-all-time-doom-6143094/ |title=The Greatest Games of All Time: Doom |website=] |archive-url=https://web.archive.org/web/20121011173849/http://uk.gamespot.com/features/the-greatest-games-of-all-time-doom-6143094/ |archive-date=October 11, 2012 |url-status=dead |access-date=February 18, 2009}}</ref> ''Doom'' allowed competitive matches between multiple players, termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon.<ref name="gamespotgreatestever" /> According to creator ], the game's deathmatch concept was inspired by the competitive multiplayer of ]<ref>{{cite book |last=Consalvo |first=Mia |year=2016 |title=Atari to Zelda: Japan's Videogames in Global Contexts |pages=201–3 |url=https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201 |publisher=] |isbn=978-0262034395 |url-status=live |archive-url=https://web.archive.org/web/20170215115759/https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201 |archive-date=February 15, 2017 }}</ref> such as '']'' and '']''. ''Doom'' became so popular that its multiplayer features began to cause problems for companies whose ] were used to play the game, causing frequent bandwidth reductions.<ref name="guidetofps" /><ref name="gamespotgreatestever" /> ''Doom'' has been considered the most important first-person shooter ever made.<ref name="nerd burglars">{{cite web|url=https://nerdburglars.net/importance-of-fps-in-video-games/|title=Importance of FPS In Video Games|first =Jenny|last=Davar|date=March 28, 2008 | access-date = March 29, 2008|archive-date=October 24, 2020|archive-url=https://web.archive.org/web/20201024002314/https://nerdburglars.net/importance-of-fps-in-video-games/|url-status=live}}</ref> It was highly influential not only on subsequent shooter games but on video gaming in general,<ref name="gamespotgreatestever" /> and has been made available on almost every video gaming system since.<ref name="guidetofps" /> Multiplayer gaming, which is now integral to the first-person shooter genre, was first successfully achieved on a large scale by ''Doom''.<ref name="quantum" /><ref name="gamespotgreatestever" /> While its combination of ], ] and ]ish imagery garnered acclaim from critics,<ref name="gamespotgreatestever" /><ref>{{cite web|last =Perry|first= Douglass C.|url = http://uk.xboxlive.ign.com/articles/737/737139p1.html|title = Doom Review|archive-url= https://web.archive.org/web/20100809055733/http://uk.xboxlive.ign.com/articles/737/737139p1.html |archive-date=August 9, 2010 |work =IGN|date = October 3, 2006}}</ref> these attributes also generated criticism from religious groups and censorship committees, with many commentators labelling the game a "murder simulator".<ref>{{cite web|last =Silverman|first = Ben|archive-date= September 22, 2007|url = http://videogames.yahoo.com/feature/controversial-games/530593 |archive-url = https://web.archive.org/web/20070922155732/http://videogames.yahoo.com/feature/controversial-games/530593 |title =Controversial Games|work =Yahoo! Games|date= September 17, 2007}}</ref> There was further controversy when it emerged that the ] of the ] were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - whose work the families claimed inspired the massacre.<ref name="controversy" /> John Carmack explained how he designed his Doom engine to ] that he considered his only equal which inspired Ken who was in the process of developing his ].<ref name="Ken Silverman's Build Engine Page"/><ref>{{Cite web |url=http://www.advsys.net/ken/carmken.htm |access-date=2024-07-23 |website=www.advsys.net}}</ref><ref>{{Cite web |date=1999-10-15 |title=John Carmack Answers - Slashdot |url=https://slashdot.org/story/99/10/15/1012230/john-carmack-answers |access-date=2024-07-23 |website=slashdot.org |language=en}}</ref>
]
In ], id improved the technology by adding support for ] graphics in '']'' which surprisingly was only created by 13 people in 2 months. With these improvements over its predecessors, Wolf 3D was a hit, and marked the emergence of the modern FPS genre.


'']'', developed on ] and released by ] on 1 January 1994,<ref>{{Cite web |title=Operation Body Count Releases |url=https://www.mobygames.com/game/1828/operation-body-count/releases/ |access-date=2024-07-20 |website=MobyGames |language=en}}</ref><ref>{{Cite web |title=Operation Body Count |url=https://www.gog.com/en/game/operation_body_count |access-date=2024-07-20 |website=GOG.com |language=en}}</ref> was Capstone's first FPS game, was all about a ] attack on the ] tower, and was an early attempt at making a tactical FPS game since the player was in command of an anti-terrorist squad that they could order around and even switch to any of their body at any time as long as they were not dead and featured some ], transparent textures such as breakable glass, ] of enemies and items' placement, ]s, ], and a nearly fully ] since the flamethrower could set people and environments on fire, which could make movement extremely hazardous for the player, especially since the fire randomly spread, and the grenade-launcher too could destroy any wall (with some ] exceptions). ''OBC'' also featured textured floors and ceilings and an ] like ] however, unlike ''BS'', ''OBC'' featured more than one floor texture per level although its floors and ceilings' ] were partially ] meaning that they appeared to "warp" as the player moved around.<ref>{{Cite web |date=2014-11-17 |title=Operation Bodycount - Review - allgame |url=http://www.allgame.com/game.php?id=12276&tab=review |access-date=2024-07-20 |archive-url=https://web.archive.org/web/20141117060746/http://www.allgame.com/game.php?id=12276&tab=review |archive-date=November 17, 2014 }}</ref><ref>{{Cite web |title=Operation Body Count (1994) |url=https://www.mobygames.com/game/1828/operation-body-count/ |access-date=2024-07-20 |website=MobyGames |language=en}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=W5Y4mkwIA9Q |title=Operation: Body Count - Gameplay |date=2009-08-16 |last=MarphitimusBlackimus |access-date=2024-07-20 |via=YouTube}}</ref> Despite some of its ] ]s, it was badly made, the terrorists were ]s of ] people, the ] was not smart enough to make nor the enemies pose any challenge nor the squad's teammates be actually useful, and being based on Wolf3D engine after '']'' was released made it already technologically outdated and "doomed" from the start as opposite to ''Blake Stone'' which did enjoy one week of glory before ''Doom'' was released.<ref>{{Cite web |title=Operation Body Count – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/operation-body-count/ |access-date=2024-07-20 |language=en-US}}</ref> OBC still got to be ] into ] and ]ed by its ] eventually though.<ref>{{Cite web |date=2017-10-19 |title=Operation Body Count |url=https://mikestoybox.net/2017/10/18/operation-body-count/ |access-date=2024-07-20 |website=Mike's Toybox |language=en}}</ref>
A lesser-known predecessor to ''Wolfenstein 3D'' is '']'' (1992), developed by ] and marketed by ]. Unlike ''Wolfenstein 3D'', ''Ultima Underworld'' supported many true 3D features such as non-perpendicular walls, walls of varying heights, and inclined surfaces. A technology demo of this game was, in fact, John Carmack’s inspiration for ''Wolfenstein 3D''’s game engine.{{citation needed}}


'']'', developed and published by ] the 1st of March 1994,<ref>{{Cite web |title=Corridor 7: Alien Invasion |url=https://www.gog.com/en/game/corridor_7_alien_invasion |access-date=2024-07-20 |website=GOG.com |language=en}}</ref> was their second attempt to make a FPS game. Still based on ], the ] reminds strikingly of '']''<nowiki/>'s, four years later, since it was about ] with ] on an alien artifact brought from ] by a team of ] ]s which opened a portal and connected ] to another world from which an alien ] started into the ]. ''Corridor 7'' added animated ] such as computer screens, distant shading which darkened distant areas to limit the player's sight's distance, dark areas and ] mode to see into them, some invisible aliens and traps which could only be seen through ] mode, some energy stations to recharge the visor's battery, some aliens who ] (like '']'' released half a year later), ] whenever the player was idle for 10 seconds, ]s, limited-use healing chambers, ] which hurt the player if they walked into them, ] to trap corridors, maps of the floors, and replaced keys with security computer screens which unlocked all doors of the same color within the floor whereas some computers were traps which triggered an ] which attracted nearby enemies to the player. Capstone Software released ''Corridor 7'' first as ]s, then as a ] the 6th of May 1995 which featured a different ], ] of placements within floors, and added 10 more ] into the alien homeworld with new weapons and alien types along with ] in the form of up to 12 players' ] and ] modes (believed to be the first FPS game to allow that many players) and 8 additional maps made specially for it. In deathmatch, the player could choose among 12 of the game''<nowiki/>'s'' ] both ]s and aliens who had different speed and health stats, however all characters used the same weapons though.<ref>{{Cite web |title=Corridor 7: Alien Invasion (1994) |url=https://www.mobygames.com/game/887/corridor-7-alien-invasion/ |access-date=2024-07-20 |website=MobyGames |language=en}}</ref><ref>{{Cite web |title=KBW's Corridor 7 Page |url=https://corridor7.tripod.com/ |access-date=2024-07-20 |website=corridor7.tripod.com}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=MO1O-8UMkcQ |title=LGR - Corridor 7 - DOS PC Game Review |date=2011-05-28 |last=LGR |access-date=2024-07-20 |via=YouTube}}</ref> ''Corridor 7'' was a significant improvement after Capstone's previous FPS game '']'' (read above), the atmosphere was gripping, the aliens were more appreciated than the ]s of ] people, the ] was improved with some enemies patrolling routes and some others camouflaging into environments or being invisible and not attacking until the player was close enough to ambush them, providing an actual challenge to players, and the game was considerably more evolved than '']'' and ''Blake Stone'', however it was still based on the then ] Wolf3D engine after '']'' was released and therefore was "doomed" from the start too even if it did better than its predecessor, it was still not technologically on par with ''Doom'' and Capstone moved onto another new ] after this game.<ref>{{Cite book |url=https://archive.org/details/PC_Zone_16_July_1994/page/n17/mode/2up |title=PC Zone 16 (July 1994) Corridor 7's advertisement}}</ref><ref>{{Cite book |url=https://archive.org/details/PC_Zone_16_July_1994/page/n61/mode/2up |title=PC Zone 16 (July 1994) Corridor 7's review}}</ref><ref>{{Cite web |title=Corridor 7: Alien Invasion (Game) |url=https://www.giantbomb.com/corridor-7-alien-invasion/3030-18539/ |access-date=2024-07-20 |website=Giant Bomb |language=en}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=vU4lj4DElyk |title=Corridor 7: Alien Invasion (PC) Gameplay |date=2023-03-25 |last=Chubzdoomer |access-date=2024-07-20 |via=YouTube}}</ref> Still, ''Corridor 7'' was so appreciated that it got to be ] only five years after its original release into the ] and completely ]ed by its ].<ref>{{Cite web |date=2010-04-23 |title=Corridor 7: Alien Invasion TC |url=https://www.doomworld.com/forum/topic/50772-corridor-7-alien-invasion-tc/ |access-date=2024-07-20 |website=Doomworld |language=en-US}}</ref>
''Wolfenstein 3D'' was soon surpassed by id's next game, the genre-defining '']'' (]). While still using sprites to render in-game opponents, ''Doom'' added texture-mapping to the floor and ceiling, and removed some of the restrictions of earlier games. Walls could vary in height, with floor and ceiling changing levels to create cavernous spaces and raised platforms. In some areas, ''Doom'' removed the ceiling altogether to create the outdoor environments that were generally lacking in previous genre games. However, there were still significant limitations on the environment; all surfaces were strictly horizontal or vertical, and a map could not "stack" floors one above another.


The 12th of March 1994, the Japanese company Exact released '']'' for the ] home computer.<ref>{{Cite web |title=Geograph Seal Releases |url=https://www.mobygames.com/game/54772/geograph-seal/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> An obscure import title as far as the Western market is concerned, it was nonetheless an early example of a ] polygonal first-person shooter, with innovative ] mechanics and ] outdoor environments.
While the graphical enhancements were notable, ''Doom'''s greatest innovation was the introduction of network multiplayer capabilities. While similar multiplayer modes had existed in previous mainframe- or arcade-based games, ''Doom'' was the first mass-market game to gain a significant following dedicated to multiplayer (usually, but not exclusively, ]-based) contests, and guaranteed persistence of the FPS in gaming formats; the real thrill of these already-atmospheric games comes from blasting human opponents, be they friends or strangers on the Internet. ''Doom'' was also one of the earliest FPS games to gain an active community of fans producing add-on maps.


'']'' was begun in February 1994 and published by ] the 1st of November 1994,<ref>{{Cite web |title=CyClones |url=https://www.gog.com/en/game/cyclones |access-date=2024-07-20 |website=GOG.com |language=en}}</ref> marking the beginning of a new period for Raven who split into two groups: One which worked with ]'s new ] to create ''Mage'', a fantasy action game, which would eventually evolve into the game ]. The other team started on a project that was to use the ] from '']'' to create a futuristic missions-based FPS game called ''CyClones''. The name referred to ] ], the minions of aliens who had ravaged and devastated ]. The game was in ] ], as was most other Raven games, so reusing the ''ShadowCaster'' engine and its tools was a natural choice. But within a short time, the team found that they wanted to do more with the game and engine than they had done before. A new, 100% in-house engine was created that could handle moving platforms, catwalks, sloped areas, and transparent textures. The engine, by Carl Stika, was nicknamed STEAM. A small budget was granted for ] to be created for the game, to be presented between missions as briefings. ''CyClones'' allowed to use the mouse to aim without moving, as opposite to other FPS games from the time which bound the mouse to both aiming and moving simultaneously, and without turning either, as the ] was not fixed at the center of the screen on which it could move freely as opposite to nowadays standard fixed aiming, ''CyClones''<nowiki/>'s aiming was comparable to '']'''s years later. ''CyClones'' used the mouse not only for aiming but also for picking up objects and interacting with the environment such as doors and switches and even revealed ] since the crosshair changed color upon pointing a secret door. It also included vertical aiming, jumping, various missions objectives as well as one of the first training modes in a FPS game.<ref>{{Cite web |title=CyClones (1994) |url=https://www.mobygames.com/game/747/cyclones/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref><ref>{{Cite web |date=1999-12-07 |title=PC Gamer Online |website=] |url=http://www.pcgamer.com/reviews/299.html |access-date=2024-07-23 |archive-url=https://web.archive.org/web/19991207013525/http://www.pcgamer.com/reviews/299.html |archive-date=December 7, 1999 }}</ref>
===1994-2000: After ''Doom''===
''Doom'' dominated the genre for years after its release. Every new game in the genre was held up against id's masterpiece, and usually suffered by comparison. However, some developers wisely chose not to attack ''Doom'' head-on, but instead to concentrate on its weaker aspects, or expand the new genre in alternative directions.


]'s '']'', released the 21th of December 1994,<ref>{{Cite web |title=Rise of the Triad: Dark War Releases |url=https://www.mobygames.com/game/418/rise-of-the-triad-dark-war/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> began as a sequel to ''Wolfenstein 3D'', but was soon altered and became a stand-alone game . The game included "ludicrous" gibs, bullet holes persisted, and sheets of glass could be shattered by shooting or running through them.<ref>{{Cite web |date=2013-05-11 |title=Gamasutra - Features - 20 Years Of Evolution: Scott Miller And 3D Realms |url=http://www.gamasutra.com/view/feature/132501/20_years_of_evolution_scott_.php?page=5 |access-date=2024-07-18 |archive-url=https://web.archive.org/web/20130511170340/http://www.gamasutra.com/view/feature/132501/20_years_of_evolution_scott_.php?page=5 |archive-date=May 11, 2013 }}</ref><ref>{{cite web |title=Rise of the Triad – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/rise-of-the-triad/}}</ref>
'']'' (]), together with its sequels ] (]) and ] (]), included a strong plot, revealed through a series of computer terminals, a radical change from the simplistic "blast anything that moves" style of most earlier FPSs. Unfortunately, these games did not reach a wide audience, being released on the ] platform, and only ''Durandal'' being released on the PC.


] released the ] FPS game '']'' the 21th of December 1994 still exclusively on ],<ref>{{Cite web |title=Marathon Releases |url=https://www.mobygames.com/game/22079/marathon/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which streamlined concepts from their previous game ''Pathways Into Darkness'' by eliminating role-playing elements in favor of the shooter action spurred by '']''<nowiki/>'s success. ''Marathon'' was highly successful, leading to two sequels '']'' released the 24th of November 1995<ref>{{Cite web |title=Marathon 2: Durandal Releases |url=https://www.mobygames.com/game/906/marathon-2-durandal/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> then '']'' released the 15th of October 1996<ref>{{Cite web |title=Marathon Infinity Releases |url=https://www.mobygames.com/game/22353/marathon-infinity/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> to form the '']'',<ref>{{Cite web |title=Marathon Trilogy Box Set (1997) |url=https://www.mobygames.com/game/22360/marathon-trilogy-box-set/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> and becoming the standard for FPS games on Mac which pioneered or was an early adopter of several new ] features such as default ], ] and weapons reloading though not manually, forcing the player to keep an eye on their ammo clips to anticipate the next reloading, dual-wielded and dual-function weapons, a ] to detect both enemies and allies in the area, ] alterations, swimming, interactive environments such as healing stations, ] stations, ]s, ], many ]s spread all around the ] as ]s which provided messages, informations, various objectives and maps to the ]<ref>{{Cite web |title=Marathon (No Commentary) |url=http://www.youtube.com/playlist?list=PLAfc6bhK2NcF0Dh3fL4kjAr9I1AWNfLUP |access-date=2024-07-19 |website=YouTube |language=en}}</ref> as well as friendly defense drones and ]s (NPCs), versatile multiplayer modes (such as King of the Hill, Kill the Man with the Ball, and cooperative campaign) and a ] for players to create and share their own maps for the games. The ''Marathon'' games also had a strong emphasis on storytelling in addition to the action, which revolved around evolving relationships between the human player's character and some ]s during a surprise invasion and subsequent war against a hostile alien ] which already conquered and enslaved some other alien species, much like Bungie's future projects such as the '']'' and '']'' series which took a lot from the Marathon trilogy<ref>{{Cite web |last=Swan |first=Cameron |date=2022-11-28 |title=Bungie's Marathon Franchise Explained |url=https://gamerant.com/bungie-marathon-franchise-series-explained-gameplay-story/ |access-date=2024-07-18 |website=Game Rant |language=en}}</ref><ref>{{Cite web |title=Marathon (Franchise) |url=https://www.giantbomb.com/marathon/3025-629/ |access-date=2024-07-18 |website=Giant Bomb |language=en}}</ref><ref>{{Cite web |date=2024-05-22 |title=Marathon |url=https://www.halopedia.org/Marathon |access-date=2024-07-18 |website=Halopedia |language=en}}</ref><ref>{{cite web |last=Miller |first=Pat |date=May 16, 2006 |title=From '94 to Infinity: Before Halo |url=http://www.escapistmagazine.com/articles/view/issues/issue_45/274-From-94-to-Infinity-Before-Halo |url-status=live |archive-url=https://web.archive.org/web/20121003200738/http://www.escapistmagazine.com/articles/view/issues/issue_45/274-From-94-to-Infinity-Before-Halo |archive-date=October 3, 2012 |work=The Escapist}}</ref><ref name="polygon bungie" /><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=hPwNXYMVPfw |title=Bungie's Marathon: The Blueprint of FPS Storytelling |date=2022-05-29 |last=ShreddedNerd |access-date=2024-07-18 |via=YouTube}}</ref><ref>{{Cite web |date=2024-05-29 |title=Marathon Wiki |url=https://marathontrilogy.miraheze.org/Main_Page |access-date=2024-07-18 |website=Marathon Wiki |language=en}}</ref> which is no more exclusive to Mac since Bungie Software ] it in 2000 then released the original trilogy as ] in 2005, some fans have ] it to Windows and Linux as well as ]ed them using the open-source engine ] and have even been developing many new scenarios, total conversions, and multiplayer maps sustaining a still active community.<ref>{{Cite web |title=Aleph One - Marathon Open Source |url=https://alephone.lhowon.org/ |access-date=2024-07-18 |website=alephone.lhowon.org}}</ref><ref>{{Cite web |title=Home |url=https://github.com/Aleph-One-Marathon/alephone/Home |access-date=2024-07-18 |website=GitHub |language=en}}</ref> Many sci-fi games both from Bungie themselves and from other studios have cited the Marathon trilogy as a huge influence on their stories and settings such as the series ''Halo'', ''Destiny'', '']'' and '']''.<ref>{{Cite web |last=Hadzaman |first=Alex |date=2023-05-30 |title=The Big Deal with Marathon: A History of Bungie's First Major Franchise |url=https://culturedvultures.com/marathon-bungie-history/ |access-date=2024-07-18 |website=Cultured Vultures |language=en-US}}</ref>
'']'' (]) and '']'' (]) combined an FPS-style viewpoint and controls with ] and ] gameplay elements. Both games received huge praise from critics and huge cult followings, but limited mainstream success.


After having provided a modified ] to ] for '']'' and being impressed by the final result, ] requested that Raven develop a medieval-themed/dark fantasy game using a modified version of id's ]. Raven considered themselves as typical '']'' fans and initially drafted the game with ] elements. They then took instruction from id ] ] to simply "do it like ''Doom'', and add the fantasy flavor."<ref>{{Cite web |date=2020-11-05 |title=Raven Software Co-Founder Talks About the Origins of Heretic, the 'Medieval Doom' – IGN Unfiltered - IGN |url=https://www.ign.com/articles/raven-software-co-founder-talks-origins-heretic-the-medieval-doom-ign-unfiltered?amp=1 |access-date=2024-07-18 |archive-url=https://web.archive.org/web/20201105112925/https://www.ign.com/articles/raven-software-co-founder-talks-origins-heretic-the-medieval-doom-ign-unfiltered?amp=1 |archive-date=November 5, 2020 }}</ref> ] then used and upgraded the ] and released ] the 23th of December 1994<ref>{{Cite web |title=Heretic Releases |url=https://www.mobygames.com/game/21987/heretic/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which introduced larger ], vertical aiming, flying, ], randomized ambient sound effects, interactive environments such as rushing water and winds which push the player along, an inventory system to store and select many different items which range from health potions to the "morph ovum" which transforms enemies into chickens and one of the most notable item that can be found is the "Tome of Power" which acts as a secondary firing mode for certain weapons, resulting in a much more powerful projectile for each weapon, some of which change the look of the projectile entirely,<ref>{{Cite book |last=Decker Publications |url=https://archive.org/details/electronic-games-1994-12/page/132/mode/2up |title=Electronic Games 1994-12 "Herecy Can Be Fun - Beyond Doom with Raven and id" |date=December 1994}}</ref><ref>{{Cite book |url=https://archive.org/details/hyper-016/page/n31/mode/2up |title=Hyper 016 Heretic review |date=March 1995}}</ref><ref>{{Cite book |url=https://archive.org/details/Computer_Gaming_World_Issue_128/page/n105/mode/2up |title=Computer Gaming World Issue 128 "Heretic, Meet Your Doom! Heretic adds magic and more to id Software's Doom" |date=March 1995}}</ref><ref>{{Cite book |url=https://archive.org/details/PC_Zone_Issue_025_1995-04_Dennis_Publishing_GB/page/n67/mode/2up?view=theater |title=PC Zone - Issue 025 (1995-04)(Dennis Publishing)(GB) Heretic review |date=April 1995}}</ref><ref>{{Cite web |title=Heretic (1994) |url=https://www.mobygames.com/game/21987/heretic/ |access-date=2024-07-23 |website=MobyGames |language=en}}</ref> then Raven added two more episodes and re-released it as '']'' the 31st of March 1996.<ref>{{Cite web |title=Heretic: Shadow of the Serpent Riders Release Information for PC - GameFAQs |url=https://gamefaqs.gamespot.com/pc/197548-heretic-shadow-of-the-serpent-riders/data |access-date=2024-07-23 |website=gamefaqs.gamespot.com}}</ref><ref>{{Cite web |title=Heretic Developer Interview – HereticHexen |url=https://www.heretichexen.com/heretic/interview/ |access-date=2024-07-23 |language=en-US}}</ref><ref>{{Cite web |title=Heretic (Game) |url=https://www.giantbomb.com/heretic/3030-10469/ |access-date=2024-07-23 |website=Giant Bomb |language=en}}</ref><ref>{{Cite AV media |url=https://www.imdb.com/title/tt0361699/plotsummary/ |title=Heretic (Video Game 1994) - Plot - IMDb |language=en-US |access-date=2024-07-23 |via=www.imdb.com}}</ref>
In ] the ] ], introduced a linear storyline with levels presented as 'missions' with certain objectives to be done, and cutscenes that advanced the plot. It was also the first Doom clone to be set in a definite background (] bases, ]s, ships, planets etc) instead of simplistic surreal mazes and 'find the exit' scenarios.


'']'', developed on ] and published by the ] video-games company ] (formerly named ]) the 1st of January 1995,<ref>{{Cite web |title=Super 3-D Noah's Ark |url=https://www.gog.com/en/game/super_3d_noahs_ark |access-date=2024-07-20 |website=GOG.com |language=en}}</ref> was the first ] along with being the first ] FPS game ('']'' was already based on ] as well since the enemy was christian's Hell however unlike ''Super 3D Noah's Ark'', it merely used it as a ] and didn't attempt to teach religion) which featured ] from ]'s ] as the ] and re-used ]'s ] and ] while replacing enemies' death animations by seemingly friendly animals falling asleep upon being hit by the player's weapon which was a ] shooting food to feed the unresting hungry animals aboard ]s filled Noah's Ark made of the recycled original ] from ''Wolfenstein 3D'' including the same items' placements and even the ] version was itself a mere reskin from Wolfenstein 3D's SNES version as well however the PC version did upgrade some things upon Wolfenstein 3D such as textured floors (like '']'') along with higher resolutions graphics and ] music, and added a new gameplay feature such as ]zes which tested the player's religious knowledge whose rewards were more ammo to keep playing the game along with some ]'s points. This is not what Wisdom Tree had originally designed though, since they originally designed a FPS game based on the horror movies ] themselves adapted from ]'s ]s, until they realized that this was in ] with their christian ] image then designed Super 3D Noah's Ark instead. A popular ] has it that Wolf3D engine was given to Wisdom Tree by ] as a kind of "]" against ] for all the ] that ''Wolfenstein 3D'' had to go through to be on the Super Nintendo. However, there's no proof of this, and Wisdom Tree bought a license for the ] like everybody else instead of having it "given" to them.<ref>{{Cite web |last=Mlnko |date=2019-11-04 |title=Is the rumor true th… |url=http://www.reddit.com/r/pcgaming/comments/drkf24/john_romero_ama/f6j17e3/ |access-date=2024-07-23 |website=r/pcgaming}}</ref> The SNES version was not licensed by Nintendo and therefore couldn't be played on a SNES by itself which is why the SNES ] was actually an adapter cartridge which required another licensed SNES game cartridge to be inserted into it in order to get Super 3D Noah's Ark to work despite being unlicensed.<ref>{{Cite web |title=How a Hellraiser tie-in became Super 3D Noah's Ark |url=https://www.gamedeveloper.com/design/how-a-hellraiser-tie-in-became-i-super-3d-noah-s-ark-i- |access-date=2024-07-23 |website=www.gamedeveloper.com |language=en}}</ref><ref>{{Cite web |title=Super 3D Noah's Ark – Hardcore Gaming 101 |url=http://www.hardcoregaming101.net/super-3d-noahs-ark/ |access-date=2024-07-20 |language=en-US}}</ref><ref>{{Cite web |title=Super Noah's Ark 3-D (1994) |url=https://www.mobygames.com/game/11300/super-noahs-ark-3-d/ |access-date=2024-07-20 |website=MobyGames |language=en}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=7FKEg2__57c |title=LGR - Super 3D Noah's Ark - PC Game Review |date=2015-06-23 |last=LGR |access-date=2024-07-20 |via=YouTube}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=F-Oph3z7S4M |title=Super Noah's Ark 3D (SNES Game) - AVGN Episode Segment |date=2015-04-23 |last=Cinemassacre Clips |access-date=2024-07-20 |via=YouTube}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=L49drUAGSlY |title=🎮 Super 3D Noah's Ark (SNES) Complete Gameplay |date=2018-04-09 |last=VICIOGAME Retro Games |access-date=2024-07-20 |via=YouTube}}</ref>
The ] game '']'' used a fully 3D polygonal graphics engine to render opponents (previous games had used ]). It also escaped the "pure vertical walls" graphical restrictions of earlier games in the genre, and allowed the player six degrees of freedom of movement (up/down, left/right, forward/backward, ]). Descent became a cult favorite and is still modded & played online today.


'']'' was released the 6th of February 1995<ref>{{Cite web |title=STAR WARS™ Dark Forces (Classic, 1995) |url=https://www.gog.com/en/game/star_wars_dark_forces |access-date=2024-07-18 |website=GOG.com |language=en}}</ref> after ] decided '']'' would make appropriate material for a game in the style of ''Doom''. However, ''Star Wars: Dark Forces'' improved on several technical features that ''Doom'' lacked, such as the ability to crouch, jump, or look and aim up and down.<ref name="clones">Turner, Benjamin & Bowen, Kevin, , ''GameSpy,'' December 11, 2003, Accessed February 19, 2009</ref><ref name="guidetofps" /><ref>, ''Tom's Hardware,'' May 20, 2007, Accessed February 19, 2009</ref> ''Dark Forces'' also was one of the first games to incorporate 3D-designed objects rendered into the game's 2.5D graphics engine.<ref>{{cite web | url = https://www.pcgamesn.com/star-wars-dark-forces/dark-forces-remaster | title= Nightdive wants to remaster Dark Forces | first= Richard | last = Scott-Jones | date = January 16, 2019 | access-date = January 16, 2019 | work = ] | archive-date = January 17, 2019 | archive-url = https://web.archive.org/web/20190117170039/https://www.pcgamesn.com/star-wars-dark-forces/dark-forces-remaster | url-status = live }}</ref> The game's success launched the '']'' series, beginning with the direct sequel '']''<ref>{{Cite web |title=Star Wars: Jedi Knight - Dark Forces II (1997) |url=https://www.mobygames.com/game/372/star-wars-jedi-knight-dark-forces-ii/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> the 9th of October 1997.<ref>{{Cite web |title=Star Wars: Jedi Knight - Dark Forces II Releases |url=https://www.mobygames.com/game/372/star-wars-jedi-knight-dark-forces-ii/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref>
In ] id Software released their eagerly-anticipated '']'' which significantly enhanced the network gaming concept introduced by ''Doom''. Like ''Descent'', it used a 3D polygonal graphics engine to render enemies, but, again, ''Quake'''s greatest influence was felt in network-based multiplayer gaming. ''Quake'' was the first FPS game to really break out of the LAN and gain a widespread fanbase dedicated to multiplayer ] gaming.


'']'' (released by ] the 17th of March 1995<ref>{{Cite web |title=Descent Releases |url=https://www.mobygames.com/game/692/descent/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref>), a game in which the player pilots a ] around caves and factory ducts, was among the earliest truly three-dimensional first-person shooters. It abandoned ] and ray casting in favour of ] and allowed movement through all of the ].<ref name="quantum" /><ref name="guidetofps" />
''Quake'' also innovated by actively encouraging user-made modifications. These "]" contributed to its longevity and popularity with players; in some cases (such as '']'') they even developed a semi-independent existence.


The 28th of April 1995, the Japanese company Exact released the successor to '']'' for the ] console, called '']'', which placed more emphasis on its platform elements.<ref>{{cite web |last=Fahs |first=Travis |date=November 26, 2006 |title=Geograph Seal (X68000) |url=http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ |archive-url=https://web.archive.org/web/20160129224512/http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ |archive-date=January 29, 2016 |website=The Next Level}}</ref><ref>{{Cite web |title=Jumping Flash! Releases |url=https://www.mobygames.com/game/5050/jumping-flash/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref>
'']'', also released in ], was the first game using what proved to be the most popular engine of the decade (12 released titles), ]'s ]. Build was outwardly similar to Doom's engine, but the internals (and many engine features) were radically new and different. The game itself was a new take on the shooter, with main character Duke characterizing himself by way of witty, egotistical one-liners and interaction with all sorts of goofy objects, from blowing up urinals to tossing cash at strippers. Duke, and Build, are also notable for having one of the simplest map editors of any 3D game ever made.


'']'',<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=r1ibqsS1sBM |title=Witchaven Trailer |date=2021-07-29 |last=Martin Joneš |access-date=2024-07-24 |via=YouTube}}</ref> developed by ] and published by their ] ] the 20th of September 1995,<ref name="pcgamingwiki.com">{{Cite web |title=Witchaven - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game |url=https://www.pcgamingwiki.com/Witchaven |access-date=2024-07-24 |website=www.pcgamingwiki.com}}</ref> was the first commercial game licensed on ] rebranded ]' ]'s new ] to rival ]'s ]'s ] and was a ] First Person Slasher game as in a ]-focused FPS game, reminiscent of ]'s '']'' including an inventory system, both a single-player campaign and multiplayer, but far harder as it was far more ], making use of environmental hazards such as ] and traps against enemies, while implementing more of a ] ] such as weapons' durability which broke after many uses, requiring the player to find other weapons and save the strongest weapons for the strongest foes, evolving stats from earned experience where each level up unlocked new spells and abilities such as ] in the form of an unlocking spell as well as ] some weapons.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=nC4lRkz056E&lc=Ugx8_yUuWOc2Yrrf_4l4AaABAg.96JJWyjwWoX9DUAC7YGO_Z |title=Comment from @HexenStar |date=2020-03-17 |access-date=2024-07-24 |via=YouTube}}</ref> The campaign involved a knight on an epic ] to defeat a ] who cast a ] of never-ending ] onto his land. In order to complete this quest, he had to battle hordes of minions with both medieval weapons and magical spells to reach the witch on her ].<ref>{{Cite web |title=Witchaven (1995) |url=https://www.mobygames.com/game/3318/witchaven/ |access-date=2024-07-24 |website=MobyGames |language=en}}</ref><ref>{{Cite web |date=1995-09-30 |title=Witchaven DOS game |url=https://www.moddb.com/games/witchaven |access-date=2024-07-24 |website=ModDB |language=en}}</ref> It featured ], however the characters made of clay didn't appeal to everyone and the environments were empty, as well as adjustable level of gore, the same ]'s trick to spawn a ] whenever the player is idle, and it is known for game logic issues, dumb ], hazardous ] triggers and ] that cause slippery player movement, sudden deaths, and faulty hit detection.<ref>{{Cite book |url=https://archive.org/details/Computer_Gaming_World_Issue_136/page/n41/mode/2up |title=Computer Gaming World Issue 136 "Now playing Witchaven" |date=November 1995}}</ref><ref>{{Cite book |editor1-first=Felipe |editor1=lastPepe |url=https://archive.org/details/CRPGBOOK/page/n203/mode/2up |title=The CRPG Book Project: Sharing the History of Computer Role-Playing Games - Witchaven |date=February 2018}}</ref> That didn't stop an original fan of the game to eventually name his ] band after it.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=Lelb4WqLu0M |title=Metal Warzone Black Thrash Assault WITCHAVEN Interview |date=2011-03-29 |last=MetalWarzone666 |access-date=2024-07-24 |via=YouTube}}</ref><ref>{{Cite web |title=Witchaven - Encyclopaedia Metallum: The Metal Archives |url=https://www.metal-archives.com/bands/Witchaven/82522 |access-date=2024-07-24 |website=www.metal-archives.com}}</ref> ''Witchaven'' was ] in 2006 then ] into JFBuild by JonoF and into BuildGDX by its community which fixed most of its original issues in 2018.<ref name="pcgamingwiki.com"/><ref>{{Cite web |title=JFTekWar and JFWitchaven / JonoF's Games and Stuff |url=https://www.jonof.id.au/capstone/index.html |access-date=2024-07-24 |website=www.jonof.id.au}}</ref><ref>{{Cite web |title=Witchaven (BuildGDX)(1994) - No Commentary All Secrets Playthrough - YouTube |url=https://www.youtube.com/playlist?list=PLoxV-no_tlqxmHmT7YSMTL0O8lsNlgJpf |access-date=2024-07-24 |website=www.youtube.com}}</ref>
In ], '']'' was released for the ]. It was praised for a realistic setting, incorporating impressive ] and animation, elaborate bullet-hit detection (permitting a player to inflict maximum damage through accurate "head shots"; a practice encouraged through the incorporation of a "sniper scope" weapon function), and mission objectives and well-designed environments based on the '']'' film's sets. Its ] multiplayer ] mode was also well-regarded for the range of options offered. Console first-person shooters have for many years been criticised for having control schemes less precise than the ] and ] of PC titles, yet ''GoldenEye'' overcame such complaints to be considered the first great FPS for a console, as well as one of the best movie-to-game adaptations.


'']'', developed by ] and published by ] the 30th of September 1995,<ref>{{Cite web |title=William Shatner's TekWar - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game |url=https://www.pcgamingwiki.com/William_Shatner's_TekWar |access-date=2024-07-24 |website=www.pcgamingwiki.com}}</ref> barely ten days after '']'' (read above), was the second commercial game licensed on ] rebranded ]' ]'s new ] to rival ]'s ]'s ] and was a FPS game adapted from ]'s TekWar ] and ] who personally contributed to the video-game to the point of live-acting the player's boss during briefings and debriefings. ''William Shatner's TekWar'', both novels, TV series and video-game, is a ] story revolving around a neural drug named Tek and the Matrix, a ] (four years before ]).<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=v81Aj3R9v1M |title=Tekwar Trailer 1994 |date=2014-11-02 |last=Video Detective |access-date=2024-07-25 |via=YouTube}}</ref><ref>{{Cite web |title=William Shatner's TekWar (1995) |url=https://www.mobygames.com/game/2420/william-shatners-tekwar/ |access-date=2024-07-25 |website=MobyGames |language=en}}</ref> The video-game featured FMVs, digitized live-actors and actresses, a stun gun to neutralize people in a ], and ] and dropped the player into a lively ] future ], making it the first FPS game which featured an open-world modern city, full of civilians, cops and enemies where civilians panicked if the player drew a weapon who they begged to not shoot while holding their hands up and ran away for their life whereas cops drew their gun onto the player and ordered him to drop their weapon and enemies shot him on sight from everywhere without the cops ever reacting whereas they shot the player if he dared to shoot back at the enemies, which is the main issue with this game: everyone is allowed to shoot you but you are not allowed to shoot anyone.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=cEfuXZM6cfs |title=William Shatner's TekWar - Random fun |date=2019-06-08 |last=kurtis2221 |access-date=2024-07-25 |via=YouTube}}</ref> Some civilians were actually kamikaze ] who self-destructed when close to the player, taking them into their ]. Half of the game also took place into the Matrix.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=ev9deAqhFwA |title=William Shatner's TekWar - Weapons - Game vs Movie |date=2022-08-18 |last=kurtis2221 |access-date=2024-07-25 |via=YouTube}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=vho7k1qON_w |title=Tekwar gameplay |date=2009-06-13 |last=Artigkar40000000 |access-date=2024-07-25 |via=YouTube}}</ref><ref>{{Cite web |title=William Shatner's TekWar Walkthrough |url=http://www.youtube.com/playlist?list=PL525DF8036858FAD6 |access-date=2024-07-25 |website=YouTube |language=en}}</ref> ''William Shatner's TekWar'' was the worst of Capstone's FPS games however it still got to be ] into BuildGDX.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=DQn0NTe2JTc |title=William Shatner's TekWar - Level 1: Marty Dollar {{!}} 4K/60 |date=2023-02-02 |last=RaZZoR |access-date=2024-07-25 |via=YouTube}}</ref>
Also released that year was the first Western-based shooter by ]: '']''. The game was mostly played through the ]. Another popular game on the "Zone" was another LucasArts title, '']'' a game with a ] theme. ''Jedi Knight'' is still active and is still being modded by enthusiasts today at locations like . The lasting popularity of both ''Jedi Knight'' and ''GoldenEye'' is interesting considering their nature as film licences, relatively few of which are highly-regarded by gamers.


] upgraded the ] further and released '']'' the 30th of October 1995<ref>{{Cite web |title=Hexen: Beyond Heretic Releases |url=https://www.mobygames.com/game/1938/hexen-beyond-heretic/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which added jumping, more ] environments with effects such as swirling ] or scattering ]s upon the player's approach, weather effects, some destructible objects, scripted environmental changes such as earthquakes, different ]es to allow different playstyles as well as interconnected maps through hub maps instead of the standard linear succession of maps which granted a taste of ] in a FPS game.<ref>{{Cite web |title=Hexen: Beyond Heretic (1995) |url=https://www.mobygames.com/game/1938/hexen-beyond-heretic/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref><ref>{{Cite web |last=chrisstead |date=2016-09-12 |title=Id Software talks Heretic, Hexen and Commander Keen |url=https://www.findershopping.com.au/id-software-talks-heretic-hexen-and-commander-keen |access-date=2024-07-23 |website=findershopping.com.au |language=en-AU}}</ref><ref>{{Cite web |title=Hexen Review |url=https://www.gamespot.com/reviews/hexen-review/1900-2537441/ |access-date=2024-07-24 |website=GameSpot |language=en-US}}</ref>
In ], the game '']'' was released, featuring a single-player game with a notable narrative focus directing the action and the goals of the player. The tremendous success of the game encouraged the creation of many more games with a similar focus on story-based action. ''Half-Life'' also produced many successful mods, such as the hit '']''. Counter-Strike continues, seven years later, to be the most popular multi-player FPS in the world; a feat of no small achievement in a market of ever-changing consumer tastes.


], then renamed ], followed up with '']'' (sequel to the earlier ]s '']'' and '']''), released as shareware the 29th of January 1996,<ref>{{Cite web |title=Duke Nukem 3D Releases |url=https://www.mobygames.com/game/365/duke-nukem-3d/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> which ran on the then new ] developed by ] with the support of ].<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=VSVzn0F3pyQ |title=The History of Ken Silverman's Build Engine |date=2009-10-16 |last=CuteFloor |access-date=2024-07-18 |via=YouTube}}</ref> ''Duke Nukem 3D'' won acclaim for its humour based around stereotyped ] as well as its adrenalinic gameplay and graphics. However, some found the game's (and later the whole series') treatment of women to be derogatory and tasteless.<ref name="guidetofps" /><ref name="controversy" /><ref>Soete, Tim, , ''GameSpot,'' May 1, 1996, Accessed February 19, 2009</ref>
Also in ] '']'' was released. It was considered by many critics to be one of the first FPSs to successfully implement stealth elements. Some deemed it a "first-person sneaker". Another game released in the same period that contributed to expanding the genre was ] because of its heavy anime influence and strong emphasis on story and characters, although the game never made great commercial successes and is relatively unknown.


], developed by ] and published by their ] ] the 6th of May 1996,<ref name="ReferenceA">{{Cite web |title=Witchaven II: Blood Vengeance - PCGamingWiki PCGW - bugs, fixes, crashes, mods, guides and improvements for every PC game |url=https://www.pcgamingwiki.com/Witchaven_II:_Blood_Vengeance |access-date=2024-07-24 |website=www.pcgamingwiki.com}}</ref> was a ] to the first '']'' which set the knight from the first game onto an even more perilous ] to rescue the princess abducted by the ]'s sister seeking vengeance, still licensed on ]' ], it added ] or wielding a ] in the place of the second weapon as well as a ] to let players create and share their own ],<ref>{{Cite web |title=Witchaven II: Blood Vengeance (1996) |url=https://www.mobygames.com/game/3514/witchaven-ii-blood-vengeance/ |access-date=2024-07-24 |website=MobyGames |language=en}}</ref><ref>{{Cite book |publisher=Imagine Media |url=https://archive.org/details/nextgen-issue-022/page/n186/mode/1up?view=theater |title=NEXT Generation Issue #22 October 1996 - Witchaven 2: Blood Vengeance |date=October 1996 |language=english}}</ref> however Capstone didn't fix the first game's issues<ref>{{Cite web |date=2000-02-29 |title=PC Gamer Online |website=] |url=http://www.pcgamer.com/reviews/1172.html |access-date=2024-07-24 |archive-url=https://web.archive.org/web/20000229151924/http://www.pcgamer.com/reviews/1172.html |archive-date=February 29, 2000 }}</ref> and it was their last game before going extinct as they were developing a Build-based sequel to their previous ]-based game ] when their parent company IntraCorp went ].<ref>{{Cite web |title=ETTiNGRiNDER's Fortress - Witchaven |url=https://ettingrinder.youfailit.net/wh-main.html |access-date=2024-07-24 |website=ettingrinder.youfailit.net}}</ref><ref>{{Cite web |date=2015-06-21 |title=Capstone Source Archive |url=http://www.lesbird.com/CAPSTONE/ |access-date=2024-07-24 |archive-url=https://web.archive.org/web/20150621123327/http://www.lesbird.com/CAPSTONE/ |archive-date=June 21, 2015 }}</ref> ''Witchaven 2'' was ] in 2006 then ] into BuildGDX by its community which fixed most of its original issues in 2018.<ref name="ReferenceA"/><ref>{{Cite web |date=1996-05-06 |title=Witchaven II: Blood Vengeance DOS game |url=https://www.moddb.com/games/witchaven-ii-blood-vengeance |access-date=2024-07-24 |website=ModDB |language=en}}</ref>
Another game of 1998, '']'', while not a major commercial success, was also very influential. Supporting large numbers of players, vehicles, wide-open landscapes and innovative movement mechanics provided by the jetpack all players ]ed with, ''Tribes'' can be considered the ancestor of many modern multiplayer-focused shooters including '']'' and contributed greatly to the creation of the ] genre (including '']'' and '']'').


The game '']'' was initially designed using the ] for ], but was later spun off into releases for ] and ] using developer ]'s in-house SlaveDriver engine. While the PC version is a traditional linear first-person shooter, the console versions feature non-linear progression and unlockable player abilities reminiscent of a ].<ref>{{Cite web |title=Powerslave Exhumed will bring all the classic FPS's best versions together |url=https://www.pcgamesn.com/nightdive-powerslave-remaster |access-date=2023-01-02 |website=PCGamesN |language=en-US}}</ref>
] was another important year for FPS, as two competing franchises were pitched head-to-head: '']'' and '']''. Both games were widely acclaimed by game-industry critics and laid the basis for their respective franchises to continue onward: the '']'' series with '']'' and later '']'', and the '']'' series with '']'', released October ].


], developed by ] and published by Velocity Inc. the 15th of May 1996,<ref>{{Cite web |title=Strife Releases |url=https://www.mobygames.com/game/960/strife/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> was the last commercial game which used and modified the ] before ] released the new ] the following month<ref name="Quake Releases">{{Cite web |title=Quake Releases |url=https://www.mobygames.com/game/374/quake/releases/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref> and it introduced some ]'s features into the standard FPS formula such as an actual lively ] filled with ], dialogues with choices of answers, some of them were even voiced, trade, reinforcements who engage the enemies in battle, mandatory and optional quests, character's evolution of his abilities, an intriguing plot branching into different routes and conclusions according to the player's choices and actions, some burning effects as well as some infiltration gameplay such as stealth, disguises and alarms. The plot takes place in a ] world struck by a ] which released a ] which wiped out almost all ] on the ] and corrupted most of the remaining people who created a ] ] new world order known as "The Order" whereas the few remaining free people organized into an underground resistance known as "The Front" and the player is an unnamed ] (sometimes referred to as the Strifeguy) who joins the Front to fight the Order's oppressive rule while being remotely assisted by a Front's radio operative woman nicknamed Blackbird who occasionally comments with humor the situations that the player encounters.<ref>{{Cite book |url=http://archive.org/details/Computer_Gaming_World_Issue_145 |title=Computer Gaming World Issue 145 |date=August 1996}}</ref><ref>{{Cite book |publisher=Imagine Media |url=http://archive.org/details/nextgen-issue-020 |title=NEXT Generation Issue #20 August 1996 |date=August 1996 |language=english}}</ref><ref>{{Cite web |date=1996-10-18 |title=Strife |url=http://www.pcgamesmag.com/games/Aug96/strife896.html |access-date=2024-07-18 |archive-url=https://web.archive.org/web/19961018103343/http://www.pcgamesmag.com/games/Aug96/strife896.html |archive-date=October 18, 1996 }}</ref><ref>{{Cite web |title=Strife Review |url=https://www.gamespot.com/reviews/strife-review/1900-2533265/ |access-date=2024-07-18 |website=GameSpot |language=en-US}}</ref><ref>{{Cite web |date=2005-04-18 |title=Strife Review |url=http://www.cdmag.com/articles/009/125/strife_review.html |access-date=2024-07-18 |archive-url=https://web.archive.org/web/20050418055607/http://www.cdmag.com/articles/009/125/strife_review.html |archive-date=April 18, 2005 }}</ref> However despite all of its innovations, Strife went relatively unnoticed because it was released right between the two other overwhelmingly popular games '']'' and ] which made the Doom engine already outdated by then.<ref>{{Cite web |date=2024-07-18 |title=Strife |url=https://doomwiki.org/Strife |access-date=2024-07-18 |website=DoomWiki.org |language=en}}</ref> Still, players who discovered it many years after its original release appreciated its originality for its time and even compared it to '']'' and ].<ref>{{Cite news |author1=Richard Cobbett |date=2022-05-21 |title=This underappreciated FPS from 1996 was a step on the path that led to games like Deus Ex |url=https://www.pcgamer.com/saturday-crapshoot-strife/ |access-date=2024-07-18 |work=PC Gamer |language=en}}</ref><ref>{{Cite news |last=updated |first=Paul Dean last |date=2013-08-04 |title=Strife was merging shooter and RPG years before Deus Ex |url=https://www.pcgamer.com/reinstall-strife/ |access-date=2024-07-18 |work=PC Gamer |language=en}}</ref><ref>{{Cite web |date=2019-12-09 |title=Strife: Trust no one for PC - GameRankings |url=https://www.gamerankings.com/pc/198834-strife-trust-no-one/index.html |access-date=2024-07-18 |archive-url=https://web.archive.org/web/20191209012246/https://www.gamerankings.com/pc/198834-strife-trust-no-one/index.html |archive-date=December 9, 2019 }}</ref> ] ] ''Strife'' into ] to update and upgrade it from its original version to modern standards.<ref>{{Cite web |title=Strife Uncut - ZDoom |url=https://forum.zdoom.org/viewtopic.php?t=52614 |access-date=2024-07-20 |website=forum.zdoom.org}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=oPrU7LSqiX0 |title=Ross's Game Dungeon: Strife |date=2014-06-02 |last=Accursed Farms |access-date=2024-07-20 |via=YouTube}}</ref><ref>{{Cite AV media |url=https://www.youtube.com/watch?v=3fIvVGWsNzA&list=PLb_nSDuksXrIW1nrZKl0Z0oj7l_lAatBW&index=2 |title=Strife: Quest for the Sigil (PC, GZDoom) Walkthrough Part 1 Killing traitor Beldin |date=2024-03-17 |last=Blaze Rhodon |access-date=2024-07-20 |via=YouTube}}</ref>
===The 2000s===
In ], '']'' was released, a single-player FPS that blended elements from ] and ]s. It featured many side-quests and multiple ways of completing each mission. This game also had a character building system similar to an RPG where the player gained ] for completing various objectives, which were then spent on upgrades for your character. Additionally, it incorporated stealth elements that first appeared in ''Thief: The Dark Project''.


Shortly after the release of ''Duke Nukem 3D'', id Software released the much anticipated '']'' the 22nd of June 1996.<ref name="Quake Releases"/> Like ''Doom'', ''Quake'' was influential and genre-defining, featuring fast-paced, gory gameplay, within a completely 3D game environment, and making use of real-time rendered polygonal models instead of sprites. It was centered on ] and featured multiple match types still found in first-person shooter games today. It was the first FPS game to gain a cult following of player ] (although the concept had existed previously in '']'''s ''Netmech'', with its '']'' lore as well as amongst ] players), and would inspire popular ] and events such as ].<ref name="ddreamers_a" /> The game's popularity and use of 3D polygonal graphics also helped to expand the growing market for ] hardware;<ref name="quantum" /><ref name="guidetofps" /><ref>{{cite web|last = Ward|first = Trent C.|url = http://uk.gamespot.com/pc/action/quake/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |title = Quake Review |archive-url=https://web.archive.org/web/20110919100146/http://uk.gamespot.com/pc/action/quake/review.html?om_act=convert&om_clk=gssummary&tag=summary%3Bread-review |archive-date=September 19, 2011 |work = GameSpot UK|date = June 22, 1996}}</ref> and the additional support and encouragement for ] attracted players who wanted to tinker with the game and create their own modules.<ref name="ddreamers_a">{{Cite book|first1=Brad |last1=King |first2=John M. |last2=Borland |url=https://books.google.com/books?id=CvxOAAAAMAAJ |title= Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic |publisher=] |year=2003 |access-date=September 25, 2010 |isbn=978-0-07-222888-5 |ref=borlanddd |pages=111–125 |url-status=live |archive-url=https://web.archive.org/web/20130514122054/http://books.google.com/books?id=CvxOAAAAMAAJ |archive-date=May 14, 2013 }}</ref> According to creator John Romero, ''Quake''{{'}}s 3D world was inspired by the 3D fighting game '']''. ''Quake'' was also intended to expand the genre with ''Virtua Fighter'' influenced ], but this element was eventually scrapped from the final game.<ref name="nextgen">{{cite magazine|magazine=] |issue=30|date=June 1997|pages=9–12|title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up}}</ref><ref name="edge">{{cite magazine |magazine=] |issue=45 (May 1997) |date=May 2, 1997 |title=An Audience with John Romero |pages=18–23 |url=https://archive.org/details/EDGE.N045.1997.05/page/n17/mode/2up |quote='''John Romero:''' My original idea was to do something like ''Virtua Fighter'' in a 3D world, with full-contact fighting, but you'd also be able to run through a world, and do the same stuff you do in ''Quake'', only when you got into these melees, the camera would pull out into a third-person perspective. It would’ve been great, but nobody else had faith in trying it. The project was taking too long, and everybody just wanted to fall back on the safe thing – the formula.}}</ref>
In ], '']'' was released, creating a new level of realism in an FPS environment with extensive vehicles and aircraft, seamless indoor / outdoor environments, and view distances an order of magnitude longer than anything else released before it in the genre. Also, '']'' was released for the ], a first person shooter with third-person vehicle usage. The game was acclaimed for its ] used to control the game's enemies, and key features of its gameplay have since become genre standards. For example, the game's limited weapons inventory (two weapons at any given time), and recharging shield on top of a non-recharging health supply have been widely imitated.


], developed and published by ] the 13th of May 1997,<ref>{{Cite web |title=Shadow Warrior Releases |url=https://www.mobygames.com/game/387/shadow-warrior/releases/ |access-date=2024-07-24 |website=MobyGames |language=en}}</ref> introduced ] instead of ] for weapons and inventory items as well as weapons' secondary firing mode, climbable ladders, true ] situations, transparent water, some vehicles to drive, and a brand new Asian hero named Lo Wang into a brand new Asian setting in contrast to its predecessor Duke Nukem 3D's occidental atmosphere and Shadow Warrior, just as its predecessor, features deliberately immature and politically incorrect humor, as well as a protagonist who delivers regular ], commenting upon the situation at hand. Much of the humor is derived from over-the-top, ] portrayals of ].<ref>{{Cite web |title=Shadow Warrior (1997) |url=https://www.mobygames.com/game/387/shadow-warrior/ |access-date=2024-07-18 |website=MobyGames |language=en}}</ref>
In ] '']'' was released, including easily-operated vehicles, aircraft, and ships. The game featured a class-based infantry combat system in a World War 2 setting and proved to be a highly popular multiplayer game, setting the stage for its sequels, '']'' and '']''. Meanwhile, in the world of consoles, '']'' was released. It was a quasi-FPS with platforming and third person elements for the ] ], set in a comparatively large world that focused more on exploration than combat; it also featured a unique approach to plot narration through a "scan" mechanic, which allowed the player to piece together the story and the game's myriad background details by examining enemies, computer screens and other objects. It utilised a lock-on based targeting system similar to that used in Nintendo's first-party title '']''. Due to its weighting towards exploration, many critics referred to the title as a ] game.


=== Online and console games: 1997-2020 ===
In ], many sequels to older games were released, along with some newcomers:
Based on the ] ], ]'s '']'' was released in 1997, and as of 2004 it was still the best-selling ] game in the United States.<ref name="hollis-speech">{{cite web |url= http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher= Zoonami |author=Martin Hollis |date=September 2, 2004 |archive-url=https://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archive-date=July 18, 2011 |access-date=December 22, 2011|url-status= usurped |author-link=Martin Hollis (video game designer) }}</ref> It has been the first landmark first-person shooter for console gamers and was highly acclaimed for its atmospheric single-player campaign and well designed multiplayer maps. It featured a ], the ability to perform head-shots, and the incorporation of stealth elements<ref name="quantum" /><ref name="guidetofps" /><ref>{{cite web|last = Gerstmann|first = Jeff|url = http://uk.gamespot.com/n64/action/goldeneye007/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |title = GoldenEye 007 Review|archive-url=https://archive.today/20120715075641/http://uk.gamespot.com/n64/action/goldeneye007/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |archive-date=July 15, 2012 |work =GameSpot UK|date = August 19, 1997}}</ref><ref>Berghammer, Billy, {{Webarchive|url=https://web.archive.org/web/20160605194920/http://www.1up.com/do/feature?pager.offset=1&cId=3171143 |date=June 5, 2016 }}, ''1UP,'' Accessed February 19, 2009</ref> (all of these aspects were also included in the game's spiritual sequel, '']'') as well as some '']''-inspired features such as weapon reloading, position-dependent hit reaction animations, penalties for killing innocents, and a newly designed aiming system that allowed players to aim at a precise spot on the screen.<ref name="hollis-speech" />
*'']'', '']'': both titles featured vast and highly detailed environments, indoors and out. Also, they had sophisticated AI and physics systems rounding out the feature set.
*'']'': Made use of a new graphics engine featuring hitherto unseen real-time lighting and shadows, used exclusively to create an atmosphere of fear and danger for the player. Essentially a "re-telling" of the original ] story, and in many ways a throwback to some of the techniques used in earlier FPSes, the main selling point for the game was actually its graphics engine. Using cutting-edge technologies, id Software created one of the most powerful ] to date. As with previous Doom and Quake engines, it is being widely licensed to developers.
*'']'': The sequel to ''Halo: Combat Evolved'' with enhanced graphics and sound, and new game features such as hijacking vehicles, vehicle destruction, dual-wielding weapons and online multiplayer support. ''Halo 2'' also has enhanced LAN capabilities over ''Halo''; players could now connect up to 16 Xboxs and TVs instead of four. ''Halo 2'' is also one of the few console games to have an expansion pack released for it.
*'']'': Making extensive use of ]s, AI with squad tactics, ] ] physics engine and relatively large maps for its level of graphic detail. The level of detail seen in the game is perhaps best exemplified by the complex character facial models developed especially for the game. The behind-the-scenes character engines can use voice recognition software, and the mouths of the models in the game will move according to what the character is saying and will express emotions when combined with script; this innovation vastly reduced the development time required to ] such complicated motions.


Though not the first of its kind, '']'' started a popular trend of ]s in 1998. It featured a team-based, realistic design and themes based around ], requiring missions to be planned before execution and in it, a single hit was sometimes enough to kill a character.<ref name="rainbow" /><ref name="gamecollector">{{cite web |title=Get your hands on the games you owe to yourself |url=http://www.gamespot.com:80/gamespot/features/pc/gamecollector/0907/ |website=GameSpot |access-date=February 19, 2009 |archive-url=https://web.archive.org/web/20040907023005/http://www.gamespot.com/gamespot/features/pc/gamecollector/0907/ |archive-date=September 7, 2004 |pages=1 |date=September 7, 2001 |quote=Welcome to another installment of Game Collector, where GameSpot hunts for great deals on games so that you don't have to. This week we present 10 great games focusing on warfare, from small-scale to epic-scale. Half of these are first-person shooters, while the other half are strategy games. Two popular PC gaming genres--one all-important, always-relevant subject. So if you're interested in modern or historical warfare and other military maneuverings, or if you just want some great games to add to your collection, then this week's Game Collector is for you. |url-status=live }}</ref> '']'', released in 1999, gave birth to a long running proliferation of simulative first-person shooters set during World War II.<ref name="guidetofps" />
*'']'': A continuation of the ''Metroid'' series, this sequel to the successful GameCube "first-person adventure" diverged even further from the FPS mold by placing a larger emphasis on third-person exploration.


]'s '']'' was released in 1998, based upon ''Quake''{{'}}s graphics technology.<ref name="ddreamers_b" /> Initially met with only mild anticipation, it went on to become a commercial success.<ref name= "guidetofps"/><ref name="halflife10">{{cite web|last = Ocampo|first = Jason|url-status = live |url = http://uk.pc.ign.com/articles/932/932067p1.html|title = Half-Life 10th Anniversary |archive-url= https://web.archive.org/web/20100810140325/http://uk.pc.ign.com/articles/932/932067p1.html |archive-date=August 10, 2010 |work=IGN|date= November 19, 2008}}</ref> While most of the previous first-person shooters on the IBM PC platform had focused on visceral gameplay with relatively weak or irrelevant plots, ''Half-Life'' placed a far bigger focus on strong narrative; the game featured no ]s but remained in the first-person perspective at all times. It capitalized heavily on the concepts of ] (previously featured in many other titles, such as the '']'' and '']'')<ref> {{Webarchive|url=https://web.archive.org/web/20211107084259/https://www.gamespot.com/games/strife/ |date=November 7, 2021 }}, '']'', June 27, 1996</ref> and wider in-game interactivity (as first introduced by the likes of ''Duke Nukem 3D'' and ''System Shock'') but did not employ ]s in the traditional sense,<ref name="quantum"/> making for a somewhat more believable overall experience. The game was praised for its ], selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel, '']'', (released in 2004), was less influential though "arguably a more impressive game".<ref name="halflifegreatest">{{cite web |title=Greatest Games of All Time: Half-Life |url= http://uk.gamespot.com/features/greatest-games-of-all-time-half-life-6171044/ |website=GameSpot |access-date=February 19, 2009 |archive-url=https://web.archive.org/web/20120527131510/http://uk.gamespot.com/features/greatest-games-of-all-time-half-life-6171044/ |archive-date=May 27, 2012|pages=1 |date=May 18, 2007}}</ref>
There have been many attempts to combine the FPS genre with ] (RPG) or ] (RTS) games. The ''Half-Life'' ] '']'' blended a multiplayer FPS with some RTS elements. '']'' blended some RPG elements with an experience and skill-based point system that can work across matches. '']'' has a stats tracking similar to ''Enemy Territory'', and a complicated scoring system.


''],'' also released in 1998, was a multiplayer online shooter allowing more than 32 players in a single match. It featured team-based gameplay with a variety of specialized roles, and an unusual ] feature. The game was highly popular and later imitated by many other titles such as the '']'' series.<ref name="quantum" /><ref name="ign100"/> Id's '']'' and Epic's ''],'' both released in 1999, became the real milestones for multiplayer gaming, thanks to their incredible graphics and frenetic, yet accessible and perfectly balanced online modes; on the other hand, both games only featured a very limited single player campaign designed for a more "disposable" ] approach.<ref name="guidetofps" /> '']'' was also released in 1999, a ''Half-Life'' ] with a counter-terrorism theme copied from ''Rainbow Six''. The game and later version '']'' (2004) went on to become the most popular multiplayer game modification ever, with over 90,000 players competing online at any one time during its peak.<ref name="guidetofps" /><ref name="ddreamers_b">{{Cite book|first1=Brad |last1=King |first2=John M. |last2=Borland |url=https://books.google.com/books?id=CvxOAAAAMAAJ |title=Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic |publisher=] |year=2003 |access-date=September 25, 2010 |isbn=978-0-07-222888-5 |ref=borlanddd |page=211 |url-status=live |archive-url=https://web.archive.org/web/20130514122054/http://books.google.com/books?id=CvxOAAAAMAAJ |archive-date=May 14, 2013 }}</ref>
== FPS games and real-life violence ==
First-person shooters, often with graphical, brutal and interactive ], are common examples in the debate on the connection between violent video games and real-life violence or violent behaviour.


At the ] game show in 1999, ] unveiled a ] game called '']''; aka Halo CE at the following E3, an overhauled ] version was displayed. In 2000, Bungie was bought by ]. ''Halo'' was then revamped and released as a first-person shooter; it was one of the ] for the ] console. It was a runaway critical and commercial success, and is considered a premier console first-person shooter. It featured narrative and storyline reminiscent of Bungie's earlier ] series but now told largely through in-game dialog and cut scenes. It also received acclaim for its characters, both the protagonist, ] and its ]. The sequel, '']'' (2004), brought the popularity of ] to the console market through the medium of ], on which it was the most played game for almost two years.<ref name="guidetofps"/>
Lt. Col. ], a former ] psychology professor, has written several books that pertain to the subject of violence in the media, including ''On Killing'' and ''Stop Teaching Our Kids to Kill''. During heights of video game controversy he has been interviewed on the content of his books, and has repeatedly used the term "murder simulator" to describe first-person shooter games. He argues that video game publishers unethically train children in the use of weapons and, more importantly, harden them emotionally to the act of murder by simulating the killing of hundreds or thousands of opponents in a single typical video game.


'']'', released by ] in 2000, featured a levelling system similar to that found in role-playing games; it also had multiple narratives depending on how the player completed missions and won acclaim for its serious, artistic style.<ref name="guidetofps"/> The '']'' games '']'' in 2000 and '']'' in 2003 attempted to combine the ] and first-person shooter genres along with ] elements.<ref>{{cite web |title=Resident Evil: The Umbrella Chronicles Review |publisher=] |first=Ryan |last=Davis |date=November 15, 2007 |url=http://uk.gamespot.com/wii/action/residentevilseries/review.html |access-date=May 7, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20090429100856/http://uk.gamespot.com/wii/action/residentevilseries/review.html |archive-date=April 29, 2009 }}</ref> ''],'' released in 2002 for the ], a highly praised first-person shooter, incorporated ] elements such as ]s and built on the '']'' series of ] ] ].<ref name="guidetofps"/> Taking a "massive stride forward for first-person games", the game emphasized its adventure elements rather than shooting and was credited by journalist Chris Kohler with "breaking the genre free from the clutches of ''Doom''".<ref name="wired_influential">Kohler, Chris, {{webarchive|url=https://web.archive.org/web/20110908015101/http://www.wired.com/gamelife/2009/12/the-15-most-influential-games-of-the-decade/all/1 |date=September 8, 2011 }}, '']'' December 24, 2009, Accessed September 10, 2011</ref>
Video game violence critics generally agree that violent video games are at least as bad an influence on children as are television shows with the same level of violence and cruelty, and most seem to believe that video games are more threatening to a child's well-being, because the video game player uses the controller to make an on screen character act out the violence personally. It was widely reported that the ]s in the ] were, like many teenagers, fans of first-person shooter games. They had recorded a videotape before the massacre in which they said they looked forward to using their shotguns just as in the game '']'' (the ''Doom'' levels made by one of the attackers -the most popular being one called "] Labs"- can still be found on the Internet as the ]). Years later, there was much speculation in the ] media that the ] were inspired by first-person shooters and games such as '']'' that have first-person shooter elements. There has been much debate around this within and beyond FPS and gaming circles.


Efforts to develop early ]s with 3-D graphics have eventually led to the dawn of ambitious handheld first-person shooter games, starting with two ] ports of '']'' and ''Doom'' not long after the system was launched in 2001.<ref>{{Cite web |url=https://www.ign.com/articles/2001/11/02/backtrack |title=BackTrack – IGN |date=November 2, 2001 |access-date=November 6, 2021 |archive-date=August 9, 2021 |archive-url=https://web.archive.org/web/20210809124419/https://www.ign.com/articles/2001/11/02/backtrack |url-status=live }}</ref> The GBA eventually saw the release of several first-person shooter games specifically tailored for it, including '']'', '']'' and '']'', with a sizable amount of them being praised for pushing the hardware to the limit while providing satisfying gameplay.<ref>{{cite web|url=http://www.allgame.com/game.php?id=37633&tab=review|title=Duke Nukem Advance Review|archive-url=https://web.archive.org/web/20141115070609/http://www.allgame.com/game.php?id=37633&tab=review|access-date=November 9, 2021|archive-date=November 15, 2014}}</ref><ref>{{cite web|url=http://www.gamepro.com/nintendo/gameboy_advance/games/reviews/18500.shtml|title=Ecks vs. Sever Review|archive-url=https://web.archive.org/web/20041001123408/http://www.gamepro.com/nintendo/gameboy_advance/games/reviews/18500.shtml|access-date=November 9, 2021|archive-date=October 1, 2004}}</ref><ref>{{cite magazine|url=http://gameinformer.com/Games/Review/200204/R03.0804.1137.51142.htm|title=Dark Arena Review|magazine=]|archive-url=https://web.archive.org/web/20080111002712/http://gameinformer.com/Games/Review/200204/R03.0804.1137.51142.htm|access-date=November 9, 2021|archive-date=January 11, 2008}}</ref> Despite their varying reception, they would demonstrate the viability of first-person shooters on handhelds, which became more apparent with new technological advances that accompanied future handheld systems.<ref>{{Cite web |url=http://gameboy.ign.com/articles/166/166406p1.html |title=Ecks vs. Sever |date=December 2001 |access-date=November 6, 2021 |archive-date=August 21, 2012 |archive-url=https://web.archive.org/web/20120821205953/http://gameboy.ign.com/articles/166/166406p1.html |url-status=live }}</ref>
It has further been clamed that the system of rewards and punishment in violent video games like ''Doom'' systematically teaches participants to be violent. Opponents to this view hold that such games actually ''prevent'' violent behavior by providing a safe outlet for aggression. Over two hundred studies have been published which examine the effects of violence in entertainment media and which at least partially focus on violence in video games in particular. Some psychological studies have shown a ] between children playing violent video games and suffering psychological effects, though the vast majority stop short of claiming behavioral ]. ] has testified before the U.S. Senate on the issue, and his ] of these studies has shown 5 consistent effects: "increased aggressive behavior, thoughts, and affect; increased physiological arousal; and decreased prosocial (helping) behavior". () However, some studies explicitly deny that such a connection exists, most notably Anderson and Ford (1986), Winkel et al (1987), Scott (1995), and Ballard and Lineberger (1999). Some studies have shown that children who watch violent television shows and play violent video games have a tendency to act more aggressively on the playground, and some people are concerned that this aggression may presage violent behavior when children grow to adulthood. Common themes in the continuing debate is whether people with violent dispositions prefer violent games or violence in games predispose players to violent behavioural patterns, and the role gender differences plays.


'']'', released in 2001, featured a persistent and "massively multiplayer environment", although ] said that "the full realization of that environment is probably still a few years away."<ref>Butts, Steve, {{webarchive|url=https://web.archive.org/web/20090130205210/http://pc.ign.com/articles/165/165364p1.html |date=January 30, 2009 }}, ''IGN'', August 6, 2001, Accessed March 11, 2010</ref> '']'', another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat.<ref name="guidetofps"/> In 2003, '']'' allowed hundreds of players at once to compete in a persistent world,<ref>Bramwell, Tom, {{webarchive|url=https://web.archive.org/web/20101227184931/http://www.eurogamer.net/articles/article_46937 |date=December 27, 2010 }}, ''EuroGamer'', November 4, 2002, Accessed March 10, 2010</ref> and was also promoted as the "world's first massively multiplayer online first person shooter."<ref name="MMOFPS"/> The '']'' series, first released in 2001, and '']'', released in 2004, both emphasized fighting waves of enemies in large open arenas, in an attempt to hearken back to the genre's roots.<ref>{{cite web | url = http://uk.pc.ign.com/articles/506/506091p1.html | title = Painkiller Review | author = Steve Butts | publisher = IGN | date = April 12, 2004 | access-date = November 12, 2007 | url-status = live | archive-url = https://web.archive.org/web/20080926111145/http://uk.pc.ign.com/articles/506/506091p1.html | archive-date = September 26, 2008 }}</ref><ref>{{cite web | url = https://www.gamespot.com/reviews/serious-sam-the-first-encounter-review/1900-2701181/ | title = Serious Sam: The First Encounter Review | author = Greg Kasavin | publisher = Gamespot | date = April 26, 2001 | access-date = November 6, 2017 | url-status = live | archive-url = https://web.archive.org/web/20171107061005/https://www.gamespot.com/reviews/serious-sam-the-first-encounter-review/1900-2701181/ | archive-date = November 7, 2017 }}</ref>
Most FPS games have a voluntary ] rating of ''T'' (for Teen) or ''M'' (for Mature audiences), but sale of these games to children in the ] was not moderated or enforced until late in ], when it was announced that a number of major retail outlets such as ] and ], which account for a large share of video game sales, would begin restricting sales of "M"-rated games to people under the age of 17. There is no national law in the United States prohibiting sale of such games to children, but bills have recently been proposed that would prohibit the sale of games to customers under the ESRB rating's age. ] professionals oppose such a law, citing that the ESRB is a voluntary rating and similar rated materials are not regulated, such as the ]'s minumum age for movie patrons.


'']'', released in 2004, placed a greater emphasis on horror and frightening the player than previous games in the series and was a critically acclaimed best seller,<ref> {{webarchive|url=https://web.archive.org/web/20160228070001/http://uk.pc.gamespy.com/pc/doom-3/ |date=February 28, 2016 }}, ''GameSpy'', Accessed March 9, 2009</ref><ref>Fahey, Rob, {{webarchive|url=https://web.archive.org/web/20100806031028/http://www.eurogamer.net/articles/ukcharts_170804 |date=August 6, 2010 }}, ''EuroGamer'', August 17, 2004, Accessed March 9, 2009</ref> though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics.<ref name="levine"/> In 2005, a ] featured a sequence that emulated the viewpoint and action of the first-person shooter, but was critically derided as deliberately unintelligent and gratuitously violent.<ref>Lyttle, John, , ''New Statesman'', December 5, 2005, Accessed March 7, 2009 {{webarchive |url=https://web.archive.org/web/20090303140130/http://www.newstatesman.com/200512050036 |date=March 3, 2009 }}</ref> In 2005, '']'' was acclaimed<ref name="IGNevolution">{{cite web|url=http://pc.ign.com/articles/906/906852p1.html |title=The Evolution of the Survival Horror Genre |date=September 1, 2008 |access-date=April 17, 2009 |publisher=IGN |author=Clara Barraza |url-status=live |archive-url=https://web.archive.org/web/20090414213839/http://pc.ign.com/articles/906/906852p1.html |archive-date=April 14, 2009 }}</ref> for successfully combining first-person shooter gameplay with a ] atmosphere.<ref name="designerdiary">{{cite web|date=October 4, 2005 |url=http://www.gamespot.com/pc/action/fear/news.html?sid=6134936&mode=previews |title=Music to your ''F.E.A.R.''s |work=] |access-date=October 4, 2006 |url-status=live |archive-url=https://web.archive.org/web/20070104205637/http://www.gamespot.com/pc/action/fear/news.html?sid=6134936&mode=previews |archive-date=January 4, 2007 }}</ref> Later in 2007, ]' '']'' would be acclaimed by some commentators as the best game of that year for its innovation in artistry, narrative and design,<ref>Fitzpatrick, Paul, "Bioshock", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 90-91</ref><ref>Cowen, Nick, {{webarchive|url=https://web.archive.org/web/20110629195211/http://www.telegraph.co.uk/technology/3355401/The-top-10-video-games-of-2007.html |date=June 29, 2011 }}, ''The Telegraph'', December 6, 2007, Accessed March 8, 2009</ref><ref>Hoggins, Tom, {{webarchive|url=https://web.archive.org/web/20160228070007/http://www.telegraph.co.uk/technology/3358016/Why-videogamers-are-artists-at-heart.html |date=February 28, 2016 }}, ''The Telegraph'', November 10, 2008, Accessed March 8, 2009</ref> with some calling it the "]" to Irrational's earlier '']''.<ref>{{cite web|url=http://pc.gamespy.com/pc/bioshock/707256p1.html |title=GameSpy: ''BioShock'' Preview |date=May 10, 2006 |access-date=November 4, 2007 |publisher=Gamespy |first=Li C. |last=Kuo |url-status=live |archive-url=https://web.archive.org/web/20071030124504/http://pc.gamespy.com/pc/bioshock/707256p1.html |archive-date=October 30, 2007 }}</ref>
Controversial ] lawyer ] is a vocal critic of many FPS games. Thompson has sued several developers over the content of their games, most notably ]. Thompson is considered to be on something of a crusade against ], and it's developers, ].


Finally, the ] games '']'' (2004) and '']'' (2007) as well as ]'s '']'' (2008) would break new ground in terms of graphics and large, ] level design,<ref name="guidetofps"/><ref>Hurley, Leon, "Far Cry 2", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 98-100</ref> whereas '']'' (2007), '']'' (2006) and its sequel '']'' (2008) presented increasingly refined linear levels and narratives,<ref>Ditum, Nathan, "Resistance 2", ''PlayStation Official Magazine UK'', December 2008 (issue 25), pp. 79-82</ref> with the fast pace and linearity of the '']'' games bearing a resemblance to rail shooters.<ref name="Howarth">{{cite web|title=Call of Duty 4 First Impressions |date=November 8, 2007 |work=Voodoo Extreme |publisher=IGN |author=Robert Howarth |url=http://ve3d.ign.com/articles/news/35295/Call-of-Duty-4-First-Impressions |access-date=May 7, 2011 |url-status=dead |archive-url=https://web.archive.org/web/20090114200710/http://ve3d.ign.com/articles/news/35295/Call-of-Duty-4-First-Impressions |archive-date=January 14, 2009 }}</ref> BLACK in 2006 was considered to be a leader in cinematic game design, with strong sound design and destructible environments.<ref>{{Cite web |last=Jr |first=Xalavier Nelson |date=March 26, 2019 |title=The Burnout team's mold-breaking FPS deserves a better legacy |url=https://www.polygon.com/2019/3/26/18270872/black-fps-game-criterion-gun-sound-design |access-date=November 3, 2022 |website=Polygon |language=en-US}}</ref> In 2007, '']'' popularized the concept of puzzles mechanics in first-person perspective.{{citation needed|date=March 2019}} In 2006, Gamasutra reported the first-person shooter as one of the biggest and fastest growing video game genres in terms of revenue for publishers.<ref name="attractive">Cifaldi, Frank, {{webarchive|url=https://web.archive.org/web/20080922155925/http://www.gamasutra.com/php-bin/news_index.php?story=8241 |date=September 22, 2008 }}, ''GamaSutra,'' February 21, 2006, Accessed February 23, 2009</ref>
However, according to official and reliable statistics from the ], there is no epidemic of youth violence in America. Violent crime rates in ] have decreased since 1993 - 1994, despite the release of both ] and ] - both games that lawyer ] has been arguing against. Furthermore, in ], the murder rate in ] hit an all time low - yet, the best selling game of ] was ], possibly one of the most ultra-violent computer/video games to date.


'']'', originally a user-made mod for ''Quake'' but made into an official product by Valve by its release in 2007, launched a new type of team-based subgenre called ]s, which consist of first-person and third-person shooters where players selected from one of several pre-made characters with existing weapons and skill sets, using those different characters effectively to complete objectives against their opponents.<ref>{{Cite web|last=Wawro|first=Alex|title=Hero Shooters: Charting the (re)birth of a genre|url=https://www.gamasutra.com/view/news/271933/Hero_Shooters_Charting_the_rebirth_of_a_genre.php|access-date=December 20, 2020|website=www.gamasutra.com|date=May 6, 2016}}</ref> The hero shooter genre had significant growth following the release of '']'' in which refined the hero shooter formula by adding unique characters and larger narrative as they expanded the game in future updates.<ref>{{cite web | url = https://www.pcgamer.com/what-the-strange-evolution-of-the-hero-shooter-tells-us-about-the-genres-future/ | title = What the strange evolution of the hero shooter tells us about the genre's future | first = Austin | last = Wood | date = October 25, 2016 |accessdate = July 6, 2021 | work = ] }}</ref>
==List of notable titles and development houses==
===Selected list of FPS developers===
This is a short list of developers of first-person shooters who have achieved both critical and popular success, selling many units, developing lucrative intellectual properties into series of titles and/or creating strong followings that transcend the core FPS gaming audience and touched the mainstream media:


The use of motion-detecting ]s – particularly the ]'s – "promised to make FPS controls more approachable and precise with an interface as simple as literally pointing to aim" and thus "dramatically reshape the first-person shooter." However, technical difficulties pertinent to functions other than aiming – such as maneuvering or reloading – prevented their widespread use among first-person shooters.<ref>{{cite web|title=Point and Shoot: Lessons In Wii FPS Control |first=Michael |last=Thomsen |date=March 30, 2010 |publisher=] |url=http://www.gamasutra.com/view/feature/4311/point_and_shoot_lessons_in_wii_.php |access-date=May 5, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110509015707/http://www.gamasutra.com/view/feature/4311/point_and_shoot_lessons_in_wii_.php |archive-date=May 9, 2011 }}</ref>
* '']:'' 3D Realms is also notable as an old developer, having its beginnings in ], a veteran of shareware PC gaming. It has released only two FPS titles: '']'' (1996) and '']'' (1997). However, both were very popular &mdash; especially ''Duke Nukem 3D'', which was a smash hit (albeit a controversial one). A sequel to ''Duke Nukem 3D'', '']'', has been in development for many years.
The ] user interface combines a motion-sensitive gamepad, head tracker and sliding foot pedals to increase the precision and level of control over one's avatar<ref name=Templeman_IITSEC>{{cite journal|last=Templeman|first=J.|author2=Denbrook, P. |title=Enhancing Realism in Desktop Interfaces for Dismounted Infantry Simulation|journal=Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)|date=2012}}</ref> in military first-person shooter games.
* '']:'' Bungie is a developer who has trodden outside of the FPS genre on a number of occasions. Their first success in the genre comes from the critically acclaimed '']'' (1994), a game for the ], notable at the time for having a story and letting the player look up and down, among other things. Their breakthrough to the mainstream FPS world came with the ] flagship title '']'' and, eventually its sequel.
* ''] (formerly Epic MegaGames):'' Another developer from the pre-FPS days of computer gaming has not been active in the FPS market as long as some others, but with the release of the widely acclaimed '']'' (1998) (which spawned a large series of games, many of them with well supported, thriving mod communities) and with the popularity of the ] amongst developers, the company has become a major player in the scene.
* '']:'' Developers of the extremely successful ''Doom'' (1993) and ''Quake'' (1996) series, they are one of the old school of game developers that has its beginnings in pre-FPS gaming, and is considered by most gamers as the original definer and populizer of the genre. Their technology has also been used in creating many other highly successful games. The developer's involvement with mod communities is limited in comparison to others, but its games have none the less spawned some of the most well known mod types: ] and '']'' among them.
* '']:'' LucasArts was a phenomenally successful PC game developer in the 1990s and continues that success today, though perhaps not with the same vigour. It has developed unique franchises and exploited both the '']'' and the '']'' IPs. Two of the most successful entries to their ''Star Wars'' collection of titles are '']'' and '']'', which are recognized by critics as amongst the best ''Star Wars'' and FPS games produced to date.
* '']:'' Rareware is a recognizable name to console fans for many different titles, but their foray into first-person shooter territory is especially notable because it produced the first successful console FPS: '']'' (1997). It was also one of the most popular titles on the ]. Their next FPS, '']'' (2000), was described as a "spiritual sequel" to ''GoldenEye'', based around Rare's own characters and storyline rather than the ] licence. They have since released a second game in the franchise, '']'' (2005) for the ].
* '']:'' Raven Software is generally most credited for being a pseudo sister company for id Software, since they have been collaborating together from as early as ''Doom''. Since then, Raven has gone to use all of id's game engines for their own creations, which has resulted in '']'', '']'', and the controversial '']'' games. In 2002 LucasArts employed them to produce the critically acclaimed sequel to ''Jedi Knight'', '']'' (and later on, the spinoff '']''). Raven's latest game is currently '']''.
* '']:'' The developer of the long running ''Rainbow Six'' (1998) series of ] affiliated tactical realism first-person shooters have found great success with this franchise.
* '']:'' Valve's inclusion in this list rests on the immense success of their first game, '']'' (]). Its ], '']'' had an effect on popular culture comparative to that of ''Doom'', in that it created yet again mass awareness for the genre in the mainstream. Additionally, it was highly supportive of the modding community: so far it had brought numerous mods into its official line, which included but was not limited to '']'', '']'', and '']''. Valve has released the sequel of their game, '']'', which has a publically available SDK including mapping, animation, and sound tools; as well as source for the game logic in ''Half-Life 2''.


]'']]
==Selected important games in FPS development==
In the late 2010s, first-person and third-person shooters enjoyed a surge in popularity with the rise of ]s, in which many players battle for survival on a large map to be the last man or team standing through intense action-packed combat, and '']'' (2017) reached the highest number of concurrent players ever to be recorded on ].{{citation needed|date=July 2023}} Its ] ] version, '']'' (2018), reached over {{nowrap|1 billion}} downloads worldwide by early 2021<ref>{{cite news |last1=Li |first1=Pei |title=PUBG Mobile reports 1 billion accumulated downloads since 2018 launch |url=https://www.reuters.com/article/us-tencent-videogames/pubg-mobile-reports-1-billion-accumulated-downloads-since-2018-launch-idUSKBN2BH0D1 |access-date=May 15, 2022 |work=] |date=March 25, 2021}}</ref> and grossed over {{US$|8 billion|long=no}} by early 2022.<ref>{{cite news |title=PUBG Mobile Shoots Past $8 Billion in Lifetime Revenue |url=https://sensortower.com/blog/pubg-mobile-8-billion-revenue |access-date=May 15, 2022 |work=Sensor Tower |date=May 2022}}</ref>
A chronological listing attempting at listing the more "ground-breaking" or "influential" games from this ], mainly the more popular or well known examples:


=== Rise of VR technology: 2020–present ===
:'']'' (])
As ] (VR) technologies are being developed, FPS games are being developed right along-side the various ]. The new immersive 3D environments using VR headsets and motion controllers enable some entirely unique experiences and mechanics for FPS games, such as physically ducking / dodging, precise control for throwing objects, and individual finger control, enhancing the interactivity with in-game wearables and other objects in the environment. VR Games naturally have a greater focus on the players' spatial presence and the 3D environment itself rather than the actual challenge / competitiveness of the game,<ref name=":0">{{Cite journal |last1=Wan |first1=Claire K. |last2=Chiu |first2=Cih-Hao |date=2023-08-01 |title=A process perspective of immersive virtual reality user experiences: Transition dynamics and mechanisms during gameplay |url=https://www.sciencedirect.com/science/article/pii/S1071581923000460 |journal=International Journal of Human-Computer Studies |volume=176 |pages=103037 |doi=10.1016/j.ijhcs.2023.103037 |s2cid=257791636 |issn=1071-5819}}</ref><ref name=":1">{{Cite web |date=2023-10-06 |title=VR Exploration Games vs Traditional Gaming: A Comparison - LvlCraft |url=https://lvlcraft.com/vr-exploration-games-vs-traditional-gaming-a-comparison/ |access-date=2023-12-31 |website=lvlcraft.com |language=en-US}}</ref> which also extends to first-person shooters, especially in the horror sub-genre.<ref name=":0" /> ], released in 2020, is to date (2023) the highest grossing VR first-person shooter and is usually considered the first ] in VR.<ref>{{Cite web |last=Skarredghost |date=2020-03-27 |title=Half-Life: Alyx full review: the first true AAA VR game |url=https://skarredghost.com/2020/03/27/half-life-alyx-review-vr/ |access-date=2023-12-31 |website=The Ghost Howls |language=en-US}}</ref><ref>{{Cite web |author1=Nicholas Sutrich |date=2020-04-01 |title=Half-Life: Alyx review — VR's defining shooter is deeper than you think |url=https://www.windowscentral.com/half-life-alyx-review |access-date=2023-12-31 |website=Windows Central |language=en}}</ref><ref>{{Cite web |date=2023-04-26 |title=Best VR Games Of All-Time: 25 Titles To Play (Summer 2023) |url=https://www.uploadvr.com/best-vr-games/ |access-date=2023-12-31 |website=UploadVR |language=en}}</ref><ref>{{Cite web |last=Carter |first=Aden |date=2020-10-24 |title=10 Top-Selling VR Games (According To Steam) |url=https://gamerant.com/top-selling-vr-games-according-steam/ |access-date=2023-12-31 |website=Game Rant |language=en}}</ref><ref>{{Cite web |title=Top 10 VR Games By Revenue |url=https://www.spglobal.com/marketintelligence/en/news-insights/blog/top-10-vr-games-by-revenue |access-date=2023-12-31 |website=www.spglobal.com |language=en-us}}</ref> While there is much hype in the Virtual Reality arena, it is still an emerging technology, and it has yet to be determined if VR FPS titles will become mainstream competitive or how these platforms will influence the genre in the future.<ref>{{Cite web |last=Qu |first=Erhan |date=2018-05-10 |title=Do First-Person Shooters work in VR? |url=https://medium.com/@equ/do-first-person-shooters-work-in-vr-dfcc772b242 |access-date=2023-12-31 |website=Medium |language=en}}</ref><ref>{{Cite web |title=Here's What's Stopping Virtual Reality From Going Mainstream |url=https://blog.hubspot.com/marketing/virtual-reality-going-mainstream |access-date=2023-12-31 |website=blog.hubspot.com |language=en-us}}</ref><ref name=":1" />
:'']'' (])
:'']'' (]) &mdash; the first 3D game for a home computer, requiring the player to navigate a 3D maze in the first person avoiding a lurking dinosaur.
:'']'' (]) &mdash; An “unsung hero” of the FPS genre, and perhaps the first game to belong to it properly. The player character could defeat enemies with projectile weapons (bows, crossbows) or with melee weapons (swords, cudgels, etc.). Technologies such as walls of varying heights, non-perpendicular walls, inclined surfaces, and swimming were ahead of their time. A moderate commercial success, it was soon overshadowed by subsequent titles that nonetheless used inferior technology.
:'']'' (]) &mdash; The first resounding commercial success of the FPS genre. Also a turning point in the history of ]. Although limited to perpendicular walls and floors and monochrome ceilings and floors, the game became very popular as many players’ first encounters with the first-person perspective in a computer game.
:'']'' (]) &mdash; Arguably the earliest first-person shooter for the ], mixes RPG and adventure elements with action. Also noteworthy for being the "spiritual prequel" to ''Marathon'' and ''Halo''.
:'']'' (]) &mdash; This game was as influential in the future of the FPS genre as any game has ever been. Much closer to a true 3D experience than Wolf 3D (but still perhaps less so than ]), it added walls of varying heights and new lighting effects. Much of the controversy over video-game violence was attributed to this title.
:'']'' (]) &mdash; Some consider this game to the first true 3D FPS. This game was unique among FPSs at the time when most FPSs were considered Doom-clones. The player flew into robot infested mines in a hovercraft with a full six degrees of freedom of movement. Enemies were represented by true 3D polygon meshes, which Quake would later use, and the representation of the world geometry removed most of the 2.5D limitations that Doom had.
:'']'' (]) &mdash; The first in a trilogy - possibly the most popular series among veteran Mac users; notable for its extremely complex storyline.
:'']'' (]) &mdash; This game, based on the ] franchise, was ]'s attempt to corner the FPS market. Through its particular variety of gameplay additions, rather than its use of a popular franchise, ''Dark Forces'' sticks out as a remarkably playable example of an early FPS. While less noted than other titles, it is arguably as influential in the genre.
:'']'' (]) &mdash; This early FPS is better remembered by more fans of the genre than even Doom. Serious fans generally accept ''Doom'' as more important, but Duke was more widely publicised in its time and so has a greater mass appeal.
:'']'' (]) &mdash; The first true 3D "standard" FPS (Descent being the notable exception), it started the move to true 3D in the FPS genre. It also started the big wave of popularity of online multiplayer games by allowing multiplayer games to take place over the internet.
:'']'' (]) &mdash; The first successfully implemented FPS on a console, ''GoldenEye'' is widley acclaimed for being the best shooting game of all time, due to a strong, realistic single-player mode and a highly popular multiplayer section.
:'']'' (]) &mdash; The first FPS to implement ] duels and ] powers.
:'']'' (]) &mdash; One of the first FPS games to take place in large, open terrain, and a technological and visual breakthrough at the time.
:'']'' (]) &mdash; The first FPS to seamlessly integrate first person shooting with vehicles driven from a third person perspective.
:'']'' (]) &mdash; Used a lot of scripted events to tell its story and set the mood; the level of artistry inherent to both the story and gameplay raised the standards of the FPS industry to new heights.
:'']'' (]) &mdash; Using a highly modified ''Quake 2'' engine, ''Soldier of Fortune'' added location-based damage, as well as other less important advances.
:'']'' (]) &mdash; The first first-person "sneaker".
:'']'' (]) &mdash; The first realistic, squad-based FPS to gain a wide following and acclaim. Numerous sequels have been made. The first FPS game to fall into the "simulation" category.
:'']'' (]) &mdash; This was one of the first games to successfully implement an interesting story and RPG elements into the gameplay.
:'']'' (]) &mdash; Still the most popular FPS "game", Counter-Strike is a Half-Life MOD that quickly won popular acclaim and helped redefine the multiplayer genre.
:'']'' (]) &mdash; An RPG-FPS hybrid and a massive success that many critics cited as an example of "video games as art".
:'']'' (]) &mdash; The first successful FPS on a console since ''GoldenEye'', ''Halo'' also featured an expanded role for vehicles in game and cinematic elements which appealed to a wide audience.
:'']'' (]) &mdash; The most successful large scale, vehicle-based FPS in the vein of ''Tribes'', ''BF1942'' has popularized an expanding genre of massive-scale online FPS games.
:'']'' (]) &mdash; Classic Metroid gameplay merged with an FPS. It abandoned ammo restrictions for the main weapons, presented platforming in first-person with unprecedented success, featured a unique "scan" based narrative, and made a clever marriage of first-person and third-person gameplay through the use of the classic Metroid "morph-ball", thus pioneering numerous avenues of FPS gameplay innovation.
:'']'' (]) &mdash; The first game to calculate all lighting in real-time and to use an unified lighting system (with no lightmaps).
:'']'' (]) &mdash; Direct sequel to ''Halo: Combat Evolved''. Most notable for its online multiplayer in which it attracted over a million subscribers to the Xbox Live service. It has brought attention to online console gaming in which it can be taken as seriously as online PC gaming.
:'']'' (]) &mdash; Direct sequel to Half-Life. The game continued the narrative techniques of the first title, but the implementation of the physics engine was particularly noteworthy. This can be considered the first FPS game to make extended use of physics puzzles.


==Research==
{{seealso|List of first-person shooters}}
In 2010, researchers at ] showed that playing first-person shooter video games is associated with superior mental flexibility. Compared to non-players, players of such games were found to require a significantly shorter reaction time while switching between complex tasks, possibly because they are required to develop a more responsive mindset to rapidly react to fast-moving visual and auditory stimuli, and to shift back and forth between different sub-duties.<ref>{{Cite journal| title = DOOM'd to switch: superior cognitive flexibility in players of first person shooter games |journal = Frontiers in Psychology|volume = 1|pages = 8|vauthors=Colzato LS, van Leeuwen PJ, van den Wildenberg WP, Hommel B | date = April 21, 2010 |doi = 10.3389/fpsyg.2010.00008|pmid = 21833191|pmc = 3153740|doi-access = free}}</ref>

For a comprehensive list of the genre, see the ''']'''.


==See also== ==See also==
* ]
* ]
* ] * ]
* ]
* ]
* ]
* ]

* ]
==References==
* ]
{{reflist|30em}}
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Latest revision as of 19:20, 7 January 2025

Video game genre Not to be confused with Light gun shooter, Rail shooter, or Shooting gallery game. For other uses, see First-person shooter (disambiguation). "Doom clone" redirects here. For the modern revival, see Boomer shooter.

A screenshot of S.T.A.L.K.E.R.: Call of Pripyat showcasing the first-person perspective.
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A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.

Although earlier games predate it by 20 years, Wolfenstein 3D (1992) was the highest-profile archetype upon which most subsequent first-person shooters were based. One such game, considered the progenitor of the genre's mainstream acceptance and popularity, was Doom (1993), often cited as the most influential game in this category; for years, the term "Doom clone" was used to designate this type of game, due to Doom's enormous success. Another common name for the genre in its early days was "corridor shooter", since processing limitations of that era's computer hardware meant that most of the action had to take place in enclosed areas, such as corridors and small rooms.

During the 1990s, the genre was one of the main cornerstones for technological advancements of computer graphics, starting with the release of Quake in 1996. Quake was one of the first real-time 3D rendered video games in history, and quickly became one of the most acclaimed shooter games of all time. Graphics accelerator hardware became essential to improve performances and add new effects such as full texture mapping, dynamic lighting and particle processing to the 3D engines that powered the games of that period, such as the iconic id Tech 2, the first iteration of the Unreal Engine, or the more versatile Build. Other seminal games were released during the years, with Marathon enhancing the narrative and puzzle elements, Duke Nukem 3D introducing voice acting, complete interactivity with the environment, and city-life settings to the genre, and games like Tom Clancy's Rainbow Six and Counter-Strike starting to adopt a realistic and tactical approach aimed at simulating real life counter-terrorism situations. GoldenEye 007, released in 1997, was a landmark first-person shooter for home consoles, while the critical and commercial success of later titles like Perfect Dark, Medal of Honor and the Halo series helped to heighten the appeal of this genre for the consoles market, straightening the road to the current tendency to release most titles as cross-platform, like many games in the Far Cry and Call of Duty series.

Definition

First-person shooters are a type of shooter game that relies on a first-person point of view with which the player experiences the action through the eyes of the character. They differ from third-person shooters in that, in a third-person shooter, the player can see the character they are controlling (usually from behind, or above). The primary design focus is combat, mainly involving firearms or other types of long range weapons.

A defining feature of the genre is "player-guided navigation through a three-dimensional space." This is a defining characteristic that clearly distinguishes the genre from other types of shooting games that employ a first-person perspective, including light gun shooters, rail shooters, shooting gallery games, or older shooting electro-mechanical games. First person-shooter games are thus categorized as being distinct from light gun shooters, a similar genre with a first-person perspective which uses dedicated light gun peripherals, in contrast to the use of conventional input devices. Light-gun shooters (like Virtua Cop) often feature "on-rails" (scripted) movement, whereas first-person shooters give the player complete freedom to roam the surroundings.

The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn a subgenre of the wider action game genre. Following the release of Doom in 1993, games in this style were commonly referred to as "Doom clones"; over time this term has largely been replaced by "first-person shooter". Wolfenstein 3D, released in 1992, the year before Doom, has been often credited with introducing the genre, but critics have since identified similar, though less advanced, games developed as far back as 1973. There are occasional disagreements regarding the specific design elements which constitute a first-person shooter. For example, titles like Deus Ex or BioShock may be considered as first-person shooters, but may also fit into the role-playing games category, as they borrow extensively from that genre. Other examples, like Far Cry and Rage, could also be considered adventure games, because they focus more on exploration than simple action, they task players with multiple different objectives other than just killing enemies, and they often revolve around the construction of complex cinematic storylines with a well defined cast of secondary characters to interact with. Furthermore, certain puzzle or platforming games are also sometimes categorized as first-person shooters, in spite of lacking any direct combat or shooting element, instead using a first-person perspective to help players immerse within the game and better navigate 3D environments (for example, in the case of Portal, the 'gun' the player character carries is used to create portals through walls rather than fire projectiles). Some commentators also extend the definition to include combat flight simulators and space battle games, whenever the cockpit of the aircraft is depicted from a first-person point of view.

Game design

A player character examining their weapon in SCP: Secret Laboratory.

Like most shooter games, first-person shooters involve an avatar, one or more ranged weapons, and a varying number of enemies. Because they take place in a 3D environment, these games tend to be somewhat more realistic than 2D shooter games, and have more accurate representations of gravity, lighting, sound and collisions. First-person shooters played on personal computers are most often controlled with a combination of a keyboard and mouse. This system has been claimed as superior to that found in console games, which frequently use two analog sticks: one used for running and sidestepping, the other for looking and aiming. It is common to display the character's hands and weaponry in the main view, with a heads-up display showing health, ammunition and location details. Often, it is possible to overlay a map of the surrounding area.

Combat and power-ups

First-person shooters generally focus on action gameplay, with fast-paced combat and dynamic firefights being a central point of the experience, though certain titles may also place a greater emphasis on narrative, problem-solving and logic puzzles. In addition to shooting, melee combat may also be used extensively. In some games, melee weapons are especially powerful, as a reward for the risk the player must take in maneuvering his character into close proximity to the enemy. In other games, instead, melee weapons may be less effective but necessary as a last resort. "Tactical shooters" tend to be more realistic, and require the players to use teamwork and strategy in order to succeed; the players can often command a squad of characters, which may be controlled by the A.I. or by human teammates, and can be given different tasks during the course of the mission.

First-person shooters typically present players with a vast arsenal of weapons, which can have a large impact on how they will approach the game. Some games offer realistic reproductions of actual existing (or even historical) firearms, simulating their rate of fire, magazine size, ammunition amount, recoil and accuracy. Depending on the context, other first-person shooters may incorporate some imaginative variations, including futuristic prototypes, alien-technology or magical weapons, and/or implementing a wide array of different projectiles, from lasers, to energy, plasma, rockets, and arrows. These many variations may also be applied to the tossing of grenades, bombs, spears and the like. Also, more unconventional modes of destruction may be employed by the playable character, such as flames, electricity, telekinesis or other supernatural powers, and traps.

In the early era of first-person shooters, often designers allowed characters to carry a large number of different weapons with little to no reduction in speed or mobility. More modern games started to adopt a more realistic approach, where the player can only equip a handheld gun, coupled with a rifle, or even limiting the players to only one weapon of choice at a time, forcing them to swap between different alternatives according to the situation. In some games, there's the option to trade up or upgrade weapons, resulting in multiple degrees of customization. Thus, the standards of realism are extremely variable. The protagonist can generally get healing and equipment supplies by means of collectible items such as first aid kits or ammunition packs, simply by walking over, or interacting with them. Some games allow players to accumulate experience points in a role-playing game fashion, that can generally be used to unlock new weapons, bonuses and skills.

Level design

First-person shooters may be structurally composed of levels, or use the technique of a continuous narrative in which the game never leaves the first-person perspective. Others feature large sandbox environments, which are not divided into levels and can be explored freely. In first-person shooters, protagonists interact with the environment to varying degrees, from basics such as using doors, to problem solving puzzles based on a variety of interactive objects. In some games, the player can damage the environment, also to varying degrees: one common device is the use of barrels containing explosive material which the player can shoot, harming nearby enemies. Other games feature environments which are extensively destructible, allowing for additional visual effects. The game world will often make use of science fiction, historic (particularly World War II) or modern military themes, with such antagonists as aliens, monsters, terrorists and soldiers of various types. Games feature multiple difficulty settings; in harder modes, enemies are tougher, more aggressive and do more damage, and power-ups are limited. In easier modes, the player can succeed through reaction times alone; on more difficult settings, it is often necessary to memorize the levels through trial and error.

Multiplayer

More 21st century first-person shooters utilize the Internet for multiplayer features, but local area networks were commonly used in early games.

First-person shooters may feature a multiplayer mode, taking place on specialized levels. Some games are designed specifically for multiplayer gaming, and have very limited single player modes in which the player competes against game-controlled characters termed "bots". Massively multiplayer online first-person shooters like those in the PlanetSide series 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.

The classic types are the deathmatch (and its team-based variant) in which players score points by killing other players' characters; and capture the flag, in which teams attempt to penetrate the opposing base, capture a flag and return it to their own base whilst preventing the other team from doing the same. Other game modes may involve attempting to capture enemy bases or areas of the map, attempting to take hold of an object for as long as possible while evading other players, or deathmatch variations involving limited lives or in which players fight over a particularly potent power-up. These match types may also be customizable, allowing the players to vary weapons, health and power-ups found on the map, as well as victory criteria. Games may allow players to choose between various classes, each with its own strengths, weaknesses, equipment and roles within a team.

Free-to-play

Main article: Free-to-play

There are many free-to-play first-person shooters on the market now, including Wolfenstein: Enemy Territory, Apex Legends, Team Fortress 2, PlanetSide 2, and Halo Infinite Multiplayer. Some games are released as free-to-play as their intended business model and can be highly profitable (League of Legends earned $2 billion in 2017), but others such as Warhammer 40,000: Eternal Crusade begin their life as paid games and become free-to-play later to reach a wider audience after an initially disappointing reception. Some player communities complain about freemium first-person-shooters, fearing that they create unbalanced games, but many game designers have tweaked prices in response to criticism, and players can usually get the same benefits by playing longer rather than paying.

History

This section may contain an excessive amount of intricate detail that may interest only a particular audience. Specifically, Far too much detail on individual games without expressing their importance to the FPS genre development.. Please help by spinning off or relocating any relevant information, and removing excessive detail that may be against Misplaced Pages's inclusion policy. (July 2024) (Learn how and when to remove this message)
For the history of light gun shooter, rail shooter and shooting gallery games that employ a first-person perspective, see Shooter game § History, and Light gun shooter § History.

Origins: 1970s–1980s

Before the popularity of first-person shooters, the first-person viewpoint was used in vehicle simulation games such as Battlezone.

The earliest two documented first-person shooter video games are Maze War and Spasim. Maze War was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a NASA work-study program trying to develop a program to help visualize fluid dynamics for spacecraft designs. The work became a maze game presented to the player in the first-person, and later included support for a second player and the ability to shoot the other player to win the game. Thompson took the game's code with him to Massachusetts Institute of Technology, where with help from Dave Lebling to create an eight-player version that could be played over ARPANET, computer-run players using artificial intelligence, customizable maps, online scoreboards and a spectator mode. Spasim had a documented debut at the University of Illinois in 1974 on the PLATO mainframe system. The game was a rudimentary space flight simulator for up to 32 players, featuring a first-person perspective. Both games were distinct from modern first-person shooters, involving simple tile-based movement where the player could only move from square to square and turn in 90-degree increments. Such games spawned others that used similar visuals to display the player as part of a maze (such as Akalabeth: World of Doom in 1979), and were loosely called "rat's eye view" games, since they gave the appearance of a rat running through a maze. Another crucial early game that influenced first-person shooters was Wayout. It featured the player trying to escape a maze, using ray casting to render the environment, simulating visually how each wall segment would be rendered relative to the player's position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal Maze War and Spasim. Among PLATO games, Witz and Boland's 1977 Futurewar, a dystopian 3D first-person dungeon shooter, has been argued to be the first true FPS. This is due to the combination of a fully perspective-shifting 3D maze with enemies ahead, and what may be the earliest representation of weapons appearing in perspective in front of the player.

A slightly more sophisticated first-person shooting mainframe game was Panther (1975), a tank simulator for the PLATO system. Atari's first-person tank shooter arcade video game Battlezone (1980), modeled closely after PLATO Panther, was released for arcades and presented using a vector graphics display, with the game designed by Ed Rotberg. It is considered to be the first successful first-person shooter video game, making it a milestone for the genre. It was primarily inspired by Atari's top-down arcade shooter game Tank (1974). The original arcade cabinet also employed a periscope viewfinder similar to submarine shooting arcade games such as Midway's video game Sea Wolf (1976) and Sega's electro-mechanical game Periscope (1966). Battlezone became the first successful mass-market game featuring a first-person viewpoint and wireframe 3D graphics, with a version later released for home computers in 1983.

Early first-person shooters: 1987–1992

MIDI Maze, a first-person shooter released in 1987 for the Atari ST, featured maze-based gameplay and character designs similar to Pac-Man, but displayed in a first-person perspective. Later ported to various systems—including the Game Boy and Super NES under the title Faceball 2000—it featured the first network multiplayer deathmatches, using a MIDI interface. Despite the inconvenience of connecting numerous machines together, it gained a cult following; 1UP.com called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game".

Id Software's Hovertank 3D pioneered ray casting technology in May 1991 to enable faster gameplay than 1980s vehicle simulators; and Catacomb 3-D introduced another advance, texture mapping, in November 1991. The second game to use texture mapping was Ultima Underworld: The Stygian Abyss, a March 1992 action role-playing game by Looking Glass Technologies that featured a first-person viewpoint and an advanced graphics engine. In October 1990, id developer John Romero learned about texture mapping from a phone call to Paul Neurath. Romero described the texture mapping technique to id programmer John Carmack, who remarked, "I can do that.", and would feel motivated by Looking Glass's example to do the same in Catacomb 3-D. Catacomb 3-D also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible. The experience of developing Ultima Underworld would make it possible for Looking Glass to create the Thief and System Shock series years later.

Rise in popularity: 1992–1993

Although it was not the earliest shooter game with a first-person perspective, Wolfenstein 3D is often credited with establishing the first-person shooter genre and many of its staples.

Wolfenstein 3D was the first episodic FPS game developed by id Software, as a successor to the successful 1980s 2D infiltration video-games Castle Wolfenstein and Beyond Castle Wolfenstein from Muse Software, and published by Apogee Software the 5th of May 1992 in which the player had to explore mazes while battling Nazis to find keys required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss and was an instant success because of its first episode's distribution and spread as shareware whereas the second and the third available after registration; and the three last prequel episodes available as a separate mission pack, to the point that it has since been credited for having single-handedly invented the concept of first-person-shooter as a genre of video-games. It was built on John Carmack's ray casting technology already experimented into id's previous games Hovertank One and Catacomb 3D to create a new standard for first-person-shooter video-games widely emulated, improved, and still applied to this day. Tom Hall originally designed it to be a first-person infiltration game including stealth, hiding dead bodies, disguises and alarms, following the legacy of its predecessors, and the game engine does include these original features, however John Romero and John Carmack wanted a simple shooter and Tom Hall had to fight hard to even include the secret areas. Despite its violent themes, Wolfenstein largely escaped the controversy generated by the later Doom, although it was banned from Germany due to the use of Nazi iconography which is a sensitive topic there where Wolfenstein has been forbidden until 2022 and Nintendo too required id Software to remove blood, gore, and all Nazi iconography as well as replace the enemy attack dogs with giant rats to allow it to be released on SNES because of their anti-violence policy. id Software released a map editor to let players create and share online their own home-made maps for the game which started the players' modding communities who blossomed with Doom and maintain their games alive continuously sustaining new content for them. During Doom's development, id Software quickly developed a short extension for Wolfenstein 3D titled Spear of Destiny released the 19th of September 1992 to tease the players with the Hell to come in Doom as Spear of Destiny concluded into Hell, then two years later, Doom 2 included two secret levels featuring Wolfenstein in Hell while re-using Spear of Destiny's Hell final level's music to close the loop.

Ken Silverman decided to develop his own game engine after he played Wolfenstein 3D in 1992. His first game, that he named Walken as in "Ken's Walking simulator", was close to Wolf3D engine. Then he improved his game with his friend Andrew Cotter, added narration to each floor, renamed it Ken's Labyrinth, and released it on Internet as shareware under his brother's company Advanced Systems on 1 January 1993. The game was about escaping a bizarre dream labyrinth full of people shooting projectiles at the player while projectiles were more balls than bullets, meaning they had limited range and were slow enough to dodge them as opposite to Wolfenstein 3D whose weapons were hitscan firearms, some walls reflected projectiles, killed enemies vanished without any death animation nor remnant body on the floor, and Ken himself voiced the protagonist and filled his game with pictures of himself which hurt the player if they dared to shoot them, which made his game personal. Epic MegaGames, then Wolfenstein 3D's publisher Apogee Software's main competitor, noticed it, saw potential, then signed a commercial agreement with Ken's father, as Ken was still minor. However, the original Advanced Systems' Ken's Labyrinth was made from Ken and Andrew's limited resources to the point that Ken made the sound effects with his mouth, therefore Epic MegaGames made use of their resources to revamp the game, replaced the projectiles balls with bubble gum balls, starbursts which bounced off walls, and homing missiles, while collecting more of the same weapon increased their range and collecting thunderbolts increased the range of all weapons at once, also replaced the original final boss with Ken himself, added diverse monsters, temporary power-ups such as reflecting enemies' projectiles, kill enemies on contact, and invincibility, as well as treasures for buying these power-ups from vending-machines and for paying doors' toll, slot-machines to win coins instead of finding treasures in secret areas, death-traps such as holes in floors which were the only way to get rid of some invulnerable enemies, water fountains which slowly restored health (much like in Duke Nukem 3D three years later), changed the goal from the original's merely escaping the labyrinth to rescue the player's abducted dog Sparky and save the world, added the requirement to have Sparky follow the player to the exit of each floor to be able to reach the next floor, which made the player have to pay attention to another character beside their own, and commercialized Ken's Labyrinth v2 still as shareware the 21st of March 1993. All versions of Ken's Labyrinth got to be source-ported many times and even onto Nintendo Switch by a fan. As soon as id Software showed off some previews of Doom in the middle of its development, Ken Silverman started to develop his own game engine to rival with John Carmack once again, used a thesaurus to search synonyms for the word "construction", and named his new game engine "Build". Apogee Software wanted Build since id Software went their own way and didn't want to license their new Doom engine (yet). Both Epic MegaGames and Apogee Software attempted to contract Ken Silverman who chose Apogee Software which he never explained his reasons however Epic Games expressed no regret since not relying on Ken Silverman motivated them to develop their own technologies, which paid off.

Most shooters in this period were developed for IBM PC compatible computers. On the Macintosh side, Bungie released its first shooter, Pathways into Darkness in August 1993, which featured more adventure and narrative elements alongside first-person shooter gameplay. Pathways had been inspired by Wolfenstein 3D, and born out of an attempt to take their previous top-down dungeon exploration game Minotaur: The Labyrinths of Crete into a 3D setting.

ShadowCaster, developed by Raven Software and published by Origin Systems the 27th of October 1993, used a heavily modified version of Wolf3D engine made by John Carmack during summer 1992 who offered it to Raven Software after he was impressed with their first RPVG Black Crypt because he was curious about how Raven would use his game engine to make a RPVG instead of a FPSG. ShadowCaster was the first commercial game released with classic "2.5D Doom engine" improvements such as distance fogging, non-orthogonal walls, textured ceilings and floors, etc before Doom itself came out. It introduced some RPG elements into a FPS game engine as well as a customizable HUD, an auto-map, jumping, swimming, flying, shapeshifting with each metamorphosis featuring its own characteristics to adapt to each situation. Then it got enhanced with redbook audio narration, voiced dialogues which replaced the text boxes, two new levels, and 3D rendered cutscenes, then re-released on CD-ROM in 1994. ShadowCaster started a durable close friendship between id Software and Raven Software as id will always share their technologies with Raven who will continuously use and upgrade them.

Apogee Software, the publisher of Wolfenstein 3D, followed up its success and released another FPS game based on its engine titled Blake Stone: Aliens of Gold from another developer Jam Productions 5 December 1993 which featured a sci-fi setting about a British secret agent named Blake Stone pursuing a mad scientist through his facilities like a sci-fi James Bond, a similar Wolf3D's gameplay of exploring mazes while battling various foes to find keycards required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss but with a far wider diversity of enemies, and added textured floors and ceilings, switches to find and to press to open new areas, traps, an auto-map, stats tracking, a grenade launcher, limited-use vending-machines, teleporters, enemies spawners, back-tracking to previous levels as well as some friendly NPCs in the form of scientists who would give the player hints and supplies provided the player didn't kill them. The game was initially well-received but sales rapidly declined in the wake of the success of id's Doom, released a week later. It still got a sequel Blake Stone: Planet Strike the 28th of October 1994 which integrated the auto-map into the HUD as a rotating mini-map which revealed secret doors at the cost of consuming auto-mapper charges and added some enemies who camouflaged into the environment or were cloaked to surprise the player though.

Advances in 3D engines: 1993-1997

During the Doom & Quake's era from 1993 to 1997, FPS games were still all about their game engines as original and innovative games were ignored for the only reason that their game engine was outdated. FPS games were simplistic shoot them all without any complex plot however their gameplay started to evolve and the combo id Software & Raven Software still dominated the market while a challenger Captone Software persisted at attempting to be original and compete with them and failed every time for diverse reasons where another challenger LucasArts succeeded and Bungie Software made FPS games featuring a complex plot, the modding communities who sustain life into their games blossomed starting from Doom, 2D sprites were replaced with 3D polygons starting from Descent then Quake and Apogee Software returned on the market as 3D Realms thanks to Ken Silverman and some personality.

Doom, released the 10th of December 1993, refined Wolfenstein 3D's template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design (Wolfenstein 3D was limited to a grid based system where walls had to be orthogonal to each other, whereas Doom allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating a far more believable 3D environment than Wolfenstein 3D's levels, all of which had a flat-floor space and corridors. Doom allowed competitive matches between multiple players, termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon. According to creator John Romero, the game's deathmatch concept was inspired by the competitive multiplayer of fighting games such as Street Fighter II and Fatal Fury. Doom became so popular that its multiplayer features began to cause problems for companies whose networks were used to play the game, causing frequent bandwidth reductions. Doom has been considered the most important first-person shooter ever made. It was highly influential not only on subsequent shooter games but on video gaming in general, and has been made available on almost every video gaming system since. Multiplayer gaming, which is now integral to the first-person shooter genre, was first successfully achieved on a large scale by Doom. While its combination of gory violence, dark humor and hellish imagery garnered acclaim from critics, these attributes also generated criticism from religious groups and censorship committees, with many commentators labelling the game a "murder simulator". There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of the game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - whose work the families claimed inspired the massacre. John Carmack explained how he designed his Doom engine to Ken Silverman that he considered his only equal which inspired Ken who was in the process of developing his Build engine.

Operation Body Count, developed on Wolf3D engine and released by Capstone Software on 1 January 1994, was Capstone's first FPS game, was all about a terrorist attack on the UNO tower, and was an early attempt at making a tactical FPS game since the player was in command of an anti-terrorist squad that they could order around and even switch to any of their body at any time as long as they were not dead and featured some digitized graphics, transparent textures such as breakable glass, randomization of enemies and items' placement, body armors, booby-traps, and a nearly fully destructible environment since the flamethrower could set people and environments on fire, which could make movement extremely hazardous for the player, especially since the fire randomly spread, and the grenade-launcher too could destroy any wall (with some hard coded exceptions). OBC also featured textured floors and ceilings and an auto-map like Blake Stone however, unlike BS, OBC featured more than one floor texture per level although its floors and ceilings' graphics were partially parallax meaning that they appeared to "warp" as the player moved around. Despite some of its original ideas, it was badly made, the terrorists were stereotypes of Arabian people, the AI was not smart enough to make nor the enemies pose any challenge nor the squad's teammates be actually useful, and being based on Wolf3D engine after Doom was released made it already technologically outdated and "doomed" from the start as opposite to Blake Stone which did enjoy one week of glory before Doom was released. OBC still got to be source-ported into GZDoom and remastered by its modding community eventually though.

Corridor 7: Alien Invasion, developed and published by Capstone Software the 1st of March 1994, was their second attempt to make a FPS game. Still based on Wolf3D engine, the plot reminds strikingly of Half-Life's, four years later, since it was about scientific experiments with gamma beam on an alien artifact brought from Mars by a team of American scientists which opened a portal and connected Earth to another world from which an alien invasion started into the research facility. Corridor 7 added animated textures such as computer screens, distant shading which darkened distant areas to limit the player's sight's distance, dark areas and night vision mode to see into them, some invisible aliens and traps which could only be seen through infrared vision mode, some energy stations to recharge the visor's battery, some aliens who camouflaged into the environments (like Blake Stone: Planet Strike released half a year later), screen jumpscares whenever the player was idle for 10 seconds, body armors, limited-use healing chambers, force fields which hurt the player if they walked into them, mines to trap corridors, maps of the floors, and replaced keys with security computer screens which unlocked all doors of the same color within the floor whereas some computers were traps which triggered an alarm which attracted nearby enemies to the player. Capstone Software released Corridor 7 first as floppy disks, then as a CD-ROM the 6th of May 1995 which featured a different soundtrack, randomization of placements within floors, and added 10 more levels into the alien homeworld with new weapons and alien types along with multiplayer in the form of up to 12 players' deathmatch and team deathmatch modes (believed to be the first FPS game to allow that many players) and 8 additional maps made specially for it. In deathmatch, the player could choose among 12 of the game's characters both humans and aliens who had different speed and health stats, however all characters used the same weapons though. Corridor 7 was a significant improvement after Capstone's previous FPS game Operation Body Count (read above), the atmosphere was gripping, the aliens were more appreciated than the stereotypes of Arabian people, the AI was improved with some enemies patrolling routes and some others camouflaging into environments or being invisible and not attacking until the player was close enough to ambush them, providing an actual challenge to players, and the game was considerably more evolved than Wolfenstein 3D and Blake Stone, however it was still based on the then outdated Wolf3D engine after Doom was released and therefore was "doomed" from the start too even if it did better than its predecessor, it was still not technologically on par with Doom and Capstone moved onto another new game engine after this game. Still, Corridor 7 was so appreciated that it got to be source-ported only five years after its original release into the Doomsday engine and completely remastered by its modding community.

The 12th of March 1994, the Japanese company Exact released Geograph Seal for the Sharp X68000 home computer. An obscure import title as far as the Western market is concerned, it was nonetheless an early example of a 3D polygonal first-person shooter, with innovative platform game mechanics and free-roaming outdoor environments.

CyClones was begun in February 1994 and published by Raven Software the 1st of November 1994, marking the beginning of a new period for Raven who split into two groups: One which worked with id's new DOOM engine to create Mage, a fantasy action game, which would eventually evolve into the game Heretic. The other team started on a project that was to use the engine from ShadowCaster to create a futuristic missions-based FPS game called CyClones. The name referred to Cybernetic Clones, the minions of aliens who had ravaged and devastated Earth. The game was in first person 3D, as was most other Raven games, so reusing the ShadowCaster engine and its tools was a natural choice. But within a short time, the team found that they wanted to do more with the game and engine than they had done before. A new, 100% in-house engine was created that could handle moving platforms, catwalks, sloped areas, and transparent textures. The engine, by Carl Stika, was nicknamed STEAM. A small budget was granted for full-motion video sequences to be created for the game, to be presented between missions as briefings. CyClones allowed to use the mouse to aim without moving, as opposite to other FPS games from the time which bound the mouse to both aiming and moving simultaneously, and without turning either, as the crosshair was not fixed at the center of the screen on which it could move freely as opposite to nowadays standard fixed aiming, CyClones's aiming was comparable to Metroid Prime's years later. CyClones used the mouse not only for aiming but also for picking up objects and interacting with the environment such as doors and switches and even revealed secret doors since the crosshair changed color upon pointing a secret door. It also included vertical aiming, jumping, various missions objectives as well as one of the first training modes in a FPS game.

Apogee Software's Rise of the Triad: Dark War, released the 21th of December 1994, began as a sequel to Wolfenstein 3D, but was soon altered and became a stand-alone game . The game included "ludicrous" gibs, bullet holes persisted, and sheets of glass could be shattered by shooting or running through them.

Bungie Software released the sci-fi FPS game Marathon the 21th of December 1994 still exclusively on Mac, which streamlined concepts from their previous game Pathways Into Darkness by eliminating role-playing elements in favor of the shooter action spurred by Doom's success. Marathon was highly successful, leading to two sequels Marathon 2: Durandal released the 24th of November 1995 then Marathon: Infinity released the 15th of October 1996 to form the Marathon Trilogy, and becoming the standard for FPS games on Mac which pioneered or was an early adopter of several new gameplay features such as default freelook, ammo clips and weapons reloading though not manually, forcing the player to keep an eye on their ammo clips to anticipate the next reloading, dual-wielded and dual-function weapons, a motion sensor to detect both enemies and allies in the area, gravity alterations, swimming, interactive environments such as healing stations, oxygen stations, save points, teleporters, many computer terminals spread all around the levels as plot devices which provided messages, informations, various objectives and maps to the player's character as well as friendly defense drones and non-player characters (NPCs), versatile multiplayer modes (such as King of the Hill, Kill the Man with the Ball, and cooperative campaign) and a map editor for players to create and share their own maps for the games. The Marathon games also had a strong emphasis on storytelling in addition to the action, which revolved around evolving relationships between the human player's character and some AIs during a surprise invasion and subsequent war against a hostile alien Empire which already conquered and enslaved some other alien species, much like Bungie's future projects such as the Halo and Destiny series which took a lot from the Marathon trilogy which is no more exclusive to Mac since Bungie Software open-sourced it in 2000 then released the original trilogy as freeware in 2005, some fans have source-ported it to Windows and Linux as well as remastered them using the open-source engine Aleph One and have even been developing many new scenarios, total conversions, and multiplayer maps sustaining a still active community. Many sci-fi games both from Bungie themselves and from other studios have cited the Marathon trilogy as a huge influence on their stories and settings such as the series Halo, Destiny, Mass Effect and Warframe.

After having provided a modified Wolfenstein 3D engine to Raven Software for ShadowCaster and being impressed by the final result, id Software requested that Raven develop a medieval-themed/dark fantasy game using a modified version of id's Doom engine. Raven considered themselves as typical D&D fans and initially drafted the game with role-playing elements. They then took instruction from id programmer John Carmack to simply "do it like Doom, and add the fantasy flavor." Raven Software then used and upgraded the Doom engine and released Heretic the 23th of December 1994 which introduced larger maps, vertical aiming, flying, gibs, randomized ambient sound effects, interactive environments such as rushing water and winds which push the player along, an inventory system to store and select many different items which range from health potions to the "morph ovum" which transforms enemies into chickens and one of the most notable item that can be found is the "Tome of Power" which acts as a secondary firing mode for certain weapons, resulting in a much more powerful projectile for each weapon, some of which change the look of the projectile entirely, then Raven added two more episodes and re-released it as Heretic: Shadow of the Serpent Riders the 31st of March 1996.

Super 3D Noah's Ark, developed on Wolf3D engine and published by the christian video-games company Wisdom Tree (formerly named Color Dreams) the 1st of January 1995, was the first non-violent FPS game along with being the first religious FPS game (Doom was already based on christian mythology as well since the enemy was christian's Hell however unlike Super 3D Noah's Ark, it merely used it as a setting and didn't attempt to teach religion) which featured Noah from Abrahamic mythology's Noah's Ark as the protagonist and re-used Wolfenstein 3D's gameplay and level-design while replacing enemies' death animations by seemingly friendly animals falling asleep upon being hit by the player's weapon which was a slingshot shooting food to feed the unresting hungry animals aboard goats filled Noah's Ark made of the recycled original maps from Wolfenstein 3D including the same items' placements and even the SNES version was itself a mere reskin from Wolfenstein 3D's SNES version as well however the PC version did upgrade some things upon Wolfenstein 3D such as textured floors (like Blake Stone) along with higher resolutions graphics and MIDI music, and added a new gameplay feature such as quizzes which tested the player's religious knowledge whose rewards were more ammo to keep playing the game along with some score's points. This is not what Wisdom Tree had originally designed though, since they originally designed a FPS game based on the horror movies Hellraiser themselves adapted from Clive Barker's novels, until they realized that this was in contradiction with their christian social image then designed Super 3D Noah's Ark instead. A popular rumor has it that Wolf3D engine was given to Wisdom Tree by id Software as a kind of "revenge" against Nintendo for all the censorship that Wolfenstein 3D had to go through to be on the Super Nintendo. However, there's no proof of this, and Wisdom Tree bought a license for the game engine like everybody else instead of having it "given" to them. The SNES version was not licensed by Nintendo and therefore couldn't be played on a SNES by itself which is why the SNES game cartridge was actually an adapter cartridge which required another licensed SNES game cartridge to be inserted into it in order to get Super 3D Noah's Ark to work despite being unlicensed.

Star Wars: Dark Forces was released the 6th of February 1995 after LucasArts decided Star Wars would make appropriate material for a game in the style of Doom. However, Star Wars: Dark Forces improved on several technical features that Doom lacked, such as the ability to crouch, jump, or look and aim up and down. Dark Forces also was one of the first games to incorporate 3D-designed objects rendered into the game's 2.5D graphics engine. The game's success launched the Star Wars: Jedi Knight series, beginning with the direct sequel Star Wars Jedi Knight: Dark Forces II the 9th of October 1997.

Descent (released by Parallax Software the 17th of March 1995), a game in which the player pilots a spacecraft around caves and factory ducts, was among the earliest truly three-dimensional first-person shooters. It abandoned sprites and ray casting in favour of polygonal models and allowed movement through all of the six possible degrees of freedom.

The 28th of April 1995, the Japanese company Exact released the successor to Geograph Seal for the PlayStation console, called Jumping Flash!, which placed more emphasis on its platform elements.

Witchaven, developed by Capstone Software and published by their parent company IntraCorp the 20th of September 1995, was the first commercial game licensed on Apogee Software rebranded 3D Realms' Ken Silverman's new Build engine to rival id Software's John Carmack's Doom engine and was a medieval fantasy First Person Slasher game as in a melee-focused FPS game, reminiscent of Raven Software's Heretic including an inventory system, both a single-player campaign and multiplayer, but far harder as it was far more tactical, making use of environmental hazards such as magma and traps against enemies, while implementing more of a RPG gameplay such as weapons' durability which broke after many uses, requiring the player to find other weapons and save the strongest weapons for the strongest foes, evolving stats from earned experience where each level up unlocked new spells and abilities such as lockpicking in the form of an unlocking spell as well as dual wielding some weapons. The campaign involved a knight on an epic quest to defeat a witch who cast a curse of never-ending darkness onto his land. In order to complete this quest, he had to battle hordes of minions with both medieval weapons and magical spells to reach the witch on her volcanic island. It featured digitized graphics, however the characters made of clay didn't appeal to everyone and the environments were empty, as well as adjustable level of gore, the same Corridor 7's trick to spawn a screen jumpscare whenever the player is idle, and it is known for game logic issues, dumb AI, hazardous map triggers and game physics that cause slippery player movement, sudden deaths, and faulty hit detection. That didn't stop an original fan of the game to eventually name his black metal band after it. Witchaven was open-sourced in 2006 then source-ported into JFBuild by JonoF and into BuildGDX by its community which fixed most of its original issues in 2018.

William Shatner's TekWar, developed by Capstone Software and published by SoftKey Multimedia Inc. the 30th of September 1995, barely ten days after Witchaven (read above), was the second commercial game licensed on Apogee Software rebranded 3D Realms' Ken Silverman's new Build engine to rival id Software's John Carmack's Doom engine and was a FPS game adapted from William Shatner's TekWar novels and TV series who personally contributed to the video-game to the point of live-acting the player's boss during briefings and debriefings. William Shatner's TekWar, both novels, TV series and video-game, is a sci-fi story revolving around a neural drug named Tek and the Matrix, a virtual reality (four years before the first Matrix movie). The video-game featured FMVs, digitized live-actors and actresses, a stun gun to neutralize people in a non-lethal fashion, and gibs and dropped the player into a lively open-world future Los Angeles, making it the first FPS game which featured an open-world modern city, full of civilians, cops and enemies where civilians panicked if the player drew a weapon who they begged to not shoot while holding their hands up and ran away for their life whereas cops drew their gun onto the player and ordered him to drop their weapon and enemies shot him on sight from everywhere without the cops ever reacting whereas they shot the player if he dared to shoot back at the enemies, which is the main issue with this game: everyone is allowed to shoot you but you are not allowed to shoot anyone. Some civilians were actually kamikaze androids who self-destructed when close to the player, taking them into their explosion. Half of the game also took place into the Matrix. William Shatner's TekWar was the worst of Capstone's FPS games however it still got to be source-ported into BuildGDX.

Raven Software upgraded the Doom engine further and released Hexen: Beyond Heretic the 30th of October 1995 which added jumping, more immersive environments with effects such as swirling leaves or scattering bats upon the player's approach, weather effects, some destructible objects, scripted environmental changes such as earthquakes, different character classes to allow different playstyles as well as interconnected maps through hub maps instead of the standard linear succession of maps which granted a taste of open-world in a FPS game.

Apogee Software, then renamed 3D Realms, followed up with Duke Nukem 3D (sequel to the earlier platformers Duke Nukem and Duke Nukem II), released as shareware the 29th of January 1996, which ran on the then new Build engine developed by Ken Silverman with the support of John Carmack. Duke Nukem 3D won acclaim for its humour based around stereotyped machismo as well as its adrenalinic gameplay and graphics. However, some found the game's (and later the whole series') treatment of women to be derogatory and tasteless.

Witchaven 2: Blood Vengeance, developed by Capstone Software and published by their parent company IntraCorp the 6th of May 1996, was a sequel to the first Witchaven which set the knight from the first game onto an even more perilous quest to rescue the princess abducted by the witch's sister seeking vengeance, still licensed on 3D Realms' Build engine, it added dual weapons wielding or wielding a shield in the place of the second weapon as well as a map editor to let players create and share their own maps, however Capstone didn't fix the first game's issues and it was their last game before going extinct as they were developing a Build-based sequel to their previous Wolf3D-based game Corridor 7 when their parent company IntraCorp went bankrupt. Witchaven 2 was open-sourced in 2006 then source-ported into BuildGDX by its community which fixed most of its original issues in 2018.

The game PowerSlave was initially designed using the Build engine for MS-DOS, but was later spun off into releases for Sega Saturn and Sony PlayStation using developer Lobotomy Software's in-house SlaveDriver engine. While the PC version is a traditional linear first-person shooter, the console versions feature non-linear progression and unlockable player abilities reminiscent of a metroidvania.

Strife, developed by Rogue Entertainment and published by Velocity Inc. the 15th of May 1996, was the last commercial game which used and modified the Doom engine before id released the new Quake engine the following month and it introduced some RPVG's features into the standard FPS formula such as an actual lively open-world filled with NPCs, dialogues with choices of answers, some of them were even voiced, trade, reinforcements who engage the enemies in battle, mandatory and optional quests, character's evolution of his abilities, an intriguing plot branching into different routes and conclusions according to the player's choices and actions, some burning effects as well as some infiltration gameplay such as stealth, disguises and alarms. The plot takes place in a medieval world struck by a comet which released a virus which wiped out almost all life on the planet and corrupted most of the remaining people who created a high-tech theocratic new world order known as "The Order" whereas the few remaining free people organized into an underground resistance known as "The Front" and the player is an unnamed mercenary (sometimes referred to as the Strifeguy) who joins the Front to fight the Order's oppressive rule while being remotely assisted by a Front's radio operative woman nicknamed Blackbird who occasionally comments with humor the situations that the player encounters. However despite all of its innovations, Strife went relatively unnoticed because it was released right between the two other overwhelmingly popular games Duke Nukem 3D and Quake which made the Doom engine already outdated by then. Still, players who discovered it many years after its original release appreciated its originality for its time and even compared it to Deus Ex and Marathon. Doom's modding community source-ported Strife into GZDoom to update and upgrade it from its original version to modern standards.

Shortly after the release of Duke Nukem 3D, id Software released the much anticipated Quake the 22nd of June 1996. Like Doom, Quake was influential and genre-defining, featuring fast-paced, gory gameplay, within a completely 3D game environment, and making use of real-time rendered polygonal models instead of sprites. It was centered on online gaming and featured multiple match types still found in first-person shooter games today. It was the first FPS game to gain a cult following of player clans (although the concept had existed previously in MechWarrior 2's Netmech, with its Battletech lore as well as amongst MUD players), and would inspire popular LAN parties and events such as QuakeCon. The game's popularity and use of 3D polygonal graphics also helped to expand the growing market for video card hardware; and the additional support and encouragement for game modifications attracted players who wanted to tinker with the game and create their own modules. According to creator John Romero, Quake's 3D world was inspired by the 3D fighting game Virtua Fighter. Quake was also intended to expand the genre with Virtua Fighter influenced melee brawling, but this element was eventually scrapped from the final game.

Shadow Warrior, developed and published by 3D Realms the 13th of May 1997, introduced 3D voxels instead of 2D sprites for weapons and inventory items as well as weapons' secondary firing mode, climbable ladders, true room-over-room situations, transparent water, some vehicles to drive, and a brand new Asian hero named Lo Wang into a brand new Asian setting in contrast to its predecessor Duke Nukem 3D's occidental atmosphere and Shadow Warrior, just as its predecessor, features deliberately immature and politically incorrect humor, as well as a protagonist who delivers regular one-liners, commenting upon the situation at hand. Much of the humor is derived from over-the-top, stereotypical portrayals of Asian culture.

Online and console games: 1997-2020

Based on the James Bond film, Rare's GoldenEye 007 was released in 1997, and as of 2004 it was still the best-selling Nintendo 64 game in the United States. It has been the first landmark first-person shooter for console gamers and was highly acclaimed for its atmospheric single-player campaign and well designed multiplayer maps. It featured a sniper rifle, the ability to perform head-shots, and the incorporation of stealth elements (all of these aspects were also included in the game's spiritual sequel, Perfect Dark) as well as some Virtua Cop-inspired features such as weapon reloading, position-dependent hit reaction animations, penalties for killing innocents, and a newly designed aiming system that allowed players to aim at a precise spot on the screen.

Though not the first of its kind, Tom Clancy's Rainbow Six started a popular trend of tactical first-person shooters in 1998. It featured a team-based, realistic design and themes based around counter-terrorism, requiring missions to be planned before execution and in it, a single hit was sometimes enough to kill a character. Medal of Honor, released in 1999, gave birth to a long running proliferation of simulative first-person shooters set during World War II.

Valve's Half-Life was released in 1998, based upon Quake's graphics technology. Initially met with only mild anticipation, it went on to become a commercial success. While most of the previous first-person shooters on the IBM PC platform had focused on visceral gameplay with relatively weak or irrelevant plots, Half-Life placed a far bigger focus on strong narrative; the game featured no cut scenes but remained in the first-person perspective at all times. It capitalized heavily on the concepts of non-enemy characters (previously featured in many other titles, such as the Marathon series and Strife) and wider in-game interactivity (as first introduced by the likes of Duke Nukem 3D and System Shock) but did not employ power-ups in the traditional sense, making for a somewhat more believable overall experience. The game was praised for its artificial intelligence, selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel, Half-Life 2, (released in 2004), was less influential though "arguably a more impressive game".

Starsiege: Tribes, also released in 1998, was a multiplayer online shooter allowing more than 32 players in a single match. It featured team-based gameplay with a variety of specialized roles, and an unusual jet pack feature. The game was highly popular and later imitated by many other titles such as the Battlefield series. Id's Quake III Arena and Epic's Unreal Tournament, both released in 1999, became the real milestones for multiplayer gaming, thanks to their incredible graphics and frenetic, yet accessible and perfectly balanced online modes; on the other hand, both games only featured a very limited single player campaign designed for a more "disposable" arcade approach. Counter-Strike was also released in 1999, a Half-Life modification with a counter-terrorism theme copied from Rainbow Six. The game and later version Counter-Strike: Source (2004) went on to become the most popular multiplayer game modification ever, with over 90,000 players competing online at any one time during its peak.

At the E3 game show in 1999, Bungie unveiled a real-time strategy game called Halo; aka Halo CE at the following E3, an overhauled third-person shooter version was displayed. In 2000, Bungie was bought by Microsoft. Halo was then revamped and released as a first-person shooter; it was one of the launch titles for the Xbox console. It was a runaway critical and commercial success, and is considered a premier console first-person shooter. It featured narrative and storyline reminiscent of Bungie's earlier Marathon series but now told largely through in-game dialog and cut scenes. It also received acclaim for its characters, both the protagonist, Master Chief and its alien antagonists. The sequel, Halo 2 (2004), brought the popularity of online gaming to the console market through the medium of Xbox Live, on which it was the most played game for almost two years.

Deus Ex, released by Ion Storm in 2000, featured a levelling system similar to that found in role-playing games; it also had multiple narratives depending on how the player completed missions and won acclaim for its serious, artistic style. The Resident Evil games Survivor in 2000 and Dead Aim in 2003 attempted to combine the light gun and first-person shooter genres along with survival horror elements. Metroid Prime, released in 2002 for the GameCube, a highly praised first-person shooter, incorporated action adventure elements such as jumping puzzles and built on the Metroid series of 2D side-scrolling platform-adventures. Taking a "massive stride forward for first-person games", the game emphasized its adventure elements rather than shooting and was credited by journalist Chris Kohler with "breaking the genre free from the clutches of Doom".

Efforts to develop early handheld video games with 3-D graphics have eventually led to the dawn of ambitious handheld first-person shooter games, starting with two Game Boy Advance ports of Back Track and Doom not long after the system was launched in 2001. The GBA eventually saw the release of several first-person shooter games specifically tailored for it, including Duke Nukem Advance, Ecks vs. Sever and Dark Arena, with a sizable amount of them being praised for pushing the hardware to the limit while providing satisfying gameplay. Despite their varying reception, they would demonstrate the viability of first-person shooters on handhelds, which became more apparent with new technological advances that accompanied future handheld systems.

World War II Online, released in 2001, featured a persistent and "massively multiplayer environment", although IGN said that "the full realization of that environment is probably still a few years away." Battlefield 1942, another World War II shooter released in 2002, featured large scale battles incorporating aircraft, naval vessels, land vehicles and infantry combat. In 2003, PlanetSide allowed hundreds of players at once to compete in a persistent world, and was also promoted as the "world's first massively multiplayer online first person shooter." The Serious Sam series, first released in 2001, and Painkiller, released in 2004, both emphasized fighting waves of enemies in large open arenas, in an attempt to hearken back to the genre's roots.

Doom 3, released in 2004, placed a greater emphasis on horror and frightening the player than previous games in the series and was a critically acclaimed best seller, though some commentators felt it lacked gameplay substance and innovation, putting too much emphasis on impressive graphics. In 2005, a film based on Doom featured a sequence that emulated the viewpoint and action of the first-person shooter, but was critically derided as deliberately unintelligent and gratuitously violent. In 2005, F.E.A.R. was acclaimed for successfully combining first-person shooter gameplay with a Japanese horror atmosphere. Later in 2007, Irrational Games' BioShock would be acclaimed by some commentators as the best game of that year for its innovation in artistry, narrative and design, with some calling it the "spiritual successor" to Irrational's earlier System Shock 2.

Finally, the Crytek games Far Cry (2004) and Crysis (2007) as well as Ubisoft's Far Cry 2 (2008) would break new ground in terms of graphics and large, open-ended level design, whereas Call of Duty 4: Modern Warfare (2007), Resistance: Fall of Man (2006) and its sequel Resistance 2 (2008) presented increasingly refined linear levels and narratives, with the fast pace and linearity of the Call of Duty games bearing a resemblance to rail shooters. BLACK in 2006 was considered to be a leader in cinematic game design, with strong sound design and destructible environments. In 2007, Portal popularized the concept of puzzles mechanics in first-person perspective. In 2006, Gamasutra reported the first-person shooter as one of the biggest and fastest growing video game genres in terms of revenue for publishers.

Team Fortress 2, originally a user-made mod for Quake but made into an official product by Valve by its release in 2007, launched a new type of team-based subgenre called hero shooters, which consist of first-person and third-person shooters where players selected from one of several pre-made characters with existing weapons and skill sets, using those different characters effectively to complete objectives against their opponents. The hero shooter genre had significant growth following the release of Overwatch in which refined the hero shooter formula by adding unique characters and larger narrative as they expanded the game in future updates.

The use of motion-detecting game controllers – particularly the Wii's – "promised to make FPS controls more approachable and precise with an interface as simple as literally pointing to aim" and thus "dramatically reshape the first-person shooter." However, technical difficulties pertinent to functions other than aiming – such as maneuvering or reloading – prevented their widespread use among first-person shooters. The Pointman user interface combines a motion-sensitive gamepad, head tracker and sliding foot pedals to increase the precision and level of control over one's avatar in military first-person shooter games.

2011 shooter Xonotic

In the late 2010s, first-person and third-person shooters enjoyed a surge in popularity with the rise of battle royale games, in which many players battle for survival on a large map to be the last man or team standing through intense action-packed combat, and PlayerUnknown's Battlegrounds (2017) reached the highest number of concurrent players ever to be recorded on Steam. Its free-to-play mobile game version, PUBG Mobile (2018), reached over 1 billion downloads worldwide by early 2021 and grossed over $8 billion by early 2022.

Rise of VR technology: 2020–present

As Virtual Reality (VR) technologies are being developed, FPS games are being developed right along-side the various VR gaming platforms. The new immersive 3D environments using VR headsets and motion controllers enable some entirely unique experiences and mechanics for FPS games, such as physically ducking / dodging, precise control for throwing objects, and individual finger control, enhancing the interactivity with in-game wearables and other objects in the environment. VR Games naturally have a greater focus on the players' spatial presence and the 3D environment itself rather than the actual challenge / competitiveness of the game, which also extends to first-person shooters, especially in the horror sub-genre. Half-Life Alyx, released in 2020, is to date (2023) the highest grossing VR first-person shooter and is usually considered the first AAA title in VR. While there is much hype in the Virtual Reality arena, it is still an emerging technology, and it has yet to be determined if VR FPS titles will become mainstream competitive or how these platforms will influence the genre in the future.

Research

In 2010, researchers at Leiden University showed that playing first-person shooter video games is associated with superior mental flexibility. Compared to non-players, players of such games were found to require a significantly shorter reaction time while switching between complex tasks, possibly because they are required to develop a more responsive mindset to rapidly react to fast-moving visual and auditory stimuli, and to shift back and forth between different sub-duties.

See also

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