Please don’t shoot – An analysis of 3d shooters features
CHAPTER 2
KILLING OPTIONS
How did the techniques to spread dead evolve through time in the genre? From the free-look option to the complex strategies based on plasmid cocktails in Bioshock, let’s go back over the stages on the path of the perfect mass-murderer.
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The heads, go for the heads!
Next feature I would like to talk about is free-look, the ability to look around in the game environment using a mouse or an an analogical stick on a pad.
Free-look was brought in very early in 3D shooters control systems, and it could not be any different. In real life it’s so natural and so important to look around while we do things, that it seems impossible that you cannot do that in a first or third person videogame. In fact, I didn’t remember that there is no free-look in Doom. And I face a hard time playing it now. I keep on trying to look up…but I simply cannot do that. It sounds weird to even write it down!
The main reason why I’m talking about the free-look feature is not that it improved the feeling with shooters controls (mainly FPS), but that it triggered a true evolution in the genre: with this feature players can finally aim to their targets.
With the possibility to aim, the designers could implement a damage localization system in their games: shoot the head to get an instant kill, hit the legs to make an enemy fall on the ground, or hit the arms to make him drop his weapons.
The majority of games restrict the damage localization system potential to making head-shots mortal hits, compared to other body locations hits. But there are some cases where this feature is used in a far more effective way.

IMAGE: Gruesome side-effects of a sharp head-shot.
While in Soldier of Fortune localized damage has mainly “entertaining” purposes, since it is only used to add drama to enemies’ death, in RE Umbrella Chronicles this feature is a critical aspect of the gameplay.
It increases in fact the chance of survival of the player who takes advantage of it: shoot at a zombie’s legs to make it fall on the ground, slowing its attack down, so that in the meanwhile you can take care of other targets.
The next chart shows how RE Umbrella Chronicles expands the gameplay extension field quite a bit on the Killing Options axis, compared to Doom.

The possibility to aim the shots towards specific enemy body locations boosters the tactical elements of 3D shooters, and it’s a perfect “gameplay translation” of the easy to learn, difficult to master motto. Although everybody can hit a sitting duck, only the most skilled players can aim a perfect head-shot in the middle of a hard fought shootout.
I bet you have all been thinking about zombies\aliens\robots\nazis die loosing heads, arms and so on. But there’s more than that. The amount of realism brought by the damage localization feature carried players’ avatars away too, giving birth to a number of games, the most part entitled to a popular novel writer, where the rule is one shot, one kill.
I consider these games a niche of the market, because if a single, well aimed bullet can cause the instant death of your character, you will pay dearly for any mistake, and that can be very frustrating on the long run.
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Gnôthi seautón
Some shooters allow the player to modify the abilities of his character as the game goes on. Basically it deals with putting classic RPG elements into shooters’ mechanics (the evolution of this genre, according to Cliffy B).
This way the player is provided with a flexible editing system for their character which may be used to mould the character’s image for the gameplay he desires.
Let’s take Bioshock as example. In Bioshock there is a currency called adam that the player can spend to acquire plasmids. Plasmids can be then equipped by the character, so that he gets special abilities like setting enemies on fire, making the guard robots help you during the shootouts, or even letting your enemies think you are a friend. These abilities combined with the different weapons characteristics, offer a lot of different strategies to engage the fight to the player, and to be very creative in doing so. For example you can set an enemy on fire, an then finish him with a nice and crispy heat-seeking missile, or kill an entire group of enemies accidentally walking into a pool of water, electrocuting them.

IMAGE: Fried electrocuted enemies in water bath from Bioshock.
I will spare you the graphic comparisons between Doom and Bioshock, for it would be harsh on Doom. It is already clear that the complexity level that can be evoked in today’s shooters when the designers turn to other genre can be huge. So many different game variables that the player can take advantage of are involved, that the gameplay extension field in such games expands in directions not foreseen even by the designers themselves.
This is technically called emergent gameplay, the true strength of those games a step ahead of the mass.
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IN THE NEXT CHAPTER : ARSENAL. Every job has its tools, and weapons are a “shooter’s” tools. Let’s find out the way weapons evolved, and how the weapon concept stretched though time, to cover with exotic devices like whirling blades or gadgets to shift time.
Stay tuned!
Disclaimer: all pictures belong to their rightful owners.
Claudio Scolastici is a skater-psycologist who’s completely into videogames. He is a member of Noname Creative Team at Palzoun.



