Putting the inattentive misinterpretation of my previous posting aside, let's just finish with the irrelevant "Is Doom the First FPS?" discussion. It is not, and your stubborn unwillingness to face the facts is silly and meaningless.[url="http://en.wikipedia.org/wiki/First-person_shooter#History" said:Wikipedia[/url]]It is not clear exactly when the first FPS was created. Maze War is the most likely candidate, but even its developer cannot remember exactly when it was produced. The initial development of Maze War probably occurred in the summer of 1973.
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Phantom Slayer and Dungeons of Daggorath (1982) restricted the player to 90-degree turns, allowing "3D" corridors to be drawn with simple fixed-perspective techniques.
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1987 saw the release of MIDI Maze (aka Faceball), an important transitional game for the genre. Unlike its polygonal contemporaries, MIDI Maze used a raycasting engine to speedily draw square corridors. It also offered a networked multiplayer deathmatch. . . .
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In early 1991, Data East released Silent Debuggers for the TurboGrafx-16. This game featured a minimum ability to look up and down. In late 1991, the fledgling id Software released Catacomb 3D, which introduced the concept of showing the player's hand on-screen, strengthening the illusion that the player is viewing the world through the character's eyes. In 1992, Ultima Underworld was one of the first to feature texture mapped environments, polygonal objects, and basic lighting. The engine was later enhanced for usage in the game System Shock. Later in 1992, id improved the technology used in Catacomb 3D by adding support for VGA graphics in Wolfenstein 3D.
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In the year that followed the success of Wolfenstein 3-D, many imitators quickly arose, including Ken's Labyrinth by Epic Games, and several games licensing the Wolfenstein 3-D technology like Blake Stone: Aliens of Gold. Softdisk also released a series of sequels to Catacomb 3D using a modified version of id's engine . . .
If we're discussing the engines, it's Unreal Engine 3 vs an older version of the Gamebryo engine. I don't know what else is there to add - the mismatch is so obvious that needs little explanation.programmer.craig said:We are discussing whether or not Bioware's current game engine is as good as Bethesda's current game engine. It clearly isn't. I have to doubt the sanity of anyone who thinks that it is.
If we're discussing the games' elements, it's an unequal comparison of its own. Mass Effect is an artistically distinctive game that offers cinematic experience, compelling storyline, strong writing, memorable art direction, a number of innovative features that set a new high mark for modern game development. Fallout 3, on the other hand, is an artistic mess that looks more like a frat-house farce than a Hollywood-style blockbuster. Unimaginative storyline, atrocious writing, inconsistent design, forgettable art direction, and a number of truly idiotic features that manage to set a new low for modern gaming.
One game has fluid animations, photorealistic character models, soft shadows, top-notch voice acting, intricated quest design, less than stellar but quite tolerable NPC AI, and unique dialogue system with unusually strong writing. The other one features jerky animations, unsightly models, no environmental shadows whatsoever, exaggerated voice acting, tiresome quest design, moronic AI, and deficiently implemented dialogue system with—you got it—horrendously dreadful writing. Surely, one must be crazy to consider Mass Effect a better game.
Well, I'll give you that.And by the way... no jumping. Jumping is hugely important.
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