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FPS for the Future?
Feb 25, 10:00 am

“First-person shooter (FPS) is a video game genre which centers the gameplay around gun- and projectile weapon-based combat through the first person perspective; i.e., the player experiences the action through the eyes of a protagonist. The genre coalesced with 1992’s Wolfenstein 3D, which is generally credited with creating the genre proper and the basic archetype upon which subsequent titles were based.” - wikipedia

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The first person shooter genre is obviously a genre most of us have grown to love and even for some the first genre they ever played. Whether FPS keeps you playing games, started you playing games or just kills time in between your MMO pwnage, FPS has most likely shaped your game play at some point.

Since Xbox has launched it has been a console that has relied on the FPS genre to propel it to new heights with its popular and exclusive title Halo. With the launch of Xbox live in November 2002, it allowed the console FPS to grow exponentially.  Halo was a launch title for the original Xbox and became the best selling console game in history, twice, with Halo2 and Halo 3. Halo 3 grossed $300 million in its first week and over 1 million people played it online in the first 24 hours!

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Then comes the Call of Duty series which has culminated in Call of Duty: Modern Warfare 2 on 11-10-9, on both Xbox and PS3, which sold 4.7 million copies worldwide within the first 24 hours. Now the most popular and most played FPS on the planet and one of the most sold console games ever, but like any game still has its flaws. 

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One of this genres glaring flaws on any system has always been player hosting and networking . Now if you are an FPS player you have experienced a host shotgun, host that you can’t kill, lag switches, bad connection, dashboarding and so many other advantages that only a host can have. Hosts always have that split second advantage and it can sometimes make a Pub match unbearable. Of course we all know the networking on Call of Duty has been disheartening at best. Player hosting also limits the amount of people we can have in a single match.

The real question here is “How do we fix this?”. As a member of the gaming community myself I believe that there really is only 1 answer, SERVERS. Now PC has done this for many years and yes the better your connection to the server, lower ping you have, you can still experience slight advantages but this is the fairest way to allow a “generic” host. Now I know this is not a new idea by far but it is time for all gaming companies to start utilizing this so that online play is as fair as possible and so much less frustrating.

In comes MAG (Massive Action Game) a PS3 exclusive and a game that allows up to 256 players in a single match.

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“The game uses a new server architecture to support online battles with up to 256 players, with users divided into 8-player squads, with 4 squads forming a platoon, and 4 platoons forming a company. Each squad is led by a player who has advanced through the game’s ranking system.  Character statistics and development also increase with frequent game play.  The players most advanced in rank are able to either direct the battle or participate directly in combat.”

“Basic battles take place within ongoing, faction-based campaigns to encourage the player to actively play.  The game’s E3 unveiling trailer featured large landscapes, tactics such as air strikes and parachuting, and a variety of vehicles, from tanks and APCs to airplanes. Players are able to customize the face, voice, and armor of their characters, as well as what weapons and kit they carry into battle. In game, the player can level up to 60 on any faction. After unlocking this, they may create a new soldier on another faction.”

Is this the future of FPS? Is this going to revolutionize the way we look at the FPS genre on consoles? All we can do is wait and see but what MW2 fan wouldn’t drool at the possibility of a server hosted, primarily network error free game play system with up to 256 players? I can only hope.

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