Updated: Feb 10
This article’s predecessor - Eight Gameplay Mechanics Every Immersive FPS Should Have - was originally published by Exclusively Games in 2019. At the conclusion of the article, we invited the Exclusively Games’ readership to suggest other game mechanics that immersive FPS games should include. The response was fantastic, with many superb suggestions sent in. Unfortunately, Exclusively Games went on hiatus before the follow-up article could be published. Therefore, I am publishing it here on Nomad’s Reviews.
The mechanics listed below are those suggested by readers who commented on either the Exclusively Games website, Twitter, or the various Facebook groups the previous article was shared around.
As such, the suggestions below are not my own, so don’t '360-Noscope' my head off if you disagree with them 😊
With that out of the way, here are 10 MORE gameplay mechanics every FPS should have - as suggested by readers of Exclusively Games.
1. Weapon Degradation, Jamming and Overheating
In many FPS games your hand cannons never wear out, never get dirty, never jam and never overheat. The only thing that stops your weapon from firing is running out of ammo.
Anyone who knows how real-steel firearms work will tell you that this isn’t true for the real world. Guns need cleaning to remove carbon build-up or they will become increasingly prone to jamming. What’s more, firing them constantly will cause the barrel to heat up. This will reduce accuracy and wear out the barrel faster. If you keep on firing you may damage the barrel completely.
There are a few FPS games that include these mechanics. Weapons in Far Cry 2 can jam…
Far Cry 2 Weapon Jams
Far more annoying when they happen in the middle of a firefight
Video by tZveig
…and degrade with use. Continued use of a weapon that is in a very poor condition is dangerous - as it may blow up in your hand!
Far Cry 2 - Weapon Breaks and Explosions
Even more annoying in a fire-fight!
Video by tZveig
The sandbox mods for S.T.A.L.K.E.R., such as Call of Chernobyl, Call of Misery, Anomaly, etc. feature weapon jams, weapon degradation, and weapon overheating. They also feature comprehensive systems of weapon cleaning and repair. Remember kids, if you don’t look after your weapon it can’t look after you!
2. Weapon Customization
In some FPS games, you will be given a standard weapon and like it. If you want to pimp it to your needs then tough luck, you can’t.
However, some FPS games allow for significant weapon customization. The Crysis games allow for on-the-fly customization of weapons via various addons which can be attached and removed as desired. These include various scopes, laser sights, silencers, grenade launchers, etc.
Crysis 3 On-The-Fly Weapon Customization
The ‘Kurger Bing’* of Guns – “shoot it your way”
Video by Loopy
S.T.A.L.K.E.R. Lost Alpha, S.T.A.L.K.E.R. Call of Pripyat and its various sandbox mods all allow for both the real-time fitting and removing of attachments from your weapon and making permanent alterations to it. This is assuming you can find a technician and have the in-game funds (or Vodka) to pay for the upgrades of course.
This is done via an upgrade tree, and some upgrades are mutually exclusive to others. This means you will need to make a decision. Do you;
A) Choose to specialize the weapon for a specific task, for example maxing out is accuracy for sniping.
B) Opt for a generalist approach, with small increases to accuracy, reliability, rate of fire, recoil reduction, etc. to create a better general-purpose weapon?
In the video below we can see the difference that recoil reduction can make. The first gun is vanilla, the second has been significantly upgraded.
S.T.A.L.K.E.R. Call of Chernobyl Weapon Customization Demonstration
Multiple subtle improvements can combine to make a big difference
Video by Wheaton Adams
3. Resting Weapons Against Obstacles, Bipods and Blind Fire
Any experienced shooter will tell you that resting a weapon on something, such as a window ledge, backpack, etc. makes shooting easier. Very few games feature this, but Red Orchestra is an exception, at least when it comes to machine guns. Bipods make controlling fully automatic fire more controllable than firing from either the shoulder or the hip, and Red Orchestra has that too. It even has blind-fire that is genuinely blind.
Full disclosure - I have not played any of the Red Orchestra games at the time of writing, so I am going by what I can glean from the internet and YouTube. Apologies in advance for any inaccuracies on my part. Feel free to correct me.
Red Orchestra Bipods
Lots of weapons which appear to be implemented realistically
Video by JarekTheGamingDragon
Red Orchestra 2 Blind Fire
"Suppressive Fire!!!" + 10 brownie points if you get the reference ;-)
Video by Dreklo
4. Realistic Magazine System
How most FPS games manage your ammo supply is a little odd if you stop to think about it. FPSs from the ‘90s - the so-called ‘Golden Age of First-Person Shooters’ - allowed you