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【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

author:GameRes Gaming Network
【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Author: Minke

First Zhihu https://zhuanlan.zhihu.com/p/689951216 (Recommended to view the original article)

Preface

In the past year, I changed my project and started to do shooting games from the perspective of TPP, and I will find that the difference between FPS and TPS production is much bigger than I imagined, and even sometimes I feel as if I am not doing shooting, but more like an action game.

The difference between TPS and FPS is simply the difference in lens position

The difference in field of view caused by the difference in lens position, and the difference in field of view brings differences in information and experience.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences
【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Comparison of different perspectives of the peace elite and the FOV

In this article, I will pick a few points that I feel are the most different from doing it, and briefly talk about some of the feelings of doing TPS.

*Note: The TPS in this article refers to the shooting game with the default over-the-shoulder camera perspective, and those categories of side-by-side/top-down view seem to have a bar fine and will also be counted as TPS, which I won't

1. Open fire

There are three main types of weapon fire in TPS, FPP, TPP, and Shoulder Shot, each of which has its own advantages and disadvantages.

1.1 Selection of firing method

1.1.1FPP

Since everyone uses dual lenses for TPS, the lens switching between FPP and TPP has always been a relatively big problem, mainly two core pain points:

  • Pain point A: The sudden disappearance of the character and the sudden appearance of the weapon within one frame
  • Pain point B: The difference in position before and after the lens switch

There are two common camera switching schemes, and of course there are also options that do not cut the lens.

1.1.1.1 Instantaneous scheme

Weapon opening from the TPP perspective to the FPP perspective,The common practice is to push the lens forward,At the same time, directly cut to the FPP perspective in a certain frame,As long as the action is fast enough,It seems that everyone can tolerate this change (or everyone is used to doing this),In fact, this change is relatively large,For the player, there is a sudden push of the camera and the sudden appearance of the weapon,If you turn the mirror on and off the mirror continuously,It's a different kind of painful experience。

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences
【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Comparison of Peace Elite Weapon TPP/FPP Switching Before and After (Before and After Frames)

I'm tired of seeing the example of peace, and let's look at deadgame Super People, the sudden change in the camera position brought about by the instantaneous cut is still a bit radical.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences
【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Super People TPP/FPP切换前后对比(前后帧)

The biggest advantage of instantaneous cutting is that it is fast enough to meet the needs of frequent mirror opening and closing in PVP scenarios.

This solution has been used in the industry for many years, and now it has been optimized, and there are some solutions to solve the above pain points.

For example, for pain point A:

Push the lens forward enough,Cut the FPP lens when the character is close to disappearing,At the same time, the weapon in the FPP lens is taken out of the camera,It is equivalent to completing the handover of the shot in an empty scene.,In fact, the frame above SP's cut FPP,The small proportion of weapons is a bit of this feeling.。

To solve the pain point B is to adjust the curve of lens fusion, and ensure that the orientation of the FPP and TPP lenses is the same at the frame of switching, and even the switching rate is equal to that of directly pushing the lens, which is equivalent to aligning the lens orientation while pushing the lens, and then switching after aligning - but there may be other problems with this method, that is, because it is not pushed flat in the process of opening the lens, you may be dizzy.

1.1.1.2 Gradient scheme

The gradient scheme refers to the effect of applying effects to the camera or character during the camera opening process, reducing the problems of the moment of disappearing mentioned above, and giving the player's eyes and brain a time to react.

The whole territory has made a black screen gradient of about 50 frames (0.85s) to open the shot, and if it is PVP, it is a bit slow to use like this.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences
【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

The Division 2 Comparison before and after the TPP/FPP switch

In fact, many games have used the semi-transparent solution, but I can only find a reference to the absolute zone now, and the characters fade out during the opening process, which can better realize the above use of empty shots to let players adapt to this, and even more extremely, we directly keep the empty scene shots for a few frames, in which players only need to adapt to the changes in the position and direction of the lens, and the discomfort will be reduced.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Translucent treatment when Jeopardy Zero characters are too close to the camera

The performance after entering the FPP state is the same as that of FPS games, which will not be discussed here.

1.1.2 TPP

Pure TPP shooting retains the smoothness of the camera and action to the greatest extent, but the over-the-shoulder perspective shooting under the long swingarm basically bids farewell to the details of the weapon's firing performance, taking the SP lens as an example, basically only the gun flame can be seen.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Super people TPP视角下开火

At the same time, from the perspective of TPP, the screen shaking is generally not too big, although it is not a golden rule, but generally we hope that the weapon animation and the size of the screen are matched, and the experience of the weapon not moving the camera will be very strange.

Bloodhunt is bigger, because his weapons are already moving like Parkinson's from the perspective of the TPP.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Bloodhunt fires from TPP perspective

If we made a shooter, the firing mode only had TPP.

And the animation performance is weak + the camera performance is weak + the weak gun flame and bullet line save the dignity = buddy, let's just stop shooting.

Is there a way to strengthen the TPP's shooting performance?

The Guardians of the Galaxy use exaggerated firing action and all-direction free hip-fire mechanism to make a good combination of action and shooting from the TPP perspective, which may be the ultimate solution from the pure TPP perspective, except that there is no problem except that the FOV cannot be reduced to hit the long distance.

1.1.3 Shoulder shot

Shoulder shot is the place where I spend the most time this year, in case a buddy hasn't seen a shoulder shot for too long and doesn't know what it is, refer to the picture below:

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Helldivers2 肩射开火

It seems to be the best solution for a TPS firing method, which not only closes the camera, but also reduces the FOV to help the player aim, and at the same time, there is no problem of camera instantaneity, which not only maintains the shooting experience, but also maintains the smooth action.

But it's actually easy to do thanklessly:

1.1.3.1 The feeling of cheapness brought about by low-quality firing performance

The performance of the weapon in the shoulder shot perspective also needs to be deeply polished, otherwise the performance of firing is not much better than that of pure TPP, you can see the animation and camera details of the Naraka: Bladepoint crossbow arrow.

(Of course, Naraka isn't a shooter, just an example)

1.1.3.2 The feeling of fragmentation brought about by the high frequency of battles

It's not that a smooth action shooting experience can be achieved with shoulder shots, but an inappropriate combat rhythm, resulting in frequent gun raising and lowering, will still make the overall battle appear fragmented and fragmented.

There's a problem with the frequency of firing here.,HELLDIVERS2 it's a good game.,But I'm going to be very uncomfortable to play.,One of the reasons is that in most of the levels.,Except for the moment when I open the monster, I have a relatively long shoulder shot output space.,The rest of the time has been being chased by the monster - running - turning the camera - shoulder shooting - firing - The cycle of being chased by the blame, and this cycle often runs very fast, how cool it is to fire with a large machine gun, how embarrassing it is to run and change ammunition, and the change of frequent gun raising and dropping FOV will also make people feel uncomfortable.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

As an aside, some of the positional defense tasks of the Hell Submarine are still very good, and they can really restore the positional battles of "Starship Troopers", and the shoulder shooting experience here feels much better, a whole section of shooting - reloading - positioning/calling for support - a whole period of shooting.

But the task of destroying the eggs really doesn't work.

Control the timing and duration of the player's fire, maximize the advantages of action shooting brought by shoulder shooting, rely on a clear core combat design, and require the joint efforts of weapons/levels/monsters and so on.

1.1.4 Advantages and disadvantages of each firing method

There are no advantages or disadvantages, the choice of each firing method is a coordinate axis.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

1.2 TPP-based weapon feel design

This is divided into two parts, the micro firing performance, and the relatively macro shooting experience.

1.2.1 [Microscopic] firing performance

1.2.1.1 Animation

From firearm animations to character animations

In the past, when we were doing FPP, we only focused on the weapon itself, and the animation details such as firing/firing back/single/burst loop, or the dispersion direction adjustment based on the landing point of the bullet, or some special effects such as muzzle smoke and shell throwing, but the difference between these things is too small in the perspective of TPP or shoulder fire, or in other words, the cost performance is not high.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Helldivers2 武器占比示意

It's not that you don't have to do it - it's still a picture of a Hell Runner, and you'll find that the pixel ratio of the weapon is probably only 1/60, and putting a lot of manpower on it is not worth it, even from the perspective of a fundamentalist gun planner.

The TPP needs to put more space on the role, which is determined by the perspective and also by the project. (Any shooter that chooses the TPP perspective must want to highlight the characters or scenes)

Then the proposition of the firearms planning is how to use character animation to reflect the feel of the weapon.

This is also some new feelings that have collided with the animation brothers in the past year, what exactly is the firing experience we have built:

FPP: The power of the bullet is applied to the weapon - the mechanical beauty of the weapon

TPP: The power of the bullet is applied to the weapon, and then to the human body—the power and beauty of the interaction between the human and the weapon

So we began to spend more time looking at the character's performance after being subjected to the force of the weapon, adjusting the pitch and displacement of the upper body of the human body, the force transmission of the weapon in the butt/shoulder/arm position, and even recently wondering if we could disassemble the right shoulder a few more nodes to make the amplitude;

1.2.1.2 Lenses

If you just talk about firing, there is not much difference in the necessary camera performance, you may need to have it, but you haven't stepped on that pit yet.

The position of the TPP lens is more free than that of the FPP lens, that is, there are more opportunities for lens shift or FOV changes, although it does not feel like a good example, but you can take a look at the outriders This kind of camera change in the process of firing gives the player a sense of control of the weapon, and the experience of confrontation with the depth of the weapon. (But I think they're retreating too far)

In addition to firing, the use of some props/the triggering of scenes, the TPP camera will also be smoother or fuller.

For example, this picture, which has been used for a lifetime, shows the sense of speed and confirmation brought about by the change in the position of the lens/FOV.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

The FOV and camera position reflect a sense of speed

Or a fresh example of the legendary skill of the Demon Archer in Dragon's Dogma 2, which also has a performance of camera push to enhance the wide area of damage.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Dragon's Creed 2 Demon Archer Master Skill

1.2.2 [Macro] Shooting experience

As we mentioned above, shoulder shooting requires deep polishing experience, and this part will briefly talk about the two biggest problems I encountered when doing shoulder shooting.

1.2.2.1 Poor firing directivity and corresponding treatment

The root cause of the poor directivity of the fire is the angular difference between the muzzle and the crosshair, which can cause several obvious problems.

  • Bounce the line diagonally, aiming right and left

This is actually not a problem, just a phenomenon, the position of the crosshair is determined based on the lens, but the bullet of the weapon comes out of the muzzle, and there will naturally be an angle, as shown in the figure, the hit rate of firing towards the right side of the target will be higher than that towards the left.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

The angle between the lens and the muzzle is different

This phenomenon leads to the question of which side of the aiming assist is based on which side, aiming assist requires a new box to be added to the outside of the player's collision body, but when shooting this frame, the right side is more relaxed than the left side, and the scale needs to be carefully adjusted.

  • Obstacles obscured the muzzle

Similarly, since the muzzle and the lens are not in the same line, some of the blocks are not intuitive, and additional hints are needed.

This is the part of the actual battle that greatly affects the player's experience, in fact, FPP also has it, but it can be optimized by the scale of the half-body cover, but it is difficult for TPP to correct this through the level.

  • Special treatment for corners

There will be a relatively serious problem of visibility and inability to hit corners, and the diagonal elastic line will be easily obscured by cover.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Corner snap line occlusion signal

In this case, some compromises can be made based on the distance between the target/character and the obstacle to be targeted, and when shooting at a destructible object or enemy target at a distance greater than a certain distance, the player can be guaranteed by piercing through walls or bullet turns.

1.2.2.2 Lack of impact optimization for firing

When we talk about the bad sense of weapon strikes from the perspective of TPP, we always want to see how the real triple-A big brothers (Dead Redemption, GTA, Death Stranding) do it.

But after reading it, you will find that they don't seem to be doing so well, just decent, and it seems that we have the impression that the TPP's weapon strike is like this.

It needs to be admitted that in the TPP or shoulder fire perspective, the firing performance of the weapon is weaker and more inconspicuous, and there is no way to achieve an impressive TPP fire.

Here's a hint of the trick: if you can't do a good job of firing, highlight a certain phase of firing.

  • Focus on firing performance: Enhance the bullet line/fire effect

Big is good, good is cool, cool is a strong sense of blow.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Evil West开火特效/弹线特效示意

  • Pay attention to the firing results: Hit Effect & Shot Effect

TPS's greater sense of space and informational content inherently delivers more exciting kills and deaths.

(If the execution of COD is 1P, your experience will only be unpleasant and dizzy)

The experience of the monster's flesh/dirt splashing on the face after firing, focusing on the result of the firing instead of focusing on the firing itself.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Helldivers2受击特效示意

  • Highlight the preparation for firing: special mechanics for weapons

Some weapon mechanics that we don't perform well in the FPP perspective will have a better effect in the TPP scenario.

For example, charging always seems stingy in the FPP perspective, but in the TPP perspective, if you depict the changes in the weapon during the charging process, it will be an impressive stroke.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Armored Core 6 charge indication

But to be honest, the mecha stands still, although it is very reasonable, but I don't think this performance is enough, if I do it, I have to fill up the charging stance, it looks like it is going to be big.

II. 3C

The 3Cs here we will only discuss one topic:

Is smooth/fast camera tracking the only solution or the best way to shoot TPP?

This is a reflection or exploration question, in the case of high mobility, if the swingarm is tied to the back of the target very hard, it can indeed be done cleanly, it is very tight, and the transition of different postures is also very fast, it will be like some previous MMO shots or narration shots of Naraka.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Naraka: Bladepoint shot

But this way of designing the lens brings a problem personally, there is a lack of stage between the actions of the characters, I will only know that the characters are highly mobile, but lose the perception of the current state/movements of the characters.

My own experience is that it is flexible and fast, but chaotic.

Lens and sense of stage

Sense of Stage: What is a sense of stage

Take two MMO examples, of course, this is also related to their battle selection, and every attack of the beggar gang of the Heavenly Sword is confirmed by the camera shake, which is not only a part of the sense of blow, but also a part of the information confirmation.

As another example, why do we do a 1P weapon reload animation, after the change, we will add a gun shoulder shake backswing, just to inform the player that the gun has been changed and is ready to fire at any time.

From the perspective of TPP, I think the camera also needs to take on this part of the information content, such as these two performances, through the camera zooming in and out, informing the player's state, and getting two GIFs.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Destiny 2 jumps with a steady appearance in every article

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Helldivers2飞扑起身镜头延迟

I'm still feeling this myself, and the current idea is probably to do fast/smooth camera following under simple movements, such as the shoulder shot of weapons from the TPP perspective, and the commonly used walking and running, of course, are all good.

However, if all the shots include some shots that should be expressive or need to be slowed down, such as character skills, props or some characteristic 3Cs, such as climbing, climbing, and the swingarm still follows closely, and the fusion time between the shots is short, then the game will either look dull or chaotic.

3. Fighting

What kind of impact does the over-the-shoulder perspective have on the battle, there are two points that have been deeply felt in the past year.

3.1 Level scale and credibility

From the perspective of TPP, the level design emphasizes more credibility.

This concept may not be cared about in FPP, because it is okay to do it against reality, but TPP is not.

3.1.1 TPP requires a larger scale

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Death Stranding scene illustration

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Helldivers2场景示意

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Illustration of the dark zone breakout scene

Why are FPP games dominated by indoor CQB gameplay, while TPP games are dominated by outdoor open battles?

This may be a well-known conclusion, under the TPP, the requirements for the passability of characters and shots are relatively high, and the scale of the level needs to be larger, more open and convenient for players to move and place the camera.

3.1.2 Larger levels require reasonable packaging

Let's take an example of a Peace Elite level iteration.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

PUBG PC game P City

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Peace Elite Dragon Leaps over the Great Wall

It is also a high-frequency battle area/core resource area, and you can compare the scale of the battle scene between PUBG and Peace Elite, and you can see a significant change, the aisles are wider/more empty, and the buildings are simpler, and this kind of off-field TPP combat experience will be smoother.

But such a design would make the whole picture tend to be more of a playground nature, unlike a real building, such as the packaging of the Great Wall used here for peace. (Although there is a high probability that the demand is to make a Great Wall and then plan to put it in a white box)

What I want to emphasize here is that if you want to do realistic TPP, the choice of packaging is very limited, which is why when you think of TPP for the first time, you will think of PVE, and you will think of fighting huge monsters in various empty caves, bases, and plains.

It's not that TPP can't do CQB, but there is obviously a way to make more use of strengths and avoid weaknesses, so don't waste your martial arts, the channel is not credible if it is wide, and it is uncomfortable to be narrow, and you want to make a classroom but the minimum classroom has to be 300 square meters, which is not good-looking and not credible.

Select the appropriate perspective and world view based on the project pillar, select the appropriate packaging based on the world view, and output the scene of the corresponding size according to the level white box.

Yes, it's a simple truth, but I want every boss and colleague I meet who makes games to understand it.

3.2 Information pressure and combat rhythm

3.2.1 The TPP naturally has a tendency to be more cheerful and combative

Compared with FPP, TPP is naturally less difficult to obtain information, and if we use information as the core game resource of the battle at this time, the whole battle cycle will not work.

Take an example of a dark zone breakout The information of the dark zone is the most important resource in the battle, the player judges the position based on the enemy's voiceprint/voice, sets the strategy, the real firefight TTK is very short, put it in the OODA loop, this is a typical heavy O light A product.

At this time, assuming that the dark zone is a TPP game, it is expected to be based on voiceprint combat skills or information obstacles, because players can pull the perspective behind cover to directly observe the enemy target, there is no distance judgment/voiceprint delay/static step and other operation strategies, at this time, imagine the combat experience, will it be more like a peace elite.

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

The TPP perspective brings a wealth of additional combat information

The TPP perspective brings more visible information, the proportion of OODA circular tactical strategies will be reduced, and the overall battle will be more intuitive, operational, and refreshing.

3.2.2 How to do tactical shooting in the TPP

Is it that the TPP can't do tactically inclined shooting, and if it does, it's not so absolute, and it's a bit of irresponsible brainstorming.

From the perspective of information control, we believe that from the perspective of TPP, it is too easy to obtain visual information, and superimposed complete sound information to obtain relatively comprehensive combat information, which will make people more inclined to play cards.

(In fact, at this time, to think about why thermal imaging and flashlights are so expensive, it is only because of the greater advantage at the level of visual information, the most extreme situation, assuming that everyone is open to perspective and obtain the highest level of information, then the information game will disappear completely, and it will be better than who can play accurately)

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Thermal imaging of the dark area breakout

Can players from the perspective of TPP not see it so clearly?

Limit the player's visual information, control the delivery of information through dynamic fog/cover/weather/night, and then set a set of visual information levels similar to thermal imaging - night vision - flashlight - regular day - regular night - myopia - flash blinding.

At the same time, the level of sound information is strengthened, such as the loud noise of alarming monsters in hunting duels, which can better fill the gap in vision information.

(When I wrote this, I suddenly felt that the visibility of the hunting duel in the underworld could be played if it was directly changed to TPP)

【Shooting Game】TPS vs. FPS Battle Design Differences and Experiences

Hunt and duel the crow flock

Let the information acquisition have room for learning and improvement, ensure that the information advantage has a full impact on the battle, and can guide the battle to a slower pace and strategy.

The problem may be that the size of the tactical game space of the TPP will be larger, after all, it is impossible for the player to only look at 10 meters, and it may be an overall tactical arrangement based on POI, rather than a tactical arrangement biased towards CQB.

Fourth, a few feelings about doing TPP for a period of time

4.1 TPP value is not worth doing

Is TPP shooting worth doing, where should the focus be on doing it, and under what circumstances would it be recommended to do TPP?

In fact, I have listed some of the advantages and disadvantages of the TPP and the pitfalls, as for whether to do TPP perspective shooting, the key lies in why the project wants to use TPP, and whether this reason is solid enough.

  • What a solid grounds

For example, this is a hero shooter, or an action shooter, you need to have more space to show the character, show the action, or do a grand scene shooting version of Wanda and Colossus, you need to show more scene content, find the selling point of your own product, and polish it based on this feature, which is a solid reason.

  • What is the reason for pulling across

Other people's Tarkov are FPP's, we must be unique to make a TPP, and it is full of differentiation, and at the same time, it also simplifies the difficulty of operation and reduces the pressure of information, and the vast world is promising, this reason is placed in 2018 to do chicken mobile games, and it may be useful when the end game is mobile game, and it is dead in 2024 when the gameplay and quality determine life and death.

4.2 Where is the breaking point of TPP shooting?

I won't talk about gameplay-related things here, because to be honest, everyone can't understand the prospect of shooting gameplay, from the MP era of 1.0, the BR era of 2.0, and now, some people say that Tarkov is not 3.0, and I think it must not be here, big world shooting + evacuation may be infinitely close to 3.0, but his fun is also his threshold, and it is difficult to do a real big market. (Yes, the stats of a certain game are not bad, and I have also been a legend this season, but if I don't do this, according to my pure large-scale shooter player attributes, I have already lost the first 20 hours, not to mention the Tarkov itself)

Wait for the wind to come, ride the wind.

I hope that one project can open a new chapter in the shooting category like Palu saved the SOC category.

Of course, it would be better if my project started a new chapter.

It's far away, so the breaking point I want to talk about is actually if we want to do TPP, where is the better direction or moat, and how to open up the gap with other TPP shots.

Personally, I think there are two points:

  • Improve overall quality

TPP is actually a two-pronged thing, doing pure shooting, the performance space of firearms is small, doing pure action, the camera lock + swingarm is shorter, and the character performance is not as good as action games.

Assuming that the maximum score for a shooting game is 1 and the maximum score for an action game is 1, then it is possible that the TPP is only capped at 0.8 under both rating systems.

It seems to be very pessimistic, but the actual situation is that there are not many TPP shooting games on the market at the moment, and there are not many of them with an average score of 0.5.

To give an example of the Edge of Rebirth, the detail of their characters' movements is probably the best I've seen in years, the action is natural, the details are rich, and some of the full-body overlay schemes are inspiring. But the firing experience and weapon details are pretty ordinary.

In addition, PVP projects will be more difficult to do than PVE, PVP requires more flexibility and mobility, there is no animation time for the whole block, the action is more fragmented, and the fusion time will be shorter.

Yes, TPP shooting is really not as easy to do as imagined, and I have not seen any team in China with a particularly good TPS accumulation.

Since everyone is not doing well now, whoever runs out first will be the king in the TPS field. (Realistic FPS, don't roll up, give up, buddy, where do you find 800 experienced macho men to do shooting projects for you)

  • Unique project style

Realism is not the only solution to TPS, and it is not even the optimal solution.

The range of action under the realistic requirement is too small, and the difference from the perspective of TPP is too small, which conflicts with strong action/expressiveness.

(It feels the same as the above-mentioned weapons that are weak from the perspective of the TPP.)

Other categories from the perspective of the TPP are doing this kind of action every day, and they really have to lean back.

Some suitable directions for TPS:

What are the characteristics of TPP, the scene space is sufficient, the role proportion is large, and the action performance is handsome, so the question is, can the gun be handsome?

  • The character is handsome - gun fighting

John Woo/Chow Yun-fat Simulator If you're handsome, then lean here.

In the following work, I think the effect of really doing 3P is better than 1P.

  • The character plays handsome - better performance hero shooting/action shooting

The Guardians of the Galaxy was just mentioned. Then it suddenly occurred to me that marvel rivals are also TPP hero shots.

The way is definitely right, but what is the effect of the combination of hero performance and weapon shooting under the supervision of Marvel's strong IP, and whether the MP gameplay can still be eaten, leave it to the market to test.

  • The scene is handsome - a sense of battlefield

The case is already there, look at the helldivers2 bug's hit/blood, summoned turrets, and the bombardment that fell from the sky.

And the characters are mediocre. (After all, you're just a super-Earth soldier, it's too democratic for this design)

The atmosphere and sense of presence of this futuristic battlefield is more sustainable and plausible than the sandstorm of 2042.

There are also hunting duels, and the combat experience is real, but the atmosphere and style are unique.

  • With some bits and pieces of reference, I suddenly remembered some of the most impressive cut-3P performances in Destiny 2

For example, executions and ultimate, if there is a product that can maintain this flavor throughout the whole process, it is really handsome.

- You said that mecha shooting is not handsome, it is indeed handsome, but my buddy who does strategy and my buddy who has done mecha shooting have given the same feedback, mecha shooting domestic users have small plates and high requirements and do not pay, there is no need.

Something

It's been a year since the last time I wrote something.,No other.,Lazy and busy.,Doing new projects makes people tired and makes people think.,I've not done this for a long time.,But it's the same as writing FPS basics before.,I was surprised to find that I couldn't find relevant information.,I can only think while doing it.,If there's something written on it and you think there's something wrong with it.,It doesn't matter if your understanding is right.。

TPP shooting is not considered to be the mainstream of shooting on mobile game products, except for the early Peace Elite/Wilderness/Freefire Caught up with the spring breeze of the BR end changing hands, the domestic team has not seen anyone who has made this thing very clear for the time being, the online product data is not good (even many products are very bad in my opinion, not up to the online standard, there is no meaning for some two-dimensional shooting, but there is awe and sincerity in shooting), products under development, such as NetEase's Firefly, have become FPP from TPP measurement, and there seems to be no TPP shooting running out of the terminal game.

Of course, you can also say that in the past few years, there have been no shooting products except for the dark zone, and it can even be said that the dark zone is just the afterglow of the end change era, it doesn't matter.

But TPP shooting is really worth studying, a popular perspective on the console, a perspective that is inherently lower pressure and lighter, why will it die on the mobile phone, is the quality poor, the gameplay is old, or the players can play FPS when they change?

The old king is crumbling and waiting for the new king to ascend the throne.

Do the job at hand.

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