quarta-feira, 15 de julho de 2020

Garg's 2020 Furry Webcomic Review

I am a furry! That should come at no surprise, and if it does to you, you might wanna see a doctor about that. So! I love furry webcomics. I’m not a comic book geek, I don’t like comic books in general or even webcomics in general, but I do have a thing for and enjoy furry webcomics - when they’re good, or at least have more good than bad. This is basically a list of webcomics I’ve read all the way through, at least up until their current day point for those that are still ongoing, and my opinions on them and why I have these opinions.


Some of these are more well known than others, but I feel they all deserve the same amount of time and attention while also not skipping the more well known ones. Just because they’re well known doesn’t mean everyone knows them, and I hope this.. thing can help newcomers to the fandom get into the webcomic side of it. And believe me, it’s a very, very content rich side of it.


I suggest, no, I urge you not to judge *any* of these comics purely by their visuals. Some of these are absolutely stunning but have badly written stories, some of these have butt-ugly visuals but a gripping and surprising story. Some of them have visuals and writing to match. I.S.O for example is a splendid comic which most people I’ve recommended it to stopped reading after seeing the first page just because of the visuals, despite being one of, if not THE best comic in this list. So please keep an open mind, and an open heart.

Edit: So I decided to draw at least one character of each comic. I'll add the images as I draw 'em. Sorry for the eyesore~

'Kade', like arcade. Very punny.
Savestate


Savestate is a furry webcomic about a brother and a sister that inherit an estate: the Sav estate, obviously named by them. They’re both 90s kids with a obsession in games and game culture, especially retro games. It doesn’t have that many pages as of writing this, so it’s an easy one to binge if you want to do so.


The characters all have distinct personalities and physical characteristics based on their species. The lizard prefers summer while the dogs prefer winter, stuff like that. There’s plenty of comedy relating to videogames and general nerd culture as well as a few bites at internet culture in general.


It’s more of a character driven story than a plot driven one but there is a chronological order to events and events always end up having consequences, be they in just a passing remark or a strip exploring the consequences of a past one, something seldom seen in slice of life webcomics like this one.


The art is actually really great right off the bat and maintains that all throughout, though a slight improvement in perspective and consistency can definitely be perceived about halfway through it.


I recommend you give it a read, IF you are or were into gaming between the 90s and nowadays. Otherwise a lot of the jokes *will* fly over your head and most of the fun in it will be lost, leading to a rather poor reading experience. Speaking of experiences..


Catherine,  or 'Cat'. *Very* clever
Furry Experience


Mormons, mormons everywhere. Furry Experience is a comic about living in Utah and their, well, experiences in the state using anthropomorphic animals as a part of character design in a mostly realistic world. Like most webcomics, the artstyle at the very start of the comic is a bit.. odd, but gets a lot better as it goes on. And I mean, a lot better.


The plot centers around three roommates just going about with their lives, with lots of comedy in between drama. I recommend either checking the comic out yourself right now or reading Corbeau’s write-up on the comic in the website ‘Furstarter’. There’s a link to the article in Furry Experience’s wikifur page for those interested. Oh, and if you find dead links leading to the comic itself, it’s because they’ve changed URLs more than once now.


The comic hasn’t seen a new page since January of this year, but it shouldn’t take much time before it picks back up. And besides, it has more than 600 pages already. That’s a back catalog if I’ve ever seen one.


In conclusion, it’s a well-made, long running, slice of life comic with regional and non-regional comedy and likeable characters. I highly recommend it.


Sunset Marauder


Is a comic with lots of action about the least inconspicuous bunch of misfits trying to avoid the cops. The art is weird, and the dialogue can and does go on for far too long sometimes, but the plot, the characters and the main conflict of the story are gripping enough to hold it all together.


It seems to be on an unannounced hiatus as the creator stopped uploading pages a few months ago, but that's something almost all the comics in this list have in common. Whether it’ll be back or not is completely unknown to me but I, for one, hope it isn’t discontinued for any given reason.


The universe it's set in feels a tad uninspired or at the very least underdeveloped most of the time, with characters going from place to place without a terribly good sense of cardinality or location. The comic works regardless, but it should be noted in case that's important to you in a story.


The plot seems to avoid conveniences and contrivances at pretty much every turn - everything makes logical sense and the characters aren’t stupid for the sake of the plot going on. It gives it much more of a feeling that when the characters are at risk, they really are at risk, and the only thing to save them is their brain and braun.


I recommend giving it a try. The violence and profanity are minor and the story is fairly tense all throughout, especially with the villains that are actually smart and heros that are even smarter. Competent, smart and enjoyable is the best way to put this one.




Space Pawdyssey


Despite the incredibly cringy and unoriginal name, this comic is surprisingly quite good.


The characters are all distinct from one another, the tone of the story and personality of characters is established right off the bat, and everything gets fleshed out well enough as time goes on, from plot to character.


There are a couple of instances where characters are saved by other characters in contrived ways, but it doesn't get in the way of the plot that much, and when it happens, it's usually as quick as a single panel.


Similarly quick, however, is the resolution of conflict between characters. Where there's a fight, it never lasts beyond the fifth page after to the one it got introduced in, which can make for an unsatisfying story if the plot doesn't strike your fancy.


The art style is simple but pleasing to the eye, and there are no major changes in style unlike in a comic like Kitfox Comics, which makes for a very consistent experience. Of course, this also means that if you don't like the style, there isn't really any hope in it changing later on, for better or for worse.


Definitely a recommendation on my part, this one. The main plot and the chemistry between the characters is possibly my favourite aspect of it, though the comedy also gets a chuckle or two out of me every once in a while.



Forest Hill


Forest Hill is a mature furry slice of life webcomic about a group of kids in a town called.. Forest Hill, and deals with several very sensitive and touchy subjects in a realistic and impartial manner.


The comic's art starts out really bad, and the dialogue initially feels like it was written by a teenager, but as it goes on the art and writing rapidly improves as we're presented the world, our world, not as we'd like it to be, but how it really, sadly, is. Life does indeed happen, and life tends to not be pretty.


That’s not to say that it's a downer comic, though - just like life, things get better. Even when it all just seems completely hopeless, there’s always a glimmer of hope, just waiting for you to reach for it and grasp it. You just have to hang on and hold on for as long as you can and not let the bad things in life destroy you.


Whether or not I recommend it depends a ton on who you are and how sensitive you are. You absolutely need a strong backbone in order to read through, and especially watch some of the stuff that happens in the comic, as it is plenty graphic and doesn't pull *any* punches. In terms of overall, objective artistic quality it's a 10 out of 10. The art isn't perfect and the dialogue can be a little weird but the intent and execution of certain concepts and themes is nothing if not highly ambitious and well executed.


TwoKinds


TwoKinds is a weird comic about an amnesiac anime bro who gets all the furry ladies. Okay, seriously now, it's a really good comic with time well distributed between character development, plot, side plot and worldbuilding, and it has some extremely emotional arcs along the way.


The art starts out really bad but rather seamlessly evolves into some top notch stuff, with professionally done shading and linework. The characters all have a multilayered personality, with few exceptions, and the world is consistent with itself, which is a rare sight in such a long running series. It should be noted the comic has plenty of fan service, both good and bad, but it's very light stuff and mostly stays out of the way of the story. Mostly.


A lot of people criticise the comic for being terrible, but I personally don’t see it. It might and probably does have to do with how it starts and how it goes on for the first couple of years, but it’s one of the comics where if you stick around and have patience, you get to some really, really cool stuff that I won’t spoil. It must be noted that the comic is very full of clichés and tropes, like the main character having amnesia but somehow remembering everything about language and behaviour while also remembering things right on time for some drama. Still, if you can look past these issues, it's a really good read.


In short, it's a good comic, and a good example of a gripping one with a gradually evolving art style. It's still ongoing to this day and doesn't look like it's anywhere close to be finished yet. You should read it. Also, it's made by Markiplier's brother. Just thought I'd mention that. Smiley fac-


Kitfox Comics


Kitfox Comics is a series about a small group of ragtag acquaintances and the conflict going on around them, and how it affects them whether they're involved and or want to be involved or not.


The art style changes from time to time, which can cause confusion in 'who's who' in the uncoloured sections, but holds up most of the time, and gets especially nice after the first couple of pages. There are a few lineless parts, some shaded parts, but, unlike a comic I’ll soon talk about called Beyond the Western Deeps, it’s all in that same style of lineart.


The characters are likeable and interesting to follow around and the plot is engaging and sometimes heart aching, with scenes of action and worldbuilding peppered by some light comedy. Nothing is as it first seems, including the world and its conflict, and nothing is black and white. Not entirely, at least. And while the comic does touch on some themes like discrimination, it’s not a focal point of the comic, so don’t go in expecting some grand political statement. In fact, don’t go into any of these for that. You have Tumblr and Twitter for that.


Despite also being in hiatus for the vast majority of 2020, it's a really good comic and I highly, highly recommend it.


Housepets!


Animais de estimação, by Rick Griffin! This comic is, pardon my French, fucking fantastic. The characters, despite being many, which tends to lead to the “who the fluff are you” effect, are all memorable in their own little ways, and all have relevance to the main overarching plot, which I won't comment on beyond that it's legitimately the goodest shit.


The art starts out a bit weird and flat looking but progresses into a stylish and eye-pleasing style that Rick also uses in his other work. The "imaginate" segments, where the characters play pretend and parody famous plays, books and films, are definitely a low point if you're not familiar with the original material, but they're few and far between, even if they do tend to drag on for far, far too long sometimes.


The same goes for the segments of one of the main character’s fictional comic book, a superman parody, which range from inoffensive to chuckle inducing to 'please just end it already so I can get back to the good doggies and cattos'. The comedy is similarly hit or miss, buy mostly hit as time goes on.


With really good characters, plots, and even worldbuilding, there isn't much to say about Housepets other than what has been said - it's a fantastic comic and you should be reading it right now. It’s updated three times every week which also makes it the most active comic series in this list.


College Catastrophe, Nine To Nine, and Swords and Sausages


CC is one of my favourite comics and is about a lion called Jan as he arrives at a new place to study at a college. The comic is a comedy slice of life drama and follows Jan as well as a charismatic cast of supporting characters, notably Wolfram, as they all go through the motions and do a "little" more beside that.


The writing is consistent and nothing that happens as a side plot feels like a side plot. Being a character driven comedy, that's not quite hard to imagine.


The story does have its canonical ending but is continued in Tiger Knight's sequel comic, Nine to Nine, which is still ongoing to this day and has very similar theming. The artwork is stylish, cute and simple. It has been a bit of a while since I read CC, but if there's anything that stuck to me it was the sadness I felt saying goodbye to the characters at the end. Until I found out that Nine to Nine is a sequel to it, that is.


Should be obvious by now that I highly recommend it. It's not brilliant or anything but it's one of the most solid comedy furcomics out there and the style alone is worth checking it out for.


Nine to Nine is similarly great, but it does lack the college dorm humor that made for some of the best strips and arcs in CC. Still, the new characters introduced are fun to read about, and the less-than-PG feel of the comic sells well the idea that they've grown up a little since CC, while still being the same characters with the same personalities. Big recommend.


Swords and Sausages is, in my opinion, the weaker of the three TK comics. It's about Tor and Silver, two thieving and double crossing scoundrels in a fantasy setting doing what you'd expect such a pair to do.


The world is either underdeveloped or underutilised - not exactly sure which. There's a lot of NSFW comedy this time around, and a good bit of the comedy comes from Silver repeatedly using her body to get what she wants. The whole thing is heavily implied at times to be a DnD session between Jan and.. err, Squeak girl. That stuff is really fun and my favourite part about the comic. I still recommend at least giving it a try if you happen to end up enjoying Jan's other comics, as there is that same humor mixed in with the crass stuff. Just don't be surprised if you see some fox boobs along the way.


In conclusion, I recommend all of Jan's comics, especially College Catastrophe and Nine to Nine. SnS isn't bad but it's just not for me, so if you think it sounds interesting, do give it a try.


Homeworld


Homeworld is a comic about a military dog dude that gets into trouble with his boss after acting against orders. It's currently on hold while the creator cools off from working on it nonstop for over a year, and so far there aren't many pages. But the ones that are there show a lot of promise in its future.


The art style is very distinctive and the lighting and environments are top notch. The story has a bit of a feeling like when you go watch TV and end up watching a mid season episode from a show you've never heard of, where it seems like you've been dropped into a situation without proper context and just expected to figure it out. Because of that, the opening few pages aren't the strongest, but they do kick off the primary plot, so it's really no big deal.


The worldbuilding so far presents an interesting setting (or settings) and gets you into the experience very easily. You really do get a feel that the places the characters go to and come from are actual places, that they travel to and fro. It’s really outstandingly well done in that regard.


I wish there was more to say about this comic but I'm afraid that's all I can say about it so far. We'll have to see in the future whether or not any of the currently established and set up story elements pay off or if the story just falls flat completely when it comes to resolving the conflict. I recommend keeping an eye on it at least if you're into conspiracies and shooty shooties.


The Sprawl


The Sprawl is a violent and nihilistic comic about a planet with terrible secrets buried beneath it. I actually had really, really high hopes for this one. I found it as a comment under a post from a person asking for furry webcomic suggestions. The person that suggested it said it was gritty, violent, and not for the faint of heart. Caught my interest immediately, and the cover art and first couple of pages did not disappoint, at all. Far from it. It's got stunning artwork and great dialogue and characterization.. both of which are almost nullified by a complete disregard for the life of characters in the cast.

Each chapter you follow a different group of people, and the chapters are labelled as logs, like they're reports of incidents as they happened. So it's like you're reading or watching logs from different people and trying to piece it together, a bit like Half-Life 1 and its expansions, where you only get a part of the story by following a single person and need more perspectives to know what all went down.


The first chapter really gets you into the world and gives you a good feel for how things work. Then the violence happens and leaves you in shock, but understanding something vital: this world isn’t just unforgiving - it’s outright malicious. And that’s really, really well done and something I’m personally really interested in. So I was very eager to read on.


However, by the third log, it all just gets a bit confusing and the story loses its intended effect. The violence loses its shock value by the 10th adjacent or main character killed off by the plot and makes for a very unsatisfying comic to read when you know next to nothing and anyone that gets close to knowing just dies. The office politics later on are just bad, it tries to be both worldbuilding and plot and just ends up being something I'm sick of hearing about. It also has lots, and I mean lots of gratuitous breasts, mostly female, all of which change size between panels, sometimes within a single page.


If you want fan service and gore coupled with some fantastic lighting and character design, go right ahead. But story wise and just in general overall, I have to say I sadly do not recommend The Sprawl. At least, not for now. Do keep in mind all these comics, with few exceptions, *are* ongoing and can get better or worse as time goes on. That’s the magic with webcomics. They keep going no matter what and they tend to get better rather than worse. So here’s hoping The Sprawl’s story ends up paying off by the end of it.


Chronicles of Atlum: Cross


Chronicles of Atlum is an exceedingly short comic that falls just short of greatness precisely due to being as short as it is. Right at the start of the story you get introduced to the protagonist and the world as well as the main conflict in the plot. However, after the protagonist is forced into changing personality, we get a huge timeskip to when he's already changed and apt. It's incredibly jarring and undermines the huge potential for character growth and development in such a situation. Then it all ends rather abruptly and you're left feeling like you skipped chapters on the way there. Basically, it's a great story that gets undermined by being just utterly rushed into completion, and it's honestly really, really sad.


The artwork is amazing. Lighting is never flat, the characters have really expressive faces and designs, and all have different archetypes they fit. It really is an extremely competent work of art, overall.


So, do I recommend it? Honestly? I don't know. Compared to the others on this list, it's one of the weaker ones for sure. But I'd say at least give it a try. It might be short, and rushed, but if you read one, two pages a day, that just might make it a whole lot more enjoyable. Just don’t binge it, for your own good.


I.S.O.


ISO is a, wait for it, yes, a furry webcomic about a bad boy tiger moving to a new place in order to study at a college, only for his plans and goals to be disrupted by the people around him, in a way more positive than he initially perceives. It's a fantastic comic about self acceptance and empathy, and it does have a canonical end, even if it got an admittedly far more comedic sequel that seems to have been sadly discontinued by the comic creator.


The art takes some getting used to, but the page layouts, use of perspective and use of negative space more than make up for it. Right off the bat you can tell that this comic isn't just gonna go with the usual square panels - it wants to be creative, and I'm happy to say it's successful. The creative panel layouts never get in the way of readability and instead serve only to enhance it, with very few exceptions.


The plot has plenty of twists and turns and the characters are all fantastically multidimensional and likable, the character arcs are genuinely better than the stuff found in most movies or games of late, it's just really, really good. The only downside to the comic is the resolution of the pages, as it is a fairly old comic by now, but it is, nonetheless, a great experience and I highly recommend it.


Honestly, there isn't much more I can say without spoiling it. But what I can say is that it's one of if not my favourite webcomic ever, and damn near perfect.


Freefall


Okay, I'm not quite sure whether or not Freefall can be considered a furry webcomic, but since it has at least one dog girl, I'd say it counts. Freefall is very long running, but the artstyle has a consistent quality to it right off the bat. And it is very, very good, and very unique, too. It's the kind of thing you'd expect to come out of a 90s Saturday morning cartoon, and it fits the story and characters perfectly. The character designs are the biggest strongpoint, visually, Sam being my absolute favourite out of the cast.


The story follows Sam and Helix, Sam being a tentacle alien in a space suit and Helix being a spherical and often times stupid robot. The both of them go around, taking advantage of others while keeping what may or may not be a facade of naivety, in their hopes to get their spaceship in working order. It's not a very plot driven story, rather a character driven one, but there's almost always an overarching plot going on and progressing someway in every panel. The comedy is always on point, too - not the kind to make you 'laugh out loud', but rather the kind that gets a chuckle or two out of you, or at the very least amuses you.


The comic is mostly black and white up until a certain point where it started being published colourized. However, there are fan-made colourized versions of some of the black and white strips that might be worth checking out on re-reads. The quality in design isn’t limited to character design too: the designs of spaceships, buildings, and landscape are all really, really good too. When it needs to be brutalist, it is, when it can be a little more fantastical, it is. It’s just brilliant visually.


Of course, humor varies from person to person, but if you find the kind of character based comedy in now-old TV cartoons funny, then this will be right up your alley.


Beyond the Western Deep


At last, Beyond the Western Deep. It’s one of the top comics in this list in terms of quality of writing. However, it’s not perfect, and does have some issues, mainly with pacing and historical authenticity. They don't break the comic, depending on the person at least, but they're worth mentioning, and they are kind of the whole reason I decided to start working on this thing. It’s also the longest one out of them all, mainly because I’m really passionate about medieval era designs and stuff.


The comic starts off with you following a squirrel captain and an otter dude as they go on a diplomatic mission, which is very well set up and makes you really interested about the characters and the world in almost no time. However, right after a lot of plot relevant things occur, the comic shifts to a different cast of characters far away, which do get tied into the main plot, but via what had previously been just a secondary character that basically only showed up at the start. It's a while until you get back to the initial duo, and while all the casts of characters are fun in their own ways, it's hard not to feel some kind of way about having to read through and wait for pages that actually relate to the characters and plot you've been so masterfully entangled with. It also has some side stories with distinctive titles separate from the main chapter system that, despite being completely disconnected from the main plot, are in the same archives as the main chapters, awkwardly wedged between chapters.


The art in this comic is phenomenal. At times it’s the kind of stuff that looks straight out of my FurAffinity account’s favourites list, and when it's not, it's still a treat to look at and just glues you to the screen while you read it. Honestly, it's the best part about the comic, followed only by the universe and plot, which I won't spoil for obvious reasons.


Time for the nerd to rant about castles. So! The castles these races built are terrible! Like, seriously. Take the wolves’ garrison. They built it in a canyon, with mountains on each side. Which sounds reasonable - you want to keep it hidden from the damn khajiit. Problem is, they send patrols out into the enemy territory every now and again. Patrols which return to their point of origin and depart from that same point of origin. All you have to do to find out where that garrison is is trail a patrol, kidnap and question them, or just ask around since that garrison is also where the big bad wolf is stationed at, as well as his big boi bro.


So, now that we’ve completely destroyed the mere concept of hiding something as important and obvious as that, why not build it **on top** of the mountains instead? That way you're way harder to attack, and way easier to defend. The canyon makes it *so* easy to siege it. All you have to do is camp around the entrances on each side and ambush every supply they try to call for. And slowly thin them out until they either surrender or their reinforcements arrive. You can even drop rocks or boiling liquids from the mountains above, possibly even blow up part of the mountain if explosives have been invented in this universe, which is so far unknown.


And those battlements, their merlons are all extended outwards, but there are no signs of machiculations. Battlements have crenulations for cover, extending them out without allowing the people on it to look straight down defeats the whole purpose of even building a wall in the first place. Machiculations are basically holes between merlons, the “teeth” in the crenulations, which allow someone on top of the battlements to look straight down the wall and attack anything down there, either by shooting arrows down their eyes and skulls or, by dropping heavy objects on them, or by throwing boiling liquids on top of them. Doesn’t sound very PG-13, I know, but that’s medieval warfare.


And these engravings on the foundation of the cat castle? It offers no tactical advantage whatsoever. The wood on the side just seems like an invitation to the roof of the castle too, in a world of anthropomorphic animals that can jump a lot higher than a human. You have to take these things into account - would this thing be effective against these things?


The wolves also don't *ever* seem to have proper gatehouses, or towers, or bastions.. and these are supposed to be the greatest armed forces in the whole continent? I’m sure you get the point by now, though. Castles are military bases, and if a garrison near enemy territory was as badly made as that one nowadays, it’d be ridiculed out of existence through artillery and just good old sieging. And no high ranking officer would be allowed in such a well designed death trap.


The fights also almost always seem to begin like all those cliche swordfights in movies, with both swords locking one another. Lame! And even after that, they all love to overswing and give their enemy a huge window to attack - even the wolves do it. I get it, you want it to be dramatic and cool and EPIC, but you can have realistic and sensical combat without sacrificing tension. I'd even argue it'd be MORE tense if the fights, designs and equipments were more inspired by HEMA and history than by Hollywood. I recommend looking into the subject as swordfighting and medieval martial arts in general are really interesting subjects to study and get into.


The authenticity issue only really breaks immersion and believability to anyone that knows a thing or two about medieval accuracy, while the pacing issue is majorly lessened once you can read it all in one go rather than waiting for each page release, and the fantastic art is always there to account for any loss of interest at the end of the day. However, I can't help but feel like the side stories should have been relegated to completely separate strips rather than pausing the main story for a few months, even if they serve the purpose of giving the artist a break. Just putting it somewhere separate would’ve done wonders. Overall? Like I said at the start, it’s one of my favourites of the bunch. Needless to say I recommend it. Highly. Just be aware you might end up having to read through someone else’s story every now and again between chapter pages.


As a side note, I saw that a group of fans made a movie adaptation of the comic, and it's up on YouTube. From what I saw, it's basically the comic panels but with music, SFX, panning and voice acting. I haven't watched it all the way through myself, but it might be worth checking out instead of just reading it. At least, as far as the comic has gone plot wise. You'll have to read the rest anyway. It also seems to use sound effects from Bethesda Game Studios, so that’s interesting. I wonder if they voice the cats like they’re khajiit.


Anyways, thanks for giving this major L a read. I don’t do this kind of thing often, and the last time I did do it was for Half-Life 2, so if you want you can check that out in the link below. Other than that I hope you enjoyed and I hope you give at least one of these a try. Maybe you’ll disagree with literally everything I said and hate every comic here except The Sprawl, who knows.


Links to the comics + number ratings because everyone likes those:

Note: These all lead to the first pages, rather than the default landing page, as those tend to have the latest page on display, in its full, spoilery glory


Space Pawdyssey (8/10): http://spacepawdyssey.visualvoodoo.ca/comic/in-the-jungle/
College Catastrophe (10/10): https://www.tigerknight.com/cc/2000-11-10
Nine to Nine (sequel to CC) (9/10): https://www.tigerknight.com/99/2014-01-01
Swords and Sausages (5/10): https://www.tigerknight.com/ss/1-1
Chronicles of Atlum: Cross (7/10): http://chroniclesofatlum.thecomicseries.com/comics/1


Beyond the Western Deep (8/10): https://www.westerndeep.net/comic/comingsoon/

sábado, 16 de março de 2019

Game Design - How does one make a good First Person Shooter?

Introduction

I have played videogames, first person shooters primarily, since around 2006, when I was still 5 yo. Since then my fascination with the genre has led me down a game development career, focused on FPSs specifically. Thus, way back in 2013 I started gaining information and knowledge in regards to what made some FPS games good and what made others bad. I started analysing every game I played and trying to find faults in them that I could later avoid. And now, 6 years later, I have a fully functional free FPS game based on Quake 1 completed, and a tactical shooter in the works. How did I do it?

Firstly, I would like to advise you, the reader, to try to watch negative and positive reviews of FPS games. Gggmanlives, on YouTube, is great in this regard. His criticisms are very objective and helpful, as well as entertaining to watch. He primarily covers first person shooters, so the things he says about the games he covers are rather relevant to this document.

Secondly, this is a living document, meaning it will be continually updated and edited as time goes on. Things may be added, or modified for readability, but I doubt anything will get removed outright. I fully believe in the things I present here, and if I thought any of it could be untrue, I wouldn't write it down. Without further ado..

AI

Telegraphing: Something the best 2D platformers and 3D shooters have in common is that their enemies telegraph their attacks. A lot of times, you'll hear people saying that a game's enemies never telegraph their attacks, and how it is an issue. But what does this mean?

Telegraphing is the act of displaying what attack an enemy is about to make, before the attack is initiated. Typically, the time it takes for this telegraphing depends on the power of the attack.

For example, in Half-Life (1998), the human soldiers will instantly crouch and shoot at the player, as it is their weakest form of attack. But up close, when they kick you away, their foot doesn't instantly appear on you and you get thrown back, but instead you have time to react and move away before the hit is registered. They also do this for when they use grenades, where they aim down at you for the grenade launcher, and pull a hand grenade out of their backpack for their alternate grenade throw, both of which have distinct animations that look like none of their other actions.

Quake (1996) is another example of a game that does this. The Shambler, a large, furred beast that throws lightning at the player, has a build-up animation where it summons lightning before throwing it at the player, making it an easy attack to avoid if the player is careful and quick enough to do so.

However, in Quake, there are also these knight enemies that carry swords around, and as soon as their sword swing animation begins, the player takes damage for every frame of the animation spent near the enemy. Do not do this. Instead, you want the damage to only start when the sword would likely be seen to hit the player from the first person view. That way the player can avoid the attack by learning the enemy's attack animations and when in those animations the damage starts, instead of just keeping their distance from them at all times. This lack of telegraphing with the knights makes melee combat in Quake feel heavily underpowered, despite the fact that the Axe that the player carries around is a 3 to 4 hit kill for the low level knights, and has a seemingly 50/50 change to stun-lock most enemies.

Half-Life avoids this issue completely, making it a point to have the player only have a melee weapon initially, and making him face zombies and headcrabs, both enemies that clearly telegraph their attacks, with a surprise attack on the zombie that's much faster than the other attacks, keeping the enemy dangerous even to seasoned players, or later on in the campaign. Half-Life also uses clear telegraphing for its bosses, be it the Gargantua's laser stomp attack, the Gonarch's suspicious white liquid attack, or the Nihilanth's portal throw attack. All of these have either long winded animations leading up to them, or slow "projectiles" that can be dodged if the player is quick and smart about it.

The key takeaway from this section is to always make sure that your player can avoid some if not all of the enemies' attacks, but especially the stronger attacks. Even games like ArmA and its sequel have a long winded animation for a grenade throw, slow turret rotation for the IFVs and tanks, slow drawing animations for RPGs, a focus on "getting the drop" on your enemy and staying hidden from his line of sight, etc.

Equal Opportunity: In videogames, it is usual to have AI opponents that behave similarly to the player. Good examples of this are bots in Counter-Strike, Battlefield 2, racing games, etc. In these games, it is important that both the player and the AI opponents have an equal opportunity for failure, and an equal opportunity for victory. In these cases, you don't want the player and AI opponents to be easily differentiated when compared, but rather to have the AI behave as much like the player as possible. For example, you wouldn't want the AI bots to run faster or slower than the players, or to take longer or faster to reload a firearm, or to not be able to do things that the player does, in general.

However, you also don't want the AI to be better than the player. This applies to regular AI opponents as well, as a lot of the times these opponents use weapons like automatic rifles or shotguns, and in some games, they have the upper hand. In Half-Life, despite the AI grunts being soundly designed in terms of telegraphing their attacks, and despite their behaviour not trying to mimic that of a player, a huge issue they and Half-Life 2's Combine Soldiers have is that their weapons behave differently, despite being the same firearms in-universe. The Shotguns, especially, have a much faster rate of fire when in the hands of the AI, a much lower spread, and are seemingly semi-automatic, rather than pump-action, as it is in the player's hand. This isn't just an issue with internal consistency, but also with difficulty. The player can't shoot shotguns that fast, so why can the AI?

The answer is that the AI shouldn't. That isn't to say that the AI always has to be worse than the players. In cases like Quake 3 Arena, or Counter-Strike, or other first person shooter bots, the AI's purpose is to imitate players, and sometimes players are better than other players. However, a player can only be so good. A player can only move their cursor so fast, be so accurate, move so well, time their jumps so well, etc.

The AI and players must not only have an equal opportunity to succeed, but also an equal opportunity to fail.

Reaction to Damage: Another thing to keep in mind when designing your enemies is to make sure they react to damage. If someone gets shot, they're not just gonna bounce their head back and forth like with Half-Life 2's Combine Soldiers. They're not going to keep shooting at you less than 200ms after getting hit with a bloody bullet. They're going to be stunned for a little longer than that. They're going to yell in pain. They're going to visibly react.

Not only is this good for the player to avoid taking damage if their shots are connecting, but it's also good for the player to feel more satisfied for getting that hit on the enemy and taking him down later on. And upon death, another thing that has to be done is a good reaction to damage. Half-Life 2's enemies tend to just fall on themselves if killed using a weapon that isn't the Shotgun, RPG, or Grenade, regardless of the direction they were shot from. Half-Life's enemies would fall in the same ways every time depending on the direction they were shot from. Neither of these are good.

Recently, a lot of games have done a mix of both. The enemy plays a death animation, and halfway through they become a ragdoll. That way, it avoids the repetition, avoids floating corpses and avoids clipping through walls. The recent Call of Duty games are a good example of this. When players die, they go into an animation, and after that animation is almost over, they turn into a ragdoll. Left 4 Dead, by Turtle Rock Studios, had this sort of system for their zombies, but lacked it for the player survivors. This means that all players always died in the same poses, which is rather immersion breaking, while the zombies always reacted realistically, even if their ragdoll physics was unrealistically slow.

Difficulty

Challenge: The biggest draw to videogames, especially shooters, platformers, multiplayer games and racing games, is the possibility of loss. In videogames, mistakes can lead to failure, and contrarywise, doing things right will lead to success.

Sometimes, games will get criticised for being too hard. This isn't because the game is too challenging - as in, the game tests the player's skills too thoroughly - but rather the game is too harsh on the player, and doesn't provide a fun challenge. On the other hand, there are also games where the gameplay loop is simply too easy, which leads to a boring and repetitive gameplay experience that "gets old" rather quickly.

You have to provide the player a sense of accomplishment. Not through giving them a reward, not through making them go through an unfairly hard section, but through giving them a challenge to overcome. For example, it is difficult to get through Mario without getting a game over screen at least once. There is a certain amount of challenge in that seemingly simple and easy game - after all, all you do is jump on blocks and enemies and go from left to right. But there's always a possibility of failure, and enough failures can lead to a game over screen. This means that despite the gameplay not being challenging to learn, the intricacies of each level and "world", and the length of the game, leads the player to have to be as good as they can be if they want to beat the game. The sense of accomplishment when you beat Mario isn't because you see a few pixels that Nintendo says is a princess, but because you managed to overcome all the challenges posed by the game to get to that point. Like life.

In RPGs, such as The Elder Scrolls V: Skyrim or Coliseu, the sense of accomplishment is also tied to the player progression. Initially, you'll find it difficult to beat a dragon on your own in Skyrim on the hardest difficulty, and impossible to beat the second boss in Coliseu without having enough damage and health upgrades. In these games, part of the challenge is putting the time into gathering all those "experience points" that you need to defeat those enemies with. The enemies become the challenge, and the road to get there is what makes it satisfying when you finally beat them. Back to Mario, you don't feel a sense of accomplishment when you melt Bowser alive in flaming lava because you touched the pile of pixels Nintendo says is an axe, to cut what looks like a bunch of cigars side by side but is actually a bridge. You feel it because of everything you did to get to that point. The journey to that final goal.

Basically, the game can't be too easy, nor can it be too hard, and the reason for having challenges put in front of the player has to be so that they can feel accomplished when they overcome them. An easy game is boring, a hard game is frustrating - but a challenging game, is fun.

Fairness: Have you ever found yourself screaming at a game for having "bullshitted" you? For example, when a glitch occurs in a first person shooter you're playing, and you end up in the developer testing room, leading to your account getting banned, as happened to several Fallout 76 players, or when in Counter-Strike or Half-Life, a door closes on a corpse which causes the door to "earrape" the player with the closing sound, killing the player instantly upon touching it and otherwise turning impossible any progress through the doorway until the corpse is rid of, or when playing the Half-Life 2 mod MMod's first release version, and having an enemy shoot unavoidable, 1-hit kill grenades randomly at you?

What these examples have in common is that the player was punished, but without being at fault. When making your game difficult, you want to aim for a fair challenge, as mentioned previously. What this basically boils down to is making sure that the player feels like it was their fault that they failed. A good example of this is in, you guessed it, Quake 1. If you see a Shambler readying his lightning throw attack, and you stand still and get hit by it, you know it was your fault for not getting out of the way, running for cover, or trying to stun him with a Lightning Gun or Rocket Launcher. However, when a Quake fan-made map spawns a Shambler right in front of the player, out of nowhere, with no cover near him, and the player gets hit by it, without any possibility of escape even when reloading a save and trying the sequence a second, third or fourth time, the player knows it wasn't their fault that they got hit. And they get frustated by it. This applies to racing games, too. In Need For Speed: Most Wanted the player's car can sometimes seemingly randomly lose all traction and spin around uncontrollably when trying to drift around a sharp but long curve, and all the player can do afterwards is restart the race or hope to God they can somehow regain their position in the race in time for the finish line. And what's worse, is that this sort of thing never happens to the AI, which goes against the aforementioned equal opportunity for player and computer.

You need to make sure the player feels like when something like that happens, when they get hit, when they die, when they lose something, that it is their fault. Always make sure that the player can avoid failure, because if they can avoid failure, and they know they can avoid failure, they won't blame the game when they do fail.

Visuals

Clarity: Visual clarity is incredibly important for first person shooters. Time and time again developers have chosen to prioritise graphical effects over visibility, or style over substance. In racing games, the player has to be able to see the road ahead, and in first person shooters, the player has to be able to see the enemy ahead, and their crosshair.

DOOM (2016) has a good example of how not to do it. If you've played that game, you'll know that the machine gun's crosshair is barely visible a lot of the time. This means that when the player wants to shoot an enemy that's further away, they have to guess where their bullets will land, or squint their eyes to find the crosshair and then line up their shot.

A lot of games also have issues with making the enemies obvious. Half-Life does this well for its soldier-type enemies, who have a high contrast light camouflage and a dark vest, making them easy to spot in any lightning situation, on any background.

Bioware's Anthem (2018) is an example of a game that has very poor visual clarity, but in a different way to either of the previous examples. Every time there's an explosion, a muzzleflash, or anything of the sort, the entire screen seems to flash that effect's colour for a frame. Not only is this dangerous to people prone to epilepsy, but it also obfuscates the player's vision for too large an area. The issue in Anthem is made even worse by the fact that there is an enourmous overuse of explosions, thick smoke effects, sparks, etc. It becomes a mess of graphical effects that only serve to block the player's sight for the sake of looking "cool". This can also be an issue in games where the muzzleflash of an automatic weapon obfuscates what's behind the crosshair, like in certain games' mounted turret sections.

Basically, make sure that the player can always see their enemies, regardless of environment or lighting, and that the player can always know where their attacks will land, with the crosshair and what's behind it clearly visible at all times.

Options: Make sure you're not forcing any graphical effects on the player, such as chromatic aberration, film grain, excessive vignettes, bloom, or anti-aliasing. A lot of post-processing techniques are either "good" or "bad" depending on personal preference or hardware performance, so it's key to have the option to turn these off. Not only that, but also make sure your default settings are up to date. You don't want to ship your game with chromatic aberration on, film grain at 75%, bloom with a low threshold, etc. Use post processing sparingly, with the intent of highlighting certain things like bright lights, rather than going the Farcry 1 route and making everything blurry and, ultimately, ugly.

This is also important for the sake of avoiding performance issues on mid to low end computer systems, as post processing effects are incredibly taxing on performance. There's a reason most successful free-to-play games on the market have very low graphical fidelity or allow for extreme customization of the graphics settings - there's a market for players with lower end machines, and most people tend to ignore said market. Try to avoid being part of that crowd.

Level Design

Lighting: Lighting in level design is incredibly important. It isn't purely a visual effect, like some may think, and it can actually make or break a game's level design sometimes. In this rather long section I'll explain how lighting can be used to guide the player towards their goal, how much lighting should be used, and the different colours of lighting and the effects they give when put into contrast, and when on their own.

There are many ways one can choose to light a level. Picture in your mind a long room, with a staircase to the left, a vent to the right, double doors on the opposite end of the entrance, locked garage doors in front of the staircase, to the left, and everything full-bright. Now imagine the player entering that area. Would any specific route, be it the stairs, the vent, or the doors, really catch their attention more than the rest? No. It would be a dice roll to figure out which route they'd take.

Let's say the double doors are the main exit, the vent is a secret alternate route, and the stairs lead to a locked door that the player will access later from the other side to open the garage doors, having a nice reuse of assets. Now, let's imagine the room is now completely dark, and let's add a bright light to the entrance to the vents, the double doors, the garage doors, and the staircases. Now the player knows where he can go, but he doesn't know where he should go. Nothing has really changed since the fullbright version.

And now, let's add a bright light to the staircases, a dimmer light to the double doors, a dim red light inside the vents, barely visible from the outside, and a red light on the garage doors. Now the player is least likely to go for the vents first, most likely to go to the stairs, noticing they're locked, and then going for the double doors. This is basically the idea of guiding the player using lighting.

It can also be done to indicate the way the player has to go rather than the specific place the player has to go to. Let's assume there are no doors, and that it's all a maze-like, realistic office building. How do we prevent the player from getting lost in this office?

The stupid way to do it is to add arrows everywhere. Exit signs, arrows drawn in blood, whatever it may be, do not do this. Instead, what you should do is light the path for the player, or paths. Have the well lit hallways be the ones that lead to the exit. And on the exit, you may have a differently coloured light, such as a green light, an exit sign, a light dangling from the ceiling pointing to it, an enemy coming out of it.. things to indicate that the player has indeed found the exit.

With guidance out of the way, let's talk about the amount of lighting a level should have, and why. Imagine, this time, a Doom 3 level. It's dark, you can barely see anything, and there are enemies lurking in the shadows. This links back to our visual clarity issue - sure, it may look impressive with all its dynamic lights and real-time razor sharp shadow effects, but the gameplay is hindered by the darkness. Make sure that the places where enemies are, there are lights. Either that, or do something different, such as lights behind the enemy, as that tends to have an equally effective, but more visually appealing, result. Basically, make sure the player can see their enemies, but this time, through the lighting of the level rather than the colours used on the models themselves.

Keep in mind that the opposite can sometimes happen, too. If the entire level is too bright, confusion may happen when it comes to player guidance, or areas that are too bright may be affected by the bloom effect and glow, causing visual noise that the player will likely not appreciate. A way to avoid this is to add variety in the colours you use. But which colours should you use?

Graphic designers should be fairly acquainted with the concept of colour theory. The idea that certain colours opposite in the spectrum of colours go along well together. Blue and yellow, orange and cyan (remember Portal?), green and red. That, and the idea that colours can convey a sense of temperature, and even feelings. But how can you use this in lighting your levels?



Imagine a game like The Division. The exteriors are snowy, cold, diffuse, and rather foggy. The dominant colour is blue. But let's say your boss orders you to make an interior for such a game. Will you also use blue for the most part? No. In this case, it would be wise to use shades of orange, yellow, and other colours around that area of the spectrum. The contrast between the warmer-lit interiors and the colder looking exteriors would work to emphasize the low temperatures of the exterior, while also adding variety to the visual range of colours used in the game. Half-Life 2 does interior lighting rather well, with the colder, more depressing Combine structures and underground sewers being lit with cyan, while the apartments and other human structures being lit with warm shades of orange and yellow. Not only does this make sense considering the games are set in the early 2000s (with technology having stagnated since the first game), as yellow lights were more prominent at the time, but it also provides a good visual contrast between the two sides of the conflict - cold and mechanical versus warm and familiar.

Resultado de imagem para colour psychology


Here is a great chart by Fifteen Design showcasing the emotions commonly attributed to certain colours. This is called colour psychology, and is used heavily in marketing and 2D artworks. This applies equally well to level design lighting, and even texture-work. Notice how Half-Life's main colour, displayed on the Lambda logo, HEV suit, etc, is orange, which represents innovation, energy, bravery, confidence.. and how the Combine's structures strongly present a deep, dark blue, mixing security, authority, power, etc.

Quake and Doom (1993)'s uses of yellow, brown, and blue, don't follow this logic. Back then, id didn't use colours in any way other than knowing that certain colours on certain surfaces looked neat. What does the presence of brown tell you in most of the game? Earthiness? No, it's supposed to be an alien world. Authenticity? Eh, maybe. Warmth and support? Definitely not. The only adjective that applies is serious, and that's not really much. But what about Quake Episode 4's use of blue? Well, let's see. It's The Elder World, the last dimension of the game, the last step towards getting the 4 runes and defeating the final boss. So, loyalty? Trust? Dependability? Security? Logic? None of these apply. Hell, they contradict what better describes the dimensions in Quake. Illogical, dangerous, full of traps, enemies that turn on each other easily...

Don't be like Quake or Doom in this regard, be like Half-Life. Use colour psychology in your game's favour. Have a list of adjectives to describe the levels you're making, the game as a whole, and use the lighting in your favour. Some may argue that this is unnecessary, but really, the devil is in the details.

Miscellaneous

Coherency of DesignDusk is a game by New Blood Interactive, developed by a single person and with a great soundtrack. However, the game has many issues that come by design. One of these issues is ammo management. The game, being inspired by old titles such as Quake 1 and the original Doom, takes away the player's ammo at the end of episodes (every 8th map or so), and has no infinite ammo weapon apart from melee. That, alone, isn't a problem. However, Dusk heavily encourages the player to conserve ammo. The maximum amount of shotgun shells a player can carry is 50. That means the player can only fire the double barrelled shotgun 25 times at full ammo. Considering the fact that most enemies take at least 2 or 3 shots to kill with with the double barrel, running out of ammo is a common occurrence. Again, that alone isn't really an issue.

But then, you see the bigger picture. The game encourages you to conserve ammo, by limiting heavily how much you can carry, but also takes away all your ammo at the end of each episode, making most of your conservations futile. This is inherently contradictory and can only really be explained by the idea that Dusk simply takes away your weapons and ammunition because, well, the older games did. There's a reason most games since Half-Life 1 never take away your weapons without an in-universe and gameplay reason. Doom and Quake took away your weapons because you had plenty of ammunition. You could carry around 200 shotgun shells in Doom 1, and most enemies died with one shot. Quake encourages conserving ammo by having all enemies take more than a few double barrel shots to take down, with the exception of the two basic enemy types - the zombified soldiers and dogs, but doesn't limit your inventory so much. Insurgency and Arma encourage conserving ammo by having the player inventory heavily limited, while also having enemies die in less than 5 shots of a rifle or pistol, and a single shotgun blast from up close, making long bursts generally a waste.

Make sure your decisions are based on whether or not things go along together, and not on whether or not other games have done it. Figure out why those games did it, what effect it had, and whether or not what you're doing is for the same purpose, if not a better one. Avoid making decisions that contradict one another, like Dusk does.

Think of it as a negative phrase in English. You don't say "I don't haven't a good data plan", you say "I don't have a good data plan", because the first negative in the sentence already conveys the idea of negativity, and anything else on top only creates a broken sentence that's hard to understand and doesn't convey the idea you want it to convey properly.

Gunplay: Having good gunplay depends on many factors, and there's no objective, easily repeatable way of doing it, at least, not to my knowledge. However, there are a few things that do help making the act of handling and firing a weapon in your game more or less fun.

A static model on the right or centre of the screen that only moves when the player shoots isn't satisfying to handle. Weapon sway, movement animations/algorithms, view bobbing, jumping and landing animations, strafing animations.. Wolfenstein: The New Order and Quake Champions are good examples of games that do that kind of thing right. Even something as simple as Half-Life 2's crappy sway and bobbing can go a long way into making the simple act of moving around more satisfying and less boring.

The crosshair in many games is usually either in the vein of Counter-Strike's expanding +-like reticule, with the option of a simple dot. Interestingly, simply having the crosshair expand after every shot, even if the bullets don't end up going anywhere other than a fixed degree around the centre, is enough to make the gunplay feel immediately better. You can have the fixed dot as an option, but try not to have it as the only crosshair available. Expanding crosshairs are simply more satisfactory.

Bullet impacts in games are very varied. Some games opt for a simple black dot on the wall and sparks, like Half-Life's regular firearms, or Quake's nine inch nails, and some games opt for something more explosive, like Left 4 Dead 2's incendiary ammunition, or the Arma series' 25mm Chainguns, or FEAR's very spark-ful, smoke-ful, and parallax-using impacts, or even Doom's little explosion sprites.

Imagem relacionada

Resultado de imagem para fear game bullet impact

A gunfight in FEAR. Notice also how the muzzleflash doesn't block the crosshair.

The fact is, the more impactful a bullet impact is, the better. Now, that may sound obvious, but it really isn't. A lot of games nowadays from AAA studios simply opt for a more realistic and grounded smoke and tiny hole with cracks around it, like Half-Life 2. But really, that's just not as satisfying as opening actual holes in walls and having sparks fly around and bounce on the floor with little explosions where the bullet hit.

FEAR's explosion impacts are the most interesting of all these, as they're the only ones to have parallax holes. Grand Theft Auto IV is another game that has parallax holes, in its case, bulletholes, but being a third person shooter open world title, the details are commonly gone unseen. Parallax mapping is the act of using a heightmap, a texture that has white and black areas determining convex shapes and concave shapes respectively. This technology is great for giving a sense of depth where otherwise would simply be a flat texture, as seen below.

Parallax mapped holes in a wall in FEAR

In FEAR these holes are used very sparingly, but the effect is still felt nonetheless. Not many games do this kind of thing, but for those that do, the effect is immensely gratifying. If you can nail the act of shooting at a wall, the act of shooting at an enemy will be far easier to get right. Just have less sparks and more blood. Quake Champions' gibbing system has a fantastic blood particle effect that should serve as a great example of how to do blood right. And even games as old as Counter-Strike: Condition Zero Deleted Scenes have good examples of how to do blood particle effects, with sniper headshots creating a different and much more brutal blood effect.

Quake Champions and Left 4 Dead 1 and 2 are also good examples of gunplay done right in the sense that upon killing enemies, depending on where the last bullet hit them, their model would be modified to a gory version, with actual, physical holes or even dismembered limbs where the character was shot. This effect makes fighting the infinite droves of zombies in Left 4 Dead's movie-like campaigns much less repetitive and way more fun.

Destructible environments are another thing that can make gunplay feel more dynamic and fun. The Uncharted series has a lot of these sorts of things, environments full of pillars that can be slowly destroyed, revealing the person behind them. Not only does this make the arena more dynamic, but it also makes the bullets more impactful, and thus, the gunplay more fun.

Another thing that a few games do is changing the FOV. Every shot that your gun fires, you get a bit of a wider FOV. This is great for making the act of firing as impactful as the bullet hitting the target. My Half-Life: Source modification, Half-Life: Source Revival, has a similar effect to this. The weapons in the game have vertical and horizontal recoil, and the camera's Z rotation is tied to the vertical recoil. This makes the recoil created from firing the guns far more meaty and impactful, and generally better, despite its existence hindering the player's ability to fire consecutive shots accurately.

Movement: What makes movement in an FPS game fun depends heavily on the type of game. Something like Arma or Insurgency doesn't need a fun, skillful movement system. Having one would go against the idea behind those games, as there is no bunny-hopping, or strafe jumping, or rocket jumping in real life.

Fast paced action games such as Quake 3 Arena and Quake Champions absolutely require skillful movement systems. Built-in exploits such as strafe jumping and rocket jumping are integral to the gameplay loop of those games. It's part of their identity, in more than a few ways. If your game is anything like that, it's important to have that kind of thing.

Black Mesa (2006/2012/2015/in-dev) is an example of doing certain things right, while doing others terribly wrong. It carries over the movement mechanics from Half-Life 2: auto-crouch jumping, sprinting, jumping, etc. However, for whatever reason, the developers chose to limit running to forward only. You couldn't even run forwards at an angle, you could only sprint with W pressed. They later fixed this in a 2018 update, but it was an issue for more than 11 years.

Something very important about classic videogame movement that something like DOOM (2016) lacks is air control. Instead, they locked air control behind player progression, which is, quite honestly, plain stupid. Don't do this. If your game is supposed to be a fast paced, Quake or Half-Life styled shooter, don't limit the player's movement like that. Let them bunnyhop, let them strafejump, let them rocket jump, let them air strafe, let them have fun.

tl;dr: try to keep your movement coherent. If your game is supposed to be classic-styled, and it lacks basic movement mechanics like sprinting sideways and backwards, or key, defining features from that era of videogames such as skillful movement, that's a problem that needs to be addressed.

On the other hand, slow paced games such as games in the Arma series, Insurgency, Squad, Battlefield 2, and my second game, Pelted Warfare, have no place for such movement abilities. While their existance can be fun, it doesn't go well with the premise of a realistic, believable war scenario, with mechanics that try to mimic real war scenarios and give the player that rush of "oh man, I'm gonna die if I make a single mistake here".

What would be the tension in having 2 IFVs corner the player's squad if they can just rocket jump on top of a building and bunnyhop away? What sense would that make? None. However, these kinds of games don't have to be limited to simple movement. Advanced movement mechanics such as grabbing ledges, jumping, rolling and etc are still within the scope of the game, and are also fun in and of themselves. Imagine the same situation, but the player vaults through a window, gets to the second floor, vaults out the window onto the roof of a nearby building, and crawls to the other side of the roof where there's a ladder. Now that makes sense and could be equally, if not more, fun.

Basically, don't excuse your clunky movement mechanics with "it's supposed to be realistic!". If your game has poor movement mechanics that aren't fun to deal with, and that can sometimes lead to a player's death beyond their control, you need to fix that. Even the Arma series, with its third instalment, has done away with the clunky and simple movement of Arma 1 and 2 and instead opted for a more modern shooter-styled movement and first person animations, with mechanics like climbing ledges and vaulting.

Information Awareness: When you're making a game, and testing it, you know exactly how much damage something does, how fast it shoots, how XP is calculated, how the enemy AI works, etc. After all, you made all of that. However, the player doesn't automatically know any of that. Yes, some things he'll learn as he plays, but some things will just be left a mystery.

In general, try to inform the player of as much information about the general gameplay loop as you can without overwhelming them. For example, picture an enemy with 40 HP (health points), and  two weapons, a gun that deals 30 damage, and a laser that deals 10 damage. Now, the developer may be tempted to combo the two weapons, using the laser first and the gun later, or the other way around. However, the player has no idea of those damage values. All he knows is that two shots of the gun kills the enemy, and 4 laser strikes kills that same type of enemy. And maybe if he knew how much damage those weapons did, and how much health that enemy had, they would be able to create combos on the fly using that information to not waste the guns' ammunition.

This can be done via a stats screen, damage indicators, codexes, it all depends on the type of game you're making. But if your game isn't trying to be extremely realistic, like Arma, where damage is usually as mysterious as it is in real life, let the player know how much damage his weapons deal, how much health the enemies have, how much time it takes for something to recharge, and so on, but without giving so much information that the player has too much to handle.

Scope: When people say "don't make your first project an open world MMO", they're right. A lot of the time you might find that what they're saying doesn't apply - after all, your project is only going to take at most 2 years to complete, it's not that big. But really, what they should be saying instead is for you to try to think of relatively small and simple but concise ideas - something you can achieve in less than 4 months - to then build and expand upon. Take for example Coliseu. It was originally idealized as a boss rush game where you killed one enemy type in the central arena to then kill a boss. It ended up a boss rush game where you killed 12 enemy types in the central arena to then kill 4 bosses with mana, levelling up and the choice between 3 weapons at the start of each "life", as well as powerups, and even an attempt at multiplayer. It started rather small and expanded in adding diversity to the gameplay loop. Another good example of this rule is my second game, Pelted Warfare, where it started out as "make a system that has characters go from animation to ragdoll and back using a weight slider", then I started getting ideas for how to use it, started borrowing from Gearbox's Condition Zero, and now it is what it is - a game with a far greater scope than the original pitch for the project, but still very manageable.

Ideas evolve, and so should your game. Start small, and incrementally go big. That way, even if you don't achieve everything you try to add to it, or certain things don't work, the base idea is still solid and manageable. Try to think of game mechanics and enemy ideas instead of entire games at once. Think "what if you could do wall jumps that invert gravity in a game" instead of "what if there was a huge expansive world filled to the brim with original ideas that I haven't had yet". Quality, over quantity.

Basically, when people say that kind of thing, they're not telling you to just make Flappy Bird 2 a thousand times. What they really mean is this - start with something relatively simple, unique and interesting/fun that can be accomplished quickly and works great, and from there, add to it so that by the end of the year, you have yourself a game. A hopefully good and solid game that started off as something seemingly simple, and easy to achieve.

Perfectionism VS Carelessness: When making a game, it's easy to either overlook issues or overdevelop mechanics. Try aiming for the perfect balance between the two. Make sure there are no bugs in what you have already implemented into the game before adding new features. If your game is a shooter, and you want to add vehicles next, make sure the shooting is solid and as final as possible right now before moving onto vehicles, and then make sure the driving works, and then that it's good and fun to engage in.

If there's a feature in the game that needs work, then it needs work. Work on it, and then move on. Don't leave things for later or you'll end up with your very own Fallout 76, at which point you might as well start over or be prepared to spent months fixing something that could already be fully functional, perhaps even breaking other features in the process, requiring more and more testing that in the end will just delay the release further back than it should.