So, recently, out of nostalgia, I watched part of a longplay of No One Lives Forever on Youtube.
Looking back on that most excellent game, I could not help but marvel at all the humor worked into the gameplay, well designed sets and items, and funny dialogue in the game, all well implemented.
But, also looking back at it with fresh perspective after not having played it for years and any FPS games since last November, I noticed that the one aspect of the game that in fact didn't really gel with or really commemorate spy entertainment media from the late 1960s and early 70s was the body count.
I mean, when you go back and look for actual shows of the era like "The Girl from UNCLE" on YouTube, or even watch really early James Bond films like Dr. No, and then you compare the body count, quantity and type of weapons displayed, and acts of killing versus Cate Archer sprinting through a Communist research lab with a Walther MPL and AK 47 and slaughtering pretty much a whole platoon of responding military personnel complete with blood spray effects on walls and casings with physics that collect on tabletops and roll off and people being shot in the face, there's almost a huge disconnect between the genre emulation, historical portrayals of the genre, and the mandates of a first person, well, shooter produced in the 2000s.
With that aspect of the game, it felt more like I was watching Platoon in terms of the violence of actions portrayed and the numbers of corpses accumulating on the floor (possibly NSFW due to bulldozing corpses after a battle): http://www.youtube.com/watch?v=NIJZGR2FaDA
I remember how, in contrast, back in Dr. No from 1962, Sean Connery's Bond was a monumental badass because he basically was able to rough people up while interrogating them, kill people in self defense using a little Walther PPK, and sport a blue terrycloth robe: http://www.youtube.com/watch?v=pw61uyA0F8A
The persona of James Bond, at that time, is a tough guy who isn't afraid to rough people up, but doesn't really have the super commando aspect where he's rocking chain headshots while walking while firing a combat handgun from 50 feet away; that kind of thing is really more a modern element, I think. And I also think that most of the spy genre stuff from the 60s in televison and movies was, if anything, less violent and hardcore than Dr. No.
All this leads me to think about how in this day and age, there's been a lot of really wonderful stuff done with immersion, physics simulation, world detailing, light and water affects, and so on with first person engines for video games. There's even been some excellent stuff done with increasingly realistic portrayals of firearms, including some games where you have to clear stoppages, and where the game keeps track of whether or not there is a round in your chamber.
But at the same time, it also seems like outside of indie studios, the classic "adventure game" genre has kind of fallen by the wayside. Those games tended to be all about immersion, story, etc., but usually they were frustrating as hell in my experience because you had to figure out a precise proscribed solution for each situation.
Many of the elements of immersion and storytelling are now possible through FPS games, but FPS games now have mandatory mountains of corpses and platoons of enemies versus one protagonist, which are not going to really be in line with many types of stories or situations or genres that a game designer might concievably want to portray.
I've been thinking it would be kind of cool or interesting if someone used a nice, immersive FPS genre to create an adventure game scenario of some kind which is deep and interesting and maybe realistic, even where there could be the potential for something violent to happen, but where that's not necessarily the big emphasis of the game.
The example that immediately comes to mind is "Burden of 80 Proof", a Deus Ex mod that uses the Unreal engine to create an adventure game where you basically run around trying to organize a weekend party. It was extremely funny and immersive and was completely non-violent, but also kind of outlandish and not realistic.
But what about making something immersive and detailed that is realistic? For example, the player is a private investigator in a small to moderately sized town who is hired to get photographic evidence of an affair so that the client can get divorced. You have all the pieces there. You can build the world in terms of buildings and NPCs. You have your stealth engine. Maybe there's certain situations where one of the NPCs can attempt to murder you in a rage if he discovers you, and you have the opportunity to shoot him with your CCW piece, and that uses the combat engine. But a lot of the development could focus on scripting really good or detailed NPC responses to actions, and on filling the world with little details. If there's only one potential shootout in the game, you could put tons of development on accurately portraying just one or two handguns, realistic trauma decals, overpenetration, and so on. You could spend your time trying to figure out how to implement or portray detailed and realistic consequences for everything that happens.
Just some food for thought, I guess.