


FPS Research:
Genre and Codes:
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Genre: This genre is known for its first person viewpoint in video games, as well as the games being shooters where you wield weapons such as guns. FPS games mainly have a focus around combat, war and violence.
Codes: There are many codes in media that dictate and categorise different aspects of media. These are:
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Verbal Codes are the linguistic items used in media for communicating information, such as text.
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Visual Codes are the media items used for communicating information in a visual way, such as images, videos etc.
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Symbolic Codes show what is beneath the surface of what we are shown, such as a characters actions indicating what they are feeling.
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Technical Codes are specific to a certain form of media, and do not exist outside of these forms that they exist in.
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Cultural Codes are images and other forms of media that are associated with a certain stereotype in our minds.
These codes can be present at the same time in different media formats. One example of this is music, in which both symbolic and technical codes are both present. In FPS Games, all of these codes are present in one way or another, as it is a form of media.
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Codes in FPS Games:
Visual/Verbal Codes: In FPS games, both of these media codes are used to communicate information and present the game:
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Visual Codes: These include videos/images, and in FPS games, they can be in the form of cut-scenes, displayed images on the Heads-Up-Display (HUD), etc.
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Verbal Codes: These include text and voices, which are used by FPS games to convey information to the player, whether it be a description of a weapon or a character telling them their objective.
Symbolic Codes: In FPS Games there are 4 symbolic media codes used to set the scene and portray the game, which are:
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Setting: The time and place of the narrative. The setting can include the whole story or just a specific scene, a big area or small room, and setting can also be a created atmosphere or frame of mind. In an FPS game, the setting is usually defined and includes the level, the time and place of the story, and the overall atmosphere of the level.
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Mise-en-scene: A French term meaning “everything within the frame”, is a description of all the objects within the frame, including the set design, costumes, props and staging/composition. In FPS games, this can refer to the objects, enemies and placement of elements in a level.
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Acting: The portrayal of characters by a person, which contributes to the development of the character, and advances the narrative. Character portrayal is done through; facial expression, body language, vocal qualities, movement and body contact. In FPS games, the characters are animated to show all of these qualities and add to the overall narrative of the game.
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Colour: The use of colour has cultural and strong connotations. Dominant colour, Symbolism and contrast are used to add to a scene. In FPS games, the colours used can influence the atmosphere and setting of the game.
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Conventions in FPS Games:
There are many conventions in FPS games that many developers utilise and include in their games. These conventions have been in place for years and have shaped the game experience for players of FPS titles.
Cover System: A game play mechanic in which players can take cover in the battlefield behind objects. Many FPS games, including Gears of War have implemented this system into their game. This mechanic allows for players to think more tactically and allows for enhanced engagement in the game.
Regenerative Health: A game play feature where, after taking damage, you can regenerate it when not shot for a couple of seconds. More realistic FPS games, such as the Call of Duty franchise, have the screen cover up in a haze of blood when the player is near death. This can act as an on-screen indicator telling the player when they’re near death, and can also ramp up the anxiety in moments when it is needed.
Scoring System: A mechanic in FPS games where killing enemies would give you points/experience points. Halo 3 implemented this in the game, and had the same effect as in the game Counter-Strike, letting you know when you’ve killed an enemy.
Level-Up System: A mechanic in FPS games where you gain experience and level up by playing the game. You can earn these points by defeating enemies, capturing objectives etc. In the Call of Duty franchise, levelling up means unlocking more weapons, attachments, and score/kill-streaks. From Halo: Reach, this levelling system is used to unlock and customise your character with different armour and cool effects.
AI Enemies: another common feature of FPS games are AI characters that you can interact with, including allies and enemies. These have become a staple of FPS games that include single player experiences.
Quick Replay: A game mechanic in which the game shows you how you were bested in combat right after you die, by showing you a replay of the combat in the eyes of your adversary. Originated in the Call of Duty franchise, many FPS games now have this system implemented for their games.
Interactive Replay: A similar mechanic to quick replay, interactive replay allows for a more in-depth analysis of the entire match that you had played, allowing you to freely roam the battlefield as a flying camera, watching the match unfold. With this freedom, you can see exactly how the match unfolded and take notes for what to do in your next match. Originally implemented in the game Halo: 3, this system has been used in future releases of the Halo series, as well as other video games such as Fortnite.
Sticky Aiming: First implemented in the video game Call of Duty, sticky aiming allowed for easier aiming with controllers. Aiming down sights using the left trigger would make the player aim towards the nearest enemy, enabling players to take down many enemies by alternating between firing and aiming down sights. The Halo franchise implements their own sticky aiming, in which the player’s crosshair slows down when crossing over an enemy.
Changes over time of FPS Games:
In 1992, the father of modern shooters was released; Wolfenstein 3D. This game was revolutionary, its environment, character models, and performance greater than any FPS before it. The game blended fast paced action with the first-person perspective, and popularised the run-and-gun shooter, making it accessible to all. The game also implemented many aspects of modern shooters, including health/ammo packs, weapon selection, and progress saving.
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One year later in 1993, Doom was released. As one of the most important video games ever made, Doom improved upon Wolfenstein 3D in every way, and established FPS games as a genre that would last well into the future. The game included improvements on everything, as well as including Doom WADs, which allowed for players to mod and create their own levels for the game. It also included a cooperative and deathmatch multiplayer, by LAN or dial-in connections, which gathered a massive user base that many shooters in the modern era still seek.
In 2007, Call of Duty 4: Modern Warfare was released, the game setting the standard against which all future FPS titles would be measured against for a long time. With it bringing warfare, guns, the settings and scenarios to the modern era, the game became one of the most loved shooters ever created. The campaign was brilliantly scripted, adding unforgettable moments to the gameplay. The multiplayer was the first of its kind, bringing in customisable perks, levelling, prestige, and kick-starting a loyal, talented fan-base that still plays the game to this day. Its fast, twitch-heavy gameplay also made the game a premium choice for eSports, and was the dominant fixture in the gaming release calendar for almost a decade.
Narrative Structures:
There are many types of narrative structures that influence and build a media product. These are the four main narrative structures:
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Single-Strand: A narrative structure that always keeps the main focus on a single character, their point of view and experiences.
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Multi-Strand: A narrative structure that switches focus and perspective between multiple characters and their points of view, as well as each of their experiences.
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Linear: A narrative structure that tells the narrative going from one event to the next in chronological order.
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Non-Linear: A narrative structure that tells the narrative switching between events out of order and where the narrative doesn’t follow the direct causality pattern.
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Narrative Structures of FPS Games:
FPS Games tend to follow a linear narrative, the gameplay following structured, chronological levels. Even with games with flashback scenes/missions, they are still following a linear event list, in which the main character is usually having said flashback.
FPS Games tend to also stick to single-strand narratives, following the main character that the player controls. There are some FPS Games that follow multi-strand narratives, switching between multiple characters, who follow their own stories that may or may not be linked to the main plot of the game.
Representations in FPS Games:
Social Groups: Video games tend to bring together people under the similar video games that they play and have in common with one another. Communities online and in real-life have been formed by gamers to connect and mingle with people of similar views. Online communities, through social media, blogs and other internet means attract many people and serve multiple purposes, including communication with others and assisting, such as helping with game issues. Real-Life communities connect through regular social interaction, like friends hanging out and playing video games, or at conventions where many fans of a particular game get together at an event and interact.
Social Issues & Stereotyping: With the rise of video games, the Media, including news outlets, magazines etc. have used video games to pin the blame of many crimes, acts of terrorism and other issues in today’s society. Video games, as well as the massive community of gamers, are subject to ridicule by the media as false studies, scaremongering and other falsities have been targeted against games.
The media commonly blames games for making people “more violent”, and more likely to commit crimes, including terrorism. In the USA, many mass shootings have been have had the blame pinned on video games, all because the person committing this terrorist act has said to play video games in the past. The media commonly blames video games without addressing the real issues in the gun laws of the USA.
People who play video games have also been stereotyped as being lazy, unproductive and useless members of society, even though many people who play video games have full-time jobs, and are active members of society, or are too young and thus are in full-time education.
Presence and Absence: In FPS games, there is a presence of communication and interaction through these games as well as through other online communities. These players
In the FPS genre of video games, there has been a large absence of female FPS players. In the FPS genre, 93% of players are male, while female players are at 7%. This large split between genders is likely due to differing interests and marketing of many FPS games to be towards males.