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Hardcore Tactical Shooter Kickstart

A new Crowdsourced Hardcore Tactical Shooter Kickstarter Page looks to generate funding for a hardcore, close quarters battle first-person shooter for Windows PCs from Serellan LLC. This is the brainchild of Christian Allen, who has been a design lead on Ghost Recon and Halo titles before going indie. There's an interview on talking with Christian about the project, and here's a bit on his approach:

For years, fans of tactical shooters have been crying out for someone to make a quality, hardcore, tactical shooter. But in contrast to these requests, game publishers eschew realism and tactics in exchange for ease of use and “cinematic” flavor. This campaign aims to see if my theory that real tactical shooters aren’t dead, and that enough people want one to justify the cost of development.

I’ve been in the video game industry working on best in class shooters for ten years now – designing and leading teams creating Tom Clancy games and Halo Reach. Now I’ve struck out and formed a new company for indie game development, Serellan LLC.

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34. Re: Hardcore Tactical Shooter Kickstart Mar 4, 2012, 21:49 Bhruic
It's not quite that simple. There's a big difference between playing a game and making a game. When you make a game, you have to make decisions about things that you never really think about while playing games. When you make a game, you lose perspective on the decisions you've made and how they affect the game as a whole. Ideas that sound great in theory may end up being not so great in practice, but if you're heavily invested in those ideas, you won't realize that there's a problem until someone tells you.

Think of it like this: if being a fan of a particular genre was enough to become a great designer within that genre, then wouldn't Derek Smart be one of the best space sim designers ever?

That's not really the issue. How about putting it differently, is Derek Smart a good designer of any game?

As for the whole "losing perspective" angle, that's entirely possible with any game, and any genre with any developer. The amount of experience you have designing games in a specific genre isn't a major factor in "losing perspective". It's the calibre and quality of the designer themselves, which isn't tied to any one genre. That's not to say this guy is going to make all the right decisions (where "right" is subjective to begin with), but if he's got sufficient experience designing games, and sufficient experience with tactical shooters, then those two combined would give me a decent degree of confidence that he would know what to do to make a good tactical shooter.
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