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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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36. Re: Hardcore Tactical Shooter Kickstart Mar 5, 2012, 02:21 Bhruic

Exactly my point. Smart is clearly a fan of space sims. He's been making them for almost 20 years. However, being a fan of specific genre doesn't make you a good designer.

Ok, but your point is irrelevant. Derek Smart is a bad designer in general. So him being a fan is irrelevant. My point was that someone who is a good designer, but hasn't worked in a specific genre, can still be a good designer for that genre, if they've done the research (ie, played the games).

I don't think he has sufficient experience with designing tactical shooters.

Yes, I understand that. And yet, it's still not really relevant. There are plenty of good designers that worked on games in genres they didn't have experience with who made great games. That's because they were good in general.

The more experience you have, the better you'll be able to predict and handle potential obstacles.

Having experience in the genre would help with the first, but any experience would help with the second. And while he might not be able to predict all the obstacles, that doesn't mean he can't overcome them when they pop up.

Again, refer to Derek Smart. Smart has lots of experience designing games and he has lots of experience with space sims, but that hasn't stopped him from making lousy space sims.

I'm confused, are you arguing my point now? You're basically saying that having experience in a specific genre doesn't mean you're going to make good games in that genre. Exactly. Which means that having experience in that genre is a secondary concern after whether you're actually good in general.

Another good example is Bioware. When they started working on Mass Effect, they didn't really have any experience working on shooters. I have no doubt that many members of the team loved shooters but that alone wasn't enough to get good results. Predictably, ME wasn't a very good shooter but the RPG and story elements helped carry the game to success.

Actually, that's a really poor example, because there's no indication that making ME1 a shooter was a priority. The focus of ME1 was clearly on the RPG elements (and it was marketed as an RPG). It wasn't until ME2 came along that they switched focus, and made the shooter elements primary.

That has no correlation with anything that's going to be going on with this project.
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