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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 Ghostrecon.net 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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35. Re: Hardcore Tactical Shooter Kickstart Mar 5, 2012, 01:13 Jerykk
 
Name someone you believe will attract huge amounts of public donations to a tactical shooter?

Someone who worked as a designer on more than 3 well-regarded tactical shooters. It doesn't have to be someone famous. It just needs to be someone with sufficient professional experience in the genre.

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

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.

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.

That's the problem. I don't think he has sufficient experience with designing tactical shooters. The more experience you have, the better you'll be able to predict and handle potential obstacles. Anyone can come up with ideas for a dream game but actually turning these ideas into a cohesive and polished experience that appeals to more people than just yourself... that's another matter entirely. 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.

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. With ME3, the shooting gameplay has improved quite a bit. This is because Bioware has had more experience designing shooters and not just playing them.

This comment was edited on Mar 5, 2012, 01:24.
 
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