Updated Graphics
Its almost a platitude, but the chief selling point for most FPS video game followups is the in-game images. It is clear that graphics don't "make" the game, but it is a characteristic that is greatly appreciated by FPS enthusiasts and is a feature that you're guaranteed to see in every first-person shooter sequel.
New Maps
An FPS sequel would pretty much be the same game as its prequel if it were not for new maps. Sure, a few map remakes here and there will not damage, but a first-person shooter with the same battle fields as its predecessor would not be that appealing to hardcore supporters of the FPS gaming genre.
New Weapons
One of the features that you are ensured to get with any FPS follow up, that is not always a great thing, are new weapons.
New Story
While most FPS gamers flock to new first-person shooter games for the multiplayer, there are still some that are in it for the story, and there is guaranteed to be a new storyline or continuation of the original story in every first-person shooter game - even if most of the multiplayer fans will never notice it.
New In-game Characters and Customization
In part, new characters and customization go hand in hand with new images, but in the large scheme of things, new characters do not matter because in an FPS game, you are the chief character.

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By now on-line multiplayer gaming has been around for awhile. Initially online gamers could just communicate through computer keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of difficulties, although it was quite progressive and helpful, too.
First person shooter gaming culture certainly has changed since their initial flower. I recall the days when I first began playing first person shooters online; my first on-line shooter (players could, if they desired to, swivel between first and third person) was "Socom" for the Playstation 2. At the same time X-Box Live was becoming increasingly popular, too, so many on-line gamers were becoming accustomed to communicating and dealing with others through the means of voice communication. The PC had both conquer, with programs such as Ventrilo permitting PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially individuals were very relaxed online - very few gamers would lash out, cry, cry, howl, or instigate fights through the voice communication. And, if someone did instigate a fight, normally others would help break it apart and relax tensions; typically this would work. The novelty of voice communications made many people very anxious - never had players been able to communicate with entire strangers using their voice. Many players were anxious, and the thought of trying to cyber-bully someone, for whatever motive, never stumbled upon their head.
As time advanced, so did the development of the shot community. I began playing the new games that came out in the music genre, most notably the ever-so-popular "Halo 2" - the first on-line multiplayer Halo game. As stated before, most individuals were quite relaxed, but I did start to take notice of something - more folks were becoming pests. There were more folks creating problems by arguing, using obscenities and racial slurs, and instigating fights. I understood it was bound to occur - bad apples would constantly be around, so it had to be taken. The anonymity of on-line multiplayer games was beneficial for these folks, as they probably had to let out their emotions through this mental cyber-vent. Annoying to, you know, routine folks such as myself and the majority of other gamers out there. At that time, compared to now, it was tolerable.
I took some time off from profound first person shooter gaming. While I played from time to time, I did not buy an X-Box 360 until the launch of Call of Duty: World at War, so I lost a lot of the advancement of the FPS online community. When I came back, I was fairly astonished - folks (of all ages I might add) were very crude. "Gamers", and I use the word loosely, were crying and screaming. In the reception some people would shout into their mic at the top of their lungs forObvious motive. Someone would scream obscenities at another player without provocation. An evident "gang mentality" had enveloped the FPS gaming community, which was apparent when there is a number of players, occasionally a clan, that would try and cyber-bully other players for no clear motive.
Things increasingly have gotten worse, especially within the Call of Duty series. The game itself was amazing, although unbalanced (but that is another story). Nevertheless, the community got amazingly worse. I don't wish to convey that every child playing the game was ill mannered, however a large quantity of the kids would cry into the mics (keep in your mind this game is rated "M For Mature", whereas these children were easily Socom. Many of these children are amazing, and can grasp the obligation of using voice communication. Yet, in today's day in age, this indicates that most children cannot handle it - vulgar language runs wild, particularly in games rated for a higher age. The worst part is the fact that parents afterward get mad and blame video game companies; But where did these children get these games? One time I went to GameStop and saw a mother purchasing Grand Theft Auto 3 for a kid that looked no older than 13.
My love for these games only grew, despite the download coil of the online community. While some games had great communities however, most FPS games did not - they were quickly deteriorating into oblivion. One time I got into a lobby in Call of Duty: Black Ops to really have a man assault me and another player for no reason. This cyber-bully was followed by a couple of his buddies, so he was wanting to look "cool" I reckon. But still, when the advent of voice communication came into play for FPS online multiplayer games, these things seldom (practically never) happened. Now My Source it seems there is either a cyber-bully, loud mouth, or a screaming kid in any and every foyer. It is hard to concentrate on game play when you possess a confirmed 12-year old singing Justin Bieber lyrics at the top of his lungs.
Despite the deterioration of the online community in a majority of popular shooter games, I still love these games. I still purchase them, and I still play whenever I get the opportunity. Fortunately many games (if not all) have added in the "Mute" feature, allowing players to selectively mute any player they select in just a game. While this does not solve all problems, it certainly helps.
Overall, though, the communities have gotten worse. Back in the time when I first began playing Socom, many players shunned the idea of glitching/cheating online, as it totally ruined the experience. I saw, even in that game, as time advanced that players were increasingly take action. Some cheats even let these cheaters to knock people out of games, become invincible, and also fly in the skies to rain down dread. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively quickly, which can be reasonable since it is a pay-to-play system. And these were not small glitches, either.
In the end, as corny as it may sound, there is no honor in FPS online gaming.


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