I wrote something in my journal/database (evernote) on what I enjoyed about FPSs while working on my RPG concept. Yes it sounds off topic but that is because of what is offered in my concept for that RPG lol..
ToG:DoaNF is the RPG equivalent of an FPS. The instant sense of skill felt when taking out an enemy with your hand eye coordination in an FPS is unique if not rare across all genres. I want to be able to recreate that feeling within a RPG by making the player feel more involved in the commands issued as opposed to setting a command and watching it play out.
There are many reason a FPS can pull me in. It all depends on what content/aspect within that game I am taking into account.
- In multiplayer (PvP not CoOp), functionality/intuitive design of the controls is among the top things I look for.
- In CoOp I focus on the use of the space within the screen and how effective their pairing of a HUD or split of the screen is played out.
- In single player campaign I am more critical of the aesthetics (graphics, sounds, music) as well as how well the story progresses (flow, not so much the quality of the story).
But ya, like I tried to say in the quote without the rpg fluff: The instant sense of skill felt when taking out an enemy with your hand eye coordination in a FPS is unique if not rare across all genres. There are very few genres which give nearly as much of that instant sense of reward for your dexterity,reflexes and hand-eye cordination. Ultimately this is what immerses me in a FPS.