FPS's are about a fairly simple experience when you get right down to it.
This. I don't think many people would call Skyrim(for example) a FPS, while technically it is.
FPS's are about a fairly simple experience when you get right down to it.
This. I don't think many people would call Skyrim(for example) a FPS, while technically it is.
Why talk when the NPCs talking to you can tell you your backstory and serve a much greater purpose? I haven't played through the whole game, but Half-Life 2 seems to do this.
To have the NPCs plausibly explain to you your backstory often needs a plot device such as amnesia or much time passing while you were away, and both of these can be a bit on the over-used side. On the other hand Unreal 2 had your character explaining a lot of the game universe to the NPC shipmates, which was even more disorienting, considering that you (as the player) would not have that knowledge.
I believe it depends a lot on the nature of the character whether it's appropriate to have dialogue. For an example of a character where (IMO) first-person dialogue fits well, I'd mention Garrett from the Thief games. In this case it's a combination of game mechanics and good writing. The character is well-defined and not customizable except for the equipment load-out, and the game pretty much requires you to play in a stealthy, thief-like manner, so you're likely to slip into Garrett's mindset while playing and not find his remarks at odds with your own thinking. While a more customizable character, or a game supporting wildly varying playstyles, is more likely to have mental conflict between the written dialogue and the player's thoughts.
On the other hand, in a third-person game it's often not as conflicting to have all of dialogue, customization and freedom of playstyle, because "you're" not the character but merely taking control. But even then, it helps if the character or setting is supportive to avoiding player / dialogue conflict. For example Saints Row series manages (again, IMO) this by making the main character + supporting cast violent megalomaniac sociopaths, and the setting just as crazy, so you're more likely to just accept it instead of questioning and projecting your own thoughts.
what i undestand is the main goal in fps is you are the character in game but in campaign fps games you have to tell story and most of the time story should be told through dialoges because in specially shooter games game should be fast ind its impossible to tell story in documents. in games such cod because there are many characters that are with you and maybe story is more about them to player maybe its still weired to be silent but its convincing to save fps feeling and give player no dialoge. but in games like prey as plainoldcj showed its just about player and that character feelings are important and that time we have no other choice. i think as we have now better technology on voice recognition maybe in game if player had a dialog we subtitle it and player should say that. i dont mean rpg but something like i sead even helps player immersion.