Overview
First-person shooters (FPS) put the camera behind the protagonist’s eyes—and usually behind a weapon. The genre began with Wolfenstein 3D (1992) and Doom (1993), creating both a visual grammar and competitive culture. Technical innovation drove early development; multiplayer communities shaped later evolution. FPS remains one of gaming’s most commercially significant genres.
Fast Facts
| Aspect | Detail |
|---|
| Origin | Wolfenstein 3D (1992) |
| Genre-definer | Doom (1993) |
| Early term | ”Doom clones” |
| Multiplayer pioneer | Quake (1996) |
| Modern competitive | Counter-Strike, Call of Duty |
Genre Foundations
| Game | Year | Innovation |
|---|
| Maze War | 1973 | First networked first-person |
| Wolfenstein 3D | 1992 | Accessible FPS template |
| Doom | 1993 | Level design, modding, deathmatch |
| Quake | 1996 | True 3D, online multiplayer |
| GoldenEye 007 | 1997 | Console FPS viability |
| Half-Life | 1998 | Narrative integration |
Subgenres
| Type | Characteristics |
|---|
| Arena shooter | Fast movement, item control (Quake, Unreal) |
| Tactical shooter | Slower pace, teamwork (Counter-Strike, Rainbow Six) |
| Military shooter | Realistic settings (Call of Duty, Battlefield) |
| Hero shooter | Character abilities (Overwatch, Valorant) |
| Looter shooter | RPG progression (Borderlands, Destiny) |
| Immersive sim | Player choice, systemic (Deus Ex, Dishonored) |
| Battle royale | Last-player-standing (Fortnite, PUBG) |
Core Mechanics
| Mechanic | Function |
|---|
| Aiming | Precision targeting |
| Movement | Positioning, evasion |
| Weapon switching | Situational tools |
| Health/armour | Survival management |
| Ammunition | Resource limitation |
Technical Evolution
| Era | Advancement |
|---|
| 1990s | Raycasting to true 3D |
| 2000s | Physics engines, HDR |
| 2010s | 60fps standard, destruction |
| 2020s | Ray tracing, haptic feedback |
Multiplayer Evolution
| Mode | Origin |
|---|
| Deathmatch | Doom (1993) |
| Team deathmatch | Quake (1996) |
| Capture the flag | Quake mods |
| Objective modes | Team Fortress, Counter-Strike |
| Battle royale | PUBG, Fortnite (2017) |
Esports Impact
| Game | Competitive Scene |
|---|
| Quake | Early LAN tournaments |
| Counter-Strike | Defining esports title |
| Call of Duty | Console esports |
| Overwatch | Franchised league |
| Valorant | Modern tactical competition |
Console Adaptation
| Challenge | Solution |
|---|
| Aiming precision | Aim assist |
| Control scheme | Twin-stick standard |
| Frame rate | 60fps prioritisation |
| Online infrastructure | Xbox Live, PSN |
GoldenEye 007 and Halo proved FPS could thrive on consoles, eventually making consoles the primary FPS platform for many players.
Cultural Impact
| Phenomenon | Context |
|---|
| Violence debates | Doom, Columbine association |
| Modding culture | WADs, custom maps |
| Speedrunning | Doom demos tradition |
| LAN culture | Quake, Counter-Strike gatherings |
Single-Player Narrative
| Game | Approach |
|---|
| Half-Life | Scripted sequences, no cutaways |
| Bioshock | Environmental storytelling |
| Portal | Puzzle-shooter hybrid |
| Doom (2016) | Gameplay-first revival |
Legacy
The first-person perspective proved uniquely suited to conveying presence and agency. FPS techniques—the bobbing viewmodel, the crosshair, the minimap—became gaming’s visual language. Whether through competitive multiplayer or narrative campaigns, FPS remains central to the medium.
See Also