Quote: "I sell educational games to the technical training community, and I know what they don't need to do:
1) Educate
2) Be technical
3) Train
Here is what they do need to do:
1) Be fun.
Unfortunately, I'm not always the best judge of what's fun. I've built some games I thought were a blast that no one played for more than a few games. Other games that I thought were embarassingly bad had people playing for hours."
You're exactly right there! Fun, fun, fun all the way. Now for first-person-shooters killing things and having loads of blood spraying around it much fun, and that's the easy part of making it for FPS Creator. The hard part is making the game replayable and not boring, confusing or tedious.
Storyline makes a big difference between levels. But in the actual level you just want kill kill kill and no waiting around, getting lost or wondering what to do next. This is what happens when a game gets too complicated. The fun part is what sells the game (good graphics are fun), and having a realistic, complicated game is not good if it compromises the fun factor. Life is realistic and complicated, and if life were so much fun we wouldn't be playing games!