Why were cover based shooters so popular years ago?

Why were cover based shooters so popular years ago?

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Because console audiences. Like, that's literally the reason. Console audiences liked being able to hide behind cover while their health regenerated. It was the go-to-genre for casual story-driven games.

Which is stupid. Wouldn't it make more sense to have non-regenerating health in a cover based shooter to you know, incentivize taking cover? I just don't get it.

Every once in a while, a popular genre just becomes the standard "insert shitty game here" template that lazy studios use to stamp out cashgrabs. For pretty much the entirety of the 2D era, it was the platformer, 5th and most of 6th gen was the "action-adventure game," early 7th gen was the single player FPS with tacked on multiplayer, then later the 3rd person/cover-based shooter, early 8th gen was the open world sandbox, followed by the survival crafting, and now it's the competitive FPS with often optional battle royal mode; bonus points for the last one if it also features survival and crafting.

>early 7th gen was the single player FPS with tacked on multiplayer

Well flip this around so that it is tacked on single player campaigns but besides that good post.

Honestly, the thing that encouraged using cover the most in these games is that you moved like a fucking brick. Gears of War and Mass Effect 2 quickly become turret simulators in lieu of nearby cover - not because you have low health, but because it takes forever to actually change position.

>years ago

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Yeah but I would argue that cover based shooting could have been way better if they implemented health pack pick ups on levels instead or maybe even gave some limited healing items as well like med kit equipment. I haven't seen of any cover based shooter like this at all.

>Well flip this around so that it is tacked on single player campaigns
Notice how literally nobody is ever able to explain what made those campaigns "tacked on" compared to, say, Doom, mind you.

Gosh, maybe because the campaigns were short, badly-made and didn't play to the genre's strengths while the multiplayer sections had more work poured into them?
Doom's singleplayer was the whole point. It was designed to take advantage of the genre they'd kind of created, and it lasted a good long while with all the secrets etc.

One game did well and people followed suit to catch on the high of the genre that got popularised
Same reason you got FPS and mascot platformer games in the 90s

there were some, like Rainbow Six Vegas.

Why the console players always hold the art form back?

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Being able to aim while being in safe cover made it way easier to do shooters with console controls

Whelp this probably explains it then.

There's a split in the "Lazy Dev Default Game" template as soon as Limbo became successful (early 7th-gen) If you were a studio with money you made a generic two-guns regenerating health shooter or a chest-high walls shooter, but if you were a cash-strapped indie you made a puzzle platformer early in the gen or a walking simulator 'horror' game late in the gen. Early 8th gen unimaginative Indies probably also made survival crafting games because Minecraft tricked people into thinking they could get away with garbage graphics.

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gaming companies are soulless

Eh, I'd say Cave Story made pixelshit platformers as the go-to boring indie genre, and by the time the indie boom started Super Meat Boy cemented it.

no because these games are poorly designed trash where concentrated hitscan fire makes avoiding damage impossible so regenerating health is necessary. the goal isn't to avoid damage by taking cover, it's to rush from cover to cover soaking up bullets and recovering in little bursts.

they shouldn't have to because that comparison is fucking moronic.

>division 2
>popular

they work better than pure FPS on consoles, since you always stand still while aiming.