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John Romero Planning An "MMO-ish" PC Shooter

Matt Gardner
FPS games, John Romero, John Romero is about to make you his bitch. Again. Maybe, PC games
John Romero Planning An "MMO-ish" PC Shooter

Die, Romero! This is for Daikitana!

John Romero has suggested that he might well be returning to the genre that made his name in the near future, detailing his plans for an "MMO-ish" shooter, but stressing that although he has a number of design ideas, nothing been's started in terms of production.

"Yes, I'm definitely going to be making another shooter and it will be on PC first," he told Eurogamer.

"I don't want to talk about the details but I already know what it is. I've already kind of designed the thing and it's pretty cool - though of course, I am going to say that. I think it's a neat design, I haven't seen the design anywhere else."

Romero explained that the game would be "persistent", providing the player with RPG-esque mechanics that see the character grow over time and with experience, but with a unique twist.

"It's a persistent game, it has persistent player data, the character grows and gets better over time. I think most gamers expect that now anyway, but this was a design I'd done a while ago. I think it's pretty valid.

"You will be playing the game as you would expect a shooter to feel, but the specifics of your situation, narrative wrapper and reward system are all unique. I wouldn't want to give out any specifics until I'm close to shipping it. I've learned my lesson about talking too soon about specific game features and release dates."

When asked how the game will feel in comparison to the rest of the field, Romero suggested that it'd handle significantly faster than most modern shooters, tailoring the experience to PC models rather than, as he said, the slower, corridor shooter models that have arisen as a result of console gaming.

"It's not going to be an old-school shooter - it won't be pixelated," he said. "But it will probably have some faster movement than most games have right now.

"I'm not a fan of cover systems or the player being a bullet sponge. I'm not that interested in the tank-like player; I like feeling that I have skill in the game. I do realise that a lot of the movement in new shooters is directly attributable to the console controller because you can't play well and fast with them so they had to come up with some design to make it so the player can do something else if they can't skilfully move quickly. They have to do something different."

But Romero is nothing if not a PC gamer, with the mouse and keyboard part of his heart and soul, and that's influenced his design choices.

"I love twitch 180s, fast targeting, fast firing, fast movement," he explained. "So anything that's not like that - like current shooters that are basically a track going through a level to the exit and everything is closed off - is not interesting to me.

"I like to explore my levels, y'know? So I'm not a fan of on-rail shooting or slow-moving cover systems. That's not to say that Gears isn't a great game but as a player I'm more interested in speed and fast movement."

Is John Romero about to make us his bitches once more? Time will tell.

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