<\/a><\/p>\nThroughout the 90’s, id software’s Wolfenstien 3D<\/em>, Doom<\/em> and Quake<\/em> series set the design paradigms and mentality behind the first person shooter genre. The first person shooter would drive forward new technology while at the same time use this technology to iterate and reinvent the dynamics of first person shooting. From Wolfenstien 3D<\/em> to Doom<\/em>, to Doom II<\/em>, to Quake<\/em> and Quake II<\/em> each jump in processing power characterised these games through the improvement in playability from a primitive, pseudo 3D shooter, to the ultimate online deathmatch, truely 3D in both graphics and control.<\/p>\nBy the time Quake III<\/em> had rolled around, id had already established and refined the core properties that would define the first person genre (fully 3D movement, strafing, online multiplayer, etc.). At the same time, by the year 2000, the wheel of technology was beginning to slow, which meant that the genre has had to search for new paradigms or effectively scrape the bottom of the technology barrel for scraps. New paradigms have come in several forms: the shift to more narrative-based FPS (Half-life<\/em> series), roller-coaster styled experiences (Call of Duty 4<\/em>) and the hybridisation of the first person shooter and RPGs (Borderlands<\/em>). As for technological advancements, open world gameplay (Fallout 3<\/em>) and increased online functionality (Team Fortress 2<\/em>), such as online co-operative or team play (the latter, MAG<\/em>) have added new wrinkles into the FPS fabric.<\/p>\n