You can have all the intrigue and plot twists you want, it’s not going to amount to anything without genuine characters and interaction.
There has been a rash of FPS titles with horrendous plots lately, so it might be helpful to talk about an FPS that had a pretty simple but fun story that actually worked with its game design. As a genre, the FPS has never really required much thought in terms of writing. It can certainly feature it, but technically even Doom explained itself pretty well in just one paragraph. The concept of “demons, gun, get to it” does not really need a lot of explaining. Yet today something like Modern Warfare 2 comes out, and it’s an incoherent mess. Every mission is pulling some James Bond crap or taking place as a part of the world’s most unlikely invasion, which is a shame because the best parts of Modern Warfare and the other Call of Duty games were the moments that just felt like being a soldier. Star Wars: Republic Commando dodges these narrative pitfalls despite the fact that it even takes place in a science fiction setting. A squad-based FPS relying on a fairly nuts & bolts design, it is a great example of a game that won’t make you roll your eyes while playing.
The setup is pretty simple. You’re the leader of Delta Squad, and you have three other clone commandos working closely with you. There are four general commands (follow me, attack, go here, secure area) and hotspots scattered around the map where you can order a commando to snipe, grenade, or plant bombs. You have four basic weapon types and a fifth slot for whatever alien weapon you pick up. Most maps will feature a couple of different hotspots to drop a squadmate, and you can always leave them to their own devices. You can also set up ambushes by getting aliens to follow you or take a more aggressive approach. It’s all very simple and fluid, which means that complex maneuvers aren’t exactly an option because of gameplay that is always fast and easy. Writer Gatmog points out in his review, “I liked the way squad commands felt intuitive, but I wouldn’t call it tactics. It doesn’t require any real problem solving by the player: simply mousing over points on the map will show “hot” areas, or actions a squad member can complete. Clicking on these points will issue the associated command, but it’s not like you get the option of storming a room with thermal detonators or sneaking in quietly. The objectives and their solutions are completely transparent” (“Attack of the Commando Clones”, Tales of a Schorched Earth, 2 Feb 2005).