xWEBSx
Too old for this Shit
Thanks for that... I see where you are coming from and while I can only partially relate on the shooter aspect, I fully understand in the correlation to the model and fighters.. I understand the balance between profit and ease of use.. overall however I find it a shame and the ones who lose overall are the people who put their time in (in said fighter or shooter) to just have things... "dumbed down" for the sake of more $$ (those 1 yr vets vs your 1 week newb example sticks out to me, because that vet had been in the newbs shoes when they first picked up the game, they decided to stick with it and improve, while many are just content to cry and complain to just eventually move on) <---- is a different topic all to itself.Wall of text:
Well the games im talking about are 'deathmatch' shooters. Not realism-based shooters in the vein of counterstrike or CoD.
Outside of indy devs there are really only two players in the deathmatch game, quake and unreal. There were small communities around Halflife DM, Painkiller, Tribes etc but quake and unreal have always had >90% of deathmatch players. The list of shooters that had large competitive communities goes Quake1 - Quake2 - Unreal Tournament99 - Quake3 - UT2K3 - UT2K4.
The problem was the same problem that I see happening in the fighting game communities; new players get stomped in a way that isnt fun for them. Someone who has played quake 3 for one week playing 1v1 against someone who has played for a year or more will simply never kill them. They will die over and over without really knowing what is happening. Good players are timing health/armor/powerups, denying certain weapons, and forcing spawn locations, etc etc. Things that wouldnt occur to a new player as valid tactics. It would be akin to loading up MK9 and not knowing that there was a block button. These tactics are that important. Aim and movement are a big part of winning, but if you have poor timing or tactics your good aim will rarely make up for it.
CoD you can pickup and play and even if you are terrible there is no huge penalty. You can still run around and get the occasional kill which triggers a reward response, the action is frantic and you will inevitably get a headshot or find someone turned around. There are no items to keep track of and the only real strategy is positioning. Playing quake for the uninitiated feels like you are trapped in an isolated rape chamber with a madman on the loose.
In quake 4 and unreal 3 both devs tried to correct this and in the process simplified the game to the point where the existing community abandoned them and went back to the old games, which of course with both games having been out for so long at that point attracted almost no new players.
So anyways here is why deathmatch is dead:
1) What makes the games good also makes the games extremely newb unfriendly
2) When the devs tried to make the games newb friendly, the games werent good
3) Those games didnt do well so they stopped making them in favor of other genres that sell more copies