![]() Its why titles like Valorant, Paladins and Overwatch 2 are so popular, but Quake Champions isn't (And even that game already has more modern mechanics than say Quake Live). * The accessible part also largely comes from the hero shooter trend that worked its way back into the arena shooter. I think its somewhat of a lost art, and its why i enjoy the development of MP shooters that rely on speed and skill more than making them accessible.* By making those games more accessible you gain a bigger audience obviously but you lose out on the skill aspect because every Joe can enter the game. I am not a big fan of modern games lowering the barrier when it comes to arena games: They used to be about skill and/or great bot play. That's true, i am not going to deny that. If Halo is still popular today, but Quake and UT aren't, what do you think that Halo did to improve on the arena shooter formula that ensured it had staying power? Was it the reduction in speed? Was it the weapon balance? Something else? If people can figure out games as complicated as Dota 2 and Tekken 7, but they don't want to figure out Quake Live or Reflex Arena, it's a problem with the genre, not the learning curve.ĮDIT: Some food for thought. Games that were its contemporaries like Halo and Counter-strike still have wide appeal, and even older "hardcore" genres like fighting games find huge audiences, but they've tried to repackage the traditional arena shooter formula six ways to Sunday and each one has been a failure. I think that when it comes down to it, the arena shooter formula as it existed in Quake 3 and UT is flawed and doesn't have long-term staying power except with the most hardcore of the hardcore fans. There are many genres of games out there that are almost as old as arena shooters that have a much, much larger playerbase. Street Fighter 2 (its sequels, spinoffs, etc) and King of Fighters ('94, '95, and beyond) also have very, very high skill levels, since people have been playing those for close to 30 years.Ībsolutely, it ain't just FPS which is why I referred to it as just older games. If you think only FPS-es have that problem, fighting games have that, times 10. Gaming was smaller back then but because of how large it is the player base is higher but the quality is lower. This was actually a major problem for Quake Champions, the game is great but good luck getting into it fresh.ĮDIT: To clarify, having a large skill ceiling isn't bad, it just means that a large majority of the average MP players will get massacred, will not enjoy themselves and not come back and instead go to more comfortable options. Older MP games have a large skill barrier to enter, so whilst accessible in terms of availability it is inaccessible in terms of the general populous of MP games being able to survive in them. They contain steady player bases sure, but those are mainly the exact same people. Modern games have low barriers to entry because any mouth breather can hop onto the game and still have a few good matches, if said mouth breather proceeds to play Q3 or UT then people who have learnt the game will just destroy them, there is no time to learn as you get massacred. True, but a large issue with older games like the ones you have mentioned is that if you are good at them then you will dominate. ![]() ![]() Most new MP shooters rely too much on modern gameplay mechanics to last long. They have ease of access, low system requirements, and uncompromising gameplay. The older UT99, Quake 3 and CS 1.6 are still pretty popular.
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