I think one of the reasons for CS' enduring popularity is even noobs can get lucky or trick a better player and kill them. In Q3? Nope.
It's probably better for the better player as well. No matter how good you are, a stray bullet or two could take you out. There was no relaxing, and the game promoted caution enough that if you felt unchallenged, there were risks to take.
And this is why I never really liked this game: it takes the control out of the hands of the player and gives it to a random number generator. If I'm good at the game, I should be the one who is in control, not RNG.
Personally, I never liked Quake deathmatch (all the way back to the original). To me it seemed to reward prior map knowledge too much, and allowed someone with a known path that optimized item respawns to deny pickups to other users. Anything that makes the game easier for the person in the lead in a multiplayer game is a net negative IMO, as much fun as it feels to be that person.
In a nutshell there are two types of gamers: 1) casual and 2) serious
FWIW (which may not be all that much), certain games cater more to casual players by having a shallow learning curve and a low skill ceiling while others are more favourable towards serious players by providing a steep learning curve and a surprising amount of depth.
I'd compare games that have a steep curve and skill depth to real sports, like tennis or golf. If you've never played tennis and you go up against an enthusiast player who's played a few hundred hours of tennis, guess who's not going to be having much fun? How long will it take you to catch up if you both continue to practice the same amount from this point onwards? You'll probably always feel that the other guy has a certain edge over you even once you catch up to where he originally was.
If you're serious about wanting to get better then you'll keep practising until you reach a point where you become competitive against players of a given level and things get a whole lot more rewarding and fun then. This is actually the main reason why I loved playing Quake and Starcraft so much (there are many other games, but these are the two I was most involved with), It's also the reason why they were (and still are) great competitive platforms.
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For example, in games where there are relatively few spawn points, spawn points are enemy accessible, and you can respawn multiple times per round, you might have a negative feedback loop on death through the camping of enemy spawn points. If this isn't mitigated in some way, such as through removing one of the prerequisites or making it fairly dangerous to attempt, it can turn into a situation where once this tactic is successfully employed, skill becomes much less important, and you may not be able to escape.
In the original Quake/Quakeworld, there were routes around some maps where you could run the route, and things would spawn almost immediately prior to your arrival. For a person who knew this and traveled that route, not only would it allow them to effectively travel a large portion of the map to look for opponents while keeping themselves in good health with good ammo, and denying their opponents resources. This is a positive feedback loop on a successful player, and also reduces the effectiveness of skill.
In the end, games that have easily implemented tactics (that is, they don't require a lot of skill) that nullify the impact of opponent skill and don't have tactical answers to those situations are not good vehicles for competition. A good competitive game is one where skill (speed, accuracy, knowledge, prediction, etc) is often the deciding factor, and tactics employed can be countered by a skilled opponent that is prepared for them.
Your suggestion is that these games would allow a weaker player to win because of lucky spawn or item pickups early in the game, but this never happens.
In all games (Tennis, chess, whatever) one player very often has to play from behind -- whether you agree this is a good thing or not I'm not sure, but it is one way to design a game, and the way many many competitive games well before video games work. If you play better you gain an advantage, otherwise what is the point of playing better until the last moments?
You're right. There were multiple factors that made it less fun than the alternatives I had at the time.
> Spawn times on all items are on a fixed timer, and a large part of the game dynamic is, when you're behind, knowing when the opponent picked them up and knowing when to contest them.
> Your suggestion is that these games would allow a weaker player to win because of lucky spawn or item pickups early in the game
That's not sufficient for the scenario I described. It's not just that you get specific items early, it's that some maps supported specific routes you could traverse that allowed monopolization of those item drops. Now, my point isn't that this is necessarily bad, but that without effective tactics to combat this (which may exist, I was by no means a pro), then it's possible it may boost the ability of a player over someone who might be considered somewhat more skilled at that game. Based on how good my recollection of the situation (from almost a decade and a half ago) was and how well I was able to ascertain methods to counter it (possibly very poor), it may not be a good example.
> In all games (Tennis, chess, whatever) one player very often has to play from behind -- whether you agree this is a good thing or not I'm not sure ...
I think it is a good thing (thus my original point, a few comments up-thread). I also think a game that's meant to be competitive and skill based that it should be possible for a more skilled player to outplay a less skilled player, given enough time. Any situation which allows the lead player to maintain a lead regardless of skill (or even just ignoring everything but great skill differences) is a poor game of skill, and not really fit for competitive play.
It feels like people here talk about control and skill as some kind of Neo like ability to dodge bullets.
This rather than the tactical control of deciding when to engage, withdraw or anything like that.
Expert players can (and do) learn to compensate for better accuracy.
I can't speak for CS, not having experience there. But in Red Orchestra, where weapons are even more instakill, and there's even more randomness (with things such as artillery strikes, that have unpredictable patterns on terrain - you can be in a trench, and if you're unlucky, a shell can land inside and kill you), good team commander and squad leaders are absolutely necessary to win, and a team with better leadership will run circles around the one that doesn't, even if the latter has better players, for this exact reason.
I would say that the most recent incarnation is the most tactical - ironically, largely because it disposes with some of the first game's realism, and makes squad leaders into moving spawn points for the rest of the squad. This means that squad leaders need to balance staying alive (to provide better spawns) versus the need to keep advancing (to provide spawns closer to important objectives); and squad members, on the other hand, need to protect their leader even at great personal risk to themselves.
It also makes flanking and other maneuvers that much more worthwhile, because the payoff for having your entire squad spawn on you near a gap in the enemy's defense line (or, better yet, behind it) is immense, and can make for a very rapid takeover of the objective, or deny the enemy reinforcements and allow the gap to grow faster than the other team can plug it.
So the team that provides the best collective cover for their squad leaders' advance is more likely to win compared to the team that just goes for kills, even if the latter is noticeably better at the run-and-gun mechanics.
More: https://m.youtube.com/watch?v=-IDF_wWPUME
IMO it's a massively more fun game than Overwatch, but it no longer has an active player community. The best shot I have at playing with others is QuakeCon, but there used to be a few servers with 32 player limits, and I can tell you that anything beyond about 8x8 was just stupid fun. I've played hundreds or thousands of hours of this and it was amazing. I've never found another game which did it for me quite like WFA did. As the cherry on top, it runs great on a Pentium 3 500 with a Voodoo 3 MP on 56K at 1024x768 on a CRT. It also runs fine with 60fps constant on the original Motorola Droid.
Better graphics and loot boxes don't make a game fun IMO. Great mechanics and an awesome tight-knit community do.
I also don't use anything but the default equipment, because I feel everything else gives an unfair advantage to players who hace played a lot and thereby gained items. I mean, what is this? Play to win?!
Calculations to figure out that doomguy ran ~ 55mph:
https://www.doomworld.com/vb/doom-general/56505-trying-to-ca...
I think what actually set this type of design in motion can be traced back to that point in time when Half-Life came out and all of a sudden everybody seemed to criticize Quake (and indeed id Software in general) because their shooters lacked a story (actually, my recollection is a little fuzzy - games like Thief and System Shock were certainly exploring the 'story' space as well, I'm just not sure off the top of my head in what order the games arrived on the scene).
The realistic movement (head-bobbing, slowness, inertia, etc) seems like it's meant to convey a vague sense of what the physical impact of running would be, in the same way that camera shake is used to accentuate punches in a fighting game or a movie with fighting scenes. It's something that conveys momentum and mass.
It's an element to convey story and immersion. I feel like there's probably an axis here, where you have pure arcade games like Geometry Wars on one end and ultra-cinematic shooters like Battlefield 4 on the other. I'm really guessing here but I imagine Battlefield 4 (or let's say even the original Call of Duty, though I've only heard/read about it and never actually sat down to play it) wants you to actually feel the things that the soldier in the story is feeling. In some sense, it wants to be an interactive movie experience. As opposed to Geometry Wars and Doom, where the gameplay comes first and the story is nearly non-existent or very secondary.
I remember one of the biggest praises given to Call of Duty (EDIT: actually, reading further down, I think it was Soldier of Fortune that I was thinking of!) that it felt like you were in the opening scene of Saving Private Ryan. I can't help but think that must have been a huge contributor to the tone of console shooters that came afterwards.
I think it might be, Ultima Underworld, Dark Forces, Marathon, many others were story-driven well before Half Life. So I don't think it's story that did it. The console aspect is something several designers have written about, including Romero, I just couldn't google my way back to the references.
I remember one of the biggest praises given to Call of Duty (EDIT: actually, reading further down, I think it was Soldier of Fortune that I was thinking of!)
MOHAA, I think not COD or SoF.
So it could be both (MoH was also praised a LOT).
Soldier of Fortune was praised mostly for it's "gritty" story and the "realistic" bullet damage (shooting different areas of a character had different visual wound results and reactions).
Dark Forces is one I haven't thought of in awhile - such a great story-based FPS.
I probably didn't make it as clear as I meant to - I wasn't so much referring to "when story-based first-person games started being made" as much as I was meaning to refer to "that point in time when people started criticizing games like Quake for not having a story".
There's enough high skill floor things to master in Overwatch that there doesn't need to be a gimmicky movement system to separate the good from the bad. The games intended and obvious mechanics leave plenty to be mastered.
I' will concede that the number of movement abilities, and how they're trying to balance the game, bhopping might feel gimmicky in the case of Overwatch. I don't believe it's gimmicky in general. It certainly didn't feel that way for Quake. Or in a more recent case, Reflex.
It raises the amount of aim and situational awareness needed. And I'd say it does so in a fun way.