![]() ![]() Everyone is the same and moves the same way, and it's not hard to learn. The universal appeal of quake 3 gameplay was in the simplicity of its basics. Sucky outdated graphics at launch, buggy unstable heavy laggy engine, horrible netcode, but most of all: a toxic soup of random characters and abilities straight copy pasted from other games in the hope to get something for everyone- and getting the opposite, nobody really happy in the random resulting gameplay cacophony. Then came quake live, that was essentially the good old quake 3 gameplay but with some crucial differences: it wasn't 1999 anymore and people wanted a little more on the graphical compartment, but mostly 5 seconds respawn time for weapons and refillable ammo meant the gameplay became a complete spamfest and all you really neded was a lighting gun and rush.Īgain, the only changes they did to the gameplay in quake 4 and live were for the worse.Īnd then came quake champions, the apotheosis of all the mistakes that were made before, pumped to 11. Many players from quake 3/UT era got repulsed and pushed away from it.Īll people wanted from quake 4 was a killer single player and a polished quake 3 multiplayer experience but with futuristic graphics- they got none of that. A classic, simple, pure arena fps experience with top tier, current generation graphics and user interface is what quakers and UT players have begged for a decade or more, and never got even once.Īll the "afps revival" experiments that have been half assed in the last years failed exactly because the gameplay sucked big balls in trying tobe innovative and inclusive. ![]() So either way you lose, unless you can strike a very fine balance. If you make a new arena FPS game and try to innovate as much as possible to make it stand out, then you will also likely turn away many potential players because they are not comfortable with trying new mechanics, either due to time investment or concerns that the new mechanics may break the delicate balance of the core AFPS gameplay, and there's no way to tell for sure without sinking many hours to test hypotheses about the impact of those new mechanics and verifying their viability in a competitive environment. Hence why CPMA is still kicking with a small, but passionate fanbase while Reflex is pretty much dead in the water. So you don't get a lot of players as a result. If you make a new arena FPS game as pure as possible and add very little "new" stuff, then there's no real reason to play the new game other than maybe some pretty new graphics, when older games that play pretty much the same have more well-developed and dedicated communities, simply because they've been around longer. ![]()
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