it was easy to learn and you could take breaks / come back whenever you wanted and not miss anything. that means there wasn't any need to continuously balance-patch the game. the focus was more on where to go and what weapons to switch to during fights rather than preciseliy lining up a cursor on someone's headĪlso there were no characters, no unlocks, no microtransactions. games were more about decisions and less about aim. and they were all actually different instead of just hitscan. You had to travel to get guns instead of just starting with them. That means the games had actual back-and-forth battles instead of the low-ttk sight-based gameplay that makes every modern shooter trash There were no headshots, and you could even get health and armor to stay alive longer The maps had multiple floors instead of just being flat and basicįast player movement and having to aim vertically + horizontally (instead of just horizontally) lowered everyone's accuracy, so you had even more opportunity to survive the first volley Weapons fire took time to travel from shooter to target, which means you had time to react to getting fired upon Problem is - adding in those hour-to-hour progression systems kinda ruins the idea of an area shooter. Too many good choices, and progression systems being so expected etc. Maybe this wont work with today's audience. This meant that the games had to focus on being SO GOOD minute to minute and second to second, that you came back playing anyway. There's no leveling or battlepass or anything. Strategy games have economy etc.īut, traditional arena games much nothing going for them in this aspect. This is where RPG games traditionally keep you hooked with leveling, character growth etc. Then, there's the hour to hour (or multiple hours). For a shooting game, that means the environment has to be fun to move around in the game must feel fair etc. Then, you have to make sure the game is fun minute to minute. If its a non-realtime strategy game or something else that's slower, you have to make sure the clicking and menus is satisfying etc. If its a shooting game, the movement and shooting has to feel good and fun for example. When making a game you have to make sure it's fun second to second. I've been in the games industry myself and a pretty common approach to game design that I heard come up often (I didn't work with game design at all however) was the following (roughly): Since so many good points have already been made in this thread, which I agree with, I'm gonna add a different point that's less succinct perhaps but well well. Movement in FPS games has subsumed a chunk of the games today, Battle Royales are getting long in the tooth, and while Extraction shooters could be the next big fad, it's yet to blow up like PUBG, let alone Fortnite.īut I want to hear from the folks here who were there back in the day playing these games at LAN parties or online with what they thought was a then blistering fast 200 ms ping: What made these games great? Did you prefer Quake, Unreal or something different like Tribes? And am I crazy for thinking these could come back? But if it doesn't show up then I'll have to assume the series is dead for now.Īnd if that happens then it's a damn shame because I think the FPS landscape is ripe for an arena shooter with proper big budget backing. I'm kinda holding out hope that the Unreal Tournament 3 X is still alive by getting it's own Steam page and non-leak unveiling today or at the PC Gaming Show this Sunday. It's a shame that Epic never gave the Unreal Tournament revival a legitimate chance, the servers of all the old games are shutdown and I can't even get the old games for some bot matches (legally) on Steam, or even the Epic Games Store! And after watching some folks gush about them, I kinda get why: But to say Halo is an arena shooter makes some people bristle. Granted, some elements carried over to Halo specifically: equal starts, weapon pickups, map control, and the ability to arch/ricochet your projectiles (grenades). After the recent scrubbing of Unreal Tournament 3 X's Steam Page, I've been on a YouTube binge on the series: Being born in 1995 I just missed the arena shooter craze, largely growing up with consoles and having my idea of an FPS tailored by Halo and Call of Duty.
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