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The Deathmatch Decline

by Steve Gibson, May 31, 2000 6:19am PDT
Related Topics – Games: PC

Here is something interesting for the morning you guys might like. Barrysworld has an editorial asking if pure DeathMatch is on the decline. The speculation is that teamplay continues to get more and more popular that games like Quake3 / UT will get left behind.

Teamplay is the future. Gone are the days of 1 man v his computer/console, or a single player battling with other single players to claim the top spot on the score board.
I for one certainly dont think 1on1 will ever die, but as a long time teamplay fanatic I am very happy to see the focus of multiplayer games heading that direction. Now if I could only convince that dumbass to move the hell out of the way when I've got the flag...




Comments

110 Threads | 205 Comments




  • Well I have a bit to say about stuff and things...I've been DM'ing since DOOM1 and I personally love DM...I was weened on it and it just suits me in it simple infinite replayability (you can always get better in theory). I consider DOOM2 to be the pinacle of DM (had to mention that) and I loved Q1, Q2, Q3 and I even enjoyed UT (though Q3 I like a little more). Personally I've never grown tired of FFA...it doesn't get boring to me one bit ever...but this may be the fact that I have ADHD or that I'm obsessive compulsive....I don't know; but I do know that DM is a different game from these "TeamPlay" games (most proponents of these disregard TeamDM as not a part of their movement and I feel that this is overlooking the fact that teamplayDM can be quite strategic as can 1v1...1v1 is like a tennis or boxing match, FFA is like a good race, and TeamDM is....well.....I have trouble finding an analogy). These new teamplay games are great, but my biggest problem with most of them is the perception that you have to sacrifice speed, action and intense basic gameplay in order to favor teamplay and strategy....most of these games seem to favor realism in a big way (CS is the perfect example) and realism often contradicts with exciting gameplay....sadly it seems that most of what SAS mentioned seemed to be games that slowed things down in favor of realism and 'teamplay.' I liked Q3F because it kept some of the speed of its core game...what I'd like to see would be games that emphasize strategy (or even better yet set up open ended systems or the ability to buy weapons and vehicles and such a way to immerse you in the game world) without sacrificing the speed, intensity, and bloodlust of a good deathmatch. When I heard of some of the action quake 'features' in TF2 I cringed...the ability to control your own fate, to have things decided on a small scale by skill rather than arbitrary limitations or experience points is important IMO. Realism has its place, don't get me wrong, but so does action and blood....so does the deathmatch. And complexity does not necessarily mean superiority or an emphasis on strategy...the greatest and oldest strategy game we have is turn based and probably the least concerned with realism....its quite simple; yet its the one that survived the millenia because of the underlying complexity. There is strategy in everything, it must only be uncovered.

  • Al Pacino was arguing with Dustin Hoffman about the merits of various FPS computer games.
    "The Counterstrike modification for Half-Life is the best goddamn piece of software I have seen in a long time", said Al Pacino.
    "Definitely Quake 3 Arena, definitely", replied Dustin Hoffman.
    "Bullshit! That's nothing but a bunch of 12-year old pansies doing 20-foot cartwheels via self-inflicted rocket rounds. Pull a stunt like that in Counterstrike and everyone within 30 yards would be in a world of shit!"
    "Gold tin. Has to be gold tin collector's edition."
    "Hoooowaaaahhhh", Al Pacino concurred.

































  • the extend to which your team mates help your team largely depends on their understanding of the game situations; who is at what location doing what?

    eg you're doing front defense and your flag runner grabs the flag. depending on the situation at your own base, you might want to move to mid field to cover your flag carrier, if things are quit at your own base. if you see 3 guys running by to get to mid field, you might just as well stay where you are.

    "situational awareness" is something you devellop: you have to know some of the intrigacies of the game and you need to know the level. then you build awareness based on the information you get (team overlay, "flag taken" notifications, movements of team members and enemies, etc).

    my point is that much of the info to criptic. you realy need to know what to pay attention to. even then you can miss important info.
    teamoverlay does give location and status info on team members, but it is in the form of text. split seconds de count and you don't always have time to read and interpret this info. it's hard enough as it is without this handicap that affects newbies in particular.

    So, i think all this should be made easier. I think some kind of radar with a simple map and positions/status of team members would be a real good thing.
    You could see at a glance whether your base is covered or not, instead of having to rely on years of gaming experience.

    One might feel this would make things to easy. I say it would go a long way to improve teamplay and thus intensify the game; it would facilitate team tactics and it would be more fun to play.