except it doesn’t list any specific things. It just says things were dumbed down. Says wallbaning is less consistent doesn’t explain what he means by inconsistent.
IF YOU WANT SOMETHING BETTER THAN CSGO OR QUAKE CHAMPIONS, YOU NEED TO WORK ON YOUR COMMUNICATION SKILLS.
you need to be constructive and specific and avoid being vague or using buzzwords. If there were 100 ex CS 1.6 pros that had the skills to develop a new game, ok, you wouldn’t.
It sounds like one of the biggest grievances with modern fps is the movement is not deep. Now, what do you need to do movement to make it deep. And if you use a single buzzword like that article did over and over again, you are just demonstrating that you don’t understand the problem you have with modern FPS and if a veteran of CS 1.6 doesn’t understand why it is so great, how do you expect devs with a tiny fraction of no experience with CS 1.6 to?
Also, games like Warsow and Reflex failed pretty horribly. You can’t say there is a market for these types of games when it is pretty clear that devs have to appeal to a broader audience. As game development costs have sky rocketed, the number of players that need to buy a game to be profitable have sky rocketed as well. And probably over half the people that played 1.6 competitively no longer play any FPS at that level any more and probably never will. People get old and retire from that type of thing.
I do feel you. I’m playing a little CSGO and a little QC just because there aren’t better options, but i definitely miss the old days and i never played either IP at that high of a level. But I am also willing to compromise, I’ve been following any promising game made in the last 10 years and have been sorely disappointed with all of them.
So, what are ways you think a game can differentiate itself from old FPS in terms of mechanics, that you think will make it appealing to a broader audience. Like, I’m actually a huge fan of CSGO adding a battle royal mode. Not because I’m a big fan of the genre, but I think one of the big problems with CS and Quake are that fanboys are stuck to the old game modes. Multiplayer FPS has been growing and evolving and you want the exact game modes of 20 years ago and wonder why games like Warsow and Reflex fail.
I think the 1v1 game mode of Quake is anti social, it makes it difficult to watch, because a lot of the competition becomes an invisible mind game that is lost on most spectators. That a 2v2 or 3v3 game mode would help broaden the genre to a broader audience. But its not as simple as making 2v2 TDM on the same maps. I don’t know how it will work, I don’t know how it can work.
One of the things that most have me fearing for the future of multiplayer FPS is the modern trend of “supporting” a FPS. Updates on updates of adding more content to the game, making the game constantly change. Soccer doesn’t constantly change. Chess, doesn’t constantly change. By constantly changing, they’re just making it impossible for the depth and year old strategies to develop, but it seems like adding content after launch is what is now expected in games.