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Comment by madewithdrama

1 day ago

With the failure of Quake champs, unreal tournament 4, and diabotical in the past decade, I don't think we can blame the developers for not trying hard enough. All three were great games (regardless of how nit-picky the players might be), and all three failed at attracting and maintaining new players.

Unreal Tournament 4 didn't get a chance to fail because it was never a real release. UT4 was a free tech demo for Unreal Engine 4 that never got completed because Fortnite started taking off at that time and developers were deallocated from it.

And UT3 was definitely not a great game by anyone's measure.

  • It was never officially released, but it was on the front page of epic launcher for years, even after fortnite took off. The online experience was fairly complete and enjoyable (for people with experience) for ctf, duel, tdm, and team arena master. But yeah, epic didn't support it as much as they could have.

    • IIRC, Epic had (still has?) the source for UT4 available as they were trying to push community contributions, mostly on the playable content side but I'm fairly sure they had the core game there, based off what is now a very old branch of UE4. The telling thing to me is if there was a huge demand for it there was no significant effort to pick up the torch, or even do yet another 'spiritual successor'.

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    • Eh, "boomer shooters" died along side with Halo and LAN parties. Minecraft was the final nail in the coffin.

      The knack and knowledge of hosting a dedicated server required skills. If you could one click button host a Quake 3 Arena server or UT, there would still be sort of a crowd.

      But not only that, if you were new: servers got toxic with the same grumpy players knowing every single trick in the map to one-shot kill you with a rail gun. It got frustrating playing the same bloody map each map change. "Oh yay, it's cs_office again" /s

      The whole genre got stale and never has been successfully reignited. As Discord to TeamSpeak; same misfortune.

      Fortnite killed Team Fortress, Overwatch killed Halo and Minecraft was the new digital lego. None of them required such a skill to play or host the game. It was refreshing for it's time.

      Not forgetting it was the upcoming of a new crowd of folk and as generations go, the old cards topple.

      Who hosted an BBS when the internet came to be?

      IRC today is pretty much stuck in dinosaur country and XMPP/Jabber never got a product which then was further nailed shut by Google & Co.

      It was epic fun for the era but it had a death bed waiting.

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  • The people behind UT were reallocated to make Battle Royale mode for Fortnite which is the reason of the take off, not vice versa.

I think games that are heavily reliant on online pvp are just always going to struggle with being more niche appeal. Matchmaking is hard to do well and consistently, and managing the skill/progression curve is hard— there's gotta be things in there to master, but also new players will never join if they're just getting stomped every game because they can never catch up.

This tension has arguably been a contributing factor in the collapse of the ARC Raiders playerbase, with a huge population who joined primarily to shoot and loot the robots eventually confronting the realities of a pvpve game, and peacing out for good after getting shot in the back or ambushed too many times.

  • Not just that but I believe that even those folk that have these huge hits don't really understand how they managed to do it. There just seems to be so much luck involved on top of a great product. You can have a brilliant game and still fail because it doesn't get picked up in just the right way.

    Sort of like how Nintendo had the Wii, a huge hit but then almost immediately started to flounder for growth ideas as they didn't understand why it worked so well.

Twitch shooters are niche in the first place, and it has an even more niche player base that isn't majority American. I think it's a hard sell when 90% of the diehard community built their skill on Quake Live, which comparatively takes far less resources than Champions or UE4. Bethesda then switched the F2P status of Champs and Live, which was not a popular move.

I was gung ho to play Quake Champions, then the monetized the shit out of it and I fucked off.

UT4 was a tech demo.

> all three failed at attracting and maintaining new players

This means that they not necessarily were all that great.

  • They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.

    • > Most new players did not want to get rekt for months on end while they learned the basics, however.

      If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time."

      Easing that transition could mean different things -- a campaign, skirmish mode vs bots, full-on PvE co-op mode, automatching that actually works, whatever -- but you do need something effective.

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  • Only in the rather reductive sense of “the vast majority of gamers are into other genres now”.

  • Popularity and quality are two very different things. There are many brilliant games that simply didn't get much attention simply because of luck or attention got dragged somewhere else.