The idea that twitch shooters are unplayable on a gamepad is a myth.
I'm saying that on a control basis, a gamepad is capable of much more speed and accuracy than is seen currently in most games, because the software isn't up to scratch, resulting in jerky, slow aiming, excessive auto-aim to compensate, etc. If my girlfriend, a female who only started playing DM shooters a year ago, can beat Godlike bots on a gamepad by using predicted, aimed rockets, flak, and stinger shards, and not massive auto-aim and bullet magnetism (re: Halo) then you can too and so can other gamers.
Games today have no longevity because they are deliberately locked down. Modding is all but dead in gaming today. Whereas pay-to-play DLC and annual sequels are all the rage. That's what you get when you make a game that has mass appeal. Garnering a broad audience is of little use if said audience isn't right for the game to begin with.
It's worth pointing out that modding isn't dead entirely just due to developers "locking down" games and disabling mod support. Another major factor is that the game content has grown in size beyond the dedication of your average gamer; making assets comprised of thousands/millions of polys and pixels is HARD. Compare the mod scene of Doom 1&2 to Doom 3; D3 was probably the most hyped Id title since Q3 to date, yet most projects managed little more than a few WIP renders before they gave up. Meanwhile, people are STILL making Doom 1/2 mods because wipping up sprites out of <100 pixels is quite manageable; there's even a Megaman deathmatch mod made from NES sprite rips!
What's more, modding itself doesn't make the entire game. Doom 1-2 and Quake 1-2 were built for mass appeal, AND they had great mod scenes, but the root games were still solid.
If anything; the mod scene made Id lazy; Quake 3 was released as an incomplete, unfinished package with only a few good DM maps, extremely few CTF maps at all, and no team modes beyond DM and CTF. They left it to the players to invent new team modes, develop a large body of quality maps, and dick around with scripting and pk3's just to implement simple things like map rotations or instagib mode which should have been built into the GUI. Then with Team Arena, they tried to get players to pay for content which should have been included in the game in the first place, when it was inferior to the content fans had already created. Meanwhile, Epic was offering more, better add-on content as free downloads, AND they had a huge set of modes, maps, mutators, and options, right out of the box.
My point is not to start a UT vs Quake flame war, but simply point out how Id left it to fans to develop the basic stuff they were too lazy to do themselves, stuff which was considered standard in any professional, finished game. This has colored Quake players' view of modding as essential to games' success. Modding is great, but you don't
need mods to deliver a complete well rounded game, that
can be delivered out of the box by the developers.
In any case, it's all beside the point; appealing to a mass audience is not an option, it's a financial necessity for Id. I don't know if you guys have been following the headlines, but based on Rage's disappointing sales, Id may not even be allowed to finish Doom 4, let alone start a new project like Quake 5. If they don't figure out how to make their games attractive to anyone besides a few loyal fans, they'll be relegated to the role of a tech R&D division at Bethesda, where they just make engines for everyone else's games, and Quake 5 will never see the light of day.
In the original Quake, it was HARD to get frags with the Thunderbolt owing to the fact that by the time you dealt one hit with the lightning you'd be bounced to the ceiling by a rocket. The kickback made it very hard to keep the beam on someone. Also, the Thunderbolt only fires 10 times a second, so it's more "gappy" than the Q3 lightning gun, which fires 20 times a second. Remove the lightning bolt graphic and Q1's Thunderbolt is basically a pinpoint precision short-range machinegun that deals 35 damage per hit. In the hands of an amateur the Thunderbolt is hard to use. In the hands of an expert it can kill, but if we're talking pure Quakeworld-style deathmatch it's not nearly as much of a factor as the rocket launcher.
I believe one of the key design elements of deathmatch shooters like Doom, Quake, and UT, is a skill-based fantasy weapon balance which emphasizes leading and prediction with projectile weapons like rockets, nails, and plasma, over "realistic" hitscan, point-and-click weapons. This is done primarily by following a root damage rate for projectile weapons which is 2-3 times higher than its hitscan alternative; otherwise why give your opponent a chance to dodge when you could score a gauranteed instant hit for the same or greater damage?
You can follow the trend across hitscan weapons from the Q1 and Q2 single shotguns, to the Q3 MG and its move to 5dmg in TDM and CPMA, the railgun and its move from 100 to 80dmg in CPMA, and even UT's change from the 60dmg, 600ms reload Sniper Rifle, to the 2k3/2k4 Lightning Gun with 70 damage, 1500ms reload, and finally it's Assault Rifle which closely emulates the Q3 MG. It becomes very apparent that through the continuing search for optimal competitive balance in deathmatch shooters, a median of 50 damage per second is optimal for hitscan weapons.
Meanwhile, if you looks at the explosive weapons across these games, you get an optimal median damage of 125 per second for projectile weapons.
How do we apply this information? When creating a deathmatch shooter, you start with a hitscan MG or pistol which does 50 damage per second (i..e. 5dmg, .1 refire time). The sniper weapon can follow this same rule; for example CPMA's CQ3 railgun deals 80 damage with 1.5 second reload time. Both these weapons can be enhanced with the option of double damage for headshots (i.e. UT). The super shotgun can have a damage rate of 100 per second, because the heavy spread is typically more than double that of any other weapon, and only allows max damage at point blank range; beyond that the tradeoff of lower damage and easier hits balances itself. For a weapon like the lightning gun, a damage rate of 100 is also acceptable, considering it has a range cutoff and must be picked up, unlike the MG.
In Q3, the LG damage is 140 (double the FFA MG), which IMO is too close to the Plasmagun's 200 damage in vQ3 and 180 in CPMA. I can't tell you how many times I've carried both the LG and PG across Q3DM6 and thought
"why would I ever want to use the PG when I have the LG? If 2 or more plasma balls miss, the LG does the same damage without the need to lead or the possibility that the enemy moves out fo the way."The point of all this is to illustrate just how far off the mark the Q1 Thunderbolt is. It's more than double what anyone has seen fit to use for hitscan weapon damage in any other deathmatch game, and is almost the same as the kind of full-auto, hitscan damage you see in military shooters like COD. The rocket launcher may still have a higher rate, but think of the nail guns. It's preposterous that the nails should travel only 1000ups and deal half or a quarter of the Thunderbolt's damage, when the Thunderbolt is hitscan, point-and-click, and requires no leading.
To clarify, I'm not out to critcize Gen's implementation of the Thunderbolt; the whole point of Gen is to reproduce the behavior of the weapons as they appeared in their original games, and I enjoy it for the nostalgia and variety (in the context of Gen, the Arena LG is boring).
My point is though, that the behavior of the Thunderbolt in Q1 is an oversight which shouldn't be repeated in future games, and by comparison, the Railgun is far more balanced and skillful. Yes, there are moments when you can dominate with it, but that applies to most other weapons as well; if a rocket or grenade wielding opponent gets smashed, they have no right to complain, their weapon does more than twice the damage per second. With the right aim, they still could have hit you from a distance, or they could have snuck to close range, or dodged better; they have only themselves to blame.
Now as for the CoD hate on my part, I've maintained this about FPS games and any kind of combat sim games from the beginning: Attempting too much realism will kill the fun factor.
I'd say the problem with the vast majority of military shooters is that they portray a
fake realism which mirrors all the added
ease of real combat (as compared to deathmatch shooters) without any of the
difficulties of real combat.
In your average military shooter, your assault rifles and machineguns are all nothing more than a Q3 MG modded to deal 33-50 damage per hit, score headshots, and force a reload after 30+ rounds. The simple truth is that hitting someone with a full-auto hitscan weapon just isn't that hard, that's precisely WHY they were weak in Quake and UT. Military shooters are boring, mindless, skill-less n00b0-fests because their root mechanic is the equivalent of playing Instagib with the Q3 MG instead of a Railgun or Shock Rifle.
The ultimately pathetic thing is that military shooters have failed to even copy the most obvious form of weapon balance, that bestowed by mother nature; every action has an equal and opposite reaction. With a real weapon, the recoil is equal to the power it has, and a 9mm weapon recoils more than a .22 LR, while a 5.56 recoils even more than the 9mm, and 7.62x39 recoils even more than that, and a 7.62 NATO recoils even more than that, and so on.
Weapons in BF and COD recoil like a .22 LR even though they pretend to portray a .223. Even with assault rifles, in real life the recoil is high enough that semi-auto is favored over automatic fire and even short bursts in most situations. The more you spam, the harder it is to keep your shots on target; COD and BF don't follow this rule, even the largest caliber weapons barely have a noticeable amount of recoil. Thus, there is almost nothing to separate the weapons in their function, and nothing to motivate you to place your shots carefully; it's a spray fest.
My point in saying all this is to illustrate that military shooters don't have to be as awful as they are. If done properly, they could be simply a
new and
different metric for structuring skill-based shooters, rather than an excuse to strip all the skill out of the game and play instagib Q3 with a "gritty realism" paint job. Unfortunately, outside of a few niche titles like Arma, Infiltration, and a bit of the Rainbow Six series, there's little way to experience this theory because no one else has had the sense to do it right.
"Creative". That's a word that gets lost on the "modern" gaming community. Too many games are carbon copies of each other. We don't need more tactical shooters like MW[insert number here]. A fantasy shooter like Quake with a gothic horror theme is fine as it is. Trying to make the game down to appeal to a "larger audience" is exactly why a lot of people - namely old-school gamers - got mad with Id over Rage and is what seriously hurt Duke Nukem Forever, well besides being stuck in development hell. Both games were panned for Consolitis. In the case of DNF it was the two-gun limit, regenerating health and linear level design. For Rage it was the lack of control over graphics and not taking advantage of the PC's inherent flexibility in that regard. The whole reason trying to reach a larger audience is that the CoD crowd will only play CoD. Trying to copy the mechanics in that franchise to attract those players is just going to make everyone else unhappy. Making Quake 5 a straight improvement over the original Quake is what's needed. If it plays like CoD it will absolutely suck. Make Quake 5 a kick ass PC game. Screw the consoles. Port it if you want, but make it absolutely awesome for the PC and people will play it.
You can gear the game to appeal to a larger audience without changing the actual gameplay mechanics as I have already suggested. While skill-based games are hard to sell to mainstream gamers, it
can still be done. After all, the Street Fighter games have a hardcore competitive community, yet are still well respected by the mainstream, despite their unrealistic, archaic mechanics. There are more examples, which I'll mention later.
While Rage's buggy PC release was a seriously botched tragedy, the PC market is small enough that it should have made a relatively small dent in their overall sales. After all, similar games have sold well on consoles in the past - why didn't Rage do better? It seems like a marketing failure to me. Let's face it, while a few of them sell really well, FPS have a bad reputation among mainstream gamers, especially those by "old school" developers like Id, which are alleged to be entirely composed of generic brown and grey corridors. Showing the public a bunch of brown screenshots and a cover image of a sepiatone buzzcut marine on a white background isn't going to get many people excited. If there was any creativity in Rage, the public surely didn't see it, or else they'd have bought the game.
In order to appeal to a larger audience, which Quake 5 would HAVE to do to keep from putting Id out of business, they could retain the same gameplay, but dress the game up with style and marketing to overcome the reputation Id Software has (among mainstream gamers) of churning out uncreative, uninnovative, boring, brown games. Take Bioshock for instance - the franchise has a good reputation among mainstream gamers, even though it's structured almost identically to Doom 3 and Quake 4, merely because of its classy early 20th century style, which is perceived as novel and original in public eyes. A few stylistic gimmicks, some novel ideas, and a shiny coating can go a long way to changing public perceptions of a game.
That's why I suggested making fantasy rocket or pistol-propelled footgear an integral part of the game - it explains the mechanics which already comprise movement in Quake's gameplay as an aesthetic/story concept people can understand. Without a sugar coating, to the outside world Quake's movement looks like a nonsensical, glitchy mess full of homoerotic constipation sounds.
-- HURGH! HURGH! HURGH! I'M FLYING AROUND THE MAP AT 50MPH BY JUMPING UP AND DOWN! HURGH! HURGH! HURGH! I AM SUPERTARD! --
Dress it up as a function of scifi super gear, with cool animations and the sounds of rocket thrusters and pistons firing in place of the grunting, and suddenly it's not a nonsensical glitch anymore, it comes across as a novel, innovative idea which allows for different gameplay than your average COD clone. That's the kind of thing that makes headlines on trendy gaming blogs, not more of the same brown corridors and bald space marines.
The same applies to Quake's weaponry. Without pitching the weapons as creative fantasy ideas based on a carefully-crafted competitive weapon balance, people try the game and simply assume that the machinegun and rocket launcher are weak because the developers don't know what they're doing. Make up some story around the weapons, name them differently, avoid typical military cosmetics, and use some tutorials to introduce the gameplay, and people may actually understand and appreciate what's going on.
In any case, whatever the means, appealing to both hardcore Quakers and a larger audience is not an option. There aren't enough hardcore Quakers to support Id's business; we're an endangered speces. Look at Quake 4, Quake Live, UT3, Rage - none of them have been a stellar financial success. Even when developers cater exactly to games' hardcore communities, they just find more stuff to bitch about and go back to playing their favored older games, and there are strong examples of that in the histories of all the games I just mentioned.