this post was submitted on 21 Jun 2023
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Arena Shooters also had extremely high skill ceilings and steep learning curves. Good aim was only a small part of the game. Knowing the map, i.e. where and when power weapons and power ups spawn, controlling both item spawns as well as enemy spawn points; that’s what distinguished a good player from a bad one.
If you wanted to git gud you had to suffer through countless hours of getting destroyed. I don’t know if today’s gamer is still up for that. However, games like Counter-Strike and League of Legends are more popular than ever and those are definitely not easy to get into.
You bring up a good point. The typical cost/benefit analysis. I agree with your assessment of Arena shooters. There’s a LOT of VERY nuanced stuff to have to learn. I think that’s why on one side you’ll see people doing simpler FPS and on the other side you’ll see full investment into tactical warfare simulation. I think the space in between doesn’t provide enough return (as compared to tactical warfare sim) and it has too high of a cost (as opposed to retroFPS). Again this is just the ramblings of an old know-nothing. I’m nobody special when it comes to this subject, so I may be completely wrong.