I'll try to write a micro-article here on Mastodon. Let's see how it goes :D

Why aren't the classic arena shooters so popular today? Is it just things being better "in the old times"? Why do modern #FPS #games suck? Did arena shooters suck too? Do they suck now?

Asking a lot of questions is fun. I am gonna share some facts that will hopefully help you answer them.

The first problem is that classic arena shooter game design is incredibly brutal.

Think #deathmatch in #Quake 3 or #UT'99 ...

... the goal of the game is to score the most frags (kills) on your opponents. The more and faster you can kill, the better you are at the game.

Newbies give you same bang-for-blood as untouchable experts of the game. So why make things hard? You plow through the n00bs!

This means that unskilled players are the primary target. Just by joining a server where nobody knows you, and showing little skill paints a huge bulls' eye on your back...

Things are about to get SO much worse for you ...

@unfa Maybe my experience of these games was different, but it was much less common to be playing with people you didn't know than it is today. When you have social context for the people you play with, those dynamics carry different weight/have different meaning. At my LANs, picking on newbies wasn't seen as a fun or rewarding experience.

I'd suggest that these things feel more brutal in today's online matchmaking dominated world than they were at the time when it comes to skill differentials

@Cheeseness @unfa Sidetrack from OP but I kind of miss the time when servers typically were hosted by users, and they were all like mini communities. I played a lot of CS and mostly played at the same few servers and made friends with others that frequented the same servers. Also different servers had different mods/rule variations.

@SonnyBonds @unfa I totally agree! IMO, the hyperfixation on global matchmaking is probably the biggest misstep the industry has made in the past decade or two. It's led to a lot of cultural shifts that I don't think are healthy for developers and definitely not for users.

It comes back to that whole modern day tragedy of just how much we (culturally speaking) sacrifice at the altar of perceived "convenience"

@Cheeseness @unfa I don't know if it's only that or something else that's changed as well (maybe me?). Unless I misremember the BF3, MW2 era games had custom servers and a server selector, but I can't remember getting same feeling of community there as in the CS servers I used to frequent.

@SonnyBonds @unfa My perspective is that the shift to focus on matchmaking is what reduced player-hosted server player counts, and led to many developers not supporting player-hosted servers.

I think when you're playing in a developer-hosted space, it's easy to see that as part of the game, part of what you've paid for. Playing on a player-hosted server feels more like you're a guest in someone else's space. The sense of entitlement is different, and there are social consequences for behaviour.

@SonnyBonds @unfa It's really, really hard for community to form without that kind of social context, IMO.