Comment Skill in FPS: Q2 vs TF2 vs COD4 (Score 1) 463
Skill is a pretty generic term when you think about it for
really, there are different types of skills; mainly motor
vs academic. RPG is mainly bound to the academic skills;
computation and critical reasoning.
FPS on the other hand, is more of a mix of both motor and academic skills. Being an old school FPS gamer, I found this conversation interesting in light of ... well getting
old and the evolution in FPS in general.
There is little doubt to the significance and magnitude of online multiplayer Quake2.
Even today, I would rank Q2 as one of pre-eminent motor skill FPS games. Power ups did not come in some sort of coded advantage such as access to better weapons or increases in probability skills, but manifested themselves in proficiencies in the mechanics of the game.
The fast mouse, slightly exaggerated jumping and, of course, the game changing grappling hook allowed for players to develop some truly sick skills over time that could even be appreciated by those who would end up being abused by them.
Perhaps no greater example of an earned motor skill in FPS was the legendary Railgun.
Easy to use, difficult to master, the Railgun was rarely used (although available) by novice or intermediate players but could dominiate in the hands of an expert.
While there were certainly academic skills involved, Q2 was truly one of the great motor skill FPS games.
I see Team Fortress in the same class as Q2 but for very different reasons.
While motor skills have always played a significant part in the game, it really was the FPS to introduce game changing academic skills into the mix. I think that trait has only gotten stronger TF2.
Having said that, there is really a sliding scale of motor vs academic skills based on character selection in TF2.
At one extreme you the highly motor dependent scout character and at the other, the highly academic dependent engineer class, with the other characters falling somewhere in between.
TF2 is perhaps the poster child for the motor vs academic balanced game, there is truly something for everyone.
Thinking about it, you might be able to say that tactical FPS really defines the pinnicle of academic skills in FPS.
Whether it be CounterStrike, Rainbow6 or COD tactical the idea of stratigic positioning (i.e. cover) being the game changer has finally emeraged as a viable skill.
I find in my older age and declining motor skills, this to be the venue where I can still truly dominiate 0.00009 sec reaction time of 12 year old.
Interestingly enough, I also find COD (esp. non tactical) to perhaps be the most collaberative FPS with respect to age. I tend to gravitate toward support roles, holding strategic positions, while my younger and more agile minded teamates initiate the attacks.
I think academic skill will continue to push the FPS paradigm in the future. Of course, motor skill will always play a significant role but in general, I think we will see more tactical advancements such as command structures and coordinated attacks as the future of FPS.
FPS on the other hand, is more of a mix of both motor and academic skills. Being an old school FPS gamer, I found this conversation interesting in light of
There is little doubt to the significance and magnitude of online multiplayer Quake2.
Even today, I would rank Q2 as one of pre-eminent motor skill FPS games. Power ups did not come in some sort of coded advantage such as access to better weapons or increases in probability skills, but manifested themselves in proficiencies in the mechanics of the game.
The fast mouse, slightly exaggerated jumping and, of course, the game changing grappling hook allowed for players to develop some truly sick skills over time that could even be appreciated by those who would end up being abused by them.
Perhaps no greater example of an earned motor skill in FPS was the legendary Railgun.
Easy to use, difficult to master, the Railgun was rarely used (although available) by novice or intermediate players but could dominiate in the hands of an expert.
While there were certainly academic skills involved, Q2 was truly one of the great motor skill FPS games.
I see Team Fortress in the same class as Q2 but for very different reasons.
While motor skills have always played a significant part in the game, it really was the FPS to introduce game changing academic skills into the mix. I think that trait has only gotten stronger TF2.
Having said that, there is really a sliding scale of motor vs academic skills based on character selection in TF2.
At one extreme you the highly motor dependent scout character and at the other, the highly academic dependent engineer class, with the other characters falling somewhere in between.
TF2 is perhaps the poster child for the motor vs academic balanced game, there is truly something for everyone.
Thinking about it, you might be able to say that tactical FPS really defines the pinnicle of academic skills in FPS.
Whether it be CounterStrike, Rainbow6 or COD tactical the idea of stratigic positioning (i.e. cover) being the game changer has finally emeraged as a viable skill.
I find in my older age and declining motor skills, this to be the venue where I can still truly dominiate 0.00009 sec reaction time of 12 year old.
Interestingly enough, I also find COD (esp. non tactical) to perhaps be the most collaberative FPS with respect to age. I tend to gravitate toward support roles, holding strategic positions, while my younger and more agile minded teamates initiate the attacks.
I think academic skill will continue to push the FPS paradigm in the future. Of course, motor skill will always play a significant role but in general, I think we will see more tactical advancements such as command structures and coordinated attacks as the future of FPS.