Like what?
Knowing your limits, for ie. clipsize, how long you can run and how long you can hold your breath when you're sniping. With UT, your clipsize is as big as your ammo count, you always run and your aim is always dead on.
When compared to games such as HL2 or even the original Unreal, the Tournament games require less reasoning and more awareness of the surrounding area and players. You're right, it is different. But, to put it into an observation made by a friend of mind, UT gameplay is more about more instinct than intelligence. I'd say that is closer to the mark than many of us are willing to believe.That is and always will be a silly myth that has no backing. Anyone who plays UT for more than two hours will easily understand why. The problem is it's different, and currently this difference is not popular. How, pray tell, is COD4 less point-and-clicky than UT? Tactical shock combos and rocket spirals vs. yet another game filled with three-round, instant-hit bursts? If the gaming community cared to understand this, UT wouldn't be niche.
Well, that may be true for you, but UT games are notorious for being the most customizable games available in that regard. Most games do not allow for custom crosshairs, etc, in the way UT games do. And I think that has some bearing on things. I saw a lot of players tweak the systems and use different controllers such as the speedpads in order to gain advantage over others back when I played UT2003 competitively.Unfortunately, your second point is solid. The third not so much. I have a completely stock INI for highest details and I could own any new UTer with ease.
Now that might be true. I'd be more inclined to believe that most gamers today are just not interested in putting forth the time and effort to learn how to be successful at any given game. They simply want to finish the SP and move on to the next big thing.For whatever reason, though, gamers don't really want a challenge anymore. Somehow the notion got out there that being good at COD4 and CS was some sort of achievement even if that's not really true. If being good at instant-hit, random pew-pew is considered cool by the masses, something like UT is bound to fail.
CS is just as hard as UT is, you could even argue that it's harder. Same with COD4 although it isn't anywhere near as wisdespread established yet.
I can't believe people think that when the likes of CS and CoD with their 95% hitscan weaponry and minimal movement, play much more "point and click".1. UT is nothing more than a point-and-click-fest than requires no brain power.
It doesn't mater how much you, me or anyone else says that those newcomers should suck it up and learn the game, they won't stick around if they aren't having fun. Period.
Actually it does.And that's good in what way? None. The standard Windows method doesn't even allow you to keep your game installs on separate partitions/drives.
The only reason you've got two extra shortcuts is because you insist on keeping your maps outside of the official folders.To even make the folder tree navigable I had to create two shortcuts on my own which just adds to the clutter.
I have one to "C:\Games\UT3\UTGame\CookedPC\Environments" for mapping since UnrealEd never remembers the proper folder you were using, I have another to "C:\Documents and Settings\Gibson\My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps". I could easily create more, but the CustomMaps shortcut suffices, as it puts me down near ExportedScripts, Screenshots, Demos, and Config.
Not only that, but I've had to hide all *.ini and *.upk files in the CustomMaps folder so I can actually see the maps I've installed. How is any of this good, exactly? How is requiring extra shortcuts for usability a good thing?
I think the problem is more that the guns in CS/COD4 make a lot more sense to the average gamer compared to the UT-series.That is and always will be a silly myth that has no backing. Anyone who plays UT for more than two hours will easily understand why. The problem is it's different, and currently this difference is not popular. How, pray tell, is COD4 less point-and-clicky than UT? Tactical shock combos and rocket spirals vs. yet another game filled with three-round, instant-hit bursts? If the gaming community cared to understand this, UT wouldn't be niche.
... If being good at instant-hit, random pew-pew is considered cool by the masses, something like UT is bound to fail.
...
But I still maintain that a newcomer most likely won't return if his first experience is continuously getting owned immediately after (re)spawning.
If you're opnly talking UT3, then maybe you are correct, since the playerbase is very small. But, I played on a lot of various public servers when I played UT2003/4 and I saw quite a few morons who love to spawn rape. Sure, a seasoned player might be able to get around this kind of crap play, but a newcomer gets completely put off by the experience. Maybe it isn't as rampant as I may have inadvertently indicated, but it still happened quite a bit in those games. For some odd reason, I never saw that amount of spawn raping occur in other games.
Still, the argument is that UT games are not most gamers type of games for many reasons.
To be fair it isn't the lack of 'extras' that stop me wanting to play UT04/3 ... both games just feel clumsy, I'd much prefer to play quake which is a faster and imo far more elegant game.
Yes, but in order to better understand how to create a better strategy for UT3, one must look at how the average gamer sees UT games in general. Even if UT3 outsold all the other UT games and had bigger player counts online than any of the previous versions, it still wouldn't be as successful as H3 or COD4, IMO.I thought this discussion was only about UT3..
GB2ESR...?To be fair it isn't the lack of 'extras' that stop me wanting to play UT04/3 ... both games just feel clumsy, I'd much prefer to play quake which is a faster and imo far more elegant game.