TWD said:
They can see the big picture and right now all we're seeing is ut2003 failing and making all these excuses as to why.
UT2003 didn't fail.
And if you consider a failure because it didnt last 2+ years in the popular courts like UT did... then you're missing the big picture.
The FPS genre & community has changed. The game designers have a big problem on their hands. The players want a game as good as their old favorites (be it Quack3, CS, UT). But they want new stuff... but then they complain when it's new. Then they realize they have to develop new skills (in the case of UT2003), which they don't like.. because they want to be as good at the new game as they were at their old favorite. As well, people are jaded. I believe it will be impossible for any game company to come out with hits as big as Quack3 or Unreal Tournament. Games will not longer have the longevity that those did either. People's attention span is shorter (compressed by faster hardware, faster bandwidth, more information on the internet). People's expectations are higher (some would say impossible to meet).
I'm afraid to say that we'll never see another era like we did with Q3 & UT. In order to be different, companies are specializing their games - which makes it appeal to a narrower audience, and therefore shrinking the community that supports said game. So everyone will be ... this game sucks.
Personally, I love Desert Combat. My reflexes aren't what they used to be (UT & UT 2003)... and it's more a thinking man's game, coupled with a strong need for teamwork. If it weren't so hard to get 10+ people together on each side for a match, I think it could take off. But that's the problem. Real people have real lives. The more players you make a game for, the lower your chances of getting competitive play out of it.
Perhaps we'll see a small (3) player per side game (UT: CTF-Niven anyone?) that is fast paced but pretty enough and demanding enough, yet intuitive that players can pick it up pretty quick (ala Chess, easy to learn, HARD to master). It also needs to be familiar in GUI and interface so that the players you're going after don't feel like it's foreign or too much of a pain to use/play.
That's where XMP fails. It doesn't FEEL like the game it's supposed to be. It's not intuitive and (from what I'm observing), there's a very low ceiling on skill - ie, the difference between a n00b and a vet is very small. The GUI is unintuitive, unimaginative and does not lend itself well to the game's experience.
For those that have the comeback of: you must not have played it much...
You sound like a fanboy that's just following the back - the game actually needs to be fun to play to keep people playing. XMP is not.
XMP, along with the foundation it's built on: Unreal II, has failed.