I was fed up with CS:S. I was tired of shooting and not hitting. It was never certain that I ever hit anyone, as if every hit was luck, because it seemed like it was out of my control. All I did was point and burst fire, yet they never die. For months I tried to find the correct way to play, but was always unsuccessful. The more I thought about it the worse I became. I finally conclude that there is no right way to play. There are only guidelines and you just have to go with the flow. This brings to mind the quote from Bruce Lee: I do not hit... it hits all by itself. Meaning, overthinking the way you play will slow you down and you will lose.
While I was fed up I decided to try FEAR Combat. I played it for a few hours over a few days, but I ended up bored. I asked myself why. What does CS have that it always keeps you coming back for more, no matter how pissed, that this game doesn't have? Sure FEAR has better graphics, weapons that are point and shoot, and more unpredictability in TDM, but why isn't it better? I decided to find out reasons that marked FEAR Combat as just another multiplayer.
Some of the reasons as to why CS is successful may also be true in other games, but its the combination of them together that make CS what it is.
- It's Easy to Get Killed. This adds to the challenge and frustration. And creates anticipation during the Afterlife (description below).
- It's Difficult to Kill. UPDATE: I take this back. When CS:S works properly, killing is only moderately difficult. Although you need to use more strategy in CS:S to kill enemies, in comparison to FEAR Combat DM.
- Map Predictability and Other Surprises. You know when and where people come from. You might even assume, but then boom, you get killed. The surprises in something familiar. Just when you think you know something, you still don't know it all. This type of surprise almost makes you smile and say, "Damn, he got me. Whadda bastard." Other surprises include sh*t that just doesn't happen every day, like someone jumping and head-shotting you in the air.
- Frustrations. What the hell is with the shield (in old CS), the flash, the AWP, the headshots, the jumping headshots, the map exploits... Alright, maybe not all of these are kept in CS on purpose, but these things get you so frustrated... that you have to kick whoever's ass is behind it. You just have to kill that one assh*le to make you feel better. Keeps you coming back.
- Afterlife. This is one of the most important reasons. When you die, you get a nice break, maybe a minute or two. Within that break, you start to strategize how to kick ass the next round. Your mind is constantly working, and then you anticipate the next round because of your hope that this time, you will kicking ass. Another reason is that you can see your fellow gamers play during this time. It cements that image that you are playing with other people. And you are able to talk about the game while it's happening. It gives the feeling of a community. This is lacking in games that allow you to spawn immediately after dying.
- Realism Where it Counts. Weapons, objective, characters, gun spray. The game has realism where it counts, even fooling people into thinking it's a game about realism, but keeping it arcade enough to fool around as much as you want.
While I was fed up I decided to try FEAR Combat. I played it for a few hours over a few days, but I ended up bored. I asked myself why. What does CS have that it always keeps you coming back for more, no matter how pissed, that this game doesn't have? Sure FEAR has better graphics, weapons that are point and shoot, and more unpredictability in TDM, but why isn't it better? I decided to find out reasons that marked FEAR Combat as just another multiplayer.
Some of the reasons as to why CS is successful may also be true in other games, but its the combination of them together that make CS what it is.
- It's Easy to Get Killed. This adds to the challenge and frustration. And creates anticipation during the Afterlife (description below).
- It's Difficult to Kill. UPDATE: I take this back. When CS:S works properly, killing is only moderately difficult. Although you need to use more strategy in CS:S to kill enemies, in comparison to FEAR Combat DM.
- Map Predictability and Other Surprises. You know when and where people come from. You might even assume, but then boom, you get killed. The surprises in something familiar. Just when you think you know something, you still don't know it all. This type of surprise almost makes you smile and say, "Damn, he got me. Whadda bastard." Other surprises include sh*t that just doesn't happen every day, like someone jumping and head-shotting you in the air.
- Frustrations. What the hell is with the shield (in old CS), the flash, the AWP, the headshots, the jumping headshots, the map exploits... Alright, maybe not all of these are kept in CS on purpose, but these things get you so frustrated... that you have to kick whoever's ass is behind it. You just have to kill that one assh*le to make you feel better. Keeps you coming back.
- Afterlife. This is one of the most important reasons. When you die, you get a nice break, maybe a minute or two. Within that break, you start to strategize how to kick ass the next round. Your mind is constantly working, and then you anticipate the next round because of your hope that this time, you will kicking ass. Another reason is that you can see your fellow gamers play during this time. It cements that image that you are playing with other people. And you are able to talk about the game while it's happening. It gives the feeling of a community. This is lacking in games that allow you to spawn immediately after dying.
- Realism Where it Counts. Weapons, objective, characters, gun spray. The game has realism where it counts, even fooling people into thinking it's a game about realism, but keeping it arcade enough to fool around as much as you want.