Recently a new trend has appeared among select first person shooters. And I say trend because this certain aspect is not dying off but instead is growing and for obvious reasons. But that doesn't necessarily mean it is a good thing. In fact, it is bad for gamers.
Probably the first game, if not then at least the first popular one, to possess this trend is
Call of Duty 4: Modern Warfare and can be summed up by it's name. Perks. Yes, perks. A little feature tagged onto a game to increase its depth and to encourage the players to play more and try new things to get more stuff/abilities. The more perks you get the better you are, right? Maybe not all the time.
How it works is you simply play the game and by winning a match, headshotting, killing, firing a gun, and walking around you get points. Okay, those last two were a bit of a gross exageration but you get the general idea. All you have to do is play the game to get XP to go up levels and unlock new perks. It is that simple. Therein lies the problem.
It is simply too simple. This topic comes refreshed in my mind after recording Podtoid when Topher was talking about RPGs and grinding. He summed it up nicely when he says he wants to be rewarded for beating the game using his mind instead of depending on how much time he has (paraphrased, I forget the exact words he said). Basically, players should be rewarded for how much skill they have, not how much time they play. That's my problem.
If a new person were to just randomly jump into a multiplayer match, he is going to get owned so badly by people with all these perks. That person's only hope is to get a few lucky kills and/or be on the winning team in order to get more XP so they can get some perks to stay alive a little bit longer. An incident such as this might not be as extreme but it still is fact.
Now here is where Matchmaking should come into play. Honestly, I've never seen good match-making online ever. Even when I tried Halo online on ranked matches, they either sucked or have some wierd armor that required me to hit them three times with a stupid sword cause apparently the only idiots who play Halo multiplayer play "swords" or worse, that race rocket game where you can't kill people. But I digress. And another issue with matchmaking is, you might but I personally do not go online to play games with strangers. It has happened but I enjoy playing with friends a whole lot more. Now I don't know a lot of people who actually plays CoD4 but among the few that I do know, their matches would be on a much higher level of experience that would leave me with the inability to compete effectively.
Call of Duty is not the only title to feature this aspect of multiplayer. The next installment of CoD has it as well as
Resistance 2 unfortunately. I am not fully aware of how it will be implemented and all the details but I have no doubt it will mirror what Infinity Ward started which leaves me a sad panda. More games are likely to jump on this new trend and it is very discouraging. So much for rewarding skilled players.
But there are some titles that stick to the basics and not have perks based on amount of play time you have. At first glance someone might say
Team Fortress 2 is suffereing from this fate with their updates but that is far from the case. To earn these
balanced new weapons, you have to do stuff. Granted you could spend a lot of time to unlock them but they aren't unlocked by killing people. They require you to do specific tasks that range in difficulty, therefore rewarding your skill as a player (or blind luck in some cases). Plus, all the weapons have advantages and disadvantages. Can someone tell me what the disadvantage of having bullets that shoot through walls is?
I'm afraid most FPS games will wander down this line leaving mainly the likes of wonderful Valve to give me a pure, good multiplayer experience based on merit and not how much of a life you don't have. I mean I already own up on people as is in TF2, do I need that much more of an advantage? I'll get back to you on that one.
Additionally, I've never run into any combination of Perks that makes someone unbeatable. From my perspective, Perks seem like more of a way to make up for a player's faults. If you keep getting hit by claymores, equip Bomb Squad. If you like being reckless, equip Juggernaut. None of the perks make anyone invincible.
I see nothing wrong with rewarding devoted, if less-skilled, fans of a game.
Also, perks are just....perks. They don't guarentee a win. They just give you different strategies when playing a match.
Backoff TF2 Punk!!!!!!
Perks add a level of strategy. They are there to give you a slight edge based on what map you're playing on, what game-type you're playing, or what opponents you're up against. Notice that I said "slight edge:" in my opinion a skilled and intelligent player could (with less than optimal perks for the situation) take down a whole team of less skilled players (with more optimal perks for the situation). This obviously is not the norm, but then the problem is the skill of the player, not the perks (and by "skill," I do not mean how well they can aim, or how fast they can pull the trigger).
The problem is that many people approach the online gameplay the same way they would approach GoldenEye's for the N64; they believe the best way to win is to run out in the open, "run and gun" while "circle strafing," with the most powerful weapon available to them. COD4's multiplayer has a lot more strategy to it than that. Using teamwork, you can have half of your team using long-ranged weapons, and half use short-range weapons, and tactically make your way through the map, communicating, and using your strategery to your advantage.
As for the perks themselves... If you were, for example, to choose "Deep Impact" as your third perk, you are therefor unable to use "Dead Silence," "Steady Aim," or "Iron Lungs." That is the tradeoff. The idea is to select a weapon, its attachments, and perks that compliment your particular style of play, and the round at hand. Many styles of play (and the perks attributed to them) have their own strengths and weaknessess, and a skilled player can recognize their opponnent's weakness, and exploit them (and the perks help facilitate this).
You are correct when you say an absolutely new player is at a greater disadvantage because of perks. However, I contest that the disadvantage is still not that great, that perks add a higher level of strategy, and that this forces new players to find a different way to win matches.
@Jack Of No Trades: Second. I win just as often as the bottom rank of a prestige level as I do as a 55.
Also, I'd argue that TF2 is doing it wrong. The achievements you need to complete to get the extra stuff are beyond absurd and have given rise to servers solely for farming them, thus defeating the purpose. No skill involved there at all since you pretty much have to cooperate with the enemy to get most of those ridiculous requirements.
Also, as far as i know the halo armor was a cosmetic change, the swords just dont kill if you happen to clash them in the middle (which i think is cool). Halo was bad matchmaking because you'd play against someone who might have only played 20 games, but had raped in everysingle one because they are top rank in halo 2.
No matter how you look at it matchmaking isn't going to match you with people at your level, its not possible. Sure that guy might have the same rank as you, but maybe he just rode off his buddy. Or maybe this guy has played forever with his friend and finally chose to pick it up, so hes a rank 1 playing like a rank 50. The systems are done, maybe not the best way, but in a logical way. Halo matches you with the numbers it knows, and COD4 matches you with well people that want to play.
@ GuitarAtomik
In TF2 you can farm them, I'll agree. But you don't need the enemy to cooperate to get them done. For the pyro's taunt kill all you have to do is find a sniper, 90% of the time they aren't paying attention to their surroundings (same goes for the heavy's). Also, they have it so that even if you do farm, you would either need alot of people to do so or they will only give you enough for the first upgrade, maybe the second.
Is "kill someone with shotgun when you have no minigun ammo" an outrageous thing? Some of the others might require some team work (not like farming but working as a team) but it is a team based game. I don't think the taunt kills are either. I constantly run around with minigun and if I see someone not paying attention, I'll switch to my fists and punch kill them, same as a taunt kill.
I am still not seeing a disadvantage/weakness to "bullets that shoots through walls."
Theres more a of problem with the weapons, since some of the later ones are a fair bit better than their earlier counterparts. But in the end, a skilled player with the early weapons will beat someone who just farmed the exp. Giving the skilled player the better weapons isnt going to change much.
Also, you just suck at Halo, swords kill in a single hit regardless of where you strike.
As for TF2, new achievements show up, expect to find dozens of farming servers.
That is all.
That is all.