With the failure of Quake champs, unreal tournament 4, and diabotical in the past decade, I don't think we can blame the developers for not trying hard enough. All three were great games (regardless of how nit-picky the players might be), and all three failed at attracting and maintaining new players.

Unreal Tournament 4 didn't get a chance to fail because it was never a real release. UT4 was a free tech demo for Unreal Engine 4 that never got completed because Fortnite started taking off at that time and developers were deallocated from it.

And UT3 was definitely not a great game by anyone's measure.

It was never officially released, but it was on the front page of epic launcher for years, even after fortnite took off. The online experience was fairly complete and enjoyable (for people with experience) for ctf, duel, tdm, and team arena master. But yeah, epic didn't support it as much as they could have.

IIRC, Epic had (still has?) the source for UT4 available as they were trying to push community contributions, mostly on the playable content side but I'm fairly sure they had the core game there, based off what is now a very old branch of UE4. The telling thing to me is if there was a huge demand for it there was no significant effort to pick up the torch, or even do yet another 'spiritual successor'.

The source code repo is still on Epic's Github, not sure if everything else is that easy to get currently. The problem about picking it up by a 3rd party is the fun of getting approval on basically anything.

I compiled the project on a whim during COVID. It played okay. There was even a very small pool of players who had presumably just done exactly the same thing.

Eh, "boomer shooters" died along side with Halo and LAN parties. Minecraft was the final nail in the coffin.

The knack and knowledge of hosting a dedicated server required skills. If you could one click button host a Quake 3 Arena server or UT, there would still be sort of a crowd.

But not only that, if you were new: servers got toxic with the same grumpy players knowing every single trick in the map to one-shot kill you with a rail gun. It got frustrating playing the same bloody map each map change. "Oh yay, it's cs_office again" /s

The whole genre got stale and never has been successfully reignited. As Discord to TeamSpeak; same misfortune.

Fortnite killed Team Fortress, Overwatch killed Halo and Minecraft was the new digital lego. None of them required such a skill to play or host the game. It was refreshing for it's time.

Not forgetting it was the upcoming of a new crowd of folk and as generations go, the old cards topple.

Who hosted an BBS when the internet came to be?

IRC today is pretty much stuck in dinosaur country and XMPP/Jabber never got a product which then was further nailed shut by Google & Co.

It was epic fun for the era but it had a death bed waiting.

I've never understood the appeal of the opposite. Modern gaming where you just play with different randos every round.

When I was a kid playing Quake 3 I had different servers bookmarked, knew the players that ran the servers and the general crowd that hung around. Had friendships and rivalries.

Modern multiplayer you may as well be playing bots. There's no community.

Xonotic has that old school feeling. It's an unfortunately tiny player base, and only a handful of servers with regular players. But if you are within ping of a busy server (like Jeff & Julius resurrection) you do run into the same people all the time, including the ones that run the servers.

All of the things you mentioned still exist, they are just not mainstream. And maybe that's for the best. Small friendly communities keep them alive, not companies that need to keep messing with a working thing in order to justify a monthly subscription or ad revenue.

Wut? We're in a Renaissance of boomer shooters right now. There's like hundreds of new ones and it's a popular category. Just check out civvie11's channel if you disbelieve.

They're just all single player focused.

Single player maybe, but that's nothing compared to the likes of UT or Quake.

I don't know about that. I've pretty continuously been playing games like UT99, UT2k4, Quake (specifically Quake Fortress), TFC, AvP2 since release. Even things like Space Station 13 and King Arthur's Gold.

It's not the only thing going anymore, but also people have orders of magnitude more choices. That's the thing that's missing today. Nothing is "dead", there's just too much competition now.

Honestly the aforementioned games have had much more staying power than more recent multiplayer games. And they're mostly played by old men like me.

I haven't fired up UT99, UT2K4 or any of the Quakes for decades. Are there active servers where you could get a good DM session?

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The people behind UT were reallocated to make Battle Royale mode for Fortnite which is the reason of the take off, not vice versa.

I think games that are heavily reliant on online pvp are just always going to struggle with being more niche appeal. Matchmaking is hard to do well and consistently, and managing the skill/progression curve is hard— there's gotta be things in there to master, but also new players will never join if they're just getting stomped every game because they can never catch up.

This tension has arguably been a contributing factor in the collapse of the ARC Raiders playerbase, with a huge population who joined primarily to shoot and loot the robots eventually confronting the realities of a pvpve game, and peacing out for good after getting shot in the back or ambushed too many times.

Not just that but I believe that even those folk that have these huge hits don't really understand how they managed to do it. There just seems to be so much luck involved on top of a great product. You can have a brilliant game and still fail because it doesn't get picked up in just the right way.

Sort of like how Nintendo had the Wii, a huge hit but then almost immediately started to flounder for growth ideas as they didn't understand why it worked so well.

Twitch shooters are niche in the first place, and it has an even more niche player base that isn't majority American. I think it's a hard sell when 90% of the diehard community built their skill on Quake Live, which comparatively takes far less resources than Champions or UE4. Bethesda then switched the F2P status of Champs and Live, which was not a popular move.

I was gung ho to play Quake Champions, then the monetized the shit out of it and I fucked off.

UT4 was a tech demo.

Don't forget Reflex Arena!

> all three failed at attracting and maintaining new players

This means that they not necessarily were all that great.

They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.

> Most new players did not want to get rekt for months on end while they learned the basics, however.

If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time."

Easing that transition could mean different things -- a campaign, skirmish mode vs bots, full-on PvE co-op mode, automatching that actually works, whatever -- but you do need something effective.

That's largely what matchmaking aims to solve, assuming you have enough players you can get a reasonably balanced match to drop people into.

Bots can teach basics, but many of these games rely on abusing game mechanics in ways the developers didn't think of in development so it's impossible to teach. Or things are physically difficult to pull off.

Movement shooters especially have this problem because a core part of the game is abusing the movement system and abilities to out maneuver other players. You can explain the how, but executing it all automatically is a real skill that requires practice. I adore Titanfall 2. I sunk hundreds of hours into it. It's really something else when you get the movement down, it all happens so fast you can't think about it you just have to do it. There's no way to teach that with a tutorial, it's muscle memory and perseverance.

Titanfall 2 has all of these things, campaign, skirmish with bots and PvE, but the skill floor and ceiling is still brutal. Whether it failed or not is a question of how long you expected the game to last, but it still succumbed to the same fate. The more experienced players pulled the ladder up behind them and the matchmaker didn't have enough players to give everyone a fair match.

Splitgate matched new players with bots for the first few hours. It meant I had fun (then eventually I levelled up enough, matched with players, got stomped, and never picked it up again…)

Marvel Rivals quietly matched your team up with bots if you lost twice in a row. I think that was a good system.

Overwatch too, but it got boring after a while and their matchmaking was atrocious.

Popularity and quality are two very different things. There are many brilliant games that simply didn't get much attention simply because of luck or attention got dragged somewhere else.

Only in the rather reductive sense of “the vast majority of gamers are into other genres now”.

It can also mean the market has shifted which is more the case imo.

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