You could argue that since the less than pixel perfect aiming system is the same for everyone, everyone obviously has the same disadvantage and the best players will be the ones with the best grasp of movement and positioning.
But what if you also took away the player movement and all the players had to do was move their view and press the fire button when appropriate? Again, everyone would be at a similar disadvantage and you'd still get certain players doing better than others. But it would be a less skillful game. The more elements you have complete control over simultaneously, the harder the game is and the more skillful people who can master the game are.
Games like Quakeworld and Quake3 1v1 (or TDM/CTF that is, no serious players/competitions use or play deathmatch) are just as concerned with movement and individual/team positioning as Halo is, you need complete control over the map your playing so you can catch your oponnent out when he is most vulnerable (respawning) at the pre-determined respawn points and also have to make sure you either defend or take control of all of the weapon and armour pick-ups dotted around the map.
You have the elements of momentum and gravity - strafe jumping, bunny hopping and rocket jumping from walls and floors to keep your momentum up as you jump or run around the map. You'll fall short of a lot of areas and shortcuts on the better dueling maps with your standard jump hence you need to learn to quickly build up and maintain momentum to reach them.
And finally you have a balanced weapon set exclusively designed for mutliplayer (in Q3's case) which havent just been lifted straight out of the single player story mode.
Add to this the split second reaction aiming you need to be a good player, and coupled with all of the other elements and you get a game which is infinitely deeper and harder to become a top standard player than Halo ever will be.
You can become extremely skillful at any game but only few have such a massive scope for improvement and technique.
But what if you also took away the player movement and all the players had to do was move their view and press the fire button when appropriate? Again, everyone would be at a similar disadvantage and you'd still get certain players doing better than others. But it would be a less skillful game. The more elements you have complete control over simultaneously, the harder the game is and the more skillful people who can master the game are.
Games like Quakeworld and Quake3 1v1 (or TDM/CTF that is, no serious players/competitions use or play deathmatch) are just as concerned with movement and individual/team positioning as Halo is, you need complete control over the map your playing so you can catch your oponnent out when he is most vulnerable (respawning) at the pre-determined respawn points and also have to make sure you either defend or take control of all of the weapon and armour pick-ups dotted around the map.
You have the elements of momentum and gravity - strafe jumping, bunny hopping and rocket jumping from walls and floors to keep your momentum up as you jump or run around the map. You'll fall short of a lot of areas and shortcuts on the better dueling maps with your standard jump hence you need to learn to quickly build up and maintain momentum to reach them.
And finally you have a balanced weapon set exclusively designed for mutliplayer (in Q3's case) which havent just been lifted straight out of the single player story mode.
Add to this the split second reaction aiming you need to be a good player, and coupled with all of the other elements and you get a game which is infinitely deeper and harder to become a top standard player than Halo ever will be.
You can become extremely skillful at any game but only few have such a massive scope for improvement and technique.
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