Damien wrote:
Could you please make a list of the arcade elements that annoy you the most?
OK, here's a short list so far. (I'm in the process of researching what kind of video card to get, so as I might get TC:E up and running again on my Linux box) These are all official TC:E maps.
Freeclimb:
Using this (official?) video as a reference:
http://www.youtube.com/watch?v=E4sDThPVz7Y
In approximately 16-18 seconds you're able to scale 2 walls effortlessly, balance *and* run across the top a fence, and lastly, balance on the roof's very edge and make your kill. That short video is the epitome of what I mean by TC:E having more than touch of Counterstrike lipstick.
I'm not advocating the removal of Free climb. Though, the implementation needs (again, humble opinion here) to be thoroughly re-worked. The advantage the player gains in utilizing Freelcimb should be offset by making him slightly more vulnerable to the other players who are keeping both feet planted on the ground.
By slowing down Freeclimb (and not allowing any fancy balancing acts on 6 inch wide fences!) and making it a deliberate action, the player now needs to think if putting himself at a slight tactical disadvantage --at the that time and that particular place in the map-- is such a good idea.
Contrast the aforementioned video with this video:
http://www.youtube.com/watch?v=B9Doyd79Bxk
You'll notice, at approximately 0:56, the player climbs a short ladder. The weapon is shouldered, the climber mounts and climbs the ladder in deliberate steps, unmounts at the top, and the weapon is brought back into view. It's smooth and fluid, but not too fast and "arcady", lasting approximately 6 seconds.
Jumping and falling:
Reference video:
http://vimeo.com/9115382
At approximately 01:05, the player is on a mezzanine where he proceeds to fall down to the first floor, while spinning corkscrew in mid air, and lands effortless.
At approximately 02:13, there's gliding/jumping through a window, then "gliding" down off the roof of a building, (possibly landing on that car roof?) all the while making a knife kill immediately after such a supreme landing.
The same stunts are seen at 03:00. Jump from one roof to another. Run, jump from roof to pavement. The jump from the roof has has an exaggerated arc that let's the player land far away from the wall he jumped, and to within a few feet of the crate.
At 04:14, effortless jumping over over railing onto window ledge... Drops/glides down effortlessly from ledge onto pavement
The true tactical/realisms games need not be slow and plodding. In fact, most aren't. Even in the ancient Rogue Spear, the pace laeding to the gun fight was quick but deliberate. And that, my friend, builds tension. Tension with a sense of slight anxiety and a dash of fear. It didn't matter if we had played a map 4 or 5 times in a row or had it memorized.
It's what I would call "mental tactical foreplay" and it's what kept me and friends glued to the screen for hours, whether it was both teams meeting at the same choke points or someone going off solo and attempting a flank. Like I said, a thinking man's game.