You guys must have never spent time in a QW/Q3A CTF clan. It was pure teamwork from the bottom to the top.
But I'm not talking about deathmatch vs modern FPS objectives based play.
I mean there was the original TF, a massive CTF culture, UT2004 had Onslaught, etc. And even clan arena was a lot more complicated and team based than just "team deathmatch", loads more.
Really straight deathmatch was never in the majority. CTF, Rocket Arena, Clan Arena etc were all the mainstays, and those weren't resource camps. The first one spawned you in a base with close at hand resources and RA and CA starts you fully loaded.
The main difference is the movement speed, vs today. Its still fragging. Its still teamplay.
The difference is movement speed is about half what it used to be.
Not mouselook speed, forward movement speed.
Some games ala GA have jetpacks like Tribes did.
But does anyone remember the Zoid CTF hook? Much less the Thunderwalker hook? Those sorts of things are long gone.
Yes, they were less "realistic" - as if any of these games are.
But it was fun. We played it for hours and hours.
Would it be any less fun today?
Why would it?
But console controllers simply can't be set to make that sort of movement workable for 99% of people. You need a hell of a mouse sensitivity and a bit of practice to be able to quick flick about.
And since games are being made with console ports as a matter of course planned into them, or worse, a PC port from a console game - that sort of gameplay style simply isn't on the list.
Slower moving games are more profitable, because they are accessible to console users.
But I reject that they are better. Or more of a "thinking man's game". I mean, I play every genre just about there is - strategy, MMOs, etc. Its not like thinking is a turnoff.
But moving at a snails pace is. For adrenaline they have to rely on explosions and scale.
But man those old school Quakeworld CTF matches, woo! You would be straight out heart pounding like mad, over a run of the mill, nothing at stake map.
No FPS has given that to me in the same way since. Oh sure, some single player games are fantastic for "oh shit" scares. Amazing at it, and I dig it. Some are just awesome for big explosions and the like, and complex (if linear) group achievements. And games like Eve get the heart pounding from a different direction (risk/reward pvp).
But the original Quakeworld/Q3A community had that every single map of every game, and the key difference to me was the movement speed was about twice the norm of FPS games today.