Quake, Unreal, Gears and Halo are all Arena shooters whereas Team Fortress, Battlefield, Shadowrun and CoD are Class-based shooters.
Arena
Quake, Unreal and Halo are all in the same boat when it comes to their roots as Arena shooters and while Gears is a third person cover based shooter it does not remove the fact that it too is an Arena shooter. These 4 games all share the same traits which identify them as “Arena”. These traits consist of the following:
[/li]- All players spawn with equal opportunity when it comes to player ability and potential allowing for predictability in encounters.
- Players are not given weapons, items or abilities through pre-selected loadouts but instead must fight to attain the ones that are placed on the map.
-exception in the case of Gears 3 where there are different starting weapons but are balanced against each other - Weapons and items are placed on the map in such a way as to influence map movement and player positioning.
- There are no defined roles or specializations for players in the game; everyone is the same and only their play style and skill can influence their performance in game.
Class-based
Team Fortress, Battlefield, Shadowrun and CoD all have some sort of customization be it by class or through personally tailored loadouts. Team Fortress and Shadowrun share similarities with each other in the same way that Battlefield and CoD do, the former have the roles more defined while the latter allows you to tailor a loadout to your liking. The aspects of a class-based shooter are as follow:
[/li]- Players choose in the pregame lobby what class/role they want to play as and are either locked into that choice or can change it in game.
- Players get to customize their weapons, abilities or traits with loadouts which provide an experience that is unique and hand tailored when compared to all other players in the game.
- There are no weapons or items on the map to be contested by players and as such there is no way to influence map movement aside from objective gametypes.
- Typically feature progression ranking and unlocks for loadouts.
Genre Merging
There are a few exceptions to these sub genres of shooters namely Shadowrun on the class-based side and Halo 4 on the arena side.
Shadowrun
Shadowrun features asymmetric gameplay via classes that are chosen in the pregame lobby and cannot be change mid game yet is balanced in such a way that every class has its pros and cons in comparison to the other classes as well as everyone spawning with equal opportunity when it comes to weapons and abilities. Players make income based on their performance in game and that money can be used to purchase abilities and weapons to be used in between rounds(it is important to note that you only get one life and lose whatever weapons you had when you die but retain your abilities).
All the traits of the different classes are subtle and passive which are complemented by weapons or abilities that are purchased making the gameplay predictable. In the event that a player decides to use weapons or abilities that are unorthodox for their class they are at a disadvantage and are relying on the unpredictability factor to get the drop on the enemy. Examples of this would be a Troll with Wired Reflexes and a Katana or using expensive magic like Strangle or Summon; they are playing to the weaknesses of their class(a troll is slow but handles heavy weapons well and is easier to kill the less magic there is to spare). The game is predictable and balanced b/c you see what the player’s traits are and in the event you cannot it is a matter of assumption based on class association. In this game you know(for the most part) what ability a player has or is using before you die, not afterwards when you are looking at the kill cam. This balance and predictability is what makes Shadowrun an extremely competitive title and essentially transcends the genre of Class-based and bleeds into Arena.
Halo
Halo on the other hand is an Arena shooter which has recently see a major transition into loadout based gameplay. Reach introduce Armor Abilities and Halo 4 is introducing specializations and perks as well as customizable starting weapons. Halo is slowly but surely evolving but is still maintaining its Arena roots as can be seen by a lot of the features in the latest title. One addition in Halo 4 is Personal ordinance drops which allow players to call in a weapon or powerup after a certain amount of points accumulated during the match. This pickup system is implemented alongside the traditional on map weapon pickups exclusive to Arena shooters however these pickups can change location based on the events of the match which introduces a dynamic element to map control.
Reach introduced the idea of asymmetrical gameplay via loadouts in the form of Armor Abilities but this was very poorly executed. Certain AAs were blatantly overpowered like Armor Lock, Evade and Jetpack while others were useless like Hologram. However the brunt of the issues with AAs was how drastically it altered the gameplay. Jetpack was devoid of any limitations since it could break the intended path flows of any map to the point that there was little reason to use anything else lest you be handicapped, Armor Lock gave the user a chance to stall for their teammates and rob the enemy of a kill which in turn destroyed the pace of the game not to mention having absolutely no way to counter it and Evade was not made to work with the Spartan player model which allowed the user to avoid damage almost as effectively as Armor Lock but also move across the map better than with Sprint not to mention its extreme speed and fast regeneration which completely destroyed encounters.
343 identified the failures of Reach and works to correct it in Halo 4. The loadouts are balanced in respect to one another be it AAs or weapons and the specializations are subtle so that they only have a passive affect in the game. This will be a very important element to execute correctly in order to maintain the Arena shooter left in Halo. If balanced correctly, Halo can successfully merge the two different genres into one exceptional experience and join Shadowrun in ranks of the elite, once again innovating the shooter genre.
Closing Comments
What do you think classifies a game as an Arena shooter? Do you agree with the premise brought up in the beginning of this thread? How do you feel about Halo 4 merging genres?