15.01.2015, 15:16
(15.01.2015, 15:12)boulette schrieb: Es gibt aber Spiele, die dieses Genre geprägt haben. Quake, Unreal, das waren alles anerkannte Arena-Shooter. Vergleicht man diese Spiele mit H5, wird man feststellen, dass da etwas nicht passt.
habe nichts gegenteiliges behauptet.
aber im endeffekt, könnte jeder behaupten einen arenashooter zu haben, weil es kein wirklich eingegrenzter(fest definierter) begriff ist.eher eine art und weise, einem spiel, mit einem wort eine etwaige richtung zu geben, damit die person gegenüber ungefähr weiß worum es geht. man muss nur mal danach googlen.
da werden quake und ut genannt und dann sind da noch die, die gerne hätten, dass halo der beste arenashooter auf konsole ist.
ansonsten findet man da nicht wirklich viel.
hab doch was gefunden, hat aber auch nur irgendwer geschrieben:
Arena Shooter Properties:
In general, the levels are abstracted from real-life locations. Hallways and rooms exist with no other reason than to create interesting areas to battle in. Rooms are mostly open with very little clutter to keep line-of-sight open for shots. There are few large outdoor areas. There is no hiding.
The controls are simplified as well - typically movement keys, one button for shooting, and one button for jumping. Some games also have a secondary fire button. This does not mean the control is easy - just that very complex motions can be created from simple inputs.
The emphasis in movement is on constant motion. Because of the large open rooms and lack of cover, the best way to stay alive is to be a moving target - sniping is typically done on the move as well. Mastery of every movement tactic, including actively using quirks in the games physics are encouraged.
The weapons are designed around providing diverse tactics rather than representing realistic weapons - ie weapons are abstracted. Instant hit, explosive, close range, instakill, healing weapons, primary-secondary combos, splash damage, ricochet, movement impairing, etc. There is typically no "one best" weapon in the game - just player preference and situational preference. The exception to this is the starting weapons which is usually underpowered.
Player health is a fixed known quantity that doesn't regenerate (powerups excluded).
Because health doesn't regenerate, gameplay revolves around controlling access to health powerups and armor powerups.
There is no character leveling - all players start out with the same equipment and health.
Most arena shooters have a small set of powerups that help to break stalemates in gameplay. These include a megahealth, megashield, and damage multiplier.
They are predominately played on PCs with mouse/keyboard controls
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