r/ArenaFPS • u/thomasShelby_digimon • 16d ago
Discussion Real talk; Can an FPS game without item pickups as a central mechanic even enter the Arena Shooter conversation?
I lurk this sub quite a bit, and always get a bit iffy seeing people's recommendations and the games they post, even besides the usual mobile game or cod clone early development suspects.
I fail to understand how a game without emphasized item pickups can really be an AFPS. Throughout all my time playing Quake and UT, it felt like the time, energy and effort put into these games was related to timing items and map control in some way. Straight up, everything I learnt out of those games had to do with managing and reclaiming a stack and weapons, and controlling power up locations if there are any. The map sizes and shapes/verticality, traversal options, certain tech, weapon variety etc felt like they were built specifically to work with the on-the-ground items and not the other way around.
This isn't exactly the millionth post about the definition of "arena shoota". From my understanding, genre names and groupings mostly rise due to shared mechanics and game design that a community resonates with and can point out clearly. I'm just a bit stumped, since it feels like anyone who would play Quake and UT, regardless of skill level, would resonate with and point out the importance of item pickups, and thus also be made consciously aware of the lack of them in other modes or games (like Clan Arena or something like both TF2s, or Tribes).
Of course, if it's not clear, I'm not saying every game with item pickups is an arena shooter (would Fortnite be an arena shooter?), but that every arena shooter has item pickups. I also don't want to appear as an elitist in any way.