In a recent AGR-S thread, a discussion arose concerning
the ups and downs of Rogue Spear and Half-Life. One of
the central questions was
Why is HL so much more popular than RS?
The following is a series of edited newsgroup posts.

Day fired up the discussion by saying the following:
The thing that draws most of the crowd to HL is probably
CS. This is said to
be *the* most played "game" online, with more
players than any "real" game
(remember, CS is just a mod). This is just stuff I've read
mind you, I can't
guarantee that it's really so popular.
Anyway, why is HL/CS more popular than RS? Personally I
think of RS as way better, I can't even begin to describe
how much better I like RS than any other game :) I suspect
the difference in player amount is of the same reason that
the Quake and Unreal series are so popular - most people
just prefer Quake-style games with minimal amount of realism
(CS players beware - CS *is not* realistic, even if I've
seen some CS folks be convinced that it's more real than
real life). Why, I do not know. Perhaps they just haven't
"seen the light" and realised how fun TacSims
can be.
CaptFarrell quickly followed up with a rather lengthy
comparison he had previously threatened to write:
From the day it came out, HL had given it's fans
something to expand their
game with - packaged on the CD was Worldcraft, the same
package that Valve
used to make the maps for the actual game. Therefore, it
wasn't long before
brand new, never seen before maps were brought out for the
game.
Rainbow Six NEVER had anything for creating new maps,
the best that could be
done, for maps, was adding extras to the existing maps that
came with the
game by editing a text file that controlled the map. The
bonus for this was
you knew that anyone who joined already had the map - the
changes could be
quickly uploaded to the client since it's only text.
When the first patch for HL was released it opened
a massive door for the
fans - the mods were now possible by the release of a Software
Development
Kit (SDK) around the same time. This was contained the tools
to modify the
engine however you want and was available in 2 flavours,
the standard SDK -
downloadable by anyone and only containing the MP components
of the code -
and the Professional SDK - only available by emailing Valve
and then signing
a Non Disclosure Agreement so you could obtain the code
for the complete
game. This produced a huge number of mods for both SP and
MP aspects.
Valve continually released patches for HL - mainly
for bug fixes, or to add maps and models for the game. This
standard caused a huge uproar with the 1.1.0.0 patch as
this changed how the engine ran and made almost every mod
made obsolete. At the same time, they released the SDK 2.0
and dropped the NDA required for the professional (now called
full) SDK. This, for the modders' benefit, gave the old
source code and basic instructions on how to adapt old mods
for the new code. The great benefit of Valve's mod system
was the way that new mods were given a completely new directory
of their own. There was not one file was overwritten when
a new mod was added.
R6 wasn't always like this, there were mods that
could completely change
original files without leaving an option to replace the
originals - only a
reinstall would do this. Rogue Spear added a Mod folder
to the mis, but even then, people still
sometimes changed the original files, as it was easier to
do.
The release of Urban Operations brought the mod handling
to a much improved
standard. Finally, RSE released the tools they used to create
the maps for Rogue
Spear/Urban Operations.
The good Captain brings up a very good point...:
One flaw though - it requires the use of 3DS Max
- a 3D package which costs
around $3000. But, already it has proven beneficial. Brand
New maps are flooding into the
R6(RS/UO really) scene (old maps are appearing too, already
we have Mint and
Airport converted for the nostalgic among us).
...and also confirms Days suspicion about CS being
the most played multiplayer FPS:
The plug-ins are even bridging the gap between RS
and HL by the conversion of Counter-Strike(CS) maps for
Rogue Spear (CS is THE most played online multi-player FPS
in the world - there are more people playing CS that for
all of HL's other mods and all the Quake 2 and 3 servers
combined)
Finally, it should be noted that HL is a game engine,
where R6 (and it's successors) are not an engine but dedicated
games with only a limited scope for modification requiring
much more effort by the fans to create something wholly
new
Day returns in order to continue his quasi-rant:
One thing that I forgot to mention in my quickly-written
post in this thread last night (or perhaps I didn't forget...but
just forgot that I didn't forget..) was that one of the
reasons
so many more people play HL is because whereas RS is RS
and very little more
(not even the most skilled modder can work miracles and
turn it into Quake
4), HL can be whatever you want. The modding possibilities
are endless. So
if you buy HL, you get dozens of completely different games
for free. This
results in a massive fan base, as some people like Wasteland,
some like
Action HL, some Matrix HL, and some CS.
This brings me back to one of the points of my previous
post, which is why people prefer CS over RS. Some CS players
have no clue as to what the R6 series is. Some CS players
like realistic TacSims, but don't know of any except for
CS. Some don't like realistic
games such and RS, but do like MP5s and such, and thus turn
to CS for a
jump-run-gun Quake-clone in a CT vs T setting.
Farrell brings back old memories in the AGR-S regs,
from the Dark Age before they found each other, and thus
low-lag llama-less games:
the benefit HL has is, thousands have it, so if you
want to play online you
can jump onto a public server - if it's full of llamas,
you can EASILY find
a better one
R6 doesn't have this benefit - I remember searching for
ages on MPlayer to
find a good server with decent people
/me hangs his head...I left RS when I found CS -
mainly because it had a better netcode (for me)
Day, unfortunately, has not been quite as lucky in his
pursuits for fame in the CS community:
That's funny, I have these "CS-weekends"
every now and then when I play CS
for an entire weekend, all day and night (almost). No matter
how much I
tweak and what server I join, I always end up having lag
problems, even when
the ping is some 80ms. In RS, on the other hand, I can play
without problems
on 120-150ms connections (which, I believe, is my average
RS ping), and not
encounter serious SNAFU'ed games until I reach the 250ms
mark (somewhere
around that). Also, I wish I had more information on the
RS netcode. I can't
really say I like the HL one, jumping out from behind a
wall, shooting off
half a magazine before jumping back, only to fall over dead
two seconds
after I reached cover is not my idea of fun. Strangely enough,
I've
experienced exactly the same thing in RS - strafe out, shoot,
strafe behind
wall, die. Fortunately, this is much less noticeable in
RS, and for some
reason RS is much more playable even with alot of lag, whereas
CS is all
fooked. At least, it is on my PC/connection.
They both agree on one thing though:
CaptFarrell: but I've quickly got annoyed
with how unrealistic it is for a game that has realistic
weapons
Daywanderer: Which is why I never play CS
for the realism, but rather to have some variation from
RS without having to go totally "Quake".
The conclusion? Judge for yourself. But
take a brief look at the popular games today: Quake 3, Unreal
Tournament, Counter-Strike, Team Fortress, Tribes... All
not-so-realistic, run, jump n shoot, no-nonsense first
person shooters with few realistic elements, if any at all.
Shooters like these have been vastly popular since the Dawn
Of Man (otherwise known as Wolfenstein 3D).
This could indicate that a majority of the players in the
world prefer Doom-style bloodbaths with plasma rifles and
akimbo sawn-offs, rather than TacSims with realistic weapons,
damage, and the lack of a jump key.
Another point of interest is that most popular
games today are more or less easy to create modifications
for. The Rainbow Six games never had this convenience. As
one can easily see by taking a look at the explosion of
maps and mods that spawned the release of the 3D Studio
MAX tools, the R6 community has been craving for larger
modding possibilities for an extended period of time. The
heavy price for the necessary tools is still an obstacle
that will need to be bypassed though, if the modding community
is to reach its full potential.
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