Guest
10-16-2023, 04:01 AM
I've been thinking about Ultrakill and Doom recently; more specifically about the difference in what these two games consider skill.
Ultrakill is an interesting game, though I don't really like it. It's a perfect encapsulation of what zoomers like in shooting games, and I think it's a decent barometer of the prevalent attitudes towards gaming nowadays. The most interesting part about Ultrakill is what it chooses to focus on in difficulty, which is essentially technical execution. In Ultrakill, the most important part of the game is movement and shooting, which is what I believe zoomers also think is the most important part of shooters. The problem here is, of course, getting good at this isn't actually a matter of skill, it's a matter of execution.
https://www.youtube.com/watch?v=iqU8BtpyzyQ
I'd like for you to look at this video, and try and understand what the most important part of beating this boss is. Obviously, a bossfight isn't a perfect representation of how a game is normally, but for Ultrakill, you're supposed to do basically the same things for both, so it's appropriate to look at it. It seems to me (I didn't actually get to this part because I was sick of the game before this) that all you really need to do to beat this fight is have fast reflexes and shoot it a bunch. It's not really skill as much as remembering a formula that will always beat a level (that being jump around, run everywhere and shoot anything close to you). It's similar to most fighting games, of which the most debased part of the gameplay is the combos, where skill means memorizing increasingly complex sets of inputs and being able to tap them quickly. In Ultrakill, the movement is basically memorizable; you can beat most battles by mindlessly running around and shooting the enemies.
Compare this with Doom, the videogame which is the inspiration for most of these zoomer shooters. Skillful play of Ultrakill is memorizing how to move and how to shoot your guns; what is skillful play of Doom? To understand this, you have to look at what wins you the game in both. In Ultrakill, you MUST kill every enemy in order to progress. It's very clear that killing enemies is the primary objective of the game, and getting good at killing by using murder formulas is skill. But in Doom, you often don't have to kill enemies to progress... However, you DO have to grab keys, open doors, and move to the exit to progress. In Ultrakill, moving through the level is incidental to getting sick kills. In Doom, killing is incidental to traversing the level. And there, I think, you have the key to what makes you skillful in Doom, that being your ability to move through the level and deal with it's threats.
This really makes sense when you realize that in Doom, the level is as much an enemy as the traditional enemies. It's structured in ways to ambush you, put you in difficult situations, test your skills... In Ultrakill, the level is a backdrop for the enemies. Doom's usage of the level as an enemy makes much more sense to me, it requires you to utilize your limited toolbox to deal with every encounter individually. It requires much more active thinking than Ultrakill, and it also requires usage of many more faculties than it. I think Doom's skill requirements correlate more closely to what I consider skill than Ultrakill's skill requirements.
The main problem I have with Doom is that it sort of cucks and doesn't take this to it's fullest potential, with most levels being very simple to pass through and not hostile enough to the player. I've heard WADs do this, but have never really played one, so hopefully someone who does can expand on that aspect of it. Also interesting to consider is that the Doom remake also doesn't use the level as opposition to the player and the levels essentially work as a set of arenas that you go through in sequence. It's a shame to see the idea of a level as a fully connected organic thing basically die out in modern shooters, except for autistic "immersive sims". Hopefully someone will get around to making an actually good boomer shooter, or I'll find a shooter that's actually good. And if neither of these things happen, there's always Quake.
Ultrakill is an interesting game, though I don't really like it. It's a perfect encapsulation of what zoomers like in shooting games, and I think it's a decent barometer of the prevalent attitudes towards gaming nowadays. The most interesting part about Ultrakill is what it chooses to focus on in difficulty, which is essentially technical execution. In Ultrakill, the most important part of the game is movement and shooting, which is what I believe zoomers also think is the most important part of shooters. The problem here is, of course, getting good at this isn't actually a matter of skill, it's a matter of execution.
https://www.youtube.com/watch?v=iqU8BtpyzyQ
I'd like for you to look at this video, and try and understand what the most important part of beating this boss is. Obviously, a bossfight isn't a perfect representation of how a game is normally, but for Ultrakill, you're supposed to do basically the same things for both, so it's appropriate to look at it. It seems to me (I didn't actually get to this part because I was sick of the game before this) that all you really need to do to beat this fight is have fast reflexes and shoot it a bunch. It's not really skill as much as remembering a formula that will always beat a level (that being jump around, run everywhere and shoot anything close to you). It's similar to most fighting games, of which the most debased part of the gameplay is the combos, where skill means memorizing increasingly complex sets of inputs and being able to tap them quickly. In Ultrakill, the movement is basically memorizable; you can beat most battles by mindlessly running around and shooting the enemies.
Compare this with Doom, the videogame which is the inspiration for most of these zoomer shooters. Skillful play of Ultrakill is memorizing how to move and how to shoot your guns; what is skillful play of Doom? To understand this, you have to look at what wins you the game in both. In Ultrakill, you MUST kill every enemy in order to progress. It's very clear that killing enemies is the primary objective of the game, and getting good at killing by using murder formulas is skill. But in Doom, you often don't have to kill enemies to progress... However, you DO have to grab keys, open doors, and move to the exit to progress. In Ultrakill, moving through the level is incidental to getting sick kills. In Doom, killing is incidental to traversing the level. And there, I think, you have the key to what makes you skillful in Doom, that being your ability to move through the level and deal with it's threats.
This really makes sense when you realize that in Doom, the level is as much an enemy as the traditional enemies. It's structured in ways to ambush you, put you in difficult situations, test your skills... In Ultrakill, the level is a backdrop for the enemies. Doom's usage of the level as an enemy makes much more sense to me, it requires you to utilize your limited toolbox to deal with every encounter individually. It requires much more active thinking than Ultrakill, and it also requires usage of many more faculties than it. I think Doom's skill requirements correlate more closely to what I consider skill than Ultrakill's skill requirements.
The main problem I have with Doom is that it sort of cucks and doesn't take this to it's fullest potential, with most levels being very simple to pass through and not hostile enough to the player. I've heard WADs do this, but have never really played one, so hopefully someone who does can expand on that aspect of it. Also interesting to consider is that the Doom remake also doesn't use the level as opposition to the player and the levels essentially work as a set of arenas that you go through in sequence. It's a shame to see the idea of a level as a fully connected organic thing basically die out in modern shooters, except for autistic "immersive sims". Hopefully someone will get around to making an actually good boomer shooter, or I'll find a shooter that's actually good. And if neither of these things happen, there's always Quake.