There is probably no definitive answer to this question. The thing is, that every single player of a game will have different needs and expectations. Some just want a game where they can hop in and out of very quickly without investing a lot of time. Then there are the dedicated players who long for a game with a high skill ceiling. It's important to understand, that a single game will never be able to satisfy everyone's needs. Even though success is relative and I don't know what id Software would consider a success for Quake Champions. Independently from that, there are in my opinion two factors that can be controlled by the creators that make a multiplayer game successful: Gameplay and User Experience (UX).

Over the last few years I had many theoretical discussions about how Quake could increase it's user-base. A lot of suggestions were about how to make the game easier for newer and/or the so called casual players. In my opinion, the gameplay should never suffer, just so the casual players can apparently enjoy the game. The whole concept of casual gamers is unnecessary. When you think about it, what exactly is a casual player? According to Wikipedia „a casual gamer is a type of video game player whose time or interest in playing games is limited compared to a hardcore gamer.“ I've never understood how limited time makes one into a mindless zombie, not able to think more than two thoughts at the same time. As long as the gameplay is fun and engaging, it doesn't matter if I play a few games a week or eight hours a day. One way to make the level of entry for a complex game easier is by adding game modes, that don't require a lot of time commitment (e.g. Clan Arena). As long as there are enough players on your own skill level around, it doesn't matter how difficult the game is. Gradually getting better in your own confinements, no matter how little time a player invests, can be something very rewarding.

It doesn't matter how good the gameplay is, without a good User Experience, it means nothing. In Quake Live one can see hints of a user experience, but it's nowhere near the current standards of modern multiplayer games. A user interface with all it's features is not only detrimental for both the casual and hardcore players, but also for the whole eSports scene to grow. Matchmaking combined with a proper ladder/league system not only makes casual play even possible, but also ensures the game's longevity for the dedicated player. For a community to grow, communication tools, spectator mode with all it's functionalities, streaming and easy-to-access replays are a necessity. Tutorials and links to other sources of information or events going on in the world make it easier for newer players to get into the game. It also promotes all sorts of content creation. It's not the duty of a gaming company to create a community for it's own games, but to provide people with the necessary tools and encourage them to create it themselves. This could be in the form of creating maps, models, loading screens, tutorials, new in-game UI's, self-organised online tournaments etc. I understand that creating all of these features takes a lot of time and money, it's definitely not an easy task.

This is of course my personal opinion and could be wrong entirely. In my next article I'm going to try and get opinions from people who worked in the industry or are a integral part of the community, to see what they have to say about the upcoming Quake Champions.

近代的なシューターを成功させることには何が必要か。消費者は皆それぞれのゲームに対しての希望や期待を持っているので、たぶん明答が存在しないと思う。あまり時間を費やしたくなくて簡潔なゲームが欲している人々があれば、至難なゲームに挑戦されてほしい人もある。一つのゲームが皆のニーズに答えられて満足させることは無理だという事実を心掛けるといいと思う。成功という概念は相対的で、id Softwareにとっては成功って何かもわからないのに、ゲーム開発会社が自分で制できる成功要素が二つあると思う。それはゲームプレイの良好とユーザエクスペリエンス(UX)。