I don’t play FPS’s myself, but I have a few philosophical comments about game design to toss out there…
(for what it’s worth, I’m a professional video game programmer)
One of the most frustrating aspects of playing games is the conflict that arises in some games between winning and having a good time. For instance, back in the early days of popularity of Streetfighter II, there was an enormous controversy over what was called “ticking”, which was the tactic of attacking someone just as they were standing up, forcing them to block, and then throwing them. Lather, rinse, repeat. At the time, many people believed that ticking was basically inescapable, and thus “cheap”, and in many places it was de facto outlawed. Several points:
-Presumably, beating someone by ticking them to death isn’t very exciting. So if you’re someone who is competitive and likes winning (and there’s nothing wrong with that), but you also enjoy aspects of the game other than ticking, you’re stuck having to choose between fun and victory, which is, imho, a sign of bad game design (or would be, if ticking were, in fact, inescapable).
-Secondly, this leads to the question of what the rules are. If someone from an anti-ticking playgroup plays against someone from a no-holds-barred playgroup, they’re not going to have a very fun game, and one of them might well end up accusing the other of being an incredibly poor sportsman. In the case of Streetfighter II, or at least later versions of it, it turns out that ticking is, in fact, escapable, and in fact is quite necessary for game balance. But one can easily imagine a game which is frequently a lot of fun, and thus people want to play it, but which has one particular strategy which is overbalancing and boring, or which is perceived as such, and which will likely lead to the kind of accusations of “cheapness” that are mentioned in the OP. If you’re stuck in such a situation, play a better game, or make sure that there are house rules agreed on before play begins. (Of course, some people are such immature little shits that they will find something to whine about no matter what… but not much can be done about that.)
Similarly, when I first started playing Magic: The Gathering, there were a couple of strategies (land destruction, heavy discard, and heavy countermagic for those of you who know what I’m talking about) which I thought were totally nonfun. And in fact, Magic is quite a poor game for casual play in many respects, because it can be very hard to agree upon what is or is not fun. Thus, I now approach every game of magic with the philosophy that I am trying to do nothing but win, and so is my opponent, and I’ve been enjoying it heartily with that attitude for more years and dollars than I would care to admit to.
One final thought: One of my biggest gripes about a specific online gaming issue involves online Hearts (which, by the way, I will kick anyone’s ass at, any place, any time
). I play a lot on the Microsoft Gaming Zone, which is a fine service in most respects, but has one super-frustrating flaw, which is that in a 4-player game of hearts, it has only one method of scoring, which is that it gives a lot of rating points to whoever came in 1st, some to 2nd, takes away some for 3rd, and takes away a lot for 4th. Now, what makes hearts such a wonderful game, imho, is the de facto teamwork that comes in when one person is ahead and everyone else is trying to cooperate to give that person the queen of spades, and that person is trying to fool everyone about what’s in their hand, and so forth. But this works the best when everyone is playing for 1st. On the zone, some people play for 1st, but some are happy to settle for 2nd, and honestly, I can’t really blame them. So there’s this horrible tension in which I’m at 90, player A is at 50 and player B is at 70, and I don’t know whether player B is going to cooperate with me in getting player A, or screw me and take 2nd place, which constantly leads to people being pissed off at how other people played. It would take Microsoft about half a damn hour to add an option for winner-takes-all scoring, but they’ve never done so. Grrrrrrrrr.
Anyhow, I’ve kind of rambled here, but my primary points are:
(a) it’s true, some people are loser jerks
(b) but some games are poorly designed, balanced, or implemented, leading to situations in which people who would normally accept loss more-or-less gracefully can easily get quite frustrated with the other players