Follow TV Tropes

Following

History Main / ArenaShooter

Go To

OR

Is there an issue? Send a MessageReason:
None


* A SinglePlayerGauntlet which uses the game's multiplayer maps, with a ''very'' barebones ExcusePlot that is usually a TournamentArc, if they feature such a mode, as well as an "Instant Action", "Skirmish" or "Practice" mode that allows the players to set their offline matches with the rules they pick. NoPlotNoProblem is also found in these games, especially in the [[UsefulNotes/FreeLibreOpenSourceSoftware FLOSS]] games. Very rarely there's a more developed plot.

to:

* A SinglePlayerGauntlet which uses the game's multiplayer maps, with a ''very'' barebones ExcusePlot that is usually a TournamentArc, if they feature such a mode, as well as an "Instant Action", "Skirmish" or "Practice" mode that allows the players to set their offline matches with the rules they pick. NoPlotNoProblem is also found in these games, especially in the [[UsefulNotes/FreeLibreOpenSourceSoftware [[MediaNotes/FreeLibreOpenSourceSoftware FLOSS]] games. Very rarely there's a more developed plot.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/CallOfDuty4ModernWarfare'' - The "Old-School Free for All" playlist incorporates Arena Shooter mechanics into the game's standard Deathmatch, albeit still with a LimitedLoadout.
* ''VideoGame/DeusEx'' - Features a Deathmatch mode with a few of the single player game's ImmersiveSim and RPGElements.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MultiplayerDifficultySpike: Because of the reliance in JumpPhysics (some of which are of the GoodBadBugs variety) and how hard sometimes programming the appropriate behavior into the AI is, expect the difficulty spike between these games' HarderThanHard modes and the actual {{Metagame}} to be quite pronounced.
Is there an issue? Send a MessageReason:
None


* ''Franchise/StarWars'':
** ''VideoGame/JediKnightJediAcademy'' - Built in idTech 3 and thus has an arena component [[RecycledInSPACE but with Lightsabers]]! Also featuring several different deathmatch and team-based modes.
** ''VideoGame/JediKnightIIJediOutcast'' - Same as above.

to:

* ''Franchise/StarWars'':
''Franchise/StarWars'': %% This is the actual release order, see Creator/RavenSoftware and those games' pages.
** ''VideoGame/JediKnightJediAcademy'' ''VideoGame/JediKnightIIJediOutcast'' - Built in idTech 3 and thus has an arena component [[RecycledInSPACE but with Lightsabers]]! Also featuring several different deathmatch and team-based modes.
** ''VideoGame/JediKnightIIJediOutcast'' ''VideoGame/JediKnightJediAcademy'' - Same as above.

Added: 255

Changed: 245

Is there an issue? Send a MessageReason:
Proper indexing.


* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/JediKnightJediAcademy'' - Also built in idTech 3 and thus has an arena component [[RecycledInSPACE but with Lightsabers]]! Also featuring several different deathmatch and team-based modes.

to:

* ''VideoGame/JediKnightIIJediOutcast'' and ''Franchise/StarWars'':
**
''VideoGame/JediKnightJediAcademy'' - Also built Built in idTech 3 and thus has an arena component [[RecycledInSPACE but with Lightsabers]]! Also featuring several different deathmatch and team-based modes.modes.
** ''VideoGame/JediKnightIIJediOutcast'' - Same as above.

Added: 885

Changed: 215

Removed: 726

Is there an issue? Send a MessageReason:
None


* RealTimeWeaponChange: While discouraged in TournamentPlay (where straight bindings or weapon macros are more favored), there's the option to cycle between previous and next weapons as well as individually pick up an already owned weapon.



* VideoGameItemsAndInventory:

to:

* VideoGameItemsAndInventory:StandardFPSGuns: Every conceivable weapon archetype will be present in the game, alongside other weapon types that may not fit any of the archetypes.



** EmergencyWeapon: Players usually spawn with these.

to:

** EmergencyWeapon: Players usually spawn with these.a weak weapon with either infinite ammo, or a close range weapon.



** GrenadeLauncher: As a pickupable weapon.
** LightningGun: There's at least one weapon based on lightning/coils/electricity/thunder. It's either a SniperRifle replacement or a stream-based weapon.
** ShortRangeShotgun: Expect these kinds of weapons as the go-to weapon for close-range combat. Sometimes as part of the StarterEquipment.
** SniperPistol: Usually an EmergencyWeapon with ''very'' low damage output (even with QuadDamage) will be quite accurate.
** StarterEquipment: In addition to the EmergencyWeapon, some games allow players to spawn with a weak ranged gun whose ammo can be collected through the level.
* VideoGameItemsAndInventory:



** RealTimeWeaponChange: While discouraged in TournamentPlay, there's the option to cycle between previous and next weapons as well as individually pick up an already owned weapon.
** ShortRangeShotgun: Expect these kinds of weapons as the go-to weapon for close-range combat.
** SniperPistol: Usually an EmergencyWeapon with ''very'' low damage output (even with QuadDamage) will be quite accurate.



** StandardFPSGuns: Every conceivable weapon archetype will be present in the game, alongside other weapon types that may not fit any of the archetypes.
** StarterEquipment: Usually players spawn with either a melee weapon as their EmergencyWeapon and a ranged weapon with limited ammo, or just a ranged weapon with infinite ammo.
Is there an issue? Send a MessageReason:
Not about the AFPS game.


* ''VideoGame/{{Reflex}}''

to:

* ''VideoGame/{{Reflex}}''''Reflex''

Changed: 1987

Removed: 1100

Is there an issue? Send a MessageReason:
None


A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known colloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s.

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming.

In an AFPS, all players in a match start with the same StarterEquipment. Also, more powerful weapons, health/armor items, ammo boxes and powerups are scattered across the level, requiring players to travel through the maps and collect them to get better firepower and other advantages over their enemies. Note that this doesn't apply to [[MacGuffin key game objectives]] such as [[StrategicAssetCaptureMechanic control points]] or the flags in CaptureTheFlag.

As for the levels, they don't tend to have big, game-changing features outside of the usual level hazards such as lava/slime pits and death pits/the void. However, some games play with features such as death traps and area-wide or level-wide environmental hazards such as fog.

Movement physics also plays an important role in these games, where players aren't restrained to just walk/run, sidestep, turn, jump and crouch, but also can do [[JumpPhysics stunts]] like {{double jump}}s, {{wall jump}}s, [[RocketJump weapon-based jumping]], VideoGameDashing and other special moves. Expect game physics to be abused for the sake of competition, leading to CasualCompetitiveConflict.

For replayability purposes, these games contain an integrated AI designed to mimic human players, as otherwise, you need to be online at all times just to play them. Because the nuances of playing against human players are usually difficult to translate into game code, this AI is often quite basic, being able to move, shoot at opponents, jump, and almost nothing else. Some games, in the higher difficulty levels, even give the AI SecretAIMoves, allowing them to use features the human players can't. Seldom the AI is programmed to take advantage of the actual JumpPhysics, or use RocketJump.

Standalone games of the genre (and some of which aren't standalone) contain two singleplayer-based modes:

to:

A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS Shooter subgenre (known colloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) Shooter]]) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s.

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, Arena Shooter, but which still caused an impact that in no way should be underestimated) popularized online gaming.

In an AFPS, Arena Shooter, all players in a match start with the same StarterEquipment. Also, more powerful weapons, health/armor items, ammo boxes and powerups are scattered across the level, requiring players to travel through the maps and collect them to get better firepower and other advantages over their enemies. Note that this doesn't apply to [[MacGuffin key game objectives]] such as [[StrategicAssetCaptureMechanic control points]] or the flags in CaptureTheFlag.

CaptureTheFlag. As for the levels, they don't tend to have big, game-changing features outside of the usual level hazards such as lava/slime pits and death pits/the void. However, some games play with features such as death traps and area-wide or level-wide environmental hazards such as fog.

fog. Movement physics also plays an important role in these games, where players aren't restrained to just walk/run, sidestep, turn, jump and crouch, but also can do [[JumpPhysics stunts]] like {{double jump}}s, {{wall jump}}s, [[RocketJump weapon-based jumping]], VideoGameDashing and other special moves. Expect game physics to be abused for the sake of competition, leading to CasualCompetitiveConflict.

For replayability purposes, these games contain an integrated AI designed to mimic human players, as otherwise, you need to be online at all times just to play them. Because the nuances of playing against human players are usually difficult to translate into game code, this AI is often quite basic, being able to move, shoot at opponents, jump, and almost nothing else. Some games, in the higher difficulty levels, even give the AI SecretAIMoves, allowing them to use features the human players can't. Seldom the AI is programmed to take advantage of the actual JumpPhysics, or use RocketJump.

RocketJump. Standalone games of the genre (and some of which aren't standalone) contain two singleplayer-based modes:



A specific subgenre of AFPS (which nonetheless can also be found in proper AFPS) is the "Vehicular AFPS", effectively [[ExactlyWhatItSaysOnTheTin AFPS that includes vehicles]] in open maps.

to:

A specific subgenre of AFPS (which nonetheless can also be found in proper AFPS) Arena Shooters) is the "Vehicular AFPS", Arena Shooter", effectively [[ExactlyWhatItSaysOnTheTin AFPS Arena Shooters that includes vehicles]] in open maps.
maps. Also note that, much like the other FPS subgenres, while the Arena Shooter genre is mainly composed of FirstPersonShooter games (hence the abbreviation AFPS, as in "Arena-Based FirstPersonShooter"), [[ThirdPersonShooter Third-Person]] Arena Shooters aren't exactly unheard of, though they're rarer than their first-person counterparts.



Once a mainstay of the TournamentPlay scene, due to ToughActToFollow regarding ''UT'' and ''[=Q3A=]'', the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases, the scene never managed to reach that peak. The sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre dwindling in popularity by the time TheNewTens rolled around, with the commercial underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin. Attempts have been made since (especially with the short-lived ''VideoGame/UnrealTournament4''[[note]]announced in 2014 as a free-to-play game, defunct at the end of 2022 when Creator/EpicGames removed the entire ''Unreal'' series from all storefronts[[/note]] and 2017's ''VideoGame/QuakeChampions''), but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback.

to:

Once a mainstay of the TournamentPlay scene, due to ToughActToFollow regarding ''UT'' and ''[=Q3A=]'', the AFPS Arena Shooter genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free freeware FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS Shooter scene going down the class-based/realistic path, and the lack of proper commercial AFPS Arena Shooter releases, the scene never managed to reach that peak. The sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre dwindling in popularity by the time TheNewTens rolled around, with the commercial underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin. Attempts have been made since (especially with the short-lived ''VideoGame/UnrealTournament4''[[note]]announced in 2014 as a free-to-play game, defunct at the end of 2022 when Creator/EpicGames removed the entire ''Unreal'' series from all storefronts[[/note]] and 2017's ''VideoGame/QuakeChampions''), but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback.



[[folder:Common tropes associated with Vehicular AFPS]]

to:

[[folder:Common tropes associated with Vehicular AFPS]]Arena Shooters]]
Is there an issue? Send a MessageReason:
None


[[folder]]Common tropes associated with Vehicular AFPS]]

to:

[[folder]]Common [[folder:Common tropes associated with Vehicular AFPS]]

Added: 217

Changed: 227

Removed: 25

Is there an issue? Send a MessageReason:
None


!! Common tropes associated with this kind of FPS include

to:

!! Common [[foldercontrol]]

[[folder:Common
tropes associated with this kind of FPS includeArena Shooters in general]]



----
!! Common tropes associated with Vehicular AFPS in addition to the above include:

to:

----
!! Common
[[/folder]]

[[folder]]Common
tropes associated with Vehicular AFPS in addition to the above include:AFPS]]



----
!! Game Index

to:

----
!! Game Index
[[/folder]]

[[folder:Standalone Arena Shooters]]



!!! Standalone AFPS games




!!! Games with an AFPS component

to:

\n!!! Games [[/folder]]

[[folder:Games
with an AFPS componentArena Shooter component]]


Added DiffLines:

[[/folder]]

Added: 1346

Changed: 1292

Is there an issue? Send a MessageReason:
None


The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both genre-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.

to:

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both genre-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.
gaming.



Online-wise, these games tend to be of the DropInDropOutMultiplayer class, which means players don't need to wait until a round or match ends (except in some round-based gamemodes) to join a match. There are also (usually) no matchmaking features involved so that all players can join any match regardless of skill level. This carries a problem, though, as newbies are usually trounced by seasoned players without any way to make a comeback. This sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre (once a mainstay of TournamentPlay at the beginning of the TurnOfTheMillennium) dwindling in popularity by the time TheNewTens rolled around. Attempts were made to revive the genre now and then, but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback. On the plus side, they also tend to avoid becoming MisbegottenMultiplayerMode due to the simplicity of its design philosophy (which is why their {{Tutorial Level}}s tend to be quite basic), though they also tend to fall into FollowTheLeader territory due to the genre not having much space for innovation and evolution. Around TheNewTens, when the genre hinted at a comeback, examples that mixed AFPS with [[ThirdPersonShooter a third-person perspective]] also began to appear.

to:

Online-wise, these games tend to be of the DropInDropOutMultiplayer class, which means players don't need to wait until a round or match ends (except in some round-based gamemodes) to join a match. There are also (usually) no matchmaking features involved so that all players can join any match regardless of skill level. This carries a problem, though, as newbies are usually trounced by seasoned players without any way to make a comeback. This sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre (once a mainstay of TournamentPlay at the beginning of the TurnOfTheMillennium) dwindling in popularity by the time TheNewTens rolled around. Attempts were made to revive the genre now and then, but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback. On the plus side, they also tend to avoid becoming MisbegottenMultiplayerMode due to the simplicity of its design philosophy (which is why their {{Tutorial Level}}s tend to be quite basic), though they also tend to fall into FollowTheLeader territory due to the genre not having much space for innovation and evolution. Around TheNewTens, when evolution.

Once a mainstay of
the TournamentPlay scene, due to ToughActToFollow regarding ''UT'' and ''[=Q3A=]'', the AFPS genre hinted at a comeback, examples didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases, the scene never managed to reach that mixed AFPS peak. The sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre dwindling in popularity by the time TheNewTens rolled around, with [[ThirdPersonShooter the commercial underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin. Attempts have been made since (especially with the short-lived ''VideoGame/UnrealTournament4''[[note]]announced in 2014 as a third-person perspective]] also began free-to-play game, defunct at the end of 2022 when Creator/EpicGames removed the entire ''Unreal'' series from all storefronts[[/note]] and 2017's ''VideoGame/QuakeChampions''), but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to appear.
make something of a comeback.
Is there an issue? Send a MessageReason:
None


The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both game-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.

to:

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both game-wise genre-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/StarTrekEliteForce'' - Naturally, being built in idTech 3, the game includes ''Holomatch'' as a component with the usual Deathmatch and Capture-the-Flag. The Expansion Pack added more characters, maps, and game modes such as a ''VideoGame/TeamFortress1''-esque Specialist mode and Assimilation (a Borg-themed Infection mode).
* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/JediKnightJediAcademy'' - Also built in idTech 3 and thus has an arena component [[RecycledInSPACE but with Lightsabers]]! Also featuring several different deathmatch and team-based modes.

Changed: 121

Is there an issue? Send a MessageReason:
None


** ''VideoGame/QuakeIIIArena'' - Streamlined and refined Deathmatch of the previous entries to its purest elements, becoming in the process the very basis for a lot of multiplayer-based games. A browser version eventually evolved into a standalone game called ''Quake Live'', as well as several console-based versions (''Revolution'' for [=PS2=], ''Arena Arcade'' for ''Xbox Live'') that didn't take.

to:

** ''VideoGame/QuakeIIIArena'' - Streamlined and refined Deathmatch of the previous entries to its purest elements, becoming in the process the very basis for a lot of multiplayer-based games. A browser version eventually evolved into a standalone game called ''Quake Live'', as well as several console-based versions (''Revolution'' for [=PS2=], ''Arena Arcade'' for ''Xbox Live'') that didn't take. Being also the most famous game of the genre with the "Arena" word in the name, [[TropeNamers it also named the genre]].
Is there an issue? Send a MessageReason:
None


* DualMode: There's at least one vehicle with [[StanceSystem multiple driving modes]].

to:

* DualMode: DualModeUnit: There's at least one vehicle with [[StanceSystem multiple driving modes]].

Added: 1478

Changed: 84

Removed: 340

Is there an issue? Send a MessageReason:
None


A specific subgenre of AFPS (which nonetheless can also be found in proper AFPS) is the "Vehicular AFPS", effectively [[ExactlyWhatItSaysOnTheTin AFPS that includes vehicles]] in open maps.



* ArrangeMode: The Botmatch modes usually contain some activable rules aside from the score and time limits such as [[VampiricDraining a "vampire" mode]] that siphons health from the opponents and adds them to your own, RegeneratingHealth, game speed, (re)spawn protection against spawn campers, and a single-weapon rule where all players must use a single weapon throughout the match. These options are also available for online multiplayer matches.

to:

* ArrangeMode: The Botmatch Their SinglePlayerGauntlet modes usually tend to contain some activable special rules aside from the score and time limits such as [[VampiricDraining a "vampire" mode]] that siphons health from the opponents and adds them to your own, RegeneratingHealth, game speed, (re)spawn protection against spawn campers, and a single-weapon rule where all players must use a single weapon throughout the match. These options are also available for online multiplayer matches.matches and Botmatch Practice modes.



* BottomlessFuelTanks: Should those rare cases where vehicles may be added onto the mix, expect them to never run out of fuel.



* RuleOfCool ''and'' RuleOfFun '' are the priority over realism, as mentioned above.

to:

* RuleOfCool ''and'' RuleOfFun '' are the priority over realism, as mentioned above.



* VehicularCombat: Some of these games have gamemodes designed for vehicle-based play, with the vehicles complementing the games' mechanics. Vehicles aren't used outside of these dedicated modes (most of the time).


Added DiffLines:

!! Common tropes associated with Vehicular AFPS in addition to the above include:
* AntiVehicle: If there's vehicles, there's a weapon specialized in taking them down. [[CripplingOverspecialization And said weapon is only effective against vehicles.]]
* BottomlessFuelTanks: Expect vehicles to never run out of fuel.
* DualMode: There's at least one vehicle with [[StanceSystem multiple driving modes]].
* FragileSpeedster: There's at least one vehicle class which can only be manned by a single person. It tends to contain a weak gun and can't take many hits (being downed even by infantry guns), but it's quite fast in exchange. Usually used to reach objectives faster.
* MightyGlacier: As a corollary of FragileSpeedster, there's another vehicle that's quite slow, but can take more hits. And usually hits like a train.
* MultiformBalance: In vehicles with multiple driving modes, there's the "regular" mode, a mode where it increases its speed in exchange for some other attribute, and another where it ''decreases'' its speed but buffs another attribute.
* VehicularCombat: In AFPS with vehicles, there are dedicated gamemodes designed for vehicle-based play, with the vehicles complementing the games' mechanics. Vehicles aren't used outside of these dedicated modes (most of the time).
----

Changed: 185

Is there an issue? Send a MessageReason:
None


* ''VideoGame/UnrealI'' - In addition to its known contributions to the genre (vast open maps and SecondaryFire) it introduced the "dodging" and "lift jumping" maneuvers that became staples of the series, as well as the "Botmatch" mode, effectively deathmatch played offline with AI human-like opponents. Had 10 multiplayer-specific maps, with 6 more added via a separate "Bonus Pack".

to:

* ''VideoGame/UnrealI'' - In addition to its known contributions to the genre (vast open maps and SecondaryFire) it introduced the "dodging" and "lift jumping" maneuvers that became staples of the series, as well as the "Botmatch" mode, mode[[note]]While many other games had AI-based {{Game Mod}}s, this was the first commercial game that included human-like AI opponents from the get-go, without the need of a mod[[/note]], effectively deathmatch Deathmatch played offline with AI human-like opponents. Had 10 multiplayer-specific maps, with 6 more added via a separate "Bonus Pack".
Is there an issue? Send a MessageReason:
None


The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both game-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' clones), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.

to:

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has a synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to then. While almost every other FPS released in TheNineties would come with a multiplayer mode in an attempt to catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both game-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' clones), [[FollowTheLeader clones]]), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.
Is there an issue? Send a MessageReason:
None


[[caption-width-right:640:''"[[Music/{{Motorhead}} Look over your shoulder, ready to run]]\\
[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]"'']]

to:

[[caption-width-right:640:''"[[Music/{{Motorhead}} Look [[caption-width-right:640:''[[Music/{{Motorhead}} "Look over your shoulder, ready to run]]\\
[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]"'']]
gun"]]'']]
Is there an issue? Send a MessageReason:
None


[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]"''

to:

[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]"''
gun]]"'']]
Is there an issue? Send a MessageReason:
None


[[caption-width-right:640:[[Music/{{Motorhead}} Look over your shoulder, ready to run]]\\
[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]

to:

[[caption-width-right:640:[[Music/{{Motorhead}} [[caption-width-right:640:''"[[Music/{{Motorhead}} Look over your shoulder, ready to run]]\\
[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]
gun]]]]"''

Changed: 140

Is there an issue? Send a MessageReason:
None


[[caption-width-right:640:[[Music/{{Motorhead}} Look over your shoulder, ready to run]], [[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]

to:

[[caption-width-right:640:[[Music/{{Motorhead}} Look over your shoulder, ready to run]], run]]\\
[[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]

Added: 2212

Changed: 296

Is there an issue? Send a MessageReason:
None


A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known colloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s. It's a shooter form that used to be quite prevalent between TheNineties up to half of the TurnOfTheMillennium.

to:

A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known colloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s. It's Mechanic}}s.

The origins of the subgenre can be found in ''VideoGame/{{Doom}}'' in 1993. The game has
a shooter form synchronic multiplayer mode where players battled until the one with the highest amount of points (or the one who reached the score limit) was declared the winner. This is the basis for the "Deathmatch" mode, which itself later became the basis for every other gamemode. Later games introduced a team-based variant (usually called "Team Deathmatch") where [[ExactlyWhatItSaysOnTheTin players were grouped in teams]] and the team that reached the score limit or made the highest amount of frags was declared the winner. Both ''VideoGame/DukeNukem3D'' and especially ''VideoGame/QuakeI'' later introduced and popularized Z-axis gameplay or "vertical" gameplay, with the latter game also popularizing DropInDropOutMultiplayer as the standard for AFPS, ditching the synchronic model used up to be quite prevalent between then. While almost every other FPS released in TheNineties up would come with a multiplayer mode in an attempt to half catch new players and increase the replayability of their games, the subgenre would finally explode (and the e-Sports scene blossom as a consequence) with the advent of two games released with two days of difference that would create the (then) biggest [[DuelingGames videogame feud]] for quite some time: Creator/EpicGames's ''VideoGame/UnrealTournament'' and Creator/IdSoftware's ''VideoGame/QuakeIIIArena'', released in 1999. These games, alongside the ''VideoGame/HalfLife1'' mod ''VideoGame/CounterStrike'' (which isn't exactly an AFPS, but which still caused an impact that in no way should be underestimated) popularized online gaming, however, due to ToughActToFollow both game-wise and franchise-wise, the AFPS genre didn't reach the same impact since then. With the release of the TurnOfTheMillennium.
source code of the first three games in the ''Quake'' series between 2002 and 2005 allowing the rise of free FPS (most of which were ''Quake III Arena'' clones), the multiplayer FPS scene going down the class-based/realistic path, and the lack of proper commercial AFPS releases (with the underperforming of 2007's ''VideoGame/UnrealTournamentIII'' being the final nail in the coffin), the scene never managed to reach that peak.



** ''VideoGame/UnrealTournamentIII'' - Also features vehicle-based gamemodes, in this case, Warfare and Vehicle CTF. Refined the physics-based jumps and removed the Dodge-Jump. Added the Hoverboard as an alternative movement option in vehicle maps replacing the Translocator. A later update introduced another vehicle-based mode (Greed, but only when played in VCTF maps).

to:

** ''VideoGame/UnrealTournamentIII'' - Also features vehicle-based gamemodes, in this case, Warfare and Vehicle CTF. Refined the physics-based jumps and removed the Dodge-Jump. Added the Hoverboard as an alternative movement option in vehicle maps replacing the Translocator. A later update introduced another vehicle-based mode (Greed, but only when played in VCTF maps). Unfortunately, due to commercial underperforming, it's considered the GenreKiller for the AFPS scene.



** ''VideoGame/QuakeI'' - Introduced (via [[GoodBadBugs glitches]]) physics-based and weapon-based jumps ("trickjumps") to the genre. Introduced the CaptureTheFlag gamemode via the ''Threewave CTF'' mod. Introduced ''many'' features (both for players and serveradmins) via the official ''[[https://quake.fandom.com/wiki/Quakeworld Quakeworld]]'' source port. All the maps of the single-player portion of the game can be played in multiplayer, and there are 8 multiplayer-exclusive maps grouped under a "Deathmatch Episode". Notable AI mods include Omicron and Reaper Bot, which were created by Mr. Elusive and Steve Polge, future AI programmers for ''Quake III Arena'' and ''Unreal Tournament'' respectively. The 2021 remastered edition of the game added AI bots for offline deathmatch; only the maps from the Creator/MachineGames episodes are bereft from being played in Deathmatch mode; later updates added a [[HoldTheLine "Horde"]] mode and [[AscendedFanfic integrated]] ''Threewave CTF'' into the game.

to:

** ''VideoGame/QuakeI'' - Introduced (via [[GoodBadBugs glitches]]) physics-based and weapon-based jumps ("trickjumps") to the genre. Popularized DropInDropOutMultiplayer as the standard for all games that came late. Introduced the CaptureTheFlag gamemode via the ''Threewave CTF'' mod. Introduced ''many'' features (both for players and serveradmins) via the official ''[[https://quake.fandom.com/wiki/Quakeworld Quakeworld]]'' source port. All the maps of the single-player portion of the game can be played in multiplayer, and there are 8 multiplayer-exclusive maps grouped under a "Deathmatch Episode". Notable AI mods include Omicron and Reaper Bot, which were created by Mr. Elusive and Steve Polge, future AI programmers for ''Quake III Arena'' and ''Unreal Tournament'' respectively. The 2021 remastered edition of the game added AI bots for offline deathmatch; only the maps from the Creator/MachineGames episodes are bereft from being played in Deathmatch mode; later updates added a [[HoldTheLine "Horde"]] mode and [[AscendedFanfic integrated]] ''Threewave CTF'' into the game.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known coloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s. It's a shooter form that used to be quite prevalent between TheNineties up to half of the TurnOfTheMillennium.

In an AFPS, all players in a match start with the same StarterEquipment. Also, items such as more powerful weapons, health/armor items, ammo boxes and powerups are scattered across the level, requiring players to travel through the maps and collect them in order to get better firepower and other advantages over their enemies. Note that this doesn't apply to [[MacGuffin key game objectives]] such as [[StrategicAssetCaptureMechanic control points]] or the flags in CaptureTheFlag.

As for the levels, they don't tend to have big, game-changing features outside of the usual level hazards such as lava/slime pits and death pits/the void. However, there are games which play with features such as death traps and area-wide or level-wide environmental hazards such as fog.

Movement physics also play an important role in these games, where players aren't restrained to just walk/run, sidestep, turn, jump and crouch, but also can do [[JumpPhysics stunts]] like {{double jump}}s, {{wall jump}}s, [[RocketJump weapon-based jumping]], VideoGameDashing and other special moves. Expect game physics to be abused for the sake of competitivity, leading to CasualCompetitiveConflict.

For replayability purposes, these games contain an integrated AI designed to mimic human players, as otherwise you need to be online at all times just to play them. Because the nuances of playing against human are usually difficult to translate into game code, this AI is often quite basic, being able to move, shoot at opponents, jump, and almost nothing else. Some games, in the higher difficulty levels, even give the AI SecretAIMoves, allowing them to use features the human players can't. Seldom the AI is programmed to take advantage of the actual JumpPhysics, or use RocketJump.

Standalone games of the genre (and some of which aren't standalone) contain two single player-based modes:

* A SinglePlayerGauntlet which uses the game's own multiplayer maps, with a ''very'' barebones ExcusePlot that is usually a TournamentArc, if they feature such a mode, as well as an "Instant Action", "Skirmish" or "Practice" mode that allows the players to set their own offline matches with the rules they pick. NoPlotNoProblem is also found in these games, especially in the [[UsefulNotes/FreeLibreOpenSourceSoftware FLOSS]] games. Very rarely there's a more developed plot.
* A Botmatch mode (usually called "Instant Action", "Practice Session" or "Skirmish") for offline play in any of the maps of the game, with the players being able to customize the rules to their liking. Note that this mode may also be present in games which include an AFPS-based component.

Online-wise, these games tend to be of the DropInDropOutMultiplayer class, which means players don't need to wait until a round or match ends (except in some round-based gamemodes) in order to join a match. There's also (usually) no matchmaking features involved, so all players can join any match regardless of skill level. This carries a problem, though, as newbies are usually trounced by seasoned players without any way to make a comeback. This sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre (once a mainstay of TournamentPlay at the beginning of the TurnOfTheMillennium) dwindling in popularity by the time TheNewTens rolled around. Attempts were made to revive the genre every now and then, but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback. On the plus side, they also tend to avoid becoming MisbegottenMultiplayerMode due to the simplicity of its design philosophy (which is why their {{Tutorial Level}}s tend to be quite basic), though they also tend to fall into FollowTheLeader territory due to the genre not having much space for innovation and evolution. Around TheNewTens, when the genre hinted at a comeback, examples that mixed AFPS with [[ThirdPersonShooter a third-person perspective]] also began to appear.

These games tend to be located in the "Classic" end of the FacklerScaleOfFPSRealism, and differ themselves from games in other genres in the following ways:

to:

A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known coloquially colloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s. It's a shooter form that used to be quite prevalent between TheNineties up to half of the TurnOfTheMillennium.

In an AFPS, all players in a match start with the same StarterEquipment. Also, items such as more powerful weapons, health/armor items, ammo boxes and powerups are scattered across the level, requiring players to travel through the maps and collect them in order to get better firepower and other advantages over their enemies. Note that this doesn't apply to [[MacGuffin key game objectives]] such as [[StrategicAssetCaptureMechanic control points]] or the flags in CaptureTheFlag.

As for the levels, they don't tend to have big, game-changing features outside of the usual level hazards such as lava/slime pits and death pits/the void. However, there are some games which play with features such as death traps and area-wide or level-wide environmental hazards such as fog.

Movement physics also play plays an important role in these games, where players aren't restrained to just walk/run, sidestep, turn, jump and crouch, but also can do [[JumpPhysics stunts]] like {{double jump}}s, {{wall jump}}s, [[RocketJump weapon-based jumping]], VideoGameDashing and other special moves. Expect game physics to be abused for the sake of competitivity, competition, leading to CasualCompetitiveConflict.

For replayability purposes, these games contain an integrated AI designed to mimic human players, as otherwise otherwise, you need to be online at all times just to play them. Because the nuances of playing against human players are usually difficult to translate into game code, this AI is often quite basic, being able to move, shoot at opponents, jump, and almost nothing else. Some games, in the higher difficulty levels, even give the AI SecretAIMoves, allowing them to use features the human players can't. Seldom the AI is programmed to take advantage of the actual JumpPhysics, or use RocketJump.

Standalone games of the genre (and some of which aren't standalone) contain two single player-based singleplayer-based modes:

* A SinglePlayerGauntlet which uses the game's own multiplayer maps, with a ''very'' barebones ExcusePlot that is usually a TournamentArc, if they feature such a mode, as well as an "Instant Action", "Skirmish" or "Practice" mode that allows the players to set their own offline matches with the rules they pick. NoPlotNoProblem is also found in these games, especially in the [[UsefulNotes/FreeLibreOpenSourceSoftware FLOSS]] games. Very rarely there's a more developed plot.
* A Botmatch mode (usually called "Instant Action", "Practice Session" or "Skirmish") for offline play in any of the maps of the game, with the players being able to customize the rules to their liking. Note that this mode may also be present in games which that include an AFPS-based component.

Online-wise, these games tend to be of the DropInDropOutMultiplayer class, which means players don't need to wait until a round or match ends (except in some round-based gamemodes) in order to join a match. There's There are also (usually) no matchmaking features involved, involved so that all players can join any match regardless of skill level. This carries a problem, though, as newbies are usually trounced by seasoned players without any way to make a comeback. This sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre (once a mainstay of TournamentPlay at the beginning of the TurnOfTheMillennium) dwindling in popularity by the time TheNewTens rolled around. Attempts were made to revive the genre every now and then, but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback. On the plus side, they also tend to avoid becoming MisbegottenMultiplayerMode due to the simplicity of its design philosophy (which is why their {{Tutorial Level}}s tend to be quite basic), though they also tend to fall into FollowTheLeader territory due to the genre not having much space for innovation and evolution. Around TheNewTens, when the genre hinted at a comeback, examples that mixed AFPS with [[ThirdPersonShooter a third-person perspective]] also began to appear.

These games tend to be located in the "Classic" end of the FacklerScaleOfFPSRealism, and differ differentiate themselves from games in other genres in the following ways:



* HeroShooter, due to all characters being different only in the cosmetic side, and having the same starting loadouts and abilities.
* BattleRoyaleGame, due to its number of players per match being quite reduced (2-16) in comparison with BRG's humongous numbers (50-100), as well as spawnpoints being predefined, randomized, and instant-use (except in round-based matches or matches with "wave" rules), rather than, well, being able to pick up a spawnpoint and dropping from a bus onto it.

to:

* HeroShooter, due to all characters being different only in on the cosmetic side, and having the same starting loadouts and abilities.
* BattleRoyaleGame, due to its number of players per match being quite reduced (2-16) in comparison with BRG's humongous numbers (50-100), as well as spawnpoints spawn points being predefined, randomized, and instant-use (except in round-based matches or matches with "wave" rules), rather than, well, being able to pick up a spawnpoint spawn point and dropping from a bus onto it.



* AcceptableBreaksFromReality: Realism is heavily downplayed or non-existant, with balancing and the so-called "fun factor" taking place up front.
** While in other games and genres a single explosive can decimate anything, [[HoistByHisownPetard even the user]], in these games projectile damage is reduced to a [[SlapOnTheWristNuke slap in the wrist]]. Only {{BFG}}s are exempt of the rule by their very nature as superweapons. This is also what allows RocketJump to exist in these games as an alternate way to travel through the maps. This, however, doesn't prevent [[TooDumbToLive careless projectile fire management to kill its user]], with the usual consequence being a point deducted from their personal score in the scoreboard.
** Rapid-fire bullet-based weapons such as machineguns and chainguns don't need much ammo in real life to decimate a person. In these games, you need a lot of concentrated fire on a single point to down another player.

to:

* AcceptableBreaksFromReality: Realism is heavily downplayed or non-existant, non-existent, with balancing and the so-called "fun factor" taking place up front.
** While in other games and genres genres, a single explosive can decimate anything, [[HoistByHisownPetard even the user]], in these games projectile damage is reduced to a [[SlapOnTheWristNuke slap in the wrist]]. Only {{BFG}}s are exempt of from the rule by their very nature as superweapons. This is also what allows RocketJump to exist in these games as an alternate way to travel through the maps. This, however, doesn't prevent [[TooDumbToLive careless projectile fire management to kill its user]], with the usual consequence being a point deducted from their personal score in on the scoreboard.
** Rapid-fire bullet-based weapons such as machineguns machine guns and chainguns don't need much ammo in real life to decimate a person. In these games, you need a lot of concentrated fire on a single point to down another player.



* ArrangeMode: The Botmatch modes usually contain some activable rules aside of the score and time limits such as [[VampiricDraining a "vampire" mode]] that siphons health from the opponents and add them to your own, RegeneratingHealth, game speed, (re)spawn protection against spawncampers, and a single-weapon rule where all players must use a single weapon throughout the match. These options are also available for online multiplayer matches.
* BatmanCanBreatheInSpace: Some maps in these games take place in the outer space, where breathing shouldn't be possible. Some arenas especially allow their combatants to play in the very outer space itself. This doesn't prevent characters from getting outside and kill each other. Falling outside of the arena still kills the players, though.
* BlatantItemPlacement: This subgenre specializes in multiplayer gaming, so it's expected that item/weapon placement obey strategic reasons rather than logical reasons.

to:

* ArrangeMode: The Botmatch modes usually contain some activable rules aside of from the score and time limits such as [[VampiricDraining a "vampire" mode]] that siphons health from the opponents and add adds them to your own, RegeneratingHealth, game speed, (re)spawn protection against spawncampers, spawn campers, and a single-weapon rule where all players must use a single weapon throughout the match. These options are also available for online multiplayer matches.
* BatmanCanBreatheInSpace: Some maps in these games take place in the outer space, where breathing shouldn't be possible. Some arenas especially allow their combatants to play in the very outer space itself. This doesn't prevent characters from getting outside and kill killing each other. Falling outside of the arena still kills the players, though.
* BlatantItemPlacement: This subgenre specializes in multiplayer gaming, so it's expected that item/weapon placement obey obeys strategic reasons rather than logical reasons.



* CaptureTheFlag: One of the most common gametypes, alongside regular Deathmatch, featured in these games. While some games have a rule variation, the basic concept (pick the enemy flag and bring it to your own base) remains the same.
* ChargedAttack: In these games, due to their focus on skill also giving a focus on ''speed'', this kind of attacks become DifficultButAwesome, as landing a charged shot at the right moment ''is'' difficult.

to:

* CaptureTheFlag: One of the most common gametypes, alongside regular Deathmatch, featured in these games. While some games have a rule variation, the basic concept (pick the enemy flag and bring it to your own base) remains the same.
* ChargedAttack: In these games, due to their focus on skill also giving a focus on ''speed'', this kind of attacks become attack becomes DifficultButAwesome, as landing a charged shot at the right moment ''is'' difficult.



* CriticalExistenceFailure: Players can act like normal regardless if their health is between 1% or 100%. Once losing that last point, though...
* DropInDropOutMultiplayer: When playing these games online, you can join matches in-progress rather than waiting for the next match to start.

to:

* CriticalExistenceFailure: Players can typically act like normal regardless if of whether their health is between 1% or and 100%. Once losing that last point, though...
* DropInDropOutMultiplayer: When playing these games online, you can join matches in-progress in progress rather than waiting for the next match to start.



* GunsAkimbo: Certain weapons can be dual-wielded. Sometimes as a powerup.

to:

* GunsAkimbo: Certain weapons can be dual-wielded. Sometimes as a powerup.power-up.



* RuleOfCool ''and'' RuleOfFun being the priority over realism, as mentioned above.
* SinglePlayerGauntlet: These games' dedicated single-player mode often features the game's maps sorted in a linear way, and the player must overcome them [[ToBeAMaster to be the ultimate champion]].

to:

* RuleOfCool ''and'' RuleOfFun being '' are the priority over realism, as mentioned above.
* SinglePlayerGauntlet: These games' dedicated single-player mode often features the game's maps sorted in a linear way, linearly, and the player must overcome them [[ToBeAMaster to be the ultimate champion]].



** {{BFG}}: Usually called "Superweapon", maps which feature this weapon will place it in a high-risk area.

to:

** {{BFG}}: Usually called "Superweapon", maps which that feature this weapon will place it in a high-risk area.



** GradualRegeneration: Appears in the maps as a powerup that slowly heals the player to a certain extent.

to:

** GradualRegeneration: Appears in the maps as a powerup power-up that slowly heals the player to a certain extent.



** RealTimeWeaponChange: While discouraged in TournamentPlay, there's the option to cycle between previous and next weapons as well as individually picking up an already owned weapon.
** ShortRangeShotgun: Expect these kind of weapons as the go-to weapon for close-range combat.

to:

** RealTimeWeaponChange: While discouraged in TournamentPlay, there's the option to cycle between previous and next weapons as well as individually picking pick up an already owned weapon.
** ShortRangeShotgun: Expect these kind kinds of weapons as the go-to weapon for close-range combat.



** FloatingPlatforms: Expect them to be a feature of space/void themed arenas.

to:

** FloatingPlatforms: Expect them to be a feature of space/void themed space/void-themed arenas.



!! Game index

to:

!! Game indexIndex



* ''VideoGame/{{Nexuiz}}'' - AFPS running under the ''Quake'' source port ''[=DarkPlaces=]''. Had its own form of RocketJump with the "laser jump", that made small damage and had a greater knockback. Removed the caps on health and armor at the cost of quick decay/regeneration the higher the numbers.

to:

* ''VideoGame/{{Nexuiz}}'' - AFPS running under the ''Quake'' source port ''[=DarkPlaces=]''. Had its own form of RocketJump with the "laser jump", that which made small damage and had a greater knockback. Removed the caps on health and armor at the cost of quick decay/regeneration the higher the numbers.



** ''VideoGame/QuakeIIIArena'' - Streamlined and refined Deathmatch of the previous entries to its purest elements, becoming in the process the very basis for a lot of multiplayer-based games. Had a browser version eventually made standalone game called ''Quake Live'', as well as several console-based versions (''Revolution'' for [=PS2=], ''Arena Arcade'' for ''Xbox Live'') that didn't take.

to:

** ''VideoGame/QuakeIIIArena'' - Streamlined and refined Deathmatch of the previous entries to its purest elements, becoming in the process the very basis for a lot of multiplayer-based games. Had a A browser version eventually made evolved into a standalone game called ''Quake Live'', as well as several console-based versions (''Revolution'' for [=PS2=], ''Arena Arcade'' for ''Xbox Live'') that didn't take.



** ''VideoGame/UnrealTournament'' - Introduced the Translocator as an alternative traveling form. Introduced the Redeemer as a {{BFG}}, and the Impact Hammer replacing the Dispersion Pistol as a melee EmergencyWeapon. Streamlined and rearranged the Unreal weaponry. It had a regular contender to best multiplayer map and best CaptureTheFlag map in "Facing Worlds".

to:

** ''VideoGame/UnrealTournament'' - Introduced the Translocator as an alternative traveling travelling form. Introduced the Redeemer as a {{BFG}}, and the Impact Hammer replacing the Dispersion Pistol as a melee EmergencyWeapon. Streamlined and rearranged the Unreal weaponry. It had a regular contender to for best multiplayer map and best CaptureTheFlag map in "Facing Worlds".



** ''VideoGame/UnrealTournament4'' - Further refined the movement by replacing the DoubleJump with wall-running and crouch-sliding. Extended the weapon roster. Previously free-to-play game that went down when Epic removed the whole series from the storefronts.

to:

** ''VideoGame/UnrealTournament4'' - Further refined the movement by replacing the DoubleJump with wall-running and crouch-sliding. Extended the weapon roster. Previously A previously free-to-play game that went down when Epic removed the whole series from the storefronts.



** ''VideoGame/QuakeII'' - It had its own form of jumping in "crate jumping" while retaining most of the jumps introduced in the original game, as well as different "hand" options for weapons (in addition to the centered weapon, it had left, right and hidden, all of which had advantages and disadvantages). Also, all the maps of the single-player portion of the game can be played in multiplayer, and a later update added 8 deathmatch-exclusive maps. Notable AI mods include the Eraser Bot and Gladiator Bot, the latter of which was created by the aforementioned Mr. Elusive. The 2023 remastered edition of the game added AI bots for offline deathmatch; but the only maps that can be played via console are the Deathmatch and CTF dedicated maps ([[DummiedOut single-player maps can still be played from console, though]]).

to:

** ''VideoGame/QuakeII'' - It had its own form of jumping in "crate jumping" while retaining most of the jumps introduced in the original game, as well as different "hand" options for weapons (in addition to the centered centred weapon, it had left, right and hidden, all of which had advantages and disadvantages). Also, all the maps of the single-player portion of the game can be played in multiplayer, and a later update added 8 deathmatch-exclusive maps. Notable AI mods include the Eraser Bot and Gladiator Bot, the latter of which was created by the aforementioned Mr. Elusive. The 2023 remastered edition of the game added AI bots for offline deathmatch; but the only maps that can be played via console are the Deathmatch and CTF dedicated maps ([[DummiedOut single-player maps can still be played from console, though]]).

Added: 21758

Is there an issue? Send a MessageReason:
Created from YKTTW

Added DiffLines:

[[quoteright:640:[[VideoGame/QuakeIIIArena https://static.tvtropes.org/pmwiki/pub/images/tvt_arenashooter_q3a.jpg]]]]
[[caption-width-right:640:[[Music/{{Motorhead}} Look over your shoulder, ready to run]], [[Wrestling/TripleH Like a good little bitch, from a smokin' gun]]]]

A multiplayer-based subgenre of the FirstPersonShooter genre, the Arena-Based FPS subgenre (known coloquially as [[https://en.wikipedia.org/wiki/Arena_shooter Arena Shooter]] or its shortened form AFPS) is billed as being focused on "skill" rather than "perks", an allusion to the scoring system not granting in-game unbalancing bonuses for kill streaks, kill {{combos}} or just scoring, with "skill" being the actual ability to score frags, in comparison to other multiplayer shooters that contain such {{Comeback Mechanic}}s. It's a shooter form that used to be quite prevalent between TheNineties up to half of the TurnOfTheMillennium.

In an AFPS, all players in a match start with the same StarterEquipment. Also, items such as more powerful weapons, health/armor items, ammo boxes and powerups are scattered across the level, requiring players to travel through the maps and collect them in order to get better firepower and other advantages over their enemies. Note that this doesn't apply to [[MacGuffin key game objectives]] such as [[StrategicAssetCaptureMechanic control points]] or the flags in CaptureTheFlag.

As for the levels, they don't tend to have big, game-changing features outside of the usual level hazards such as lava/slime pits and death pits/the void. However, there are games which play with features such as death traps and area-wide or level-wide environmental hazards such as fog.

Movement physics also play an important role in these games, where players aren't restrained to just walk/run, sidestep, turn, jump and crouch, but also can do [[JumpPhysics stunts]] like {{double jump}}s, {{wall jump}}s, [[RocketJump weapon-based jumping]], VideoGameDashing and other special moves. Expect game physics to be abused for the sake of competitivity, leading to CasualCompetitiveConflict.

For replayability purposes, these games contain an integrated AI designed to mimic human players, as otherwise you need to be online at all times just to play them. Because the nuances of playing against human are usually difficult to translate into game code, this AI is often quite basic, being able to move, shoot at opponents, jump, and almost nothing else. Some games, in the higher difficulty levels, even give the AI SecretAIMoves, allowing them to use features the human players can't. Seldom the AI is programmed to take advantage of the actual JumpPhysics, or use RocketJump.

Standalone games of the genre (and some of which aren't standalone) contain two single player-based modes:

* A SinglePlayerGauntlet which uses the game's own multiplayer maps, with a ''very'' barebones ExcusePlot that is usually a TournamentArc, if they feature such a mode, as well as an "Instant Action", "Skirmish" or "Practice" mode that allows the players to set their own offline matches with the rules they pick. NoPlotNoProblem is also found in these games, especially in the [[UsefulNotes/FreeLibreOpenSourceSoftware FLOSS]] games. Very rarely there's a more developed plot.
* A Botmatch mode (usually called "Instant Action", "Practice Session" or "Skirmish") for offline play in any of the maps of the game, with the players being able to customize the rules to their liking. Note that this mode may also be present in games which include an AFPS-based component.

Online-wise, these games tend to be of the DropInDropOutMultiplayer class, which means players don't need to wait until a round or match ends (except in some round-based gamemodes) in order to join a match. There's also (usually) no matchmaking features involved, so all players can join any match regardless of skill level. This carries a problem, though, as newbies are usually trounced by seasoned players without any way to make a comeback. This sheer steepness of the learning curve (not helped by {{Tutorial Level}}s ''not'' teaching advanced moves to new players), as well as the rise and popularity of other subgenres of multiplayer FPS led to the subgenre (once a mainstay of TournamentPlay at the beginning of the TurnOfTheMillennium) dwindling in popularity by the time TheNewTens rolled around. Attempts were made to revive the genre every now and then, but they always fumbled, even when more "classic" or "arcadey" shooters ''did'' manage to make something of a comeback. On the plus side, they also tend to avoid becoming MisbegottenMultiplayerMode due to the simplicity of its design philosophy (which is why their {{Tutorial Level}}s tend to be quite basic), though they also tend to fall into FollowTheLeader territory due to the genre not having much space for innovation and evolution. Around TheNewTens, when the genre hinted at a comeback, examples that mixed AFPS with [[ThirdPersonShooter a third-person perspective]] also began to appear.

These games tend to be located in the "Classic" end of the FacklerScaleOfFPSRealism, and differ themselves from games in other genres in the following ways:
* TacticalShooter, due to favoring movement and acrobatics over realism, and having simpler controls.
* LooterShooter, due to the existence of a finite number of weapons and items without variation.
* HeroShooter, due to all characters being different only in the cosmetic side, and having the same starting loadouts and abilities.
* BattleRoyaleGame, due to its number of players per match being quite reduced (2-16) in comparison with BRG's humongous numbers (50-100), as well as spawnpoints being predefined, randomized, and instant-use (except in round-based matches or matches with "wave" rules), rather than, well, being able to pick up a spawnpoint and dropping from a bus onto it.
----
!! Common tropes associated with this kind of FPS include
* AcceptableBreaksFromReality: Realism is heavily downplayed or non-existant, with balancing and the so-called "fun factor" taking place up front.
** While in other games and genres a single explosive can decimate anything, [[HoistByHisownPetard even the user]], in these games projectile damage is reduced to a [[SlapOnTheWristNuke slap in the wrist]]. Only {{BFG}}s are exempt of the rule by their very nature as superweapons. This is also what allows RocketJump to exist in these games as an alternate way to travel through the maps. This, however, doesn't prevent [[TooDumbToLive careless projectile fire management to kill its user]], with the usual consequence being a point deducted from their personal score in the scoreboard.
** Rapid-fire bullet-based weapons such as machineguns and chainguns don't need much ammo in real life to decimate a person. In these games, you need a lot of concentrated fire on a single point to down another player.
** The very existence of damage-absorbing energy shields. And, for that matter, energy-based weapons in general. AppliedPhlebotinum as an in-universe explanation abounds.
* ArmorPoints: In the games' [=HUDs=], armor is represented with a number.
* ArrangeMode: The Botmatch modes usually contain some activable rules aside of the score and time limits such as [[VampiricDraining a "vampire" mode]] that siphons health from the opponents and add them to your own, RegeneratingHealth, game speed, (re)spawn protection against spawncampers, and a single-weapon rule where all players must use a single weapon throughout the match. These options are also available for online multiplayer matches.
* BatmanCanBreatheInSpace: Some maps in these games take place in the outer space, where breathing shouldn't be possible. Some arenas especially allow their combatants to play in the very outer space itself. This doesn't prevent characters from getting outside and kill each other. Falling outside of the arena still kills the players, though.
* BlatantItemPlacement: This subgenre specializes in multiplayer gaming, so it's expected that item/weapon placement obey strategic reasons rather than logical reasons.
* BodyArmorAsHitPoints: Armor items in these games can absorb up to 100% of the damage, depending on what's picked up.
* BottomlessFuelTanks: Should those rare cases where vehicles may be added onto the mix, expect them to never run out of fuel.
* BottomlessMagazines: Expect these games to lack a reloading mechanic. Weapons are fired until the player decides to switch to another weapon, or until their ammo is emptied.
* CaptureTheFlag: One of the most common gametypes, alongside regular Deathmatch, featured in these games. While some games have a rule variation, the basic concept (pick the enemy flag and bring it to your own base) remains the same.
* ChargedAttack: In these games, due to their focus on skill also giving a focus on ''speed'', this kind of attacks become DifficultButAwesome, as landing a charged shot at the right moment ''is'' difficult.
* ConvectionSchmonvection: Levels featuring lava/molten metal pools are known to not cause anything to players standing nearby it. Getting into them, on the other hand...
* CriticalExistenceFailure: Players can act like normal regardless if their health is between 1% or 100%. Once losing that last point, though...
* DropInDropOutMultiplayer: When playing these games online, you can join matches in-progress rather than waiting for the next match to start.
* ExcusePlot: Don't expect these games to have a big plot explaining why players are fighting in an arena.
** NoPlotNoProblem: The other alternative some of these games take when it comes to storytelling.
* GunsAkimbo: Certain weapons can be dual-wielded. Sometimes as a powerup.
* HyperspaceArsenal: These games tend to have big arsenals (with the usual average being between 9 and 11 weapons between StarterEquipment, BFG and everything in between), and players are expected to pick up and carry every weapon at the same time.
* OneHitKill: In addition to the existence of superweapons, some games feature an "Instagib" gamemode, where all items (except key objectives) are removed from the map, and all players have only a weapon in their inventory: an infinite-ammo high-powered rifle (usually a SniperRifle) with the ability to obliterate the enemy with a single shot. Usually, said weapon isn't available outside of the dedicated gamemodes.
* RuleOfCool ''and'' RuleOfFun being the priority over realism, as mentioned above.
* SinglePlayerGauntlet: These games' dedicated single-player mode often features the game's maps sorted in a linear way, and the player must overcome them [[ToBeAMaster to be the ultimate champion]].
* VehicularCombat: Some of these games have gamemodes designed for vehicle-based play, with the vehicles complementing the games' mechanics. Vehicles aren't used outside of these dedicated modes (most of the time).
* VideoGameItemsAndInventory:
** {{BFG}}: Usually called "Superweapon", maps which feature this weapon will place it in a high-risk area.
** EmergencyWeapon: Players usually spawn with these.
** GatlingGood: Gatling weapons and machineguns are present in all of their variations, if not as part of the StarterEquipment.
** GradualRegeneration: Appears in the maps as a powerup that slowly heals the player to a certain extent.
** HealingPotion: Small health items that restore a slight amount of HP can be found in these games.
** InvincibilityPowerUp: Allows players to travel through certain level hazards usually holding a powerful item. Can cover all hazards or specific ones, but ''never'' death pits or the void. As a countermeasure, expect it to be a TimedPowerUp.
** MutuallyExclusivePowerups: Certain powerups are incompatible with each other and can't be stacked.
** QuadDamage: Found as an item, usually on areas normally unreachable on foot, or surrounded by a level hazard or trap. Grants extra damage at the cost of being a TimedPowerUp.
** RealTimeWeaponChange: While discouraged in TournamentPlay, there's the option to cycle between previous and next weapons as well as individually picking up an already owned weapon.
** ShortRangeShotgun: Expect these kind of weapons as the go-to weapon for close-range combat.
** SniperPistol: Usually an EmergencyWeapon with ''very'' low damage output (even with QuadDamage) will be quite accurate.
** SprintShoes: As a temporary PowerUp.
** StandardFPSGuns: Every conceivable weapon archetype will be present in the game, alongside other weapon types that may not fit any of the archetypes.
** StarterEquipment: Usually players spawn with either a melee weapon as their EmergencyWeapon and a ranged weapon with limited ammo, or just a ranged weapon with infinite ammo.
** StatOverflow: At least one item or mechanic allows players to temporarily increase their health beyond the set {{cap}}. Expect next-to-no {{Cap Raiser}}s for balance reasons.
** TimedPowerUp: If there's a PowerUp, chances are, it's going to be of this variety.
** UniversalAmmunition: Some of these games are known to have some weapons which share the ammo between them.
* VideoGamePhysics: Expect them to be abused quite a lot, especially in TournamentPlay. Developers may also add techniques that allow players to travel through maps faster or reach otherwise unreachable areas. Notable staples include:
** AirAidedAcrobatics: Jumping pads and launching pads are present throughout the levels of these games.
** BoomHeadshot: Hits to the head with certain weapons are more devastating. Some games even include announcements for them.
** FallingDamage: Expect hard falls to cause big damage. Some items can help mitigate this, though.
** FloatingPlatforms: Expect them to be a feature of space/void themed arenas.
** JumpPhysics: {{Double jump}}s, {{wall jump}}s, {{rocket jump}}ing, VideoGameDashing and other special moves are par for the course in these games.
----
!! Game index
[[index]]
!!! Standalone AFPS games
* ''Alien Arena''
* ''VideoGame/{{Nexuiz}}'' - AFPS running under the ''Quake'' source port ''[=DarkPlaces=]''. Had its own form of RocketJump with the "laser jump", that made small damage and had a greater knockback. Removed the caps on health and armor at the cost of quick decay/regeneration the higher the numbers.
** ''VideoGame/{{Xonotic}}'' - SpiritualSuccessor of the above, streamlined the gameplay and distilled the available weapon roster and gametypes.
* ''VideoGame/OpenArena'' - ''VideoGame/QuakeIIIArena'' [[FollowTheLeader clone]] (gameplay-wise; asset-wise is another story) that integrated the features of its ExpansionPack into the main game and added several new gametypes to the mix.
* ''VideoGame/{{Quake}}'' series:
** ''VideoGame/QuakeIIIArena'' - Streamlined and refined Deathmatch of the previous entries to its purest elements, becoming in the process the very basis for a lot of multiplayer-based games. Had a browser version eventually made standalone game called ''Quake Live'', as well as several console-based versions (''Revolution'' for [=PS2=], ''Arena Arcade'' for ''Xbox Live'') that didn't take.
** ''VideoGame/QuakeChampions'' - Mixes the genre with elements of the HeroShooter genre such as character-specific stats and abilities.
* ''VideoGame/{{Reflex}}''
* ''Toxikk''
* ''VideoGame/{{Turok}}: Rage Wars''
* ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealTournament'' - Introduced the Translocator as an alternative traveling form. Introduced the Redeemer as a {{BFG}}, and the Impact Hammer replacing the Dispersion Pistol as a melee EmergencyWeapon. Streamlined and rearranged the Unreal weaponry. It had a regular contender to best multiplayer map and best CaptureTheFlag map in "Facing Worlds".
** ''VideoGame/UnrealTournament2003'' - Extended the physics-based jumps by adding the DoubleJump, Dodge Jump and WallJump maneuvers, and [[BreadEggsBreadedEggs all of its combinations]], as well as {{Limit Break}}s in the form of Adrenaline combos. Made important changes in the weapon roster such as removing the Ripper and replacing the Impact Hammer and Sniper Rifle with a Shield Gun and a Lightning Gun.
** ''VideoGame/UnrealTournament2004'' - Introduced vehicles in two dedicated gamemodes (Assault and Onslaught), with a third gamemode (Vehicle CTF) available via third-party maps. Refined the movement by downplaying the "floatiness" factor of the combination jumps. Added ''several'' new weapons, usually locked behind mutators and the vehicle-based gamemodes.
** ''VideoGame/UnrealTournamentIII'' - Also features vehicle-based gamemodes, in this case, Warfare and Vehicle CTF. Refined the physics-based jumps and removed the Dodge-Jump. Added the Hoverboard as an alternative movement option in vehicle maps replacing the Translocator. A later update introduced another vehicle-based mode (Greed, but only when played in VCTF maps).
** ''VideoGame/UnrealTournament4'' - Further refined the movement by replacing the DoubleJump with wall-running and crouch-sliding. Extended the weapon roster. Previously free-to-play game that went down when Epic removed the whole series from the storefronts.
** ''VideoGame/UnrealChampionship'' - It has the same refinements as ''2003'', but also adds weapon affinities and character-specific stats, with [[VideoGame/UnrealChampionship2TheLiandriConflict a later game]] going further in this direction.
* ''VideoGame/{{Warsow}}'' - Features ''Quake''-like gameplay with a dedicated button for physics-based jumps.
* ''World Of Padman''
[[/index]]

!!! Games with an AFPS component
[[index]]
* ''Franchise/{{Doom}}'' series:
** ''VideoGame/{{Doom}}'' - Introduced and popularized Deathmatch. All the maps of the game can be played in Deathmatch mode.
** ''VideoGame/DoomII'' - All the maps of the game can be played in Deathmatch mode.
** ''VideoGame/Doom2016'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
* ''VideoGame/DukeNukem3D'' - All the maps of the game can be played in Deathm... er, "Dukematch" mode.
* ''VideoGame/{{DUSK}}'' - Has a multiplayer component, Duskworld, which is an AFPS.
* ''VideoGame/HalfLife'' series:
** ''VideoGame/HalfLife1'' - There's a dedicated multiplayer mode with dedicated multiplayer maps. There's also the ''Deathmatch Classic'' mod, which basically ports ''VideoGame/QuakeI''[='=]s multiplayer mode to the [=GoldSrc=] MediaNotes/GameEngine.
** ''VideoGame/HalfLife2'' - The official ''[=HL2=] Deathmatch'' add-on allows fighting in dedicated maps.
* ''Quake'' series:
** ''VideoGame/QuakeI'' - Introduced (via [[GoodBadBugs glitches]]) physics-based and weapon-based jumps ("trickjumps") to the genre. Introduced the CaptureTheFlag gamemode via the ''Threewave CTF'' mod. Introduced ''many'' features (both for players and serveradmins) via the official ''[[https://quake.fandom.com/wiki/Quakeworld Quakeworld]]'' source port. All the maps of the single-player portion of the game can be played in multiplayer, and there are 8 multiplayer-exclusive maps grouped under a "Deathmatch Episode". Notable AI mods include Omicron and Reaper Bot, which were created by Mr. Elusive and Steve Polge, future AI programmers for ''Quake III Arena'' and ''Unreal Tournament'' respectively. The 2021 remastered edition of the game added AI bots for offline deathmatch; only the maps from the Creator/MachineGames episodes are bereft from being played in Deathmatch mode; later updates added a [[HoldTheLine "Horde"]] mode and [[AscendedFanfic integrated]] ''Threewave CTF'' into the game.
** ''VideoGame/QuakeII'' - It had its own form of jumping in "crate jumping" while retaining most of the jumps introduced in the original game, as well as different "hand" options for weapons (in addition to the centered weapon, it had left, right and hidden, all of which had advantages and disadvantages). Also, all the maps of the single-player portion of the game can be played in multiplayer, and a later update added 8 deathmatch-exclusive maps. Notable AI mods include the Eraser Bot and Gladiator Bot, the latter of which was created by the aforementioned Mr. Elusive. The 2023 remastered edition of the game added AI bots for offline deathmatch; but the only maps that can be played via console are the Deathmatch and CTF dedicated maps ([[DummiedOut single-player maps can still be played from console, though]]).
** ''VideoGame/QuakeIV'' - Bases its multiplayer portion in ''III'', but with refinements and a new physics-based mechanic (crouch-sliding). It also allowed projectiles to be teleported. It contains a dedicated multiplayer mode with dedicated maps and several gametypes.
* ''VideoGame/SeriousSam'' series:
** ''VideoGame/SeriousSamTheFirstEncounter'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
** ''VideoGame/SeriousSamTheSecondEncounter'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
** ''VideoGame/SeriousSamII'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
** ''VideoGame/SeriousSam3BFE'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
* ''VideoGame/{{SiN|1998}}'' - There's a dedicated multiplayer mode with dedicated maps and several gametypes.
* ''VideoGame/UnrealI'' - In addition to its known contributions to the genre (vast open maps and SecondaryFire) it introduced the "dodging" and "lift jumping" maneuvers that became staples of the series, as well as the "Botmatch" mode, effectively deathmatch played offline with AI human-like opponents. Had 10 multiplayer-specific maps, with 6 more added via a separate "Bonus Pack".
[[/index]]
----
[[center:'''The match has ended.''']]
[[center:[-''Tropematch at TropeCo/TropeCo Arena - Trope Limit: 50''-]]]
[[center:--]]
[[center:JustForFun/TropeTan - '''50''']]
[[center:[[TropeReport Taylor von Trope]] - '''37''']]
[[center:Troper - '''25''']]
[[center:--]]
[[center:[-''Press [FIRE] to continue.''-]]]

Top