Deathmatch (gaming)
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Deathmatch, also known as free-for-all, is a
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pl ...
mode integrated into many shooter games, including first-person shooter (FPS), and
real-time strategy Real-time strategy (RTS) is a subgenre of strategy video games that do not progress incrementally in turns, but allow all players to play simultaneously, in "real time". By contrast, in turn-based strategy (TBS) games, players take turns to p ...
(RTS)
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, where the goal is to kill (or "frag") the other players' characters as many times as possible. The deathmatch may end on a ''frag limit'' or a ''time limit'', and the winner is the player that accumulated the greatest number of frags. The deathmatch is an evolution of competitive
multiplayer A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
modes found in game genres such as fighting games and
racing game Racing games are a video game genre in which the player participates in a racing competition. They may be based on anything from real-world racing leagues to fantastical settings. They are distributed along a spectrum between more realistic ra ...
s moving into other genres.


Description

In a typical first-person shooter (FPS) deathmatch session, players connect individual computers together via a
computer network A computer network is a set of computers sharing resources located on or provided by network nodes. The computers use common communication protocols over digital interconnections to communicate with each other. These interconnections are ...
in a peer-to-peer model or a
client–server model The client–server model is a distributed application structure that partitions tasks or workloads between the providers of a resource or service, called servers, and service requesters, called clients. Often clients and servers communicate ove ...
, either locally or over the Internet. Each individual computer generates the first person view that the computer character sees in the virtual world, hence the player sees ''through the eyes'' of the computer character. Players are able to control their characters and interact with the virtual world by using various controller systems. When using a PC, a typical example of a games control system would be the use of a mouse and keyboard combined. For example, the movement of the mouse could provide control of the players viewpoint from the character and the mouse buttons may be used for weapon trigger control. Certain keys on the keyboard would control movement around the virtual scenery and also often add possible additional functions. Games consoles however, use hand held 'control pads' which normally have a number of buttons and joysticks (or 'thumbsticks') which provide the same functions as the mouse and keyboard. Players often have the option to communicate with each other during the game by using microphones and speakers, headsets or by 'instant chat' messages if using a PC. Every computer or console in the game renders the virtual world and characters in realtime sufficiently fast enough that the number of frames per second makes the visual simulation seem like standard full motion video or better. Manufacturers of games consoles use different hardware in their products which means that quality and performance of the games vary. Deathmatches have different rules and goals depending on the game, but an example of a typical FPS-deathmatch session is where every player is versus every other player. The game begins with each player being spawned (starting) at random locations—picked from a fixed predefined set. Being spawned entails having the score, health, armor and equipment reset to default values which usually is 0 score, full (100%) health, no armour and a basic firearm and a
melee weapon A melee weapon, hand weapon or close combat weapon is any handheld weapon used in hand-to-hand combat, i.e. for use within the direct physical reach of the weapon itself, essentially functioning as an additional (and more impactful) extension of th ...
. After a session has commenced, arbitrary players may join and leave the game on an ad hoc basis. In this context a ''player'' is a human operated character in the game or a character operated by a computer software AI—a '' bot'' (see
Reaper bot A reaper is a farm implement or person that reaps (cuts and often also gathers) crops at harvest when they are ripe. Usually the crop involved is a cereal grass. The first documented reaping machines were Gallic reapers that were used in Roma ...
for example). Both the human and computer operated character do have the same basic visual appearance but will in most modern games be able to select a ''skin'' which is an arbitrary graphics model but that operates on the same set of movements as the base model. A human player's character and computer bot's character features the same set of physical properties, initial health, initial armour, weapon capabilities, the same available character maneuvers and speed—i.e. they are equally matched except for the actual controlling part. For a novice player the difference (i.e. experience, not taking into account the actual skill) between a human opponent and a computer controlled opponent may be near nil, however for a skilled player the lack of human intelligence is usually easily noticed in most bot implementations; regardless of the actual skill of the bot—which lack of intelligence can be at least somewhat compensated for in terms of e.g. extreme (superhuman) accuracy and aim. However, some systems deliberately inform the player when inspecting the score list which player(s) are bots and which are human (e.g. OpenArena). In the event that the player is aware of the nature of the opponent it will affect the cognitive process of the player regardless of the player's skill. All normal maps will contain various
power-ups In video games, a power-up is an object that adds temporary benefits or extra abilities to the player character as a Game mechanics, game mechanic. This is in contrast to an Item (game), item, which may or may not have a permanent benefit that ca ...
; i.e. extra health, armor, ammunition and other (more powerful than default) weapons. Once collected by a player the power-up will respawn after a defined time at the same location, the time for an item to respawn depends upon the game mode and the type of the item. In some deathmatch modes power-ups will not respawn at all. Certain power-ups are especially powerful, which can often lead to the game rotating around ''controlling power-ups''—i.e. assuming ''ceteris paribus'', the player who controls the ost powerfulpower-ups (namely collect the item most often) is the one that will have the best potential for making the best score. The goal for each player is killing the other players by any means possible which counts as a frag, either by direct assault or manipulating the map, the latter counts as a frag in some games, some not; in either case—to attain the highest score—this process should be repeated as many times as possible, with each iteration performed as quickly as possible. The session may have a time limit, a frag limit, or no limit at all. If there is a limit then the player with the most frags will eventually win when the session ends. The health variable will determine if a player is wounded; however, a wounded player does not entail reduced mobility or functionality in most games, and in most games a player will not bleed to death. A player will die when the health value reaches equal to or less than 0, if the value is reduced to a very low negative value, the result may be
gibbing Gibbing is the process of preparing salt herring (or soused herring), in which the gills and part of the gullet are removed from the fish, eliminating any bitter taste. The liver and pancreas are left in the fish during the salt-curing process ...
depending upon the game. In most games, when a player dies (i.e. is fragged), the player will lose all equipment gained and the screen will continue to display the visible (still animated) scene that the player normally sees, and the score list is usually displayed—the frags. The display does not go black when the player dies. Usually the player can choose to instantly
respawn In video games, spawning is the live creation of a character, item or NPC. Respawning is the recreation of an entity after its death or destruction, perhaps after losing one of its lives. Despawning is the deletion of an entity from the game ...
or remain dead. The armor variable affects the health variable by reducing the damage taken, the reduction in health is ''in concept'' inversely proportional to the value of the armor times the actual damage caused; with the obvious differences in various implementations. Some games may account for the location of the body injured when the damage is deduced, while many—especially older implementations—do not. In most games, no amount of armor causes any reduced mobility—i.e. is never experienced as a weight issue by the player. Newtonian physics are often only somewhat accurately simulated, common in many games is the ability of the player to modify the player's own vector to some degree while airborne, e.g. by retarding a forward airborne flight by moving backwards, or even jumping around a corner. Other notable concepts derived from the physics of FPS game engines are i.a. at least bunny-hopping,
strafe-jumping Strafing is the act of moving sideways in a video game relative to the player's forward direction. Strafing allows a player to keep the camera focused on a target such as an enemy, while moving in a different direction. Techniques Circle strafi ...
and
rocket-jumping In shooter games, rocket jumping is the technique of using the knockback of an explosive weapon, most often a rocket launcher, to launch the shooter into the air. The aim of this technique is to reach heights and distances that standard character mo ...
—in all of which the player exploits the particular characteristics of the physics engine in question to obtain a high speed and/or height, or other attribute(s); e.g. with rocket-jumping the player will jump and fire at rocket at the floor area immediately under the feet of the same player, which will cause the player to jump higher compared to a regular jump as a result of the rocket blast (at the obvious expense of the health variable being somewhat reduced from self-inflicted injury). The types of techniques available and how the techniques may be performed by the player differs from the physics implementation as is as such also game dependent. The lost equipment (usually not including the armor) of a dead player can usually be picked up by any player (even the fragged player, respawned) who gets to it first. Modern implementations allow for new players to join after the game has started, the maximum number of players that can join is arbitrary for each game, map and rules and can be selected by the server. Some maps are suitable for small numbers of players, some are suitable for larger numbers. If the session does have a frag or time limit a new session will start briefly after the current session has been concluded, during the respite the players will be allowed to observe the score list, chat and will usually see an animated
pseudo The prefix pseudo- (from Greek ψευδής, ''pseudes'', "false") is used to mark something that superficially appears to be (or behaves like) one thing, but is something else. Subject to context, ''pseudo'' may connote coincidence, imitation, ...
overview display of the map as background for the score list. Some games have a system to allow each player to announce they are now ready to begin the new session, some do not. The new sessions might be on a different map—based on a map list kept on the server—or it might always be on the same map if there is no such rotating map list. Common in many games is some form of message broadcast and private message system; the broadcast message system announces public events, e.g. if a player died it will often be informed who died and how, if fragged, then often by what weapon; the same system will also often announce if a player joins or leaves the game, and may announce how many frags are left in total and other important messages, including errors or warnings from the game; instant text messages from other players are also displayed with this system. The private message system, in contrast, only prints messages for individual players, e.g. if player A picks up a weapon, player A will get a message to confirm that the weapon was picked up. Most modern deathmatch games features a high level of
graphic violence Graphic violence refers to the depiction of especially vivid, brutal and realistic acts of violence in visual media such as film, television, and video games. It may be real, simulated live action, or animated. Intended limitedly for mature ...
; a normal modern implementation will contain high quality human characters being killed, e.g. moderate amounts of blood, screams of pain and death, exploding bodies with associated ''
gib The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable unit ...
s'' are common. Some games feature a way to disable and/or reduce the level of gore. However, the setting of the game is usually that of a fictional world, the player may resurrect in the form of mentioned ''respawning'' and the characters will usually have superhuman abilities, e.g. able to tolerate numerous
point blank Point-blank range is any distance over which a certain firearm can hit a target without the need to compensate for bullet drop, and can be adjusted over a wide range of distances by sighting in the firearm. If the bullet leaves the barrel paral ...
hits from a machine gun directly to the head without any armour, jumping extreme inhuman distances and falling extreme distances to mention a few things. These factors together may make the player experience the game less real as the game contains highly unreal and unrealistic elements. The description depicts a typical deathmatch based on major titles such as Quake, Doom, Unreal Tournament and others, the purpose served is to give a ''basic idea of the concept''; however, given the many variations that exist and the manner that options and rules may be manipulated literally everything mentioned could be varied to a greater or lesser extent in other games.


History

The origin of the term ''deathmatch'' in the context of video games is disputed, especially as it is not well-defined; for pointers, the term was coined by game designer
John Romero John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Secon ...
while he and lead programmer John Carmack were developing the LAN multiplayer mode for the
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
'' Doom''. '' World Heroes 2'', also developed and released in the early 1990s, is another early use of the term. However, the latter's usage was different as it referred to the players' environment (arenas which housed dangerous hazards) rather than to the game itself. Both of these claims are controversial as the term's common definition as used by gamers (to describe a video game match in which players kill each other over and over, respawning after each time they die) predates both titles by over a decade. Romero commented on the birth of the FPS deathmatch: : "Sure, it was fun to shoot monsters, but ultimately these were soulless creatures controlled by a computer. Now gamers could play against spontaneous human beings—opponents who could think and strategize and scream. We can kill each other!' If we can get this done, this is going to be the fucking coolest game that the planet Earth has ever fucking seen in its entire history!'" According to Romero, the deathmatch concept was inspired by
fighting games A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
. At
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, the team frequently played '' Street Fighter II'', ''
Fatal Fury ''Fatal Fury'', known as in Japan, is a fighting game series developed by SNK for the Neo Geo system. Games Canon * '' Fatal Fury'' – The first game of the ''Fatal Fury'' series allowed players to select one of three characters, Terr ...
'' and ''
Art of Fighting is a fighting video game trilogy that were released for the Neo Geo platform in the early 1990s. It was the second fighting game franchise created by SNK, following the ''Fatal Fury'' series and is set in the same fictional universe as a pr ...
'' during breaks, while developing elaborate rules involving
trash-talk Trash talk is a form of insult usually found in sports events, although it is not exclusive to sports or similarly characterized events. It is often used to intimidate the opposition and/or make them less confident in their abilities as to win e ...
and smashing furniture or tech. Romero stated that "what we were doing was something that invented ''deathmatch''" and that "Japanese fighting games fueled the creative impulse to create ''deathmatch'' in our shooters." Games that had such gameplay features beforehand did not use the term, but later it gained mainstream popularity with the '' Quake'' and ''
Unreal Tournament ''Unreal Tournament'' is a first-person arena shooter video game developed by Epic Games and Digital Extremes. The second installment in the '' Unreal'' series, it was first published by GT Interactive in 1999 for Microsoft Windows, and late ...
'' series of games. '' MIDI Maze'' was a multiplayer
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
for the Atari ST, released in 1987, which has also been suggested as the first example of deathmatch before the term was used. Sega's 1988
third-person shooter Third-person shooter (TPS) is a subgenre of 3D computer graphics, 3D shooter games in which the gameplay consists primarily of shooting. It is closely related to first-person shooters, but with the player character visible on-screen during play. ...
arcade game ''Last Survivor'' featured eight-player deathmatch. Some games give a different name to these types of matches, while still using the same underlying concept. For example, in ''
Perfect Dark ''Perfect Dark'' is a first-person shooter developed and published by Rare for the Nintendo 64 video game console in 2000. The first game of the '' Perfect Dark'' series, it follows Joanna Dark, an agent of the Carrington Institute research ...
'', the name "Combat Simulator" is used and in ''
Halo Halo, halos or haloes usually refer to: * Halo (optical phenomenon) * Halo (religious iconography), a ring of light around the image of a head HALO, halo, halos or haloes may also refer to: Arts and entertainment Video games * ''Halo'' (franch ...
'', deathmatch is known as "Slayer". An early example of a deathmatch mode in a first-person shooter was
Taito is a Japanese company that specializes in video games, toys, arcade cabinets and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, vending machines and jukeboxes into Japan. I ...
's 1992 video game '' Gun Buster''. It allowed two-player cooperative gameplay for the mission mode, and featured an early deathmatch mode, where either two players could compete against each other or up to four players could compete in a team deathmatch, consisting of two teams with two players each competing against each other.


Background

It has been suggested that in 1983, Drew Major and Kyle Powell probably played the world's first deathmatch with Snipes, a text-mode game that was later credited with being the inspiration behind
Novell NetWare NetWare is a discontinued computer network operating system developed by Novell, Inc. It initially used cooperative multitasking to run various services on a personal computer, using the IPX network protocol. The original NetWare product in ...
, although multiplayer games spread across multiple screens predate that title by at least 9 years in the form of
Spasim ''Spasim'' is a 32-player 3D networked space flight simulation game and first-person space shooter developed by Jim Bowery for the PLATO computer network and released in March 1974. The game features four teams of eight players, each controll ...
and Maze War. Early evidence of the term's application to graphical video games exists. On August 6, 1982, Intellivision game developers Russ Haft and Steve Montero challenged each other to a game of Bi-Planes, a 1981 Intellivision release in which multiple players control fighter planes with the primary purpose of repeatedly killing each other until a limit is reached. Once killed, a player would be respawned in a fixed location, enjoying a short period of protection from attacks. The contest was referred to, at that time, as a deathmatch.Archived a
Ghostarchive
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Wayback Machine


Variations

In a Team Deathmatch, the players are organized into two or more teams, with each team having its own frag count.
Friendly fire In military terminology, friendly fire or fratricide is an attack by belligerent or neutral forces on friendly troops while attempting to attack enemy/hostile targets. Examples include misidentifying the target as hostile, cross-fire while en ...
may or may not cause damage, depending on the game and the rules used — if it does, players that kill a teammate (called a team kill) usually decrease their own score and the team's score by one point; in certain games, they may also themselves be killed as punishment, and/or may be removed from the game for repeat offenses. The team with the highest frag-count at the end wins. In a last man standing deathmatch (or a
battle royale game A battle royale game is an online multiplayer video game genre that blends last-man-standing gameplay with the survival, exploration and scavenging elements of a survival game. Battle royale games involve dozens to hundreds of players, who st ...
), players start with a certain number of
lives Lives may refer to: * The plural form of a '' life'' * Lives, Iran, a village in Khuzestan Province, Iran * The number of lives in a video game * '' Parallel Lives'', aka ''Lives of the Noble Greeks and Romans'', a series of biographies of famous ...
(or just one, in the case of battle royale games), and lose these as they die. Players who run out of lives are eliminated for the rest of the match, and the winner is the last and only player with at least one life. See the "Fundamental changes" section in the "Last Man Standing" article for more insight. Any arbitrary multiplayer game with the goal for each player to kill every other player(s) as many times as possible can be considered to be a form of deathmatch. In real time strategy games, deathmatch can refer to a game mode where all players begin their empires with large amounts of resources. This saves them the time of accumulation and lets hostilities commence much faster and with greater force. Destroying all the enemies is the only way to win, while in other modes some other victory conditions may be used (king of the hill, building a wonder...)


History, fundamental changes


''Doom''

The first-person shooter version of deathmatch, originating in '' Doom'' by
id Software id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer T ...
, had a set of unmodifiable rules concerning weapons, equipment and scoring, known as "Deathmatch 1.0". * Items do not respawn, e.g. health, armour, ammunition; however weapons had a fixed status as available to any arbitrary player except the player who acquired the weapon — i.e. the weapon did not in fact disappear as items do when picked up. The player who acquires the weapon can only collect it anew after respawning (this sometimes leads to lack of ammunition if a player survives long enough, eventually leading to one's death due to being unable to fight back) * Suicide (such as falling into lava or causing an explosion too close to the player, or getting crushed by a crushing ceiling etc.) did not entail negative score points. Within months, these rules were modified into "Deathmatch 2.0" rules (included in Doom v1.2 patch). These rules were optional, the administrator of the game could decide on using DM 1.0 or DM 2.0 rules. The changes were: * Picking up an object removes it from the map. * Objects re-appear 30 seconds after being picked up and can be picked up by anyone; bonus objects which provide significant advantages (invisibility power-up etc.) re-appear after much longer delay, some of them may not reappear at all. * Suicide counts as −1 frag. Notable power-ups that are featured in most consecutive games include the ''soul spheres''. Although the name and/or graphics may be different in other games the ''concept and feature'' of the power-up remains the same in other games.


''Corridor 7: Alien Invasion'' CD version

'' Corridor 7: Alien Invasion'' released by
Capstone Software Capstone Software was a subsidiary of IntraCorp, a Miami-based computer and video game company. Founded in 1984, Capstone created first-person games such as '' Corridor 7: Alien Invasion'', '' William Shatner's TekWar'' and '' Witchaven'', and is ...
in 1994. *The first FPS to include multiple character classes. *The first FPS to include DM specific maps.


''Rise of the Triad''

''
Rise of the Triad ''Rise of the Triad: Dark War'' is a first-person shooter video game, developed and published by Apogee Software (now 3D Realms) in 1995. The player can choose one of five different characters to play as, each bearing unique attributes such as ...
'' was first released as shareware in 1994 by Apogee Software, Ltd. and honed an expansive multiplayer mode that pioneered a variety of deathmatch features. *It introduced the
Capture the Flag Capture the flag (CTF) is a traditional outdoor sport where two or more teams each have a flag (or other markers) and the objective is to capture the other team's flag, located at the team's "base", and bring it safely back to their own base. ...
mode to the first-person-shooter genre as ''Capture the Triad''. *It was the first FPS to have an in-game scoreboard. *It was the first FPS to deliver its level of multiplayer customization through a plethora of options affecting aspects of the level played like gravity or weapon persistence. *It was the first FPS to have voice macros and the ability to talk to players via microphone. *It introduced a unique point system that awards different numbers of points for different kills (for instance, a missile kill is worth a point more than a bullet kill).


''Hexen: Beyond Heretic''

'' Hexen: Beyond Heretic'' released by
Raven Software Raven Software Corporation is an American video game developer based in Wisconsin and founded in 1990. In 1997, Raven made an exclusive publishing deal with Activision and was subsequently acquired by them. After the acquisition, many of the stu ...
in 1995. *The first to feature multiple character classes with their own weapons; some items also functioned differently based on the class using them.


''Quake''

*'' Quake'' released in 1996 by ID Software, was the first FPS deathmatch game to feature in-game joining. *''Quake'' was the first FPS deathmatch game to feature AI operated deathmatch players (bots), although not as a feature of the released product, but rather in the form of a community created content. *''Quake'' popularized rocket-jumping''. Notable power-ups that are featured in most consecutive games are i.a. the quad damage. Although the name and/or graphics may be different in other games the ''concept and feature'' of the power-up remains the same in other games.


''Unreal''

With the game '' Unreal'' (1998, by Epic), the rules were enhanced with some widely accepted improvements: * spawn protection (usually 2–4 seconds), which is a period of invulnerability after a player (re)enters combat (such as after being killed and respawning); spawn protection was automatically terminated when the player used a weapon (including non-attack usage, such as zooming the sniper rifle). Spawn protection prevents "easy frags" — killing a player which just spawned and is slightly disoriented and almost unarmed. * "suicide-cause tracking" – if a player dies by "suicide" that was caused by some other player's action, such as knocking him off the cliff or triggering a crusher or gas chamber, the player that caused such death is credited the kill and the killed player does not lose a frag (it's not counted as a suicide). This concept increases the entertainment potential of the game (as it gives players options to be "cunning"), but it at the same time adds complexity, which may be the reason why Epic's main competitor, Id software, did not implement this concept into ''
Quake III Arena ''Quake III Arena'' is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the ''Quake'' series, ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing prima ...
'' (just as they did not implement spawn protection).


''Unreal Tournament''

* "combat achievements tracking" – ''
Unreal Tournament ''Unreal Tournament'' is a first-person arena shooter video game developed by Epic Games and Digital Extremes. The second installment in the '' Unreal'' series, it was first published by GT Interactive in 1999 for Microsoft Windows, and late ...
'' (1999, by Epic) added statistics tracking. The range of statistics being tracked is very wide, such as: ** precision of fire with each weapon (percentage of hits to fired ammunition) ** kills with each weapon, being killed by particular weapon, and being killed when holding particular weapon. ** headshots (lethal hits of combatant heads with sniper rifles and some other powerful weapons) ** killing sprees: Killing 5, 10, 15, 20 or 25 combatants without dying is called a killing spree, each greater kill count being considered more valuable and having a unique title (respectively; Killing Spree, Rampage, Dominating, Unstoppable, Godlike). The game tracked how many times has the player achieved each of these titles. * consecutive kills: when a player kills a combatant within 5 seconds after a previous kill, a consecutive kill occurs. The timer starts ticking anew, allowing a third kill, a fourth kill etc. Alternatively, killing several enemies with a mega weapon (such as the Redeemer, which resembles a nuclear rocket) also counts as consecutive kill. The titles of these kills are: Double Kill (2), Multi kill (3), Ultra kill (4), Megakill (5), MONSTERKILL (6; 5 in the original Unreal Tournament). For comparison, id Software's "Quake III Arena" tracks double kills, but a third kill soon after results in another double kill award.


''Quake III Arena''

This game's approach to combat achievements tracking is different from ''Unreal Tournament''. In deathmatch, the player might be rewarded with awards for the following tricks: * "perfect!" – winning a round of deathmatch without getting killed * "impressive!" – hitting with two consecutive shots or hitting two enemies with one shot from the railgun (a powerful, long-range hitscan weapon with a slow rate of fire) * "humiliation!" – killing an opponent with the melee razor-like gauntlet (the killed player hears the announcement too, but the fact of being humiliated is not tracked for him). * "accuracy" – having over 50% of hits-to-shots ratio.


Last Man Standing

The Last Man Standing (LMS) version of deathmatch is fundamentally different from deathmatch. In deathmatch, it does not matter how many times the player dies, only how many times the player kills. In LMS, it is the exact opposite — the important task is "not to die". Because of this, two activities that are not specifically addressed in deathmatch have to be controlled in LMS. * "Camping", which is a recognized expression for staying in one location (usually somewhat protected or with only one access route) and eventually using long range weapons, such as a sniper rifle, from that location. In standard deathmatch, campers usually accumulate fewer frags than players who actively search for enemies, because close range combat usually generates frags faster than sniping from afar. In LMS, however, camping increases the average lifespan. '' Unreal Tournament 2003'' addresses this unfairness by indicating players who are camping and providing other players with navigation to campers. * "Staying dead" – after dying, player representations lie on the ground (where applicable) and are shown the results of the game in progress. They have to perform some action, usually click the "Fire" key or button, to respawn and reenter combat. This principle prevents players who might have been forced by real world situations (be it a sudden cough or a door ring) to leave the computer from dying over and over. In standard deathmatch, a player who stays dead is not a problem, as the goal is to score the most frags, not die the least times. In LMS, however, a player that would be allowed to stay dead after being killed for the first time might wait through most of the fight and respawn when there's only one opponent remaining. Because of this, ''Unreal Tournament 2003'' automatically respawns a player immediately after being killed.


See also

*
Player versus environment Player versus environment or player versus enemy (PvE, also known as player versus monster (PvM)), is a term used for both single player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival ga ...
*
Player versus player Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are mos ...
*
Battle royale game A battle royale game is an online multiplayer video game genre that blends last-man-standing gameplay with the survival, exploration and scavenging elements of a survival game. Battle royale games involve dozens to hundreds of players, who st ...


References

* {{video game gameplay Video game gameplay Esports terminology Video game terminology Articles containing video clips Fiction about death games