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Deathmatch (gaming)



 
 
Deathmatch (abbreviated DM) is a widely-used gameplay mode integrated into many shooter
Shooter

Shooter may refer to:In music:* Shooter Jennings, born 1979, a country music singer and son of Waylon Jennings* Shooter , a song by Lil Wayne and Robin Thicke...
 and real-time strategy
Real-time strategy

Real-time strategy games are a genre of computer wargames which do not progress incrementally in turn-based game.Brett Sperry is credited with coining the term to market Dune II....
 (RTS) computer games. The goal of a deathmatch game is to kill (or "frag
Frag (video gaming)

Frag is a computer and video game term. Frag is roughly equivalent to "kill", with the main difference that the player being "killed" can respawn , i.e....
", from the military term
Frag (military)

Fragging is a term from the Vietnam War, used primarily by U.S. military personnel, most commonly meaning to assassination an unpopular officer of one's own fighting unit, often by means of a Fragmentation Hand grenade, hence the term....
) as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit. Once one of these conditions is met, the match is over, and the winner is whoever has accumulated the most frags.

Description
A typical FPS-deathmatch session where every player fights every other player, starts with each player being spawned (starting) at random locations -- picked from a fixed predefined set.






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Deathmatch (abbreviated DM) is a widely-used gameplay mode integrated into many shooter
Shooter

Shooter may refer to:In music:* Shooter Jennings, born 1979, a country music singer and son of Waylon Jennings* Shooter , a song by Lil Wayne and Robin Thicke...
 and real-time strategy
Real-time strategy

Real-time strategy games are a genre of computer wargames which do not progress incrementally in turn-based game.Brett Sperry is credited with coining the term to market Dune II....
 (RTS) computer games. The goal of a deathmatch game is to kill (or "frag
Frag (video gaming)

Frag is a computer and video game term. Frag is roughly equivalent to "kill", with the main difference that the player being "killed" can respawn , i.e....
", from the military term
Frag (military)

Fragging is a term from the Vietnam War, used primarily by U.S. military personnel, most commonly meaning to assassination an unpopular officer of one's own fighting unit, often by means of a Fragmentation Hand grenade, hence the term....
) as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit. Once one of these conditions is met, the match is over, and the winner is whoever has accumulated the most frags.

Description


A typical FPS-deathmatch session where every player fights every other player, starts 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 armor and a basic firearm
Firearm

A firearm is a tool that projects either single or multiple projectiles at high velocity through a controlled explosion. The firing is achieved by the gases produced through rapid, confined combustion of a propellant....
 and a mêlée weapon
Mêlée weapon

A melee weapon is any weapon that does not involve a projectile ? that is, both the user and target of the weapon are in contact with it simultaneously in normal use....
. 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 term that can mean a human operated character in the game or a character operated by a computer software AI
Ai

Ai may refer to:...
 -- a bot
Computer game bot

A bot, most prominently in the first-person shooter types , is a type of weak AI expert system software which for each instance of the program controls a player in deathmatch , team deathmatch and/or cooperative human player....
 (see Reaper bot
Reaper bot

The Reaper bot is a weak AI expert system computer software program; created in the form of a modification or "addon" to the computer game Quake, the program was created by Steven Polge and written in QuakeC....
 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; i.a. 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 [most powerful] power-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. See frag
Frag (video gaming)

Frag is a computer and video game term. Frag is roughly equivalent to "kill", with the main difference that the player being "killed" can respawn , i.e....
 for more information about the usual score system.

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
Gibs

In computer games, gibs , are variably-sized body parts or fragments produced when non-player characters or player character are damaged or killed....
 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 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.

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
Pseudo

The prefix pseudo is used to mark something as false, fraudulent, or pretending to be something it is not:pseudo-scholarship * pseudoscience...
 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 being 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.

Most modern deathmatch games features a high level of graphic violence
Graphic violence

Graphic violence is the depiction of especially vivid, brutal and realistic acts of violence in the mediain visual media such as literature, film, television music, and video games....
; 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 gibs
Gibs

In computer games, gibs , are variably-sized body parts or fragments produced when non-player characters or player character are damaged or killed....
 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 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 different to a minor or major degree 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 might have been coined by game designer John Romero
John Romero

Alfonso John Romero is a game designer, game programmer, and video game developer in the video game industry. He is best known as a co-founder of id Software and was the lead designer for many of their personal computer games including Wolfenstein 3D, Doom , and Quake....
 while he and lead programmer John Carmack were developing the LAN
Local area network

A local area network is a computer network covering a small physical area, like a home, office, or small group of buildings, such as a school, or an airport....
 multiplayer mode for the computer game Doom, another source to investigate is the fighting game World Heroes 2, also developed and released in the early 1990s as an 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, coming back to life 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!'"
Games that had such gameplay features beforehand did not use the term, but later it gained mainstream popularity with the Quake
Quake

Quake is a first-person shooter computer game that was released by id Software on June 22, 1996. It was the first game in the popular Quake of computer and video games....
 and Unreal Tournament
Unreal Tournament

Unreal Tournament is a first-person shooter video game co-developed by Epic Games and Digital Extremes. It was published in 1999 by GT Interactive....
 series of games.

Some games give a different name to these types of matches, while still using the same underlying concept. For example, deathmatch in the Halo series of games is named "Slayer", and in Perfect Dark
Perfect Dark

Perfect Dark is a 2000 first-person shooter video game for the Nintendo 64 game console. The game was developed and published by Rare , creators of the multimillion-selling GoldenEye 007, an earlier first-person shooter with which Perfect Dark shares many gameplay features....
 the name"Combat Simulator" is used.

Background


It has been suggested that in 1983, Drew Major and Kyle Powell probably played the world's first deathmatch with Snipes
Snipes

Snipes is a text-mode networked computer game that was created in 1983 by SuperSet software. Snipes is officially credited as being the original inspiration for Novell NetWare....
, a text-mode game that was later credited with being the inspiration behind Novell NetWare
Novell NetWare

NetWare is a network operating system developed by Novell, Inc. It initially used cooperative multitasking to run various services on a personal computer, and the network protocols were based on the archetypal Xerox Xerox Network Services Protocol stack....
, although multiplayer games spread across multiple screens predate that title by at least 9 years in the form of Spasim
Spasim

Spasim was a 32-player 3D networked game by Jim Bowery involving 4 planetary systems with up to 8 players per planetary system, released in March 1974....
 and Maze War
Maze War

Maze War was a historically significant computer game.Maze War originated or disseminated a number of concepts used in thousands of games to follow....
.

Other forms of deathmatch


In a team deathmatch, the players are organised into two or more teams, with each team having its own frag count. Friendly fire
Friendly fire

Friendly fire or non-hostile fire, a term originally adopted by the United States Armed Forces, refers to Shooting from one's own side or allied forces, as opposed to fire coming from enemy forces....
 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, players start with a certain number of lives, and lose these as they die. The player who remains in the game when all other players lost all their lives is declared a winner. See section "Fundamental changes" 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.

History, fundamental changes


Doom


The first-person shooter version of deathmatch, originating in Doom by id Software
Id Software

id Software is an American video game developer from Mesquite, Texas. The company was founded in 1991 by four members of the computer company Softdisk: game programmer John D....
, 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 acquire the weapon can only collect it anew after respawning (this sometimes lead to lack of ammunition if a player survived long enough, eventually leading to his death due to being unable to fight back)
  • Suicide (such as falling into lava or causing an explosions 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 are i.a. the soul sphere. 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.

Quake


Quake
Quake

Quake is a first-person shooter computer game that was released by id Software on June 22, 1996. It was the first game in the popular Quake of computer and video games....
 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 was the first FPS deathmatch game to feature vertical 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
Unreal

Unreal is a first-person shooter computer game developed by Epic Games and Digital Extremes and published by GT Interactive in May 1998. It was powered by an original gameplay and computer engine that Unreal Engine, one that had been in development for over three years in founder Tim Sweeney 's garage before the game was released....
 (1998, by Epic
Epic Games

Epic Games, also known as Epic and formerly Epic MegaGames, is a video game development company based in Cary, North Carolina. Its most recent success has been the Gears of War series of games, although it is also known for its Unreal Engine technology....
), 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

    Quake III Arena , is a multiplayer first-person shooter Video game released on December 2, 1999. The game was Game development by id Software and featured music composed by Sonic Mayhem and Front Line Assembly....
     (just as they did not implement spawn protection).


Unreal Tournament


  • "combat achievements tracking" – Unreal Tournament
    Unreal Tournament

    Unreal Tournament is a first-person shooter video game co-developed by Epic Games and Digital Extremes. It was published in 1999 by GT Interactive....
     (2000, by Epic
    Epic Games

    Epic Games, also known as Epic and formerly Epic MegaGames, is a video game development company based in Cary, North Carolina. Its most recent success has been the Gears of War series of games, although it is also known for its Unreal Engine technology....
    ) 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 enemy heads with sniper rifles and some other powerful weapons)
    • killing sprees: Killing 5, 10, 15, 20 ... enemies without dying is called a killing spree, each greater kill count being considered more valuable and having a unique title. The game tracked how many times has the player achieved each of these titles.
  • consecutive kills: when a player kills an opponent 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 doesn't matter how many times you die, only how many times you kill. 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 widely 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, camping is not that much of an issue, as in most maps, fierce close range combat generates frags faster than sniping from afar. In LMS, however, camping increases the average lifespan. Unreal Tournament 2003
    Unreal Tournament 2003

    Unreal Tournament 2003 or UT2003 is a first-person shooter video game designed mainly for multiplayer gaming. The game is part of the Unreal franchise's Unreal of games, and is a sequel to Unreal Tournament ....
     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


  • Frag (video gaming)
    Frag (video gaming)

    Frag is a computer and video game term. Frag is roughly equivalent to "kill", with the main difference that the player being "killed" can respawn , i.e....
  • Respawn
  • Game mechanics
  • Computer game
  • Computer game bot
    Computer game bot

    A bot, most prominently in the first-person shooter types , is a type of weak AI expert system software which for each instance of the program controls a player in deathmatch , team deathmatch and/or cooperative human player....
  • Reaper bot
    Reaper bot

    The Reaper bot is a weak AI expert system computer software program; created in the form of a modification or "addon" to the computer game Quake, the program was created by Steven Polge and written in QuakeC....
  • Power-ups