TB_Infidel said:
After reading many reviews of MW 2 and seeing it get scores of 9.0 + from almost every reviewer, I naturally presumed that MW 2 was going to be a very good game, when in fact it is a fairly poor game and shows most reviewers to be nothing more then fan boys.
This is an incredibly dangerous and counter-productive stance to take so early in the post. Never begin your argument with a rhetorical fallacy. In this case, your opinion of the game does not meet the expectations that had been set by the media. You, in essence, state that your own subjective stance supercedes that of anyone else's and postulate that there is clearly something wrong with these people as a result. The most obvious fallacy on display is the ad-hom argument, where you call into question the character of those who stand against you, but there are lesser problems that I will ignore for the moment.
TB_Infidel said:
Now I begin my list of what is wrong with this game.
Firstly the campaign is far to short. Being able to complete an FPS in one sitting is sometimes expected, but to have a campaign only 5 hours long, on the second hardest difficulty is a joke. Why do game developers think it is fine to produce games with shorter and shorter campaigns?
Why precisely does a game need to have a single player component at all? I can think of a number of games that have no single player component at all - for example, the early editions of counter-strike, Tribes 1 and 2 and so forth. Others only have the multi-player component where humans can be replaced by AI driven characters (or bots), such as Unreal Tournament or Quake 3.
In my view, there is no requirement that one part of the experience should hold any greater value than the other. The harsh reality is that the resources used to make any game are finite, and resources expended to expand one component will inevitably result in fewer resources for others. In the case of MW and indeed most of the Call of Duty series to date, most of the percieved value lay in the multi-player experience. Not only does each moment of gameplay require more resources to produce as technology advances, but the value to the average consumer has been diminished greatly. Why therefore should IW expended more resources expanding a component of the game that is generally seen by the customers as having inherently less value than the multi-player component?
Your argument here is not without merit however, at least if you sort past some of the opening bits. At the end of the day it is a question of value. In a game without a signifcant multiplayer component, we would tend to expect to find a great deal of value in the single player experience. Yet there have been a number of games, like Mirror's Edge for example, that have very little multi-player experience that are also quite short. While I enjoyed the game, I firmly believe that the game did not present enough value to be worth the $60 USD asking price it was released at. The short version of this is quite simply, the length of the campaign has little real meaning because the real question is not about length but rather about the perceived value you have been presented.
TB_Infidel said:
After completing the campaign so quickly,I decided to go onto the mutliplayer and this is where the real faults of MW2 show. My first gripe is with the lobby system. Why the hell did they get rid of dedicated servers?! No FPS has had private host servers for years and for a very good reason. The amount of lag experienced in a standard match is ridiculous and its makes for an incredibly frustrating experience, and that is if the host does not disconnect and you have to wait 30 seconds to find a new host, or the game closes. Also due to a poor lobby system, the player can not choose the map and this leads to numerous players leaving lobbies which results in a 5 minute wait to start a game.
For most people who have played the CoD series, there never WAS a dedicated server experience. There are plenty of arguments to be made in favor of the dedicated server that I will not reiterate here, but at the end of the day the entire argument is superceeded by an amazingly simple business point - IW and Activision would rather make millions of dollars rather than zero dollars. Disregarding for a moment the subject of piracy (which will not further the debate being made by either of us), this change was made because it has been postulated that there is greater money to be made with this change than without it.
Of course, none of the issues you have presented really seem to indicate you think the game is good or bad, and you are instead attacking things that will, at times, serve to impeed your ability to experience the game. This is a legitimate concern to voice but I do not believe it provides an adequate basis to declare the game itself is bad.
TB_Infidel said:
To make this game even better, you also two very badly designed mutliplayer game mechanics. The first problem is fairly common - over powered boosts and power ups. These come in the form of helicopters, air strikes etc. These just make the game very hard and annoying. The second problem I've have not seen in an FPS for a very long time - limited peripheral vision. It is not very noticeable in the campaign, but in the mutliplayer it is a disaster and results in you missing people anywhere beyond 45 degrees to your left or right. This also causes people to camp in corners of rooms and to run around with the knife - at what point did MW2 become Counter-Strike?
Again, you are making the mistake of believing that an opinion you hold (that something is out of balance) is widely regarded as being true. While an appeal to authority is a fallacy, in this case it seems necessary. Were it widely regarded to be imbalanced, the game would not be achieving the sheer saturation of players it currently enjoys.
From my own standpoint, I have seen no instance of a mechanic that seemed overpowered. The MW2 arena is a fantastically lethal place regardless of the presence of airstrikes and the like, and most of the time I die it is the result of a simple bullet, knife, grenade or other personal weapon. These "overpowered" weapons are powerful precisely because acquiring them is difficult and thus, if the pursuit of such things is to be worthwhile, they must be powerful. Moreover, acquiring such weapons demonstrates either a remarkable streak of luck or a skill level that is better than the average of the opposing team. If there were an imbalance it would seem that it would actually level the playing field so that personal skill meant little in terms of victory. Mario Kart has long had such an imbalancing mechanic in the form of the Blue Shell and arbitrary top speeds for karts, the combination of which ensures that one can never truly credit skill for a victory and instead can only truthfully claim to have been luckier than the rest.
TB_Infidel said:
There are a few more problems I could delve into about MW 2, but ill just quickly note them to save time: Average graphics, terrible voice quality for mutliplayer, small number of people allowed per game and a generic game which does nothing new.
I find it difficult to actually regard most of these statements as true or containing any real value. To state the game has "average graphics" has very little value without knowing what we are comparing the game to. If one looks at current generation shooters, MW2 has fully competative graphics, notable because of the efficiency achieved for the level of fidelity presented. There are games that look better, but they make powerful computers struggle. There are games that look worse but have no real advantage in frame-rate consistancy. Stating they are simply average is, in effect, a statement that is desinged to seem inflamatory yet contains no legitimate information to speak of.
Voice Quality in multiplayer is another complaint that has no real value without perspective. Given that the voice quality is only influenced by a handful of factors (fidelity of audio capture and playback equipment, connection speed and reliability, compression method employed), I find that there is no single factor that points to a problem in MW2. The compression method used is the same used for most VOIP implementations so the problem cannot lie there. Recording and playback devices are beyond the ability of the game to affect, as is network speed. To state that this is terrible only means something if you can demonstrate instances where VOIP has been implemented with better results across a wide variety of system configurations.
The number of people in a game is a valid point, because the game does have a fairly low player count (with respect to the PC standards which are generally 32+). That said, within the context of the maps and game modes available in the game, the question needs to be does this smaller player count adversely affect gameplay. Given the lethality of the world and the compact nature of the maps, I would tend to argue that significantly larger player counts would, in fact, harm gameplay rather than better it. In order to justify more players, the maps need to be larger. The shame to be found here is, of course, that significantly larger maps are simply not possible without an increased player cap, but I cannot truly say that I think the trade-off is terrible. Smaller player counts and smaller maps means it is easier to achieve an optimal player count for a given game. Larger player counts and variable map sizes mean that randomly achieving a proper number of players for the map is unlikely at best, leading to sparsely populated large maps and overcrowded killing floors where victory or defeat has little to do with personal skill.
The final point, however, that the game does nothing new, is a point that is entirely true and yet has no impact on me as a player. It is generally true that the game has not made any significant changes with respect to shooters that have come before. It is also my opinion that the game executes the features it has well enough that the quality of execution itself becomes notable. There is value in doing something incredibly well just as there is value in doing something nobody has ever tried before.
TB_Infidel said:
So, please tell me how did people over look all these faults and give it such good reviews ?
Please try to keep posts objective and no fan boy spams.
There are a number of ways to approach this closing question. The first is to simply point out that most of the things you have expressed as faults are the result of an opinion, which, being subjective, has no real value unless looking for consensus. You cannot be right or wrong in matters of opinion, you can simply hold one that is contrary to someone else.
Another possibility is simply that in most instances where someone would agree with the faults you cite (or others that you did not), they deliver a positive review because the totality of the experience was positive meaning that the faults they identified did not sufficiently dimish the game to make them dislike it.
I would point out that, in closing, it is probably best if you refrain from the fallacies you request people not engage in themselves.