Ok firstly, I'm nearly 30 first FPS game I played was Wolfenstein, then Duke, Doom, Quake, QWTF, HL, CS.... year of experience with different games, also modded for Half Life and Quake 3 engine while doing a "Games development" diploma when I was 16.
Me too. Nice to know. Doesn't mean you're good at it. Got a job in the industry yet? What games have you worked on? And how well-received WERE your mods? (I'm not meaning this to be rude - just trying to get an idea how relevant this spiel REALLY is to the conversation)
You don't need to try and "Educate" me, you are the one who needs a bit of educating if you cannot understand competitive gaming. The competitive nature of video games is what draws people to them, thats why certain titles make it and other titles don't, if you satisfy those needs as well as the ametuer gamer needs you have a good game and a larger community.
So this is why I want to know how many newbs I just owned... geez
I'm sorry, but I can't take this part at all seriously...
If you knew ANYTHING about objective-based team games, you'd know that TRUE competition in these games has NOTHING to do with "how many newbs I just owned" - it's all about HOW VALUABLE YOU ARE TO YOUR TEAM. What does this game reward you for? HOW VALUABLE YOU ARE FOR YOUR TEAM. What do the after-match stats mainly focus on? HOW VALUABLE YOU ARE TO YOUR TEAM. Are you seeing the pattern here yet? Because I am.
Brink is geared to SUPPORT TEAMWORK, to ENCOURAGE TEAMWORK, and to REWARD TEAMWORK. Competitive play requires... you guessed it... TEAMWORK. Maybe you should learn to play these types of games better? Since all your listed experience is in games which are much less objective-focused than Brink.
3rd person and 1st person games are basically the same, anyone with a bit of game design knowledge knows this. All games are built around an engine, its the engine limitations that prevent certain things from being possible, switching to 3rd person while you do a stunt is basic, I dont know who brainwashed you into thinking this sort of thing is difficult.
I guess some people just don't see outside the box... Besides the code is already there, look at spectator mode, all the needs to be done is camera alignment...
From a coding perspective, and in gameplay terms, the two genres of First Person Shooter and Third Person Shooter (FPS and TPS) are VERY similar. NOT identical, but similar. The handling of characters between "normal" FPS games and games like Transformers: War for Cybertron are very similar, the way the games play is very similar, but there are differences in how the camera angles work.
But a third-person game like Assassin's Creed is VERY different. It's NOT a TPS. It's NOT a shooter. Making shooter controls work with third-person acrobatics IS a cool idea, but it would be NOWHERE NEAR as easy as you're trying to make it sound, and it WOULDN'T be practical to code into Brink.
I'm not saying 100% that it should never be done, but I don't think it fits with how Brink works.
Also, there are a few points about rolls which I and others made which you're yet to acknowledge, unless I missed something - the disorientation would be bypassed by a third-person camera (EDIT: Actually, this is only partly true - the switch into third-person would be disorienting as well, but this would be less awkward than a first-person roll effect), but it does nothing for the fact that you can't shoot while rolling. The game is made so that you ALWAYS HAVE CONTROL and can SHOOT AT ALL TIMES. Basically the only exception is when you're incapacitated or dead, and those are both obvious reasons - not to mention there's an ability to bypass one of them...