I've been playing a lot of Tribes: Ascend lately, and before that I played Quake Live a whole bunch. Though I like to think I'm pretty good, there's always someone better. That's OK though - it's a great thrill to test my skills against great opponents, regardless of the outcome.
I'm going to write about rocket jumping later on, stay tuned.
The term 'eSports' is often used to describe the competitive side of videogaming, and high-level competitive play has been seen across many genres and gametypes, from high scores in Donkey Kong, a solo game in which gamers try to beat the reigning champion's high score, to the recent surge in top-level MOBA competitions in which teams compete in real time and in the same gamespace. It's a broad subject and one that I'm not broadly experienced with, so I'm going to talk about some particular design metrics that I feel sufficiently familiar with to discuss in detail, and why they're important for all games, but particularly in competitive ones.
