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Ah, community. Games are all about community today, yet they seem astoundingly unable to wrap themselves around the fundamental concept that in order to create a community, people have to have a reason to interact
in a meaningful way.
Quake Live, to put it bluntly, doesn't give the slightest reason for people to interact. The reason why this type of shooter has gone extinct is because they failed to create interesting multi-player gameplay when compared to heavily team-based shooters. There is no real reason, afterall, for ten people in a deathmatch to do anything except shoot each other. Granted, there are also CTF and Team Arena modes, but they're both extremely basic.
Another place Quake Live falls flat on its face is the matchmaking system. During the course of the tutorial the game tries to judge the skill of the player based on how far they advance and how well they do in a match with a bot. Unfortunately, the game's matchmaking accuracy is on par with a drunken sixty year old with glaucoma playing a game of darts. Because I knew how to rocket jump and could defeat the bot, I was placed in the advanced skill bracket. I was then thrown into battle with apparent super-humans capable of fragging me with a rail gun from halfway across the map. This was, um, a tad bit frustrating.
There are numerous other features, of course, including achievements, friends, and the lot. But gamers who haven't been living under a rock for the last five years won't find these to offer anything new. The connectivity with social networks outside of Quake Live is particularly weak, although Quake Live is working on that, as stated on their website in a few places.