Dokujisan wrote:This has nothing to do with money. It has to do with making the game more enjoyable. That applies to commercial or open source. You can have that as your goal without making it an issue of money. I'm sure the developers of Nexuiz want the game to be as good as they can make it, regardless of whether they are getting paid or they are volunteering their time.
I think it does have something to do with money, albeit indirectly. It is the "making the game enjoyable" part where it comes in - in a commercial game that implies "making the game enjoyable for as large a number of paying customers as possible, because that money is what drives our work". For Nexuiz, the work is only driven by how much volunteer work the developers are prepared to sacrifice - ie "making the game enjoyable for developers (to work on and play)".
That doesn't mean they aren't interested in making a game that is fun for everyone else, or that they don't care about new players - far from it, as can be seen by the huge amount of effort that esteel in particular has put in to documenting and writing guides.
I'm not aware that it is an explicit design goal to appeal to a mass market (I could be wrong!). The imbalances (between weapons, and particularly between newer and established players) are so obvious (and have been pointed out by many). Now the coders are clearly very competent, and yet haven't addressed these imbalances, which indicates that the kind of game they are trying to make, is one that isn't easy for new players. That gives them additional freedoms to take the game into areas that are new, and very interesting.
In short I think the devs are more than happy to do what they can for new players, but not at the expense of changing the gameplay they are aiming for.
As for learning the game, as with all FPS's, learning comes from playing and spectating players who can do stuff you can't. Once a newer player gets their head around the value of spectating, they will rapidly improve.