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Encyclopedia > Deathmatch (gaming)

Deathmatch (abbreviated DM) is a widely-used gameplay mode integrated into many shooter and real-time strategy (RTS) computer games. The goal of a deathmatch game is to kill (or "frag", from the military term) as many other players as possible until a certain condition or limit is reached, commonly being a frag limit or time limit. Once one of these conditions is met, the match is over, and the winner is whoever has accumulated the most frags. A shooter can be: 1979 A type of video game. ... A real-time strategy (RTS) video game is a strategic game that is distinctly not turn-based. ... A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ... Frag is a computer and video game term, used in first-person shooter (FPS) deathmatch. ... Frag is a term from the Vietnam War, used primarily by U.S. military personnel, most commonly meaning to assassinate an unpopular officer of ones own fighting unit, often by means of a fragmentation grenade (hence the term). ...



A typical FPS-deathmatch session where every player fights every other player starts with each player being spawned (starting) at random locations -- picked from a fixed predefined set. Being spawned entails having the health, armor and equipment reset to default values which usually is full health, no armor and a basic firearm and a mêlée weapon. Firearms redirects here. ... A mêlée weapon is any weapon that does not involve a projectile — that is, both the user and target of the weapon are in contact with it simultaneously in normal use. ...

In this context a player is a term that can mean a human operated character in the game or a character operated by a computer software AI -- a bot. Both the human and computer operated character do have the same basic visual appearance but will in most modern games be able to select a skin which is an arbitrary graphics model but that operates on the same set of movements as the base model. A human player's character and computer bot's character features the same set of physical properties, initial health, initial armour, weapon capabilities, the same available character maneuvers and speed -- i.e. they are equally matched except for the actual controlling part. For a novice player the difference (i.e. experience, not taking into account the actual skill) between a human opponent and a computer controlled opponent may be near nil, however for a skilled player the lack of human intelligence is usually easily noticed in most bot implementations; regardless of the actual skill of the bot -- which lack of intelligence can be at least somewhat compensated for in terms of e.g. extreme (superhuman) accuracy and aim. However, some systems deliberately inform the player when inspecting the score list which player(s) are bots and which are human (e.g. OpenArena). // This disambiguation page covers alternative uses of the terms Ai, AI, and A.I. Ai (as a word, proper noun and set of initials) can refer to many things. ... Look up bot in Wiktionary, the free dictionary. ...

All normal maps will contain various power-ups; i.a. extra health, armor, ammunition and other (more powerful than default) weapons. Once collected by a player the power-up will respawn after a defined time at the same location, the time for an item to respawn depends upon the game mode and the type of the item. In some deathmatch modes power-ups will not respawn at all. Certain power-ups are especially powerful, which can often lead to the game rotating around controlling power-ups -- i.e. given everything else is about equal the player that can control the powerful power-ups (namely collect the item most often) is the one that will have the best potential for making the best score. Upon contact with this Super Mushroom, Mario earns 1000 points and doubles in size In video games, power-ups are objects which add extra abilities to the game character, and/or increase the players score upon being collected. ...

The goal for each player is killing the other players by any means possible which counts as a frag, either by direct assault or manipulating the map, the latter counts as a frag in some games, some not; in either case -- to attain the highest score -- this process should be repeated as many times as possible, with each iteration performed as quickly as possible. The session may have a time limit, a frag limit, or no limit at all. If there is a limit then the player with the most frags will eventually win when the session ends. See frag for more information about the usual score system. Frag is a computer and video game term, used in first-person shooter (FPS) deathmatch. ...

The health variable will determine if a player is wounded; however, a wounded player does not entail reduced mobility or functionality in most games, and in most games a player will not bleed to death. A player will die when the health value reaches equal to or less than 0, if the value is reduced to a very low negative value, the result may be gibbing depending upon the game. In most games, when a player dies (i.e. is fragged), the player will lose all equipment gained and the screen will continue to display the visible (still animated) scene that the player normally sees, and the score list is usually displayed -- the frags. The display does not go black when the player dies. Usually the player can choose to instantly respawn or remain dead. Gibs in the wake of a redeemer explosion in Unreal Tournament For units of data measurement, see Gibibyte (GiB) or Gibibit (Gib). ... For information on spawning in biology, see spawning. ...

The lost equipment (usually not including the armor) of a dead player can usually be picked up by any player (even the fragged player, respawned) who gets to it first.

Modern implementations allow for new players to join after the game has started, the maximum number of players that can join is arbitrary for each game, map and rules and can be selected by the server. Some maps are suitable for small numbers of players, some are suitable for larger numbers.

If the session does have a frag or time limit a new session will start briefly after the current session has been concluded, during the respite the players will be allowed to observe the score list, chat and will usually see an animated pseudo overview display of the map as background for the score list. Some games have a system to allow each player to announce they are now ready to being the new session, some do not. The new sessions might be on a different map -- based on a map list kept on the server -- or it might always be on the same map if there is no such rotating map list.

Most modern deathmatch games features a high level of graphic violence; a normal modern implementation will contain high quality human characters being killed, e.g. moderate amounts of blood, screams of pain and death, exploding bodies with associated gibs are common. Some games feature a way to disable and/or reduce the level of gore. However, the setting of the game is usually that of a fictional world, and the characters will usually have superhuman abilities, e.g. able to tolerate numerous point blank hits from a machine gun directly to the head without any armour, jumping extreme inhuman distances and falling extreme distances to mention a few things. These factors together may make the player experience the game less real as the game contains highly unreal and unrealistic elements. Graphic violence is the depiction of violence in media such as film, television, and video games. ... This article does not cite any references or sources. ... Point-blank range is the distance between a gun and a target such that it requires minimal effort in aiming it, in particular no allowance needs to be made for the effects of gravity, target movement or wind in aiming the projectile. ...

The description depicts a typical deathmatch based on the games that were used as references and gives a basic idea of the concept; however, given the many variations that exist literally everything mentioned could be different to a minor or major degree in other games.


The term "deathmatch" is considered coined by game designer John Romero while he and lead programmer John Carmack were developing the LAN multiplayer mode for the computer game Doom. This is partially correct, since the beat'em up World Heroes II by SNK already used the term (although referring to a game mode where arenas had dangerous hazards). Romero commented on the birth of the FPS deathmatch: Alfonso John Romero (born October 28, 1967[1] in Colorado Springs, Colorado) is a game designer, programmer, and developer in the video game industry. ... John D. Carmack II (born August 20, 1970) is a widely recognized figure in the video game industry. ... LAN redirects here. ... A computer game is a game composed of a computer-controlled virtual universe that players interact with in order to achieve a defined goal or set of goals. ... Doom (or DOOM)[1] is a violent 1993 computer game by id Software that is among the landmark titles in the first-person shooter genre. ...

"Sure, it was fun to shoot monsters, but ultimately these were soulless creatures controlled by a computer. Now gamers could play against spontaneous human beings—opponents who could think and strategize and scream. We can kill each other!' If we can get this done, this is going to be the fucking coolest game that the planet Earth has ever fucking seen in its entire history!'"[1]

Games that had such gameplay features beforehand did not use the term, but later it gained mainstream popularity with the Quake and Unreal Tournament series of games. This article is about the original video game. ... Unreal Tournament, abbreviated UT, (sometimes referred to as UT99, UT Classic, UT1, or UT:GOTY to differentiate from Unreal Tournament 2003, Unreal Tournament 2004, and Unreal Tournament 3) is a popular first-person shooter video game. ...

Some games give a different name to these types of matches, while still using the same underlying concept. For example, deathmatch in the Halo series of games is named "Slayer", and in Perfect Dark the name"Combat Simulator" is used. It has been suggested that Covenant Vehicles in Halo be merged into this article or section. ... This article is about the video game. ...


It has been suggested that in 1983, Drew Major and Kyle Powell probably played the world's first deathmatch with Snipes[citation needed], a text-mode game that was later credited with being the inspiration behind Novell NetWars, although multiplayer games spread across multiple screens predate that title by at least 9 years in the form of Spasim and Maze War. For the Jimi Hendrix song, see 1983. ... Snipes (Diminutive for Snipers) is a text-mode networked computer game that was created in 1983 by SuperSet software. ... Spasim (space simulation) was a 32-player 3D networked game involving 4 planetary systems with up to 8 players per planetary system, it was released in March 1974 and is claimed to be the very first first-person shooter and a reward of US$500 is put up to anyone... Maze War (also known as The Maze Game, Maze Wars or simply Maze) was the first networked, 3D multi-user first-person shooter game. ...

Other forms of deathmatch

In a team deathmatch, the players are organised into two or more teams, with each team having its own frag count. Friendly fire may or may not cause damage, depending on the game and the rules used — if it does, players that kill a teammate (called a team kill) usually decrease their own score and the team's score by one point; in certain games, they may also themselves be killed as punishment, and/or may be removed from the game for repeat offenses. The team with the highest frag-count at the end wins. For other uses, see Friendly Fire (disambiguation). ...

In a last man standing deathmatch, players start with a certain amount of lives, and lose these as they die. The player who remains in the game when all other players lost all their lives is declared a winner. See section "Fundamental changes" for more insight.

Any arbitrary multiplayer game with the goal for each player to kill every other player(s) as many times as possible can be considered to be a form of deathmatch. In real time strategy games, deathmatch can refer to a game mode where all players begin their empires with large amounts of resources. This saves them the time of accumulation and lets hostilities commence much faster and with greater force.

History, fundamental changes


The first-person shooter version of deathmatch, originating in Doom by id Software, had a set of unmodifiable rules concerning weapons, equipment and scoring, known as "Deathmatch 1.0". Doom (or DOOM)[1] is a 1993 computer game by id Software that is a landmark title in the first-person shooter genre. ... id Software (IPA: officially, though originally ) is an American computer game developer based in Mesquite, Texas, a suburb of Dallas. ...

  • Items do not respawn, e.g. health, armour, ammunition; however weapons had a fixed status as available to any arbitrary player except the player who acquired the weapon — i.e. the weapon did not in fact disappear as items do when picked up. The player who acquire the weapon can only collect it anew after respawning (this sometimes lead to lack of ammunition if a player survived long enough, eventually leading to his death due to being unable to fight back)
  • Suicide (such as falling into lava or causing an explosions too close to the player, or getting crushed by a crushing ceiling etc.) did not entail negative score points.

Within months, these rules were modified into "Deathmatch 2.0" rules (included in Doom v1.2 patch). These rules were optional, the administrator of the game could decide on using DM 1.0 or DM 2.0 rules.

The changes were:

  • Picking up an object removes it from the map.
  • Objects re-appear 30 seconds after being picked up and can be picked up by anyone; bonus objects which provide significant advantages (invisibility power-up etc.) re-appear after much longer delay, some of them may not reappear at all.
  • Suicide counts as −1 frag.

Notable power-ups that are featured in most consecutive games are i.a. the soul sphere. Although the name may be different in other games the concept of the power-up remains the same in other games.


Quake was the first FPS deathmatch game to feature in-game joining. This article is about the original video game. ...

Notable power-ups that are featured in most consecutive games are i.a. the quad damage. Although the name may be different in other games the concept of the power-up remains the same in other games. The Quad damage is a powerup in the first-person shooter computer game series Quake. ...


With the game Unreal (1998, by Epic), the rules were enhanced with some widely accepted improvements: For other uses, see Unreal (disambiguation). ... Epic Games, also known as Epic and formerly as Epic MegaGames, is a computer game development company based in Cary, North Carolina, United States. ...

  • spawn protection (usually 2–4 seconds), which is a period of invulnerability after a player (re)enters combat (such as after being killed and respawning); spawn protection was automatically terminated when the player used a weapon (including non-attack usage, such as zooming the sniper rifle). Spawn protection prevents "easy frags" — killing a player which just spawned and is slightly disoriented and almost unarmed.
  • "suicide-cause tracking" – if a player dies by "suicide" that was caused by some other player's action, such as knocking him off the cliff or triggering a crusher or gas chamber, the player that caused such death is credited the kill and the killed player does not lose a frag (it's not counted as a suicide). This concept increases the entertainment potential of the game (as it gives players options to be "cunning"), but it at the same time adds complexity, which may be the reason why Epic's main competitor, Id software, did not implement this concept into Quake III Arena (just as they did not implement spawn protection).

Quake III Arena or Quake 3, abbreviated as Q3A or Q3, is a multiplayer first-person shooter computer and video game released on December 2, 1999. ...

Unreal Tournament

  • "combat achievements tracking" – Unreal Tournament (2000, by Epic) added statistics tracking. The range of statistics being tracked is very wide, such as:
    • precision of fire with each weapon (percentage of hits to fired ammunition)
    • kills with each weapon, being killed by particular weapon, and being killed when holding particular weapon.
    • headshots (lethal hits of enemy heads with sniper rifles and some other powerful weapons)
    • killing sprees: Killing 5, 10, 15, 20 ... enemies without dying is called a killing spree, each greater kill count being considered more valuable and having a unique title. The game tracked how many times has the player achieved each of these titles.
  • consecutive kills: when a player kills an opponent within 5 seconds after a previous kill, a consecutive kill occurs. The timer starts ticking anew, allowing a third kill, a fourth kill etc. Alternatively, killing several enemies with a mega weapon (such as the Redeemer, which resembles a nuclear rocket) also counts as consecutive kill. The titles of these kills are: Double Kill (2), Multi kill (3), Ultra kill (4), Megakill (5), MONSTERKILL (6). For comparison, id Software's "Quake III Arena" tracks double kills, but a third kill soon after results in another double kill award.

Unreal Tournament, abbreviated UT, (sometimes referred to as UT99, UT Classic, UT1, or UT:GOTY to differentiate from Unreal Tournament 2003, Unreal Tournament 2004, and Unreal Tournament 3) is a popular first-person shooter video game. ... Epic Games, also known as Epic and formerly as Epic MegaGames, is a computer game development company based in Cary, North Carolina, United States. ...

Quake III Arena

This game's approach to combat achievements tracking is different from Unreal Tournament. In deathmatch, the player might be rewarded with awards for the following tricks:

  • "perfect!" – winning a round of deathmatch without getting killed
  • "impressive!" – hitting with two consecutive shots or hitting two enemies with one shot from the railgun (a powerful, long-range hitscan weapon with a slow rate of fire)
  • "humiliation!" – killing an opponent with the melee razor-like gauntlet (the killed player hears the announcement too, but the fact of being humiliated is not tracked for him).
  • "accuracy" – having over 50% of hits-to-shots ratio.

Fundamental changes for Last Man Standing

The Last Man Standing (LMS) version of deathmatch is fundamentally different from deathmatch. In deathmatch, it doesn't matter how many times you die, only how many times you kill. In LMS, it is the exact opposite — the important task is "not to die". Because of this, two activities that are not specifically addressed in deathmatch have to be controlled in LMS.

  • "Camping", which is a widely recognized expression for staying in one location (usually somewhat protected or with only one access route) and eventually using long range weapons, such as a sniper rifle, from that location. In standard deathmatch, camping is not that much of an issue, as in most maps, fierce close range combat generates frags faster than sniping from afar. In LMS, however, camping increases the average lifespan. Unreal Tournament 2003 addresses this unfairness by indicating players who are camping and providing other players with navigation to campers.
  • "Staying dead" – after dying, player representations lie on the ground (where applicable) and are shown the results of the game in progress. They have to perform some action, usually click the "Fire" key or button, to respawn and reenter combat. This principle prevents players who might have been forced by real world situations (be it a sudden cough or a door ring) to leave the computer from dying over and over. In standard deathmatch, a player who stays dead is not a problem, as the goal is to score the most frags, not die the least times. In LMS, however, a player that would be allowed to stay dead after being killed for the first time might wait through most of the fight and respawn when there's only one opponent remaining. Because of this, Unreal Tournament 2003 automatically respawns a player immediately after being killed.

Unreal Tournament 2003 or UT2003 is a first-person shooter video game designed mainly for multiplayer gaming although the game had a built in single-player mode that mimics multiplayer gaming by featuring AI-bots. ...


  1. ^ Kushner, David (2004), Masters of Doom, pp. 149, ISBN 978-0812972153, <http://www.weeklystandard.com/Content/Public/Articles/000/000/013/305yuvkp.asp?pg=2> 



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