Mostly true. The only thing I can argue with is the learning curve thingy, it doesn’t become harder to master the game, the weight is shifted from knowing the map, where to nade, where to expect enemy camping etc. to simple out-aiming. If speed really was such a limiting factor Quake Live would never become this popular.
I’m trying to consider as many factors as possible. Market is already oversaturated with half-assed attempts at fast-paced shooters (Blacklight Retribution, Titanfall) and there are more to come (google Ghost In the Shell Online and Overwatch). It’ll probably be easier to get some reasonable playerbase if you won’t try to jump into direct competition against a lot of other games. On the other hand there’s real lack of modern, very fast-paced shooters, UT? QL? TF2? I think they’re already a bit dated.
Firstly it’ll be very hard to create a game that can appeal to gamers from both backgrounds. Differences in gameplay, expectations towards the game, everything is entirely different between CS and ET players. I mean, players from these background, probably wouldn’t even agree on whether we should have respawn-based game mode as the competitive mode or not. Secondly refer to my last paragraph, if people want to play the game “just for fun” there’s already plenty of choices in the “acceptably fast” shooter department.
I totally agree with the rest of that paragraph.
Again, the thing I’m talking about all the time in this post. It’s not clear whether being more generic will help to gain enough players for the game to stay afloat. It might be a better idea to follow a different formula than most.