This is a rough analysis of why this game failed so quickly and violently in terms of attrition. Never have I seen a game with such a horrible attrition rate as Brink, from the initial launch and purchases to what it is today (non-existent player base).
As a precursor, I have played Brink since the minute it came out, and played in every competitive tournament that it has ever had (brinktv,IGL,Steele series) so I am more than aware of the failings of this game.
This is again based off of my observations for the PC, not any console renditions.
- Performance - This is the most obvious of all. This game came out with far too many performance problems to sustain a strong population. I purchased a new gaming rig roughly 2 weeks before the game came out i5 / gforce 560 etc and in messy team fights my FPS stays around 100. This is with a brand new rig. For someone who’s rig is say a year old, fps will rarely break 50 (from first hand experience with a lot of friends who have tried). This kind of FPS makes being competitive in Brink extremely difficult, especially because this is such a movement / speed base game.
The cost / benefit of upgrading to a new computer which can run Brink well isn’t worth it to most as the following laundry list of problems would deter any individual from wanting to do so.
- Little to no skill cap - This is most likely the biggest flaw in the game. Speaking in terms of FPS games, one of the most important factors to a high attrition rate is having a high skill cap in order to bring people back and make people want to continue playing to improve their skills. This game has none of that. The guns are spread-based, meaning there’s no recoil to learn. The crosshair / hitboxes make attempting to aim for headshots in a real time environment nearly impossible. With having nothing to master (headshots / recoil control) a veteran FPS player will only need to learn the maps.
To be good at a game with no skill cap, you only have to be able to aim, its as simple as that. This is something inherent in the player, as either you can aim or you can’t aim. There will be no difference in my performance in a brink match if I played 100 hours this week or if I played 20 minutes as there is nothing that I need to master, which is a huge hole in the structure of the game.
See a game like CS, where both headshots + recoil control + spray are things that take someone many hours to master.
- Maps - The maps are another huge blockade to people playing this game from both a competitive standpoint and a casual standpoint. Offense on every map except Aquarium is an awful experience, with horrible objectives that can never be accomplished due to the structure of the maps. This game has far too many explosives and far too little entry points to accomplish objectives. This makes the offense experience more of a graveyard zerg that any true organized structure and its just really unfun to play.
Continuing on the maps, the maps aren’t designed in a way to promote complex strategies. Again take a game like 1.6, where you can spend hours developing complex strategies and fakes to accomplish objectives and pushes. In brink, the simplistic 2 entry point setups and super choke points make anything other than simple splits unnecessary.
This is connected to the skill cap argument, as I as a player have no reason to go into a server and design complex strategies to push on offense or watch demos of top players to learn strategies as there isn’t any.
All of these are pretty apparent to any competitive FPS player and to ignore these is the reason why the game is where it is at now, not even showing up in the steam top 100 with less than 250 players playing at any given time.
There are currently 0 North American teams who scrimmage or play this game. Why do I know this? because I haven’t been able to find a scrimmage in over a month in this game.
The answer to fixing this game isn’t by adding female skins and more explosives, but to fix the above items. The problem is, the above items are what Brink is, so needless to say Brink will never be able to recover.



