Good shooter = UT99 or Touhou (depending on the meaning of shooter), and Touhou plays nice on gamepad.
Except that Touhou games aren't FPS or shooters(very loose definition to call it a proper genre if you ask me, but generally used to refer to FPSs) are Danmaku/Bullet Hell/shmup, very different genre.
Good'ol FPS aimed for keyboard alone. Wolfestein 3D, DooM and others from that time played nice with keyboard.
God, whenever I hear people crying foul about how gaming is dead and how the classics were so much better I imagine an old folks home with grandpas and grandmas waving their walking sticks at the whippersnappers outside, yelling that they should turn their noise aka rock music down. That's what's actually happening here - you're getting old. You're grumpy and you grasp at the few straws of childhood memories you have in the vain attempt at being young again. Games haven't gotten any worse, in fact, they're becoming increasingly good and they're too much for you to handle anymore. It's like the 90's again when people couldn't fathom how a platformer could work in three dimensions and vowed to never pick up a 32-bit system, I'm seeing it all over again. I've got bad news for ya - the "good 'ol days" sucked and they're not coming back, shave that handlebar mustache, old be gone, embrace the new.
Foxy, just say "I remember Cranky Kong" two words that resume all your post.
I argue that, if you have a good chance of evading them once you learn where they are, traps and enemies aren't unfair. Compare it to Guitar Hero and rhythm games, where the only way to complete with a perfect score is to learn the part by heart, it's impossible to do by reflexes alone. Difficult, yes. Unfair, no.
Besides, frustration is cathartic. Wanting to hurl the controller into a wall is the hallmark of a truly cleansing experience
And more and more developers make their games online-only because it's easier than developing a single-player campaign.
If they have memory problems, they can take ginkgo biloba
Presenting a player with a challenge that cannot be overcome is not challenging, it's a "f*ck you". It's the equivalent of hitting a sleeping person in the face with a shovel and laughing "Ha ha! Idiot!" - Funny? Yes. Fair? No.
If there's no chance to plan, predict and dodge, there's no challenge. An obstacle isn't challenging unless the player is aware of it and if the only way to find out that it's there is to die, it's poorly designed. If memorizing the level is the only way to win, it's just a poorly-designed game.
Even in Guitar Hero you can see the button inputs coming your way, the game tells you what to do and whether you do it or not is a matter of your eye-hand co-ordination, not memorization. The moment you start memorizing the song is the moment when you stopped playing a video game and started being a robot.
As for multiplayer games being "easier to make", I'd argue that they necessitate a different kind of design, but they're not necessarily easier to make. Multiplayer games present different kinds of challenges to the developers - multiplayer maps are different than singleplayer maps, there's issues with balancing, mitigating lag and ping issues, introducing fun game modes etc. - it's just a different kind of development.
To say truth, neither of you is correct. you two are approaching the problem from the wrong angle.
A game doesn't need to play like other games, for example, normally in a game where you have a gun to shoot you just go and shoot everything in the screen and leave nobody alive, correct??
Then a revolutionary game came, Metal Gear, you can't go and blindly shoot at everything like other games, is this game unfair for that?? nope, it just plays differently than usual.
Same thing happen with the so called "unfair" games, they just play differently. you start playing the game walk a few steps and suddenly, the floor isn't there anymore, but it happened something similar to the blocks a character stepped on in the background before so you had a clue that something was wrong. or maybe you see an object too suspicious to be good, or a convenient platform so convenient that could let you get past that obstacle, but wait, you step on it and it wasn't a platform it was a sword that looked as a platform thanks to 2D vision and your character got sliced in half.
in "unfair" games you CAN find hints of danger and can let you progress a little more, but the objective of those games IS TO PREVENT YOU FROM ADVANCING and often will tackle something without a hint.
Much like Metal Gear has a focus on stealth instead of trigger happy action, unfair games have a focus on trial and error instead of well timed jumps.