Lessons from Doom (2010)
I'm glad the article mentioned movement.  Games today make so many decisions when it comes to movement where the goal is to make it feel 'realistic', with sprinting, ducking and the like, but they end up feeling like they don't have any depth.  An average player will have fairly similar movement to a fairly good one, with incremental differences on small things, and a player with amazing movement won't hugely stand out.  In Quake 3?  A player with amazing movement could do way more to control the map.  Quake 3 really mastered that depth, especially with how much there was to learn between the two physics rule-sets (with CPM allowing for a bit more than VQ3). And the reason I say that is because the classic arena shooters (Doom, Quake, Unreal Tournament, etc) had their movement systems as a key part of the game.  It's why Defrag became such a (relatively) big thing.  And it's why Overwatch just doesn't feel as fun as it could, to me at least.  For a game to look like that, but to leave out bunny hopping?  Disappointing.