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Quake – 30th Anniversary Update

slayersclub.bethesda.net

141–150 of 217 posts

Re: Quake – 30th Anniversary Update

#142
post #68

Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular. Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires ru…

Story time! I was a kid when the original Quake came out in ’96. I don’t remember if I saw it in someone’s .diz file, a FAQ, or somewhere else, but I learned you could change the actual game physics through the console and most importantly you could do it mid-game.

I used to host LAN parties where all my friends from school would lug their PCs over, and we’d hook everything up over 10Base-T. One match, somebody was chasing me down and I’d completely run out of ammo. I fled down a corridor and jumped over a pit of lava - immediately spun around dropped the console and typed as fast as I could:

  sv_gravity 1600

Re: Quake – 30th Anniversary Update

#143

It's interesting that the new Quake episode was developed by an external studio (MachineGames) rather than inhouse by id Software.

machine games made all three of new episodes

It raises the question whether they have become better at making Quake games than id Software themselves.

Re: Quake – 30th Anniversary Update

#144

Earlier quoted context omitted.

They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.

> Most new players did not want to get rekt for months on end while they learned the basics, however. If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time." Easing that transition could mean differe…

> If that's the new player experience, you done fucked up.

Have you really though?

I'd argue that what made arena shooters great was the steep learning curve and the grind to improve as a player.

The feeling of having practiced duels for months and finally being able to beat players that used to 50-0 you every game was better than any achievement in any modern FPS game I've ever experienced.

Gamers these days just doesn't really care about becoming better themselves. They want the instant gratification and that's why you have FPS games with super low TTK, perks, abilities, heroes etc. All to narrow down the skill gap between actual good players and completely new players.

Maybe it's just me but I find those games boring.

Re: Quake – 30th Anniversary Update

#145

Earlier quoted context omitted.

machine games made all three of new episodes

It raises the question whether they have become better at making Quake games than id Software themselves.

There is no ”id Software” any longer.

Re: Quake – 30th Anniversary Update

#146
post #133

Earlier quoted context omitted.

3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game. It was actually pretty cool how they designed the first room to demonstrate almost every new feature of the engine and how the first level is made to walk you though most of the new gameplay features. https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728

Yeah ... "new features", especially the torches, to show me that FPU of 486 OCed to 150MHz is not enough :) Good old days of 7-15 FPS being better than nothing.

Oh yes. I remember first playing Quake on a 486 and not liking it, because it felt like I was moving in a heavy sluggish tank, and later playing it on a Pentium, and loving it for the agile movement. The difference was huge!

Re: Quake – 30th Anniversary Update

#148
post #96

Earlier quoted context omitted.

Quake Champions was the Mortal Kombat to Overwatch's Street Fighter. I've only ever seen gameplay vids of it, but it looked a trip.

Was fun, the never ending pursuit of balancing game balance with adding new stuff just watered it all down with the glaring obvious detail: stop all the hero bullshit and just make us all equal. At least a mode for that. Instead, speed, armour, health was all varied and unique "balanced" in their minds against active and passive perks per character. A lot of potential, killed by committee

That's a problem of every commercial competitive game. Endless tweaking and new content kills most games, they never reach their potential skill ceiling. Sometimes it comes out good, but that's more of an exception.

Quake 3 was kind of like Latin of the PvP world (together with SC:BW, CS 1.6 and maybe Tribes 2), its great quality was that it was abandoned and frozen while also being extensible. This let the community decide what they like best (for example CPMA didn't take off despite being great on paper, because it was breaking a lot of VQ3 depth by being too fast for the maps it was played on), and let the players truly master the game over more than two decades. I recently played some VQ3 with agent and had zero hope of keeping up despite being in the top few dozen of players a bit over a decade ago. He's still playing and still keeps his chess-grandmaster sense of the game (and trash talk).

Re: Quake – 30th Anniversary Update

#149
post #133

Earlier quoted context omitted.

3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game. It was actually pretty cool how they designed the first room to demonstrate almost every new feature of the engine and how the first level is made to walk you though most of the new gameplay features. https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728

Yeah ... "new features", especially the torches, to show me that FPU of 486 OCed to 150MHz is not enough :) Good old days of 7-15 FPS being better than nothing.

with a resolution of 640x480 or below !

Re: Quake – 30th Anniversary Update

#150

Surprised they didn't port these to Mac yet. Between M series and Game Porting Toolkit (4 now?) it seems like small effort can unlock huge wave of new players nostalgic for childhood game.

You can't actually ship a game on the porting toolkit without breaching the license. It's intended by Apple to aid porting to use Mac's native APIs one component at a time, but the license forbids redistribution or commercial use. The community can hack away with it however they want because Apple isn't going to chase every individual person, but a business can't ship it unless they want a nice call with Apple's lega…

If i understand correctly Bethesda has the original IP and would just need a regular apple dev account if they wanted to publish, no?
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