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Why are the ammo boxes in .bsp?
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Sajt



Joined: 16 Oct 2004
Posts: 1027

PostPosted: Sun Nov 11, 2007 2:14 am    Post subject: Reply with quote



The name 'Quake' was applied to several grand ideas over the years, but they focused it down to the Quake we know and love today... id Software wouldn't break down and actually make a 'high concept' fancy-pants game until they let Tim Willits take over and make Rage Wink
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Orion



Joined: 12 Jan 2007
Posts: 414
Location: Brazil

PostPosted: Sun Nov 11, 2007 2:18 am    Post subject: Reply with quote

Nash wrote:
While we're on the subject of inconsistencies, I find it odd how the Enforcer is the only enemy that speaks English (their see sounds, "you there", "stop", "halt" and "freeze"). Razz


Yeah that's right.
The Scrag also cries "no" when in pain. Because of the effect, his "no" sound like "noahhhhh"...
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Sun Nov 11, 2007 7:22 am    Post subject: Reply with quote

He's just mad because Noah wouldn't let him on the ark.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun Nov 11, 2007 6:39 pm    Post subject: Reply with quote

Sajt wrote:
The super shotgun and perforator are low-tech looking Razz Take a modern non-realistic game like Serious Sam and see how much fancy extra polygons and crap they add to their weapons. The Quake dbshotgun is just two tubes! Are you saying that they don't have enough dents in them? Laughing


No, I am saying that a really low tech shotgun wouldn't look like the one Schwarzenegger used in Terminator 2 Smile If you want to talk about primitive rifles, take a look for example at this pic from WoW. This model would fit nicely in the Quake universe.


Sajt wrote:
It doesn't bother me that they weren't going for a Half-Life like story-driven game rather than a gameplay-driven game. Do you need explanations and backstory for everything? I personally prefer a game that stimulates the imagination. Do you wish the player was a modern real-world human with a Glock 4123XYZ 1922A pistol and a Winchester 12345 rifle?


You don't need a story to make a fun game, Quake and many others proofed that. But if you have some backstory you can explore it to turn the game experience richer. They could add things in like "the Earth base will try to send supplies thru the teleporter, but we cannot yet control where or when they will appear for you" and bang, besides a good explanation to all that modern weaponry (that, no matter how dented and aged looks or if you care with this or not for gameplay sake, simply don't fit in a primitive medieval/runic universe like Quake) you'd have a new gameplay element - pseudo-random spots to spawn ammo, medikits and weapons. It's not the kind of thing they couldn't do for engine restrictions, but just for the lack of real gameplay design. They opted for just reuse the same (and already a bit overused back in 1996) formula of "kill everything, get the key, pass the exit door" . This and the lack of some background story does makes Quake a bad game ? No, of course no. But surely made Quake LESS innovative and original than it could be.


Sajt wrote:
frag.machine wrote:
Most of time we don't realize this because, well, we are too used to the thing to care about this anymore.

For most of us (I hope), Quake was the best when it was fresh, because it was strange and frightening. I can vaguely remember the first time I stepped into the outdoor portion of e1m1, and the first time I encountered a Shambler on e1m5 (no, I didn't play on hard the first time). Maybe it wouldn't have the same effect if you first played Quake in 2001 or whenever, when you're used to more polygons, but it sure captured my imagination back then... Ten years later, maybe I've played it a little too much for any wonder to be left, but it's still one of the best games in this regard ever.


I follow Quake since the times of qtest1. My first time playing online was using DOSQuake 1.01 running under an OS/2 (R.I.P.) DOS box. I remember being mesmerized by the dynamic lights from the lava balls projected in the walls of e1m6 (that room with grids over the lava pool with 3 ogres). Even now I think Quake it's a small marvel of software engineering, and the game universe itself has an unique atmosphere of mystery and magic, unfortunately it only scratches the surface of this universe IMHO. It could (and should) be more than a multiplayer FPS, and some background story surely would help to achieve this.

Sajt wrote:
Sounds like you have a love-hate relationship, but as for me this is 'my' game... if I were to dream of the ultimate game it would be more similar to Quake than anything else, and this is why I'm in the Quake community (well... modding was partly the reason I came here, but I don't do much modding anymore).


Actually, it's quite the opposite. More than 10 years after the first time I played it, it stills the number one in my preference. I can replay all 3 episodes and still having fun. many modern games were installed and removed in my computers, but Quake is the only one to always remain. Maybe because I love the game, but surely because I found the community model that grew around it a cool thing. You see, 11 years after the release, we are still discussing about Quake. It's something amazing.

Sajt wrote:
Note: I'm a single player Quaker by the way. There are a lot of dmers who hate Quake single player. Sad


I played a lot both SP and DM (but never QW, I hated this since the start) back in the past. Nowadays I only play single player occasionally (TBH, I play less and less computer games during my spare time - blame RealLife(tm) for this Smile ).
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sun Nov 11, 2007 8:20 pm    Post subject: Reply with quote

This will never happen but I've always wished that future Quake releases would expand the whole Lovecraftian thing more, not them outerspace Strogg stuff.

Looks like they really like the Strogg idea that they've made 3 games (Q2, Q4, ET:QW) about it...
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sun Nov 11, 2007 10:12 pm    Post subject: Reply with quote

I agree with you on that Nash... Its not that I didn't like Q2,3,4, yadda, yadda, yadda, but id could of gone much farther with the Lovecraftian horror genre. Doom3 feels closer to that style then any of the quake family offshoots...


Nash wrote:
This will never happen but I've always wished that future Quake releases would expand the whole Lovecraftian thing more, not them outerspace Strogg stuff.

Looks like they really like the Strogg idea that they've made 3 games (Q2, Q4, ET:QW) about it...
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