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Five Years of Quake

Jacek Fedorynski writes "On this day five years ago the shareware version of Quake has hit the Net and changed the world forever. There's a pretty good article about the history of Quake on Methos Quake. It's got an interview with John Romero and Tim Willits."

221 comments

  1. q1 didn't change much by Anonymous Coward · · Score: 1

    Q1 sucked compared to either Doom 2 or Quake 2.

  2. Re:5 years since the release of Quake means... by Bill+Currie · · Score: 2
    eg QuakeForge? (Not that I'ld actually call it a stable release, but it sure as hell beats anything released by id (no offence)). QuakeForge 0.1.1 got into debian (and still is :/), 0.2 never got released to do some sillyness, 0.3 is, sadly, QuakeWorld only and 0.5 (cvs only right now) is decidedly unstable }:> (hey, so I like breaking the QuakeC interpreter:), but has {Dos,Win,Net}Quake support again (and no menus:/).

    Yeah, I'm a QuakeForge developer.

    Bill - aka taniwha
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  3. Re:All the wonderful things Quake gave us: by Bill+Currie · · Score: 2
    My full Quake 1 install is 23M :) (the contents of my pak files have been gzipped. QuakeForge has transparent support for gzipped data files, and a QuakeForge QuakeWorld server will send compressed files to QuakeForge QuakeWorld clients (or any other qw client that cares to implement the needed changes (userinfo "*cap" has "z" and client supports svc_download response code -2 "new file name" (for details, see cl_parse.c and sv_user.c in the QuakeForge source for details)).

    A QuakeForge developer.

    Bill - aka taniwha
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  4. Re:American McGee is the key by Bill+Currie · · Score: 2
    DM6 has always been my favorite (id) DM map. My opinions (note: I prefer `small' (eg 1on1) games):
    • DM1: never particularly liked it.
    • DM2: not too bad, but totally sucks for 2 players.
    • DM3: I HATE it.
    • DM4: pretty good, even for two players.
    • DM5: another "lots of players" map, but it's fun (especially with rune or paroxysm:)
    • DM6: just perfect :)
    Back in 96 I was able to play quake for a while (`stole' the computer from work over the weekends:) and I had my friend come over with his computer twice: first time to play coop, second for dm. During the DM session, we went through all 6 DM maps sequentially. DM 1 3 and 5 didn't last long due to their unsuitability to 2 players (3 actually lasted a little bit but IMO should have been a SP map (it's very big and the TF version just makes it worse)), 2 was okish, 4 was fun (I wiped the floor with him, but I had more practice playing quake) and 6, well, wel lasted for hours :) (40ish - 30ish iirc, so it suited him well too).

    Don't get me wrong, I'm not bagging any map out of hand, but as I generally prefer small games*, most of the id dm maps are just not to my liking.

    * Mind you, a nice big, *TF game is fun, especially on a suitably sized map (until my fps drops below 15:/)

    Bill - aka taniwha
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  5. Re:5 years since the release of Quake means... by Trepidity · · Score: 2

    Faster than on windows? On Windows quake renders faster than the refresh rate of my monitor, so I don't see how it's possible to go faster.

  6. Speaking of Romero interviews... by ptomblin · · Score: 1

    I have an mp3 which I think came from Old Man Murray, which I think is made by taking an interview with John Carmac (I think it's Carmac, anyway) and changing some of the words. In it, he's say stuff like "Just go ahead and continue doing crack" and "they've completely forgotten that the first time they tried it they were staring up at the ceiling and backing into lava" and "I had to tell some of the level designers to just go ahead and continue doing crack".

    Anyway, I'm going nuts trying to figure out what he's saying where ever OMM substituted the word "crack".


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  7. Re:Changed The World Forever? by ptomblin · · Score: 3
    Quake isn't a huge step from Doom.

    And if you read the interview, the interviewees seem to be acknowledging that. To paraphrase every single question in the interview:


    Interviewer: It was great how Quake invented foo.


    Interviewee: We made some improvements over Doom/Wolfstein that regard.

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  8. Still alive and fragging by embobo · · Score: 1

    I and about 20 other people still regularly play quake (qw creeper ctf). The most popular server is currently madhouse.

    I have tried q3a but it has too much of a spacey feel to it. I like the dungeon-y feel of quake. I also tried tribes2 but it was way too complicated to satisfy my fps needs.

  9. Re:spispopd not spispod by Ben+Hutchings · · Score: 2

    SPISPOPD was apparently invented by people who were tired of discussing rumours about the then-unreleased Doom. id included the cheat code as a reference to this.

  10. A Dumb Question for Carmack by ewhac · · Score: 1

    Computer games, in terms of raw dollars, are a bigger industry that motion pictures. There's little question that, though Wolfenstein-3D, Doom, and Quake, John Carmack is personally responsible for much of this success, and is a celebrity in his own right.

    So my dumb question to John is: Have you ever been invited on the Dave Letterman Show? Come to that, has any major figure in computers ever been on Letterman (or Leno)? (Bill Gates doesn't count.)

    Schwab

  11. Re:Wolfenstein is the real hero here by tomblackwell · · Score: 1

    Not even close. Apple II Wolfenstein didn't even pretend to be 3-D.

  12. Quake? by cluening · · Score: 1

    You know, I think the release of Doom might have "changed the world forever" more than the release of Quake. But, perhaps that is just my skewed perspective...

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  13. Quake ruined gaming!! by j0hn · · Score: 5

    Now all games look the same! Give me the good ol' c64-games instead. Atleast back then gameplay was more important than fancy graphics and 3d accelerators.

    1. Re:Quake ruined gaming!! by IntlHarvester · · Score: 2

      I'd agree, and the Atari 800 had a pretty decent game library too (can't say for the C-64).

      On the Atari 2600, for example, I'd estimate that 75% of the games are Space Invaders/Galaga-style shooters, varying in playability from excellent to awful. One of my favorites is Megamaina, where in a sorta surreal parody of the situation, you defend your planet by shooting invading hamburgers and toasters.
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    2. Re:Quake ruined gaming!! by orcus · · Score: 1

      I agree with the subject - but not the reasoning.
      I have noticed that ever since Quake came out,
      adventure / RPG games have been taking a real beating.
      And Flight simulators - I can't forget about those.

      What is a common element of the dying genre's?
      Thinking.
      (don't believe there was alot of thinking involved in flight sims?
      Ask people who used to play Airwarrior in the early 90s
      how much they read on the subject)
      Brainless and FPS are pretty much interchangeable these days.
      PLOT used to matter before Quake, and in Quake III, they
      threw it out completely w/out even trying to pass
      off a typical lame FPS plot.

      And before anyone mentions Half-Life - yes, I'm
      a big fan of Half-Life in single player mode, but have
      any FPS games attempted to seriously match it in the past 3 years?

      As for RPG games - I'm well aware of what Bioware
      is putting out - but who else?

      The only thing Quake has revolutionized is the accelleration
      of the diminishment of the typical gamers attention span.

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    3. Re:Quake ruined gaming!! by Dashslot · · Score: 1

      Play Xpilot then. 10 years old. Fast. Multiplayer. Great 2d graphics. Low system requirements. Old school gaming at its best.

    4. Re:Quake ruined gaming!! by UnknownSoldier · · Score: 2

      > Now all games look the same!

      The author's post is NOT flamebait. The BIGGEST problem with *3D* games is trying to make them look distince and unique, as "almost anybody can write a 3d engine." (There was a Game Developer article on this.) Why do you think NPR (Non Photo Realistic) rendering is catching on? "Jet Grind Radio" for the Dreamcast used "real-time toon-rendering" for a nice effect.

      > Atleast back then gameplay was more important than fancy graphics and 3d accelerators.

      Gameplay doesn't sell, fancy graphics and repetative gameplay does. i.e. Diablo 2 has sold over 2 million copies, Lineage has over 2 million subscribers, EQ has over 300K subscribers, etc.

      I'll try to dig up some links on the rendering issue.

    5. Re:Quake ruined gaming!! by Columbine+dropout · · Score: 1

      I'm sure you have fond memories of them now, but once you really get into them again you'll find that they're not nearly as exciting as you remembered them to be. I grew up with quake/c&c/warcraft ii and I'm almost certain that playing MY classics out of nostalgia ten years down the road will ruin everything my youthful imagination perceived about em at the time. I think the magnitude games impact really are dependant on your age level. Agreed there are some games that are timeless. But I'm not nearly gonna get a kick out of textbased simming now as much as I used to. You can't really complain about stuff being new fangled now. I'm sure there are still kids whose creativity and intellect are being catalyzed by games just as greatly as before

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    6. Re:Quake ruined gaming!! by kawaii · · Score: 2

      > The author's post is NOT flamebait.

      Sure it is. It makes a highly debatable point in an inflamatory tone without providing any depth, thus becoming the epitome of flamebait.

      -n( Not that I disagree with it :) )h

    7. Re:Quake ruined gaming!! by ichimunki · · Score: 1

      I feel the same way about what Super Mario World did to the various cartoon character video games. Side-scrolling was a lot more fun than having jigger the joystick (a decidedly 2d interface device) into doing careful movements and trying to deal with all the swinging camera issues.

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    8. Re:Quake ruined gaming!! by rattid · · Score: 1
      I still play Warcraft II (not exclusively, but its still one of my favorite games and I play it at least once a week). Tee game has evolved to amazing levels. Im talking about multiplayer.

      But I do agree with you on the older games. Playing a lot of old NES games I realize they werent as fun as I remember.

    9. Re:Quake ruined gaming!! by Paul+Sheridan · · Score: 1

      "I'm a big fan of Half-Life in single player mode, but have any FPS games attempted to seriously match it in the past 3 years?"

      Go out and buy Deus Ex. Right now. Really, it's that good.

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      This is a bowel disruptor, and you are just full of shit. - Spider Jerusalem
    10. Re:Quake ruined gaming!! by koreth · · Score: 1
      There were plenty of crappy derivative games in the C64 days too. It's like old movies: we only remember the memorable ones, and after a while we forget Sturgeon's Law isn't a new phenomenon.

      I remember at least seven or eight lousy "Defender" clones, endless streams of text adventures about as logical and coherent as today's click-on-the-surreal-picture equivalents, and I couldn't begin to count the run-around-the-maze-collecting-things games from that era.

      It's not a C64, but I recently dug out my old Atari 800 and several big boxes of floppy disks full of pirated software (a habit I've long since given up, I hasten to add). On about one out of three disks there was a game I wanted to go back and play again; the rest made me think, "Oh yeah, I remember trying that piece of junk one or two times."

  14. Re:Ah yes.. by enterfornone · · Score: 2

    Quake looked for the CD in order to play the soundtrack. Tho it did still work without IIRC.

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  15. Re:Quake was a late-comer by enterfornone · · Score: 2

    IIRC Wolf was made by Apogee, id just made the engine.

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  16. Re:Wolfenstein 3D by enterfornone · · Score: 2

    I'm fairly sure Wolf *3D* wasn't released for the 64.

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  17. Re:It was not the first with real music by enterfornone · · Score: 2

    The Devo track was really badly digitised and only played during the intro, you have a lame sid version during the game.

    IIRC the C64 version of Afterburner came with a tape soundtrack to be played while playing the game.

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  18. Re:two cents by Scooter · · Score: 1

    hehe surely you jest!

    Myst? I saw a a picture once (in fact wasn't it just that - a series of nice pre-rendered piccies) but I can't claim to know a single person who has actually played it..

  19. Re:5 years since the release of Quake means... by Mongoose · · Score: 1

    tan, you old silly =)

  20. Re:All the wonderful things Quake gave us: by Lando · · Score: 1
    Not to mention,
    • Revolution on graphics, 3dfx
    • Improved stability for Windows, DirectX Improvements
    • A major gaming developer saying Linux is important
    • Improvements for some Linux drivers, John's envolvement
    • Release of complete gaming engine source code to GPL
    • Racing stats of the cars id employees drive
    Lando
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  21. Re:Changed The World Forever? by PD · · Score: 2

    He meant that it changed the world of benchmarking forever. Before computers were tested by running Quake, the program of choice was Sublogic Flight Simulator.

  22. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  23. Re:Changed The World Forever? by Omnifarious · · Score: 1

    I did it on purpose. :-) I just wanted the game to be something a little more dignified than "Ultimate Clash of the neferious Space slugs of hate".

  24. Re:Changed The World Forever? by Omnifarious · · Score: 1

    Yep, bz. *grin*

    I liked using the 'stealth' take and making creative use of cover and obstacles to sneak up on people.

  25. Re:Changed The World Forever? by Omnifarious · · Score: 5

    Actually, the first multiplayer 3d shooter was probably a tank fighting game that was a GL demo for SGI systems. Kind of a neat game actually. It got better as GL got better. Preceeded even Wolfenstein 3D, but it required awesomely expensive hardware. :-)

    Also, the multiplayer innovations in Quake were actually, to my knowledge, pioneered in nettrek for Unix boxes as well.

    For a couple of other borrowed ideas...

    • Ultima Online - MUDs
    • Diablo - Rogue/Moria/Nethack/Angband

    I like the PC games mentioned, and have a lot of respect for those who wrote them. But, sometimes it irritates me that people forget the genesis of the big ideas that went into them.

  26. Re:Ah yes.. by Lumpy · · Score: 1

    Quake never needed a CD key. you just needed the registered versions wad files.

    Those file took longer to hit the net, 28.8 and uploading that much data took time (and 99.995% of us were bleeding edge at 28.8) and many attempts.

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  27. Re:Where were you? by BrianH · · Score: 2

    Heh, since I was a lifeless dedicated DoomII player at the time, a bunch of friends and I gathered in our friendly neighborhood basement, broke out the Lantastic disks, and were ready and waiting on the release date. When the appointed hour came upon us, I logged into my CServe account (using my DOS client of course...Windows was for lusers) and pulled it down via my blazing 14.4 modem.

    The next thing I remember, it was two days later...

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    There is nothing so pathetic as seeing a beautiful young theory roughed up by a tough gang of facts.
  28. Social Life. by Mullen · · Score: 1

    Ironically, when Quake came out, my social life disappeared! Thanks John!
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    1. Re:Social Life. by grummerX · · Score: 1

      Doom, on the other hand, actually improved my social life in its day. There's nothing like having the only null-modem connected PCs on your dorm hall running constant 1-on-1 Doom matches to make lots of friends.

      grummerX

  29. Re:I agree, but... by Teferi · · Score: 2

    I've always -loved- co-op multiplayer games. Just as an example, System Shock 2, while incredibly fun in singleplayer, takes on an entire new dimension in cooperative play...with multiple players, you can each specialize in one area instead of having to be a little of everything as in SP.

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  30. Where Were YOU When Quake Was Released... by BRock97 · · Score: 1

    Where was I?

    I was working at Best Buy at the time. I remember clearly counting down the hours to when the shareware was released.

    When did you download it?

    I hit the net the hour id said it was released. I was at work, so I had to improvise. Well, BB had a tech center that wasn't being used at the time, so I mentioned I was going to do some paper work at the front of the store (I was a Product Specialist at the time). I went into that room for about an hour and a half.

    How did you download it?

    I tried over modem first, as that is what everyone had at the time. FTP sites were slow, and there was none of this FilePlanet B.S. as we have it today. I tried to go direct to my machine, but the FTP site would have none of that, so I telnetted into an university account I had at the time I was admin, and did a FTP session there.

    How long did the download take?

    To the university? Oh, about a minute and a half. Seriously, back when only the select few had broadband, it rocked. To get it home from there, oh, I would say about two hours. But, not much outbound traffic at that university ;-).

    First impression?

    My computer really that slow? Damn, I need some new gear!

    Man, those were the days....

    Bryan R.
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  31. What about Marathon? by BWJones · · Score: 3

    It seems to me that I remember playing Marathon from Bungie back at the end of 1994 or early 1995. There was a demo that was released with two or three levels and we had a good number of folks in biology and genetics that would get together for a good net duel on Friday afternoons in eager anticipation of the release of the full product. The grenade hop and the rocket launcher were awesome.

    Does anyone know what the timeline was for Quake versus Marathon? I may be wrong here, but Marathon seems to come first in my mind for the first person 3D shooter. It may be that Bungie was developing for the Macintosh and fewer folks were exposed to it at the time, but the story of Bungie goes something like this: A few great programmers and artists get together and make a few killer products on the MacOS (Pathways into Darkness, Marathon etc...). Company decides to move development to Windows in addition to MacOS to make more money. Linux comes along and company starts developing for Linux. An awesome looking program begins development (HALO). Another company, M$ decides they want to own the game console market. M$ buys Bungie and HALO is forever lost to Linux, and possibly the MacOS.

    At any rate, I would appreciate any info from those who remembers Marathon and know of the development timeline between Marathon and Quake.

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    1. Re:What about Marathon? by prizog · · Score: 1

      Yes. Carmack's post explained why the original poster was wrong about Bungie's technical achievements. A true statement is more informative than one which is at best half true.

    2. Re:What about Marathon? by krmt · · Score: 2

      I think Mr. Carmack is right, although as another poster mentioned, one thing Marathon did that Doom, Wolf3d, et al never did was add an incredible plot. People still are combing through the dialogue to Marathon like it's a novel much the same way the Quake and Doom communities are still going strong. While you can debate the whether or not the engine was 2D (more like 2.5D I figure), it's a very different feat to create a story that rich, and it's not exactly the type of thing you'd expect out of a bunch of code monkeys.

      If you're curious, go to the marathon story page and check out the stuff for yourself. It's epic in scale and it's full of mystery the way any great story is. They've created this incredible science fiction world that I've never seen another game pull off as effectively, especially in the FPS genre. People lauded Half Life for its in depth plot, but when you play it, it's a two bit hack job compared to Marathon's story. For instance, there's no character development at all in Half Life (and even less in Doom, Wolf, or Q123) but Marathon's AI's were all individuals.

      I just don't see why everyone who posts about Marathon feels the need to lambast that it wasn't full 3D. That's not where it triumphed. It triumphed in plot, and I'm still waiting for another FPS to match the richness of Marthon's storyline.

      "I may not have morals, but I have standards."

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      "I may not have morals, but I have standards."

    3. Re:What about Marathon? by Mr+Fodder · · Score: 1

      I have to agree. I mean, was John's post really more informative then the one he was replying to?

    4. Re:What about Marathon? by John+Carmack · · Score: 4

      I won't get into gameplay arguments about it, but from an engine standpoint:

      Pathways into Darkness was Bungie's take on Wolfenstein.

      The original Marathon was Bungie's take on DOOM.

      John Carmack

    5. Re:What about Marathon? by Frosty*Jedi · · Score: 1

      Marathon's sequel, Marathon 2: Durandel was released for Windows with some minor changes.

    6. Re:What about Marathon? by graveyhead · · Score: 2

      I was working at Kinkos here in Chicago at the time... The folks from Bungie came in to use our design station to produce comps for the box graphics. Pretty cool. That was in '94 or '95. Pretty sure it was '94 though...

      Well, your fingers weave quick minarets; Speak in secret alphabets;

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    7. Re:What about Marathon? by Violet+Null · · Score: 1

      Marathon was released during the Christmas season of '94 (according to here).

      This places it about a year and a half ahead of Quake (since this story is about Quake's five year anniversary, of course, that places the release of Quake in June of '96). Marathon 2 was released a few months earlier than Quake, if memory serves correctly.

  32. DooM by glen · · Score: 1

    I just remember being at a mall in Saskatoon Saskatchewan seeing the Doom shareware running in demo mode in a little computer store and my jaw hitting the floor.

    I went on the BBS I was subscribed to and started looking for the shareware as soon as I got home.

    This would have been spring '94. I had played Wolfenstein but hated it because I could never tell where I was in the maps. Doom had stairs and levels and lot's of different textures on the walls and floors so you could really learn a map easier than you could in Wolfenstein.

    Quake was really just a logical step up from Doom with it's more realistic 3D environment.

    Doom was the real groundbreaking game that really started to impress people with what computers could do with graphics. And gave great fuel to the imagination of what we might have in the future.

    The first DooM shareware was released December 10 1993. There's a more complete history here..

    http://myweb.worldnet.net/~bdevaux/Doomoscope/SP ag es/DoomHistory.html

    and here...

    http://doomworld.com/pageofdoom/thegame/doomhist .h tml

  33. I remember when DOOM came out by The+Dev · · Score: 2

    The bastards released it during finals week. I set up a spare 386-40 in the frat house and it was played 24hrs/day for that whole week.

    Oh yeah, I remember when Quake came out too. It did like 0.5 frames per second on my 486-120, so I never *ever* played it again. That machine would play Descent just fine.

    1. Re:I remember when DOOM came out by ellem · · Score: 2

      I rememeber D2 with my first Voodoo card... I almost threw up the first timne I played it accelorated...
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  34. Re:Descent by The+Dev · · Score: 4

    It was hard to find people who were willing to play Descent. It seems too many people were made physically ill by the realistic nothing-is-up-or-down environment.

    My favorite part was when you blew up your opponents their "goodies" would float there for the taking.

  35. I agree, but... by toofast · · Score: 2

    The first game I really got into was Doom, but my passion for it faded away. I got back into some serious gaming when Quake II came out. The OpenGL graphics were amazing (compared to Doom, or even GLQuake) and the game was nice and lightweight for the hardware at the time.

    QIII was a nice progression but honestly, and I speak for myself, what I enjoyed most were the multiplayer Q2 co-operative games, where up to four people could do the same mission at the same time.

  36. Re:All the wonderful things Quake gave us: by ywwg · · Score: 2

    hell, how about:

    * establishing OpenGL as the de facto 3d platform for the next couple years, ensuring that directx didn't totally swamp the market right away.

    yes everyone uses directx now, but everyone still has FULL opengl support with their cards. it's a given.

  37. Re:Submission Rejected... by karnal · · Score: 1

    stupid question -- just how many of these "un-article-related" (per se) posting forums are there?

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  38. Re:Wolfenstein is the real hero here by Cee · · Score: 1

    Descent 3 was released I think 1½-2 years ago, so it has not died yet.

  39. Re:Changed The World Forever? by WNight · · Score: 2

    The "six degrees of freedom" refers to the ability to move in XYZ, and rotate in those axis as well. To move along an axis is one degree of freedom, the rotate around it is another. It's not called "six DIMENSIONS of freedom" but instead "six DEGREES of freedom". Nobody is implying that there are six dimensions, but six degrees of movement freedom. It's an old flight-simulator term.

    Quake lacks some of these degrees of freedom in rendering in that the character can't tip their head to the side. For movement, you can't tip forward/back or right/left.

    It may not often be appropriate to do so, but there is a difference as compared to a game like Descent where you can point the ship in any direction.

    As to the issue of the character moving, or the map moving... It's a common rendering trick to move the map around a zero point. It simplifies a lot of the calculations. Many modern engines do this. In fact, this is just a minor detail that these days is wrapped up in OpenGL or DirectX, it's about as unimportant as the specific graphics format used to store the textures.

    You are correct that Doom wouldn't do floor-over-floor. In fact, in wouldn't let the player and a monster intersect. You couldn't jump off a cliff if there was a monster right underneath.

    This however doesn't mean anything about the 2d or 3d-ness of the rendering. Technically, any engine for which you have to specify a 3rd dimension in the rendering is a 3d engine. If Wolf3D it had a 3d appearance, yet all the ceilings were the same height, etc.

    In Doom, there was definately a height stored for each sector, the floor and ceiling could and did change, small passages, huge rooms, etc.

    It was a 3d engine, but it was a 3d engine with a lot of limitations.

    The name "2.5D" was used to describe these engines (Doom, Duke3d, etc) but it's not a technical term. It basically means that the engine has some sort of limitation, such as 2D maps, or no floor-over-floor, or walls at 90-degree angles, etc. It's not a technical term though, there are no 2.5D engines, 3D engines which are described that way to illustrate the limitations.

  40. Re:All the wonderful things Quake gave us by pangloss · · Score: 2

    but quake gave us killcreek nekkid ;)

  41. Re:Changed The World Forever? by GregWebb · · Score: 2

    Actually, I'd suggest the first commercially successful 3D shooter was Descent.

    Definitely full 3D and precedes Quake by quite some margin as I recall. Pretty successful, too.

    Problem is it's been forgotten because it wasn't in the same mould.

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  42. Re:Changed The World Forever? by GregWebb · · Score: 2

    I suppose the question is exactly how an FPS is defined here. I certainly remember Doom and Descent being compared.

    If you're requiring that you simulate a view from a person nominally running around an arena then it clearly misses. I would suggest it only truly requires a shoot-em-up game where it sits as a first-person view in a 3D world of some form, on which grounds Descent qualifies admirably. But yes, it's largely a different gaming paradigm so I can understand why it's sometimes forgotten.

    Oh, BTW, I found it almost unplayable until I got a Cyborg 3D. With a decent stick it's actually pretty simple, it's just that it doesn't work well with a keybaord and mouse.

    --

    Greg

    (Inside a nuclear plant)
    Aaaarrrggh! Run! The canary has mutated!

  43. Re:why i feel quake was important by Doogman · · Score: 1

    Somebody mod this guy up, because he hit the nail on the head on one reason why Quake was _really_ important. Sure the 3-D engine was impressive, but the multiplayer improvements brought-on via Quakeworld were a huge revolution.

    Before Quakeworld the big games at the time, like Duke Nukem, required you to join gaming services (TEN) and pay monthly fees just to play a laggy game on the internet. Then came Quakeworld: you could play a superior game with some of the best networking code around for real internet conditions (latency & dropouts) for FREE!- No monthly charges. That's right, no monthly fees because freely available Quake servers seemed to pop-up everywhere.

    After Quakeworld, all the other 3D shooter companies followed suit with their own internet network server for their games, and the pay-for-play gaming services died away quickly.

    Hmmm, and think how many Voodoo cards Quake sold!

  44. small inaccuracy in article by Xmarksta · · Score: 2
    From the article:


    Quake was the first network / on-line code that let you join in the middle of a game, players could come and go and the games would never end.


    This is not the case -- back in my school days I remember playing Xpilot over the net at all hours of the day. You could join in anytime you wanted, send messages to teammates, customize the look of your ship, etc. There was even a worldwide ranking system. Xpilot has been around 10 years old now, and introduced (or at least expanded on) some pretty cool innovations.

    Check out the story of Xpilot at http://www.acm.org/crossroads/xrds3-2/xpilot.html.

    1. Re:small inaccuracy in article by dghcasp · · Score: 2
      Or NetTrek...

      Or Empire (the Online Unix game, not the PC or Spectrum version)

      Or any of 10,000 MUD's.

      Quake / Doom / &c. were the first time you had 3-D (or 3-D'ish) versions of the old "shoot anything that moves" games (asteroids, space invaders, &c.) They had better graphics than most of their progeniters. But the ideas were all done before.

      Quake and the like are perfect for the "I've spent 25% of my life watching TV and am proud of it" generation. As for me, I got bored after the first hour.

      Personally, I'd rather fire up the old Atari 800 and play M.U.L.E. any day. Crappy graphics with awesome gameplay will always win out over simple gameplay with incredible graphics...

  45. Re:American McGee is the key by Gr00ve · · Score: 1

    DM3 is undisputed for teamplay I agree with that.

    DM6 is a little to big for 1-on-1's. DM4 is the premier dueling map IMO. DM2 being awesome for 2-on-2s as is DM6 I conceed.

    The domination side is what makes Quake fun. One minute you're running the RL's and you're King of the World, next minute you're shit under your opponents shoe. It creates more tension than Counterstrike ever will.

    And come on, DM1?

  46. American McGee is the key by Gr00ve · · Score: 4

    The credit for the greatness of Quake is often shared between John Carmack (for his technical prowess) and John Romero (for his design skills). I, however, believe that the real genius behind Quake was American McGee. He made the two awesome maps (DM2 and DM4). Admittedly DM3 was Romero's creation.

    IMO, Willits is a 'YES' man of the worst kind. He made DM1 (wtf?!) and the passable DM6 but is lauded like some sort of major contributor.

    If you look at the following games that each of them made, Quake II for Carmack, Daikatana (stop laughing at the back!) for Romero and Alice for McGee, I think it is apparent who had the flair and imagination to push boundaries. Even though it was made within a corporate enviroment Alice was still refreshing and innovative (although not without flaws).

    He's just started a new company and I await its creations with baited breath.

    1. Re:American McGee is the key by mav[LAG] · · Score: 2

      McGee also designed the nailguns - excellent single-player weapons and vastly underestimated for multiplayer too.

      --
      --- Hot Shot City is particularly good.
    2. Re:American McGee is the key by duckfin · · Score: 1

      I guess all those rumors about hefty smurf being dead were vicious lies.

      I guess I shouldn't have been spreading them. Oh well.

      It's nice to know there is life after quake, and CMU.

    3. Re:American McGee is the key by Tarpan · · Score: 1

      McGee is almost a god for me creating DM4, which imo is the only good deathmatch level that came with quake. (If he hadn't made DM2 he would have been a god :) )

    4. Re:American McGee is the key by Schroedinger · · Score: 1

      Both DM2 and DM4 have major flaws for competive play. In DM2 it's way too easy to run the rl's and DM4 has a dead end that severly slows down a game. DM6 is quite possibly the perfect 1on1 level. I've yet to see a 1on1 level even come close in terms of balance and speed. DM3 is best team game level I've come across. DM6 and 3 are what is keeping q1 alive today.

    5. Re:American McGee is the key by Schroedinger · · Score: 1

      DM2 is not a bad 2on2 level..tho i'd rather play dm3 2on2. DM6 is the perfect size...with rl jumping you can really move around that level fast. The reason ID made DM1 was they felt they needed a level without an rl or shaft so ppl would learn to use other weapons...little did they know how sucky those other weapons were in comparison and hence everyone's hatred of it.

    6. Re:American McGee is the key by Schroedinger · · Score: 1

      Wow...Hefty Smurf..long time no see... I've since graduated (almost didn't pass as a result of quake) and have a real life as well, but I still play q1 occationally. Believe it or not there's still a fairly competetive community out there...thanks in part to me I guess for continuing to run both the east and west teamplay.net servers.

    7. Re:American McGee is the key by Judas96' · · Score: 1

      An id Artist by the name of Kevin Cloud was the guy who actually was lead designer for QuakeII. He is also the one who did the models for QuakeI.
      -- Judas96
      "...don't take a nerf bat to a knife fight." - Joe Rogan, said on News Radio

    8. Re:American McGee is the key by tswinzig · · Score: 2

      The credit for the greatness of Quake is often shared between John Carmack (for his technical prowess) and John Romero (for his design skills). I, however, believe that the real genius behind Quake was American McGee.

      No, actually the credit is given to Carmack, rightfully so, because he wrote the engine from scratch and basically pioneered realistic 3D games on "mere mortal" PC hardware.

      Romero tried to take as much credit as possible for Quake, but I always got the impression from various interviews that he was floating on his success with Doom.

      American McGee's DM levels WERE awesome; the best. However, he'd be staring at them in 3DMax if it weren't for Carmack's engines.

      And, BTW, American McGee's Alice used the Quake3 engine ...

      --

      "And like that ... he's gone."
    9. Re:American McGee is the key by AFCArchvile · · Score: 1

      You forgot one detail: without Tim Willits, Quake wouldn't have shipped with the deathmatch maps. He was also the one who made E3M5 (The Wind Tunnels), IMO the Quake map that best takes advantage of all three dimensions.

      --
      "Ancillary does not mean you get to rule the world." --U.S. Circuit Judge Harry Edwards, speaking to the FCC's lawyer
    10. Re:American McGee is the key by DivineOb · · Score: 1

      Interesting point

      --

      I must burn in hell, suffer and pay for my sins
      But Gods the one who's losing, Satan always wins!

  47. Mod this up by mav[LAG] · · Score: 2

    He's dead right. The Christmas letter of 1996 from Carmack explaining why he wasn't going to "waste his time" porting Quake to Direct3D was one of the most influential documents on the future of OpenGL and gaming. It sparked a fierce debate on the merits of Direct3D vs OpenGL and ensured that hardware-accelerated cards supported OpenGL (since Quake was selling so well).

    --
    --- Hot Shot City is particularly good.
  48. Re:Ah yes.. by odaiwai · · Score: 1

    Heh, I remember playing it with crazy hillbilly banjo music once - very surreal. It was really good with a CD of Gregorian Chants in.
    The original soundtrack was by Trent Reznor, though, and it was superbly atmospheric. much better than Q2.

    dave

  49. Oh I remember the day... by Alphix · · Score: 1

    ...I lugged a pile of disks to my friends house to copy the last files. We had cooperated on downloading it from a BBS (last program I downloaded from a BBS by the way) and it was in the range of 20-30 disks...found out that some disks were broken as always and had to go back to do some more copying....but finally it was working on my computer...those were the days...seems to be more than 5 years ago though...

  50. Re:Changed The World Forever? by evilquaker · · Score: 1
    You mean bz, right? I remember playing that in the summer of 1993 (thanks NSF!), so it definitely pre-dates Quake...

    --
    To within half a percent, pi seconds is a nanocentury. -- Tom Duff
  51. Re:But that name! by RebelScum · · Score: 1

    Actually, I don't think he was saying that Quake caused the industry to stagnate, but that the industry was stagnating when Quake came along and re-vitalized it. Yeah, I read it that way the first time, too.

  52. Re:Wolfenstein is the real hero here by GuavaBerry · · Score: 3

    And computers are just a bloated rehash of television, which is just a bloated rehash of radio, which is just a bloated rehash of the written word, which is just a bloated rehash of people using their imaginations for everything.

    Who the hell modded this 'insightful?'

  53. Moderate John Carmack Up! (and read this ;) ) by Salis · · Score: 1

    I'm surprised Quake's success isn't more appropriated to John Carmack. The game engine of Quake I/II/III are very advanced from previous engines. The concept is perhaps not new, but the technology involved has made leaps and bounds since 1992. Game engines that John Carmack have created have almost entirely created the need for personal 3D video cards, a very huge industry nowadays. John Romero is a storyteller within a society that is loaded with storytellers. John Carmack is a 3d engine Guru that has created the de facto standard for what is considered a GOOD 3D engine.

    I could give a shit about the story. I've read hundreds of books that offer me a story of one theme or another. Stories are good, but Quake (and other FPS games) are interactive. You are the story. You live it, you decide it. Especially games like Counterstrike, ones where you play the role of something more based in reality, but the ending and journey are based on the players' actions alone.

    I see the FPS genre move towards large interactive multiplayer themed games, where the players work together as a team against either other players or an aggressive and challenging AI enemy. For a slightly eh example there's World War II Online (extremely buggy). WWII Online is also an example of what happens when a 3D game does NOT step upon the shoulders of John Carmack. It's engine is HORRIBLE. No matter the amazing plot, theme, and realism of WWII, because the engine is quite buggy and ineffecient, the game will not be as successful as it could be. Poor Cornered Rats (the developers).

    Salis

    --
    Favorite /. tagline: "On the eighth day, God created FORTRAN." And it was good.
  54. Re:Changed The World Forever? by Milican · · Score: 1

    I would like to at least hear some proof besides no it doesn't.. yes it does.. come on.. I agree with original poster quake did introduce mainstream programming and modability as well as kick the 3D accelerator market in the ass. Come on, before that there was the 3D decelerator known as the virge.

    JOhn

  55. Ah Quake... by Qui-Gon · · Score: 1

    Wow... This takes me back. I wasted soooo many hours during my freshman and sophmore year of college playing Quake I/II online.

    "Finish programming project, study calculus or frag someone? Frag! I don't need to sleep tonight." : )



    We are blind to the Worlds within us

    --

    We are blind to the Worlds within us
    waiting to be born...
  56. Re:Just Imagine by vbrtrmn · · Score: 1

    No, Ozzie made your child bit the head off a bat :)

    --
    microsoft, it's what's for dinner

    bq--3b7y4vyll6xi5x2rnrj7q.com

    --
    it's a sig, wtf?
  57. Re:Wolfenstein is the real hero here by vbrtrmn · · Score: 1

    Castle Wolfenstein was just a bloated revamp of the old Castle Wolfenstein for the Apple II (and Amiga, i think).

    --
    microsoft, it's what's for dinner

    bq--3b7y4vyll6xi5x2rnrj7q.com

    --
    it's a sig, wtf?
  58. Just Imagine by joq · · Score: 2


    Quake The Movie. Politicians, and politically (in)correct parents would have a field day with it. "Quake made my child bite the head off a bat!"

    1. Re:Just Imagine by technos · · Score: 2

      What did Harriet make him do?

      --
      .sig: Now legally binding!
  59. two cents by joq · · Score: 2


    I would say Myst has done more for 3d graphics than Quake has, and Nintendo did some really cool stuff with games like Legend of Zelda, Metroid, etc., Quake just hit it on the nose by being a really great interactive game.

  60. Descent had a nasty bug by UnknownSoldier · · Score: 2

    Everyone remembers in Doom how if you strafed along a North-South wall that you moved faster.

    Well Descent had that bug in 3 dimenions! You point turn righ 45 degrees, and point your nose down 45 degreees, then move left+forward+up and you moved at 3x the speed !

    The other problem with Descent was that it was peer-to-peer. (You would see people disappear then re-appear on a bad con.) You could hack your client to make yourself invulnerable and there was nothing no-one else could do.

  61. Errors? by Stonehand · · Score: 1

    The fact that the very first reason why "Quake changed the world" is NOT a quake innovation does not inspire confidence in the rest of the article. There were Internet games such as Netrek that allowed players to join and leave games in progress at arbitrary times, and likewise did not have scheduled time limits -- a game was over when one side lost its last-planet stand.

    --
    Only the dead have seen the end of war.
  62. Re:5 years since the release of Quake means... by dimator · · Score: 2

    This is like the second time I've ever laughed out loud at a slashdot post.


    ---

    --
    python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
  63. Re:Where were you? by dimator · · Score: 2

    I don't remember where I was when Quake was released, but I do remember what it felt like the first time I saw OpenGL quake! DAMN!! It was on a Monster card, created by 3dfx [sniffle], with 8 Megs of ram, if I'm not mistaken. Talk about a renaissance!


    ---

    --
    python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
  64. Re:Changed The World Forever? by dogbowl · · Score: 1

    yea. I was never blown away by quake. I quickly got bored and never even finished the game...

    but Doom and Doom2, now those were some amazing games for the day!!
    I can still hear the Doom soundtrack in my head, just in the same way the soundtracks on Super Mario Brothers for the NES and Tetris on the gameboy infected my brain.

    --

    These pretzels are making me thirsty.
  65. Re:Where were you? by Yer+Mom · · Score: 1

    Ah, so you're the one who actually looks at the banner ads :)
    --

    --
    Never mind Spamassassin. When's Spammerassassin coming out?
  66. Re:Changed The World Forever? by daniell · · Score: 2
    I tend to agree with the first post. I've just read a ton of the response to this thread and I've got one or two things to say. Rather than point out other games that (sometimes arguably) should be considered as having changed the world, I'll point out exactly what's wrong with saying "Quake changed the world forever."
    • lets assume "world" means "US pc gaming industry" [remembering that outside the US significantly less games are FPS.]
    • lets assume that anyone agreeing with this line of thought got into pc gaming only after the pentium processor was widely in use.
    • lets assume that no one recalls that duke nukem 3D had excellent multi-player capabilities, ran well on 486s, offered both on the ground and arial combat, and generally blew people's minds.
    • lets assume that descent somehow doesn't qualify as an FPS or as a revolution even though it distictly offered 1st person perspective and much shooting, and it had a full 3D world with 3D models as targets, a [confusingly] 3D map for real, and of course a full 6 degrees of freedom/confusion.... not to mention network play, all on a lowly 486 long before Quake was really real.
    • Then lets assume that Quake was not a belated catch-up effort to incorporate the better descent style engine, and fuse it with the rather non-fun [the second time] Doom style game play. And toss in some internet functionality that was only just becomming consumer feasable.
    Only then can we agree that Quake changed the world forever. Now Q3... that's a fun multiplayer game... though Tribes has some more developed playing.

    -Daniel

  67. Re:Best Quote by KnightTalon · · Score: 1

    "Don't worry, He sucks with grenades" -- Xenoc's last words, Q1 DM 1997 Cause of death: Pineapples =]

  68. you guys out there? by AugstWest · · Score: 2

    esses? dis? romeovoid? unet #quake?

    things like this make me miss hardfloor.

  69. Re:5 years since the release of Quake means... by barneyfoo · · Score: 1

    Fps is an average taken over a length of time. Of course if you stare at a wall like Raymond (Dustin Hoffman) your monitor is gonna limit your time resolution. Try one the "crusher" type demos for quake1 to see your minimum time resolution (an oft-neglected metric).

  70. Re:Changed The World Forever? by Eil · · Score: 2


    Hmm, well I think you're on the right track, but a few details are missing. First, DooM & co had 3D engines, alright (even if the entities were sprites), but most map makers tend to describe DooM and Duke3D engines as 2.5D. You have two whole complete dimensions. The vertical axis was highly simulated. (Somewhat analogous to using animated sprites in a 3D shooter to make them look 3D.) What I mean by simulated is that it was some sort of programming trick. Remember in Hexen where if you looked way up or way down in a corner, the angle of the wall corner (usually 90deg) changes to something like 30deg?

    The map-editing program for Doom engines provides more evidence... the map you created was *always* 2D and the engine merely rendered it to approximate the 3rd dimension. The closest you could get to 3D was stairs and platforms, by "raising the floor" those areas in the editor.

    but Quake was the first COMMERCIALLY SUCCESSFULL 3d shooter,

    Most of us go ahead and refer to Doom as a 3D shooter, since it faked it pretty well. But it didn't have a true 3D engine, (like Quake does) as I've been yammering about above. Second, Quake was not the first commercially sucessfull 3D shooter, Doom was, by leagues. Quake just seemed to have a much more dedicated audience among the hardcore gamers.

  71. Re:Where were you? by Eil · · Score: 2


    The Monster card would have been either 4 or 6MB's of RAM, I think. 4 sounds right. I only remember that my friend had a Monster but I got a brand-spanky-new Canopus Pure3D which had 2MB more RAM than the Monster.

    Of course, I bought it specifically for Quake. :)

  72. Re:Where were you? by Eil · · Score: 2


    Hmm. Well I remember cruising about the internet on my Pentium 100 with 24 megs of RAM (barely following having my first non-Compuserve type of internet access) and hearing about all this raving of Quake. I downloaded the 9MB demo (on a 14.4 modem, this was an acheivement!) and fired it up. It wasn't too impressive at 320x240@256 on a Pentium 100, so I stashed it away and got hooked on Duke Nukem 3D for a good many months. When I decided to drag Quake back out of the C:\DOWNLOAD directory, I fired it up a second time and began wasting most of my teenage life. :)

    See post below about my getting a Canopus Pure3D merely for Quake alone.

    The single best multiplayer gaming experience I've ever had to this day were the countless hours spent late at night dodging snipers in Quake TeamFortress.

  73. Re:5 years? by Speare · · Score: 2

    ts also almost 5 years to the date that my grades started slipping, and I started failing all of my classes. But those all-night frag-fests were worth it, eh?

    Ah, so that's what they mean by "changed the world forever." The braindrain of millions of college-grade would-be engineers in North America and Europe. This is a good thing?

    --
    [ .sig file not found ]
  74. Re:History, etc by krmt · · Score: 2

    This truth however, does not stop us from honoring what you guys did in making something that really was an incredible piece of work that did change a lot of things. While they weren't necessarily "firsts" they were important in being the trigger for a lot of changes. It doesn't matter if you guys invented 3D or multiplayer, what matters is that you guys created one of the best loved games of all time, and it's something that should be celebrated. Thanks for all the great work, and I hope for more great stuff to come.

    "I may not have morals, but I have standards."

    --

    "I may not have morals, but I have standards."

  75. Five years of.... by tourettes · · Score: 1

    ....sleep i remember back in the day when i was able to go to bed at a reasonable hour, and since the induction of quake, more and more games came along, Half Life, Quake 2 & 3, etc etc. Sleep is for the weak?

    --
    tourettes
  76. Where were you? by zpengo · · Score: 3
    I remember that day, sitting in front of a 486 in a community college computer lab, reading Happy Puppy trying to find the latest crappy shareware demo, when suddenly I realized that there was more to life than Pac-Man clones.

    I remember this: "What are they thinking? Why would they give something like this away for free?"

    Where were you when Quake was released?

    --


    Got Rhinos?
    1. Re:Where were you? by mrBlond · · Score: 1

      Playing QTest1 over the LAN, and debugging QFront. Only lanning Quake1 with dwang4m8 and start was more fun than those 1st few weeks with QTest1: spawn frag fountains!
      --
      mrBlond (I don't email from Malaysia)

      --
      CowboyNeal for president!
      "Hit any user to continue."
    2. Re:Where were you? by MR.Gates · · Score: 1

      yes you are mistaken... the Monster 3d card had only 4Mb, the voodoo2's had 8, 12, and I think 16 not sure on that though. I still have a monster 3d in my spare 233 amd. Damn that card was $$ in the day, I paid $189 for it brand new.

      --

      A few hours grace before the madness begins again.
    3. Re:Where were you? by Sarcasmooo! · · Score: 1

      I was on AOL......yes, AOL. At the time I was computer illiterate. I saw a banner ad for a game called 'Quake', and I only remember that I was floored by it's claims of being playable 'online, with dozens of other people from across the country', or something like that. As a kid I loved nintendo and all it's successors, but I would never have thought that I'd be able to play a game with so many people, let alone complete strangers from around the world, and at any time of the day. Finding quake was really like waking up on christmas morning for me, because I also have a pretty hyperactive imagination, and almost immediately I was dreaming up online games that wouldn't appear on shelves until years later. I wanted full-scale wars with hundreds of players, a star wars game with entire fleets of ships controlled real people, I could go on and on about what was going through my head when I downloaded the quake demo.

      And needless to say, Quake did me a big favor by being unplayable on AOL. It forced me to switch to a local ISP, and I attribute most of what I've learned about computers to not being pampered and catered to by AOL.

      Anyway, all I have left to say is that if there's one thing I wish people would've learned from Quake, it's how to make a demo. By the time I finished quake shareware, I felt like I'd played an entire game. Playing it online was completely addictive, and I really couldn't help but shell out the cash for the game. But today demos come with time limits and missing features. I guess developers are afraid to give away too much, maybe they think that if players can have hours of fun with the demo they'll see no reason to buy the game? It just doesn't hold up though -- if you've got something good, the more players see, the more they'll want. Only showing me 5% of a game makes me think there might be something to hide. Maybe it's repetitive. Maybe the level shown in the demo is the only good one. The situation pushes people to warez sites. I'm sure as hell not gonna buy a game that has a 1 level, non-multiplayer, time restricted demo when I'm lucky to find a place that'll let me return something even for store credit. Bah.

    4. Re:Where were you? by Sarcasmooo! · · Score: 1

      I meant to add that what I would really love is to be able to see the original ad that caught my eye.

  77. History, etc by John+Carmack · · Score: 5

    I don't put a lot of stock in pinning down "firsts", even though people in general, and the media in particular, love to harp on it.

    Everything is built on past work.

    A lot of people like to think of creativity and innovation as something that springs from the void, but the truth is that everything is traceable to its origins.

    I consider myself fortunate that I am consciously aware of the process. I can dissect all of my good ideas into their original parts, and even when there is an interesting synthesis, the transformation can usually be posed as an analogy to some previous work.

    Given that fact, you will rarely find me touting anything as a "first", because I could always say it is "sort of like this thing over here, but with the principle demonstrated by this over there added to allow it to give the feature we wanted back then" and so on.

    There are the occasional "eureka!" moments, but they tend to be in twitchy little technical things, not the larger ideas like "3D environment" or "multiplayer gaming".

    I'm not all that concerned with our place in history. The process has been interesting enough in its own right, and lots of people have enjoyed the work as we produced it.

    John Carmack

    1. Re:History, etc by CFBMoo1 · · Score: 1

      I remember my old Color Computer 2 from Radio shack had a wire framed first person type game. It was called Dungeons of Dageroth... Basically 5 levels where you had to use keyboard commands to move about and stuff. But it was 2D characters in a 3D environment and everything was wireframed. I ran that on 16K of memory and an ultra modern 13 button TV set that had knobs to set the channel frequency on each button. Loved the torches to see but the best was the smiling blob monster. :)

      --
      ~~ Behold the flying cow with a rail gun! ~~
    2. Re:History, etc by joshsisk · · Score: 1

      Well, since they weren't Shooters, FPS (or TBFPS) is a bit of a misnomer. More like FPRPG.

    3. Re:History, etc by Hellchick · · Score: 1

      I think perhaps the reason why people outside of the creators put so much emphasis on firsts is because they're not intimately tied into the process and the evolution of it. What they see is a final end product that's completely new to them; they weren't privvy to all the steps involved or, more importantly, to what went on when the creator was building on a foundation.

      And with an end product that builds on several different foundations, it's harder to see its roots when it's been revealed for the first time if you weren't there behind the curtain during its creation. Therefore, it looks like a first.

    4. Re:History, etc by TheGhostRider · · Score: 1

      I'm not trying start any flame wars here, but does anybody remember games like WizardyI thru III? Or for that matter, Aklabeth (If I remember correctly, written by Richard Garriott before the Ultima series)? I remember playing these vector baed graphics games (they heavily reminded me of battletank from the arcades in the way they drew the dungeons and some of the creatures). I think that they qualify as the earliest FPS (actually TBFPS as it was all turn based), but they did approach the displays from a first person perspective. Just a little bit of history from back when amazing things were being done with only 48-64K of ram (yes folks, that's right 'K' not 'Mb').

  78. Re:Fond memory by Zalgon+26+McGee · · Score: 2
    Yes! MULE has inspired more violenc than Quake ever could. For example, if you physically crush someone during the auction, they can't buy or sell...

    Tragically, the death of Danielle Bunten probably means MULE will never rise again.

    --

    ---

    Book(n): Utensil used to pass time while waiting for the TV repairman

  79. Actually.... by XJoshX · · Score: 2

    Wolf 3d was just a revamp of catacombs 3d.. Don't fuck with me, I know my Apogee/Id/etc. etc. history..

  80. Re:Imfamy by PaxTech · · Score: 1

    Bots are your friends, dude. I've been playing Counter-Strike for a while using RealBot when I want a quick game for practice.
    --
    PaxTech

    --
    All movements for social change begin as missions, evolve into businesses, and end up as rackets.
  81. Descent by NewOrder · · Score: 2

    Descent, the frist 360 degree game that requires skill was the game that kicked off this technolgy. Not quake. What kicked off quake of course was Wolf3D and the like.

    The reason I think Descent didn't catch on as vivid as Quake and the like did was cuz the average gammer couldn't handle descent. Most of my friends couldn't figure out controls in a manner that proved usefull. (I loved my old Gravis phoenix! the throttle needed a spring tho). So most of the ppl I knew just gave up and went for the easy point and shot and hope to kill games like Doom and Quake.

    --
    -- Jason...
    1. Re:Descent by ellem · · Score: 1

      Descent (and more importantly Descent 2) was a very important game but being that it was clearly derivitive it never got the respect it should have.
      ---

      --
      This .sig is fake but accurate.
    2. Re:Descent by tdye · · Score: 1

      I think Descent didn't catch on because you needed a Thrustmaster (or equivalent) joystick to play it well. IIRC, those sticks ran around $60 at the time. Compare that to the keyboard/mouse you already have, and you can see why it didn't have as wide an audience.

      Incidentally, I remember playing Descent with an I-goggles setup (or some competitor of theirs...). Talk about disorienting! It's the only game that's given me the real, honest-to-god, physical fear of falling experience. I floated out over a giant hole, looked down, and actually took a step back in surprise.

    3. Re:Descent by angry_android · · Score: 1


      I used to lug my [parents] computer over to my friends house, and we would play descent over a null-modem cable. We used to stay up all night playing level 7, and trying to see how fast we could beat the last level together. We were so desperate to play, my friend played on a 483 sx-33 (meaning of course that the screen had to be *TINY* to be playable) with a mouse and NO SOUND when his computer was in the shop! I of course was the better player since I always ended up on top at the end.
      One time, I met a guy at school that said he was a good player. He bet me $1 for every kill I was above him at the end of the match. That was the fastest $20 I ever earned!
      Descent was and still is an awesome game. You can still find quite a following on Kali. I used to be a member but I lost all my reg info and descent doesnt work in win2k :(

  82. Re:Imfamy by Glonk · · Score: 1

    That would work, except sometimes it's nice to play with no lag. :)

  83. Re:Changed The World Forever? by RoninM · · Score: 1

    Oh, dear God, you're evil. Now I have that bloody song going through my head... Doo-doo-doooo, da-da-doo-da-doo, do-do do-do do-do da-do-da-doo...Make it stop. Argghhh.

    --
    If a corporation is a personhood, is owning stock slavery?
  84. Re:Changed The World Forever? by RoninM · · Score: 2

    Most of this isn't true. Quake wasn't the first multiplayer game to really be popular on the Internet, it wasn't a technical revolution for a game to include a scripting language or allow customizations, etc. Quake featured little technical innovation. That said, it did have have true 3D, customization abilities, and networking in a package that you or I could run. It was delivering these things together for the masses and the commercial success of the game that made the biggest impact.

    --
    If a corporation is a personhood, is owning stock slavery?
  85. Re:Wolfenstein is the real hero here by garoush · · Score: 1

    I still have a copy of "Castle Wolfenstein" if anyone is interested.
    ---------------
    Sig
    abbr.

    --

    Karma stuck at 50? Add 2-5 inches.. err.. 2-5x Karmas Count to your pen1es.. err.. Karma all naturally and private
  86. Wolfenstein 3D by garoush · · Score: 1

    I still have my copy of "Wolfenstein 3D" for th C-64. Should it be in a museums? Nah! Bill G. is more qualified.
    ---------------
    Sig
    abbr.

    --

    Karma stuck at 50? Add 2-5 inches.. err.. 2-5x Karmas Count to your pen1es.. err.. Karma all naturally and private
  87. Re:Changed The World Forever? by DarkProphet · · Score: 2

    Z in graphics is depth. Period. Say "you know, Z is supposed to be up" to an old SGI hacker and he'll roll his eyes at you.

    Yessir, this is the only factual statement in your whole post. However, you seem to imply that since Doom has apparent depth, it must be 3D.

    No. Ask yourself this: In Doom, do you have X,Y, and Z all at once? Sorry, no. In Doom, your character does not move at all. It is the rest of the environment that changes based on your input. Carmack himself said that Doom is not 3D. But its not exactly 2D either. The rendering techniques simulate something I think he called 2.5D. That is, yes, you can move up a flight of stairs, but anything directly under those stairs is solid. There is no closet behind the stairwell.

    Sorry bub, you're wrong. If you'd ever bothered to develop maps for games like Doom (or Duke Nukem 3D heh), you'd know full well that Doom was absolutely positively _NOT_ 3D! Ever notice in Doom that there are NO spiral staircases, or true multi-tier structures. Whether you are shooting on an angle or not is entirely pointless. Imagine an apartment building with balconies outside every floor. In Doom, it is impossible to build this structure, as it is a true 3-dimensional model. You cannot start in one room (1A), then go up a flight of stairs and wind up in 2A. You _CAN_ in Quake. Doom uses some cheap hacks to make you think you can do so, but you cannot map one floorspace directly above another, with a hollow space inbetween. Looks like Carmack did a pretty good job of his quote "2.5D" in Doom. If you knew a damn thing about actually creating an environment in Doom and Quake, you'd know immediately what I was talking about. Thats why in Doom you can't have the aformentioned apartment building, but you can shoot at an angle.

    And sorry sir, but a real 3D game does not have 6 degrees of freedom instead of 3. Unless you are a time traveller, degrees (directions, pivot points, angles) are a function of 3 dimensions. A true 3D game has 3 major degrees, the X, Y, and Z axis. A true 3D game has infinite degrees of freedom, just like real life. How do you get infinite degrees of freedom? Thats your function of X, Y, and Z, man. Also, a computer generated 3D environment has NOTHING to do with the pretty graphics, whether sprites, skins or texture maps. Its not necessary to fully render vines on a wall in 3D since its just for decoration anyway. And you said it yourself. Skins are wrapped around hollow cores. For a thing to be hollow, it must have 3 dimensions. Quake uses skins wrapped around a "hollow" frane, Doom uses 2D sprites. Would it make you feel better if those hollow frames were solid instead? Why abuse the graphics engine with polys you'll never see?

    As for that swimming comment, I assume that you mean that you can't swim naturally in Quake (as in face first, feet last). I think you are confusing whether or not Quake is 3D with its game physics. Is there any compelling reason to position a model this way to swim? Not particularly. This would force the model to have a higher poly count so it can contort itself into this position. Polys are a big factor as to how hard the graphics card has to work (less unnecessary polys=good). Its not practical to render this in 3D when its such a unimportant factor of gameplay. But the fact is there is no reason that the Quake engine can't support this. If you've seen some of the cooler taunt actions that some user-made models have, you'd know that.

    Funny, I learned all that shit doing Doom and Duke maps as a 14 year old, and I could grasp the concept perfectly even then.. Why can't you?

    See if you can find an archive of Carmack's old .plan files somewhere. He spells it all out there.

    --
    What could possibly hurt the security of the American people more than giving our own government the ability to hide its
  88. 5 years since the release of Quake means... by mr_gerbik · · Score: 5

    The first stable release of Quake for Linux should be out soon.

    -gerbik

    1. Re:5 years since the release of Quake means... by Schroedinger · · Score: 2

      With the release of the source code a while back I've long since had quake1 running stably under linux not to mention much faster than under windows.. Nvidia's new linux drivers are hands down faster than they're windows drivers.

  89. Re:Changed The World Forever? by piser · · Score: 1

    Ahh, but you're missing the point. Nobody cares about Single-player quake. Quake was the first multiplayer game (besides text-based muds) to really be popular on the internet. QuakeWorld is actually playable on a modem, and people still play it to this day. Quake also featured its own programming language allowing people to totally customize it, which I believe was a first at the time of its release. This allowed Quake to spawn a vast community of high-quality user-created mods such as Team Fortress, Future vs. Fantasy, Capture the Flag, Clan Arena, etc. Quake really laid the foundation for the popular online games of today, such as uber-popular Counterstrike.

  90. Re:Changed The World Forever? by boris_the_hacker · · Score: 1

    Semantics == information. Mine was accurate; it's yours that's degraded.

    Semantics has been behavior for as long as I can remember....
    ---
    boris at darkrock dot co dot uk

    --
    chris at darkrock dot co dot uk
    http colon slash slash www dot darkrock dot co dot uk
  91. Ah yes.. by btellier · · Score: 1
    On this day five years ago the shareware version of Quake has hit the Net and changed the world forever.

    And mere seconds later the first Q1 CD key hit the Net. Ahh, the halcycon days of client-side key authentication were great, weren't they? *sniff*

    1. Re:Ah yes.. by plopy · · Score: 1

      Actually id had all their previous games stored on the quake shareware cd, along with the registered version. All you needed was the key-gen made a few minutes after it was released, and you had every full version id game made!

    2. Re:Ah yes.. by Zaknafein500 · · Score: 2

      And mere seconds later the first Q1 CD key hit the Net. Ahh, the halcycon days of client-side key authentication were great, weren't they? *sniff*

      Ummm... Unless I am mistaken-- and I don't think I am-- Quake didn't use CD keys. As a matter of fact, I don't think it even looked for the CD. It did have some Redbook audio tracks on the disc that it would play, but it just knew which tracks to play and played those numbers. It would actually play any audio CD that happened to be in the drive. I don't even think Quake2 had a CD key you had to type in. Half-life, OTOH, always did, and was a real pain about it too.

      Perhaps you mean the demo CDs that id distributed that had the shareware version, along with the full version you could unlock by calling id.

      --

      "The guide is definitive, reality is frequently inaccurate."
  92. Re:spispopd not spispod by ErfC · · Score: 1
    I think the id was just slapped on there because it was on all the cheats.

    I don't suppose that's where that weird-seeming cheat code came from, eh?

    (It troubles me that I actually remember it...)

    -Erf C.

    --

    -Erf C.
    Cthulu always calls collect...

  93. Re:Changed The World Forever? by ErfC · · Score: 2
    Does anybody remembers when exactly it all has started? The first game I remember is Wofenstein 3d, and is worse than Doom, but not that much. IMHO Doom is a better milestone than Quake.

    Doom and Wolf3D are great milestones, but I was playing First-Person-Shooter type games as far back as the TRS-80 (Dungeons of Daggorath -- First person POV, wireframe graphics, and you move a cell at a time like Ultima or something). Granted, there wasn't any real shooting, but...

    An even better example might be Stellar 7 or its ilk; the game where you're driving a tank around shooting up enemy tanks and cubes and things. :)

    -Erf C.

    --

    -Erf C.
    Cthulu always calls collect...

  94. How quake ruined my life (...or not) by DeadPrez · · Score: 2

    I loved Doom growing up. I leeched it off a bbs and grabbed my 4 disk copy of doom (at 2400 baud) and played it secretly (on my dad's gateway 486sx/33) for many hours fearing my parents finding out(my parents eventually caught me but they didn't actually care). When doom2 came out I again leeched the 5 disk version of another bbs. Things were good. I soon hooked up with a bunch of people to play modem doom (at 9600bps but while using a 14.4kbps) (and later ipx) both dm and coop. One of those people soon became one of my best friends.

    A few years later Quake came out (idcracked it off the shareware cdrom). Lucky for me my dad worked for the gov't and for some reason they had money to buy new computers and he got a p60 with 16 megs of ram. What a beautiful machine. I got the supa-l33t dos tcp/ip hack and could now play quake online by hitting a website with a semi-current list of servers and writing them down, exiting to dos and starting quake (-maxheap 16000 baby!) The coolest part about the illegal tcp/ip hack for dos was that you could ping fine to the server but all the death messages would queue up for like 5 minutes then dump 100 lines to the console. Those were the days of playing until 5am and going to school at 7am. Soon I was able to convince my parents to buy a p166 with 32 megs of ram and win95 so I could actually play the game like normal people (err learn to program...yah). I even cracked quakespy/gamespy so I could get the full feature set (my cracked version still works).

    This new computer along with quake and my hate for community college finally forced me to quit school after repeatedly getting absolutely terrible grades semester after semester. I had been working as an IT tech at a few companies (mostly to play quake on better hardware and use their net connection) so I decided to go full time into IT. Now I am a 21 year old (started at age 20) IT Manager for a pre-ipo biotech company (with umm, lots of probably worthless stock options) making a really nice salary and I owe it all to Quake.

    In the end doom/quake:
    1. helped me make friends with people like myself including my best friend.
    2. taught me to pirate games
    3. helped me to learn to program
    4. got me intrested in IT (for the unaudited high speed connections)
    5. got me to pay attention to hardware
    6. landed me a management job that pays well and potentially could make me a millionaire (but I am not holding my breathe!)

    Personally, being able to point all my success at a couple games makes me sad...but oh well =)

    FYI, quake2 sucks. Is it just me or did anyone who liked q2 never actually play q1 or doom multiplayer? I paided for q3 (must...stop...pirating...games...I...enjoy...)now that I can actually afford it. Q1 and Doom still are the ultimate when it comes to FPS, both single and multiplayer.

    1. Re:How quake ruined my life (...or not) by WhiteWolf666 · · Score: 1
      I played both doom and q1 multiplayer, but never really got into it.

      Then for some reason (to this day) I am pretty hooked on q2.

      Me, and a couple of buds, that is ;)

      Don't really understand why q2'ers don't like q1, and vice versa.

      I dug doom multiplayer though.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    2. Re:How quake ruined my life (...or not) by Control-Z · · Score: 1
      FYI, quake2 sucks. Is it just me or did anyone who liked q2 never actually play q1 or doom multiplayer?

      I can still remember getting into my first Internet Doom (or was it Doom2) match, versus a fellow from Holland. I thought it was the coolest thing in the world to be playing a game with a guy from another country. I forget what that Internet Doom launcher program was called, anybody remember?

      I never got into Quake1, maybe because I didn't have a fast enough machine. By the time I did, Quake2 was out. I loved Quake2. I was pretty good with the railgun, and the single player was good mindless fun. To me, Quake2 was more like Doom3. I've played around with GLQuake and while I can appreciate it's engine, I still don't think it's that great. But I do have to give props to Quake1, because Half-Life is based on it's engine! Half-Life is still the game years after it's release (what was it, December 1999?)

      Quake3 doesn't interest me that much because I've moved on to Team Fortress Classic, Counter Strike and lately Day of Defeat (all Half-Life mods.) But I'll buy it one day when it's $20 in the bargain bin.

  95. not really. by geekoid · · Score: 1

    ... and changed the world forever
    Don't confuse you're world with the real world. It may have changed your world, but there are billions of people whose world didn't change 1 bit. I would even say out of the 6.2 billion people 6 billion people didn't care.
    Please save statements like "Changed the world forever" for things that actually changed the world. Not to mention I don't think you can change the world for a week. Misused these kind of statements loose there impact.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  96. Re:Changed The World Forever? by iainl · · Score: 1

    To be fair to both Descent and Quake, they are very different games to play. Its true that the innovation of Descent's engine was a big advance, but the complete freedom of movement made it an absolute pig to get the hang of (in my opinion; you may well have had better luck with all those controls). As such, its more like X-Wing with walls than what we regard as an FPS today.

    --
    "I Know You Are But What Am I?"
  97. Quake is good but... by jbischof · · Score: 1
    I don't want to sound like a flamer but I was a little suprised to see this up on /.

    "most important PC game ever" I dont know if I agree with that. While I played my fair share of Quake, I still think that plenty of other games were equally or more important. Also, there is a lot of talk about how unique the game was. Considering that quake stole a lot from DOOM which stole a lot from Wolfenstein 3D, it wasn't all that original. I personally didn't like single player quake (although I spent many hours beating quake 2). It might have added a lot as far as online gaming goes, but it seemed like a small jump to me, from online games before it. I didn't play all that much online quake, but online Duke Nukem 3D and Warcraft 2 and Red Alert claimed months of my life.

    As far as other important PC games go, I would like to mention a few, feel free to chime in with your own.

    • Warcraft(1 and 2)
    • Tetris
    • SimCity
    • Star Wars Tie Fighter
    • Red Alert / AOE
    thats just to name a couple. I guess Im just not the quake fanatic that some people are.
  98. What made quake different by Schroedinger · · Score: 1

    What made Quake really different than say doom or wolfenstien was the multiplayer code. After playing quake online with other ppl I've have since been unable to play a single player game. The amount of fun to be had trying to outsmart some static computer algorithm pales in comparison to trying to adapt to other real players. Quake was the first game to have infinite replayability. As proof of that I still play the original quake1 today avidly.
    I'm not too keen on anything else Id or anyone else has produced in the fps area since making the game look nice has since been the primary goal of those game developers. And making it look nice and having it playable are contradictory imho. Take for example the way good q3 players play: gl_picmip 5 ...the game looks like ass..whereas with just plain old glquake where you have a fixed set of colors from an 8 bit palet you have a much cleaner looking game and hence it's easier to interact with.

  99. Quake was a late-comer by kalifa · · Score: 2

    1 - Wolfenstein 3D, 1991
    2 - Doom, 1993
    3 - Quake, 1996

    Wolf 3D was a revolution, and Doom was a huge step from Wold 3D. Quake was a minor improvement, but a huge commercial success.

    1. Re:Quake was a late-comer by tdye · · Score: 1

      Yeah, the change from 2.5D to a full 3D environment with real physics modelling was just a babystep.

  100. 5 years by Linguica · · Score: 1

    Although it's getting closer to 8 years now, don't forget the 5 Years of Doom retrospective I did back in late 1998...

  101. Changed The World Forever? by ellem · · Score: 4

    --come'on.

    --Quake isn't a huge step from Doom. Yes, it is better than Doom in some technical ways but as a game it (and Doom for that matter) are not terribly different from Space Invaders or Asteroids. [It's you against a never ending supply of baddies coming at you.]

    --FPS hadn't changed much from Wolfenstein. In terms of importance I'd rate Zork, Pirates!, Sim City and Civilization MAGNATUDUES higher than Quake.
    ---

    --
    This .sig is fake but accurate.
    1. Re:Changed The World Forever? by Judas96' · · Score: 1

      Could be wrong, but I believe the prefered term for Wolf3d, Doom, and the likes was/is 2.5 dimensional gameplay. There was a large illusion of 3 dimensional play due to ray-traced models that were rendered from 6(?) different perspectives which meant you could circle strafe around an enemy and your view of the model would change... Doom also had stuff like stairs and such to add more of a 3 dimensional feel than Wolf3d's flat levels had, but had the drawback of not being able to have one floor directly on top of another. That means no true spiral staircase amoung other things... Quake was on the first if not the first truely 3d FPS game due to its use almost exclusively of polygons for models, maps, and everything else but the weapon and item effects... Feel free to correct me on some of this, but if memory serves this should all be close to the truth...
      -- Judas96
      "...don't take a nerf bat to a knife fight." - Joe Rogan, said on News Radio

    2. Re:Changed The World Forever? by Nos. · · Score: 1

      Something I haven't seen mentioned yet is Duke Nukem 3d. Had the Z-axis... not sure if it came out before or after Quake though. I think before, but not really sure. Personally I enjoyed Duke a lot more than Quake. I just didn't like the look and feel of Quake nearly as much as I did Duke.

    3. Re:Changed The World Forever? by pcidevel · · Score: 2

      now I'm sure that 50 people are going to reply and explain how the Ultimate Clash of the neferious Space slugs of hate or some other such game was the first 3d shooter

      Actually, the first multiplayer 3d shooter was probably a tank fighting game that was a GL demo for SGI systems. Kind of a neat game actually. It got better as GL got better. Preceeded even Wolfenstein 3D, but it required awesomely expensive hardware. :-)


      Thank you for proving my point! Did you do that on purpose? Like I said, I'm sure there were a million truely 3d (not 2d as in wolfenstien and doom) games that came out before Quake; however, not one of them had the success that quake did...

      --

      I thought someone said there was going to be free beer!

    4. Re:Changed The World Forever? by pcidevel · · Score: 2

      I did it on purpose. :-) I just wanted the game to be something a little more dignified than "Ultimate Clash of the neferious Space slugs of hate".

      The funny part is that I rejected about a dozen much worse names in my head before I finally decided on the much less offensive sounding space slugs title.. In other news, I've begun developing UCotNSSoH in another window here on my desktop, because it's just too good of a title not to have a booth at E3 next year.. I'm envisioning Space Slug Booth Babes!! WOOT! :)

      --

      I thought someone said there was going to be free beer!

    5. Re:Changed The World Forever? by pcidevel · · Score: 2

      Doom did have a "Z dimension". In 3D graphics, Z is depth. You're saying "you couldn't jump". Yes, you had no controllability in vertical unless there was an element there for you to stand on. You couldn't jump, but you sure could fall real good.

      Semantics.. Whichever you want to label up down deminision, Doom had none.. i.e. you could move side to side or front to back (2d) but not up or down.. now there was a cheesy hack that Carmack added that simulated an up/down-dimension, and if you read paper's he's written he specifically states that doom is 2d.. Granted to the average 3d developer X is up Y is right left and Z is depth into the screen, for the average slashdot reader this is confusing and there is no need to go into such silly details other than to argue semantics (i.e. YOU are wrong because you called it "blah" when it's really "foo".. big deal.. names are labels and nothing more)..

      They get flattened to a 2-d array of pixels by your Geforce card, anyway.

      Now you are again using semantics.. 'True 3d' as is defined by the gaming industry means the game contains a 3d model of the objects in the game and can render the objects based on the positional data. Granted the only interface we have to those objects is a 2d monitor, so in the long run it is displayed 2d, to be truely 3d it must as some point be represented by a true 3d model.

      Bottom line: Doom was a true 3-d game with a few shortcuts and a missing control axis. It was much better distributed than Wolfenstein, and created the richness of atmosphere that pervades first-person shooters to this day. Wolfie was a testbed by comparison. Doom was the real deal. Quake was Doom in makeup.

      Again that's just a stupid argument, Doom was in no way a 3d game if you look at what the industry defines as a True 3d game.. Doom was 2d.. everything was sprites.. there was no 3d rendering engine (in software or in hardware)..

      Another you have missed that proves that Doom was 2d is that Doom lacked the ability to shoot at angles.. you could only shoot in front of you (not like Quake where you can shoot anywhere from directly in front of you to a 90 degree angle upwards)... if you look at a map of doom from above, you'll see a bunch of objects that exist on a x y grid, if I shoot in a straight line that intersects another x y point that contains a different object I hit it.. there is no z (in the standard use of Z in a geometrical system, for game developers this will actually be referred to as X).. i.e. if I shoot foward I don't have to worry if the object is jumping or ducking, it will still intersect.. The cheesy hack that Carmack added was that if you 'fall' to a different up/down dimension you actually enter a NEW 2d playing field.. if I stand on a playing field above yours (I'm on a box) you can't hit me.. we are on different fields..

      --

      I thought someone said there was going to be free beer!

    6. Re:Changed The World Forever? by pcidevel · · Score: 3

      Does anybody remembers when exactly it all has started? The first game I remember is Wofenstein 3d, and is worse than Doom, but not that much. IMHO Doom is a better milestone than Quake.

      If my memory isn't core-dumping, I remember that Doom had an improved 3d engine and better camera move as you walk. Oh, and had also 3d scenarios (although it has only 2d maps).

      Can anybody help us to find where all this started?


      Uhmm.. If you mean Doom had an improved 3d engine over quake then your memory has definately core dumped.. Doom was still 2d (only it was produced to look 3d.. but it had no Z dimension (i.e. you couldn't jump)).. quake was the first commercially successfull 3d first person shooter.. now I'm sure that 50 people are going to reply and explain how the Ultimate Clash of the neferious Space slugs of hate or some other such game was the first 3d shooter and that I'm a non-1337 14m3r and I should kill myself.. but Quake was the first COMMERCIALLY SUCCESSFULL 3d shooter, there may have been other games that entered the field first, but non of them had the success of quake...

      Both Wolfenstein and Doom were 2d shooters that attempted to make you think you were playing something in 3d.. look at the bad guys in those 2 games, they weren't 3 dimentional bad guys (i.e. there wasn't a model with 3 dimensions) but 2d drawings that were moved like sprites in a simulated 3d world.. if you looked at the sprite from the side or the back you just saw the front, or a 2d image of the side or a 2d image of the back of the critter.. i.e. there were no angles, not true 3d..

      --

      I thought someone said there was going to be free beer!

    7. Re:Changed The World Forever? by blair1q · · Score: 1

      You're confusing several 3-d things about the Doom: environment, control, and characters.

      Doom did have a "Z dimension". In 3D graphics, Z is depth. You're saying "you couldn't jump". Yes, you had no controllability in vertical unless there was an element there for you to stand on. You couldn't jump, but you sure could fall real good.

      And yes, the baddies were sprites. This was done because drawing them in 3 dimensions isn't necessary for the 2-d projection of 3-d geometry that forms 1 - 1/10^7 of all "3D" today. 3-d characters exist now in order to permit realtime posability and improve the resolution of rotations. If you could predict all positions, you'd write them as sprites. They'd be a zillion times faster that way, and you could do true photorealism, but they'd have a range of motion limited by system design, instead of product design. (Most games end up with limited ranges of motion because of product design; they don't come close to the richness of motion permitted by the character engines; they do the same stupid moves over and over again). They get flattened to a 2-d array of pixels by your Geforce card, anyway.

      Wouldn't you like to see Angelina Jolie reduced to a few million hi-res megapixel stills to cover the 8 or 10 moves Lara Croft can do and all the angles you might wedge her into? (Frankly, I'd prefer that they'd animated the rendered Lara on top of Angelina in the movie.)

      Bottom line: Doom was a true 3-d game with a few shortcuts and a missing control axis. It was much better distributed than Wolfenstein, and created the richness of atmosphere that pervades first-person shooters to this day. Wolfie was a testbed by comparison. Doom was the real deal. Quake was Doom in makeup.

      --Blair

    8. Re:Changed The World Forever? by blair1q · · Score: 1

      Blah de blah.

      Semantics == information. Mine was accurate; it's yours that's degraded.

      Z in graphics is depth. Period. Say "you know, Z is supposed to be up" to an old SGI hacker and he'll roll his eyes at you.

      Doom was a reduced 3d, but it really was more 3d than 2d.

      Yes I could shoot on an angle. I could shoot up and down (and autoaimed, at that!).

      If it wasn't 3d, then how could I fire a rocket then run alongside it and see it from that side?

      Sure there was a hack to render altitude, but it worked well enough that stairs were stairs, and elevators were elevators.

      "Modern 3d" is only slightly more real 3d than Doom was. Walls and objects are still sprites, only they're wrapped and mapped around hollow cores, and called skins and texture maps. I'm sure you've spent hours trying to wedge Lara Croft into a tight corner and spin her around to get the camera inside her boobs.

      2d-projected-3d, even if there's a full (x,y,z) model in the engine, is still just as 2d as Doom. The 3d model, again, only defers computation of the projection until runtime.

      3d-projected-3d is so experimental that they're still trying mechanical solutions.

      And real 3d doesn't have 3 degrees of freedom, it has 6. I may be able to swim under a bridge in Quake, but I still stand up straight every second, like a Dalek. A clever game designer like John Carmack took the DOF he had and made it feel as 3-D as anything that followed.

      There's your revolution.

      --Blair

      P.S. Note how this argument zips around between 2.0 and 3.0 like a trapped fly. Current virtual reality models are more than 2d and less than 3d. They're on a fractal dimensionality between the two. I'm going to leave it at that.

    9. Re:Changed The World Forever? by blair1q · · Score: 2

      It's nice to see someone with a clue in this thread.

      My P.S. mentioned partial dimensionality, and the followups ignored it. The longer one simply misinterpreted most of what I said.

      Doom wasn't the first 3D game. Quake certainly wasn't. Wolfenstein wasn't by a decade. The first 3D games were probably Battlezone and Red Baron. Red Baron especially, being a wireframe simulation of a biplane shooting down enemy planes. The enemy moved in three dimensions relative to you, and you had control in three (pitch, roll, and throttle) that gave you the same trajectorized-6-degree control that any airplane gives you (you can have any position and attitude in space, but it depends on your previous position and attitude).

      Descent was different enough that it made me buy the $100 3D controller that it came with (the Logitech Cyberman II puck, which was perfect for that game, but integrated into very few others).

      As for what Carmack says, that's just his view that having three coordinates for the map wasn't enough. I'd agree, but I'd never go so far as to say Doom wasn't 3D at all. When you turned, the environment moved in perspective.

      Again, the first thing I said was that there are many kinds of 3D going on in a virtual reality. The environment (position/orientation/perspective), the objects (sprites vs. wireframed/wrapped-wireframed vs. solid), and the control (paddle, arrow-keys/ joysticks, pucks/joyballs). Carmack's world had 3 DOF, 3 visual dimensions, and 2+ map dimensions.

      The most important point one should take from my posts (both of which someone was so kind as to mod down, proving that metamoderation is a boon to mankind), is that true 3D will arrive when we can view from all angles.

      (Think about the chesslike game R2D2 and Chewbacca play on the Millennium Falcon. With movable-camera environments and multiplayer, we're close, but still not there; we need the real volumetric display. And there was that holographic gunslinger game from ca. 1980, but it had only the one visual sequence, repeated over and over again in the same place. I wouldn't be surprised if the arcade at Disneyland still has one of those in operation...)

      The argument about the player always being (0,0,0) proving the simulation is less 3D-ish makes me think that people should learn their math in school and not from computer games.

      --Blair
      "Let the Wookiee win."

    10. Re:Changed The World Forever? by cosmo7 · · Score: 1
      has anyone noticed how the content of fps games has gotten more prosaic as the rendering gets better? just think:
      • wolfenstein had nazis shouting "halten sie!", cyborg nazis, hitler's brain, tank-cyborg-stormtroopers etc.
      • doom had floating skulls and spidery robots
      • quake I and II had some brownish bad guys with the occasional cyborg thing
      • quake III just has some teenagers blabbing on about their "kewl skins"
      i guess quake IV will be populated by old men with hair growing out of their noses.

      time for another revolution.

    11. Re:Changed The World Forever? by famazza · · Score: 1

      Does anybody remembers when exactly it all has started? The first game I remember is Wofenstein 3d, and is worse than Doom, but not that much. IMHO Doom is a better milestone than Quake.

      If my memory isn't core-dumping, I remember that Doom had an improved 3d engine and better camera move as you walk. Oh, and had also 3d scenarios (although it has only 2d maps).

      Can anybody help us to find where all this started?


      Don't worry, I'm too addicted [to|every]day

      --

      -=-=-=-=
      I know life isn't fair, but why can't it ever be un-fair in MY favor!?
    12. Re:Changed The World Forever? by NickFusion · · Score: 1

      Oh come on...I think the billion dollar 3D Acceleration Hardware industry that was spawned by the massive popularity of polygonal shooters counts as world changing.

      Anyone have a dedicated Civ accelerator card? A maxis hardware social-interaction accelerator?

      Thought not.

      --
      What were you expecting?
    13. Re:Changed The World Forever? by Purple_Walrus · · Score: 1

      Well DooM and Wolfenstein 3D started it all. Especially DooM.... I think that Sim City and Civilization are very large steps in the gaming world but you can not forget DooM. I remember the days when the bullets flew right to the targets without you aiming;)
      ---

      --
      ------
      Sig
  102. John by copec · · Score: 1

    That John Romero chick seams to be doing pretty good.

  103. Evolution of Gaming by EraseEraseMe · · Score: 2
    Quake really opened the door for a lot of new game mechanics...3-dimesional characters, professional soundtrack, massive advertising..

    I think it would be sufficient to say that the popularity of Quake, the original, really added a lot to the stagnating gaming industry 5 years ago

    --
    "Anybody who tells me I can't use a program because it's not open source, go suck on rms. I'm not interested." (LT 2004)
    1. Re:Evolution of Gaming by sheetsda · · Score: 2
      and don't forget true 3D environments, OpenGL support(well, that came later, but...), and Total Conversion mods.

      "// this is the most hacked, evil, bastardized thing I've ever seen. kjb"

  104. Re:But that name! by denshi · · Score: 2
    Myst isn't even 3D; it's just prerendered snapshots and video sequences. OK so I guess that's 3d, but not LIVE 3d.
    Myst isn't 3D - it has no internal representation of objects in 3 dimensions and no method to manipulate such. You were right the first time.

    Personally I think the 'games are stagnating b/c Quake was successful' reasoning is crap. If games are stagnating, and that's a big if, it's not because of their popularity. Small niche groups do a fine job stagnating all by themselves. Look closely at the history of technical innovation.

  105. Ah, nostalgia... by wishus · · Score: 2

    Running to 7-11 to get the Quake demo... Bragging that by running Quake in linux I got 3 fps more than in windows... Hearing the words "Stop evading me, you BASTARDS!" from the dorm room across the hall... Future vs. Fantasy!

    wishus
    ---

  106. Re:spispopd not spispod by dark_panda · · Score: 1

    I wasn't referring to the cheat, but the ficticious game behind the name of the cheat.

    But you're right, I missed the last P, but at the same time, the actual cheat was idspispopd, not spispopd.

    J

  107. DOOM and Quake were okay... by dark_panda · · Score: 3

    But the truly l33t were all over Smashing Pumpkins into Small Piles of Putrid Debris (aka SPISPOD), which essentially "[was] to DOOM what DOOM was to Pong."

    J

  108. Re:60 years ago... by PyRoNeRd · · Score: 1
    That is no news that palefaced nerds, who seldom look at the wider society are interested in.


    This terrible event, the brutal and unwarranted attack of the peaceful people of the Soviet Union, is a sign of the evilness to what the whites are capable of and should be remembered forever so that something like this will NEVER AGAIN happen.

    Fortunately in an increasingly multicultural world whites will be marginalized more and more and other more peacefully inclined peoples will get the chance to make their mark more visible upon the world.

  109. 60 years ago... by gloth · · Score: 1

    Germany declared war on the Soviet Union, and 40 million people died in the course of if. Countless more suffered. Shouldn't this be remembered today?

  110. Re:five years.. by TheABomb · · Score: 1

    It has been for some time now.

    --
    MSIE: The world's most standards-complaint web browser.
  111. Glory to the Day!!! by cOdEgUru · · Score: 2

    Glory to the day when young Carmack stood before his first video game arcade and wished "Gosh! I wish I could do that!"

    Hats off to you! Thanks for making a difference. And I am gonna sue your ass for making me waste those countless hours (till daylight broke) pummeling through hordes and hordes of demons and grunts.

  112. Changed the World? by kral · · Score: 1

    I feel a little sad that people's worlds are so limited that a shoot-em-up computer game even registers as world-changing. .

    --
    whatever is - the music is
  113. Along for the ride by mbourgon · · Score: 2

    From what I remember, id noticed the wave of mods. People had reverse-engineered file formats, types, etc, and hooked their own stuff to it. Rather than sue the living bejeezus out of them, id encouraged them. That model is worth emulating.

    --
    "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
  114. first 3D games and cool sountracks by Sebastopol · · Score: 2


    I believe Battlezone (circa early-80's) was the first 3D game, followed by Stellar 7 on the Apple ][+. Let's hear it for pale blue vector rasterization and green-monochrome-phosphor wireframes!

    I liked Quake because it had that badass Trent Reznor soundtrack, which I still listen to every few months. I think the only game with a soundtrack by a major musician prior to Quake was something David Bowie did... can't remember the game, but it was pre-7th Guest days... sometime in 1990, right when 66MHz 486DX2s and CDROMs were becoming ubiquitous...


    ---

    --
    https://www.accountkiller.com/removal-requested
    1. Re:first 3D games and cool sountracks by jockm · · Score: 1

      Devo did the soundtrack to the Neuromancer game in the late 80's

      --

      What do you know I wrote a novel
  115. Best Quote by autocracy · · Score: 2
    As being snuck up on from behind by FIRESTORM_V1, you might here "Here Kitty Kitty Kitty, Here Kitty Kitty Kitty - BAAAAAAAADDDDDDDDD KITTY!... BOOM." That last sound would be the beautiful noise of a QuakeIII Railgun ramming through your skull - or worse, a the radioactive blobs of the BFG.

    Anybody got any other game quotes?

    Microshaft still OWNZ JOO!

    --
    SIG: HUP
  116. I loved the game by Beevis · · Score: 1

    it may have cost me a year or two on campus ... but, hey, whose counting. i thaught that i had things covered and was usually one of the fraggers (as opposed to the fragged). my skillz that i brought over from doom really helped. a definite bonus of the game was that on the campus network where none of the machines had hard drives, most of us played off the same copy in the network drive (usually a hacked drive cos we were only allowed a meg or so for space.) well ... things were going well untill some guys started using the mouse. they were so much faster than me. my doom & heretic skills only prepared me for playnig with the keyboard. well ... i didn't take too well to the mouse ... and reduced my quake time. it was actually a blessing in disguise as i started to pass :). i use the mouse now ... i learned to use it on aliens vs preditor ... i loved the feel of that game. so, i aint too bad at Q3 ... but i don't even try to play the pc on hardcore. thanks to the fact that the newer games require 3d card, quake is still big on campus cos the macines there don't have such luxuries. Here's to doom 3 ... i hear that the guys for id'll be releasing it soon ... hope it'll work on a K62-400 :)

  117. bah, doom1 started the 3d craze by Billly+Gates · · Score: 1

    doom1 is a hell of alot better in many area's.

    The graphics are better, it runs on a 486 and quake1 requires a good pentium for really smooth gameplay. Just look at the screenshots for the two. Doom is partial 3d becasue all the maps and code use x,y,z axis but I know when you go foward the game is just zooming in with the apearance of 3d so some say its not really 3d.

    Anyway I consider doom1 more fluid and 3d like in actual gameplay. Its just so smooth and I like the bobbing up and down in doom. It makes you feel like your really walking. The only negatives are you can't aim up or down because of the 2d/3d issues and there is no real internet support. I tired playing doom1 with kali on an old 28.8 modem and it was painfull. Kali was an old novel ipx emulator to trick doom1 into thinking it was on a slow lan.

    But because doom1 did not rely on polygons due to the 2d code in the engine, you can have alot more detail without slowing down your computer. I remember corpses everywhere and all sort of detial which gives you the creeps. I also loved the music on doom1. I found quake1 music just distracting. Doom1 with its creepy music, dark atmosphere, lots of gory detail was jsut creepy and changed the game industry forever. It truely created the market of 3d gaming.

    Today I would like a modern 3d engine with some old 2d code mixed in from 1 for things like gory detail. The reason why quake1 had empty hallways with just nice wallpaper was to keep the polygon count low. I hope doom3 lives up to its reputation.

  118. Future of Gaming by Magius_AR · · Score: 1
    If Quake-type games are the future of gaming, count me out. I need something with a little more strategy and challenge than:

    do { spawn_alive(); run(); shoot_rapidly(); get_shot(); die(); } until TRUE==FALSE

    You would think people would get bored

  119. Wolfenstein is the real hero here by micromoog · · Score: 1
    Quake is just a bloated revamp of Doom, which was just a bloated revamp of Castle Wolfenstein.

    The release of Castle Wolfenstein would be an anniversary worth mentioning; not this.

  120. Re:If you wanted a revolutionary 3d fps... by tswinzig · · Score: 2

    Then you've got to be talking about Marathon. Sure, it was only for the Macintosh for the longest time, but not only did it manage to include some amazing 3d engine work (for the time), it had a plot.

    By "3d" did you mean "2d"? I thought so.

    --

    "And like that ... he's gone."
  121. Why Quake is so important by rattid · · Score: 1
    God everyone here is saying "it wasnt that big of a jump" and blah blah blah. But it was. The game itself wasnt a huge jump, but no other game has taken off like quake. NO other game. There was no gaming community like the Quake/

    Just look at methos quake page. Watch the demos, read all the crazy stuff that happens. No other game took off like Quake. Here, methos says it better:

    Internet Gaming: Does anybody remember what it was like playing games over the internet prior to Quake? In most games, up to a maximum of 8 players would join a server between 8:00 and 8:05 (most times, all 8 slots were filled in 10 seconds and you would wait for the game to start 5 minutes later), then at 8:05, the game would start. People would play until the game ended at 8:30 and all the players would be kicked so that new players could join during the next 5 minutes. Repeat this for the rest of the day. Quake was the first network / on-line code that let you join in the middle of a game, players could come and go and the games would never end. Quake also let servers handle more than 8 players at a time. Internet Playing: Unless you were lucky enough to be at university and using their Internet connection, chances are you were using a modem (I think 28.8 had just come out) or possibly ISDN if you could afford it. When you played Quake with a modem, and although it was slow, it was very playable. Keeping in mind the type of game Quake was, this was pretty amazing over a modem. True 3D Gaming: While Quake wasn't the first true 3D game (I think Descent was), it was the first true 3D first person shooter. Duke Nukem was considered 3D (more like 2.5D) but, it wasn't Quake. In Quake you could do almost anything you wanted in a computer 3D environment. I still remember the first time I was standing on the upper bridge on DM3 and seeing somebody run underneath me on the lower bridge and having a player in the water below him. I thought that was the coolest thing. Clones: Yes, there are MANY Quake clones out there. Although the companies that make these games would like to think that they've changed their game enough to NOT be considered clones, let's face the facts. While many of these games had unique features and cool effects, chances are they only existed because of Quake. I suppose Quake can't take all the credit for the other FPS games, a lot of the credit must go to Wolfenstein and Doom. As we know, Quake wouldn't be around if it weren't for those two games. Internet Sites: Wow, where do I start with this one. Literally thousands of Quake news and fan sites have been around since Quake started. Obviously, all of the Quake related sites and nearly all gaming related sites were started because of Quake. Yes, there were other gaming sites prior to Quake but, not many. Sites like Bluesnews, Shugashack, Gamers, Fragzone and PlanetQuake are a few of the huge sites that people like Steve "sCary" Gibson and Dennis "Thresh" Fong make a lot of money from. These all started out as Quake sites and have evolved since then. Then you had Quake fan sites like mine, SHOD, Challenge-AU, Demoland etc. All the way down to clan sites and personal Quake pages. Bandwagon Jumping: How many people / companies have gotten rich from Quake? How about companies like 3DFX and other video card makers, Razer, Logitech, Gamespy, not to mention all the computer upgrades such as RAM, hard drives, mice / controllers plus, all the clone makers that have been very successful. Mods: Never before could you modify a game the way you could with Quake. Quake's design and architecture were made to be modified. In Doom, you could change the graphics (remember the porno wall texture?) and make the whole game seem like a different game. In Quake, you could do much more. From CTF to Quake Racing to Future Vs Fantasy and all the thousands of mods in-between.
  122. Subservient Serfs by jo42 · · Score: 1
    Twixt Quake and Doom, without a doubt, the biggest wasters of time since Windows Solitaire and writing 'applications' in Java.

    At least the doppelgangers helped drive 3D PC video card development - for whatever that is worth to the real world.

    "This is a Linux-free zone." - me

  123. Marathon not fully 3D by toe+jam+football · · Score: 1

    I love Marathon and am enjoying the new mod Rubicon, but it's not 3D the way Quake is. You can look up and down a little bit, but you certainly don't have 360 degrees. I've never seen directly above in Marathon. As far as storyline goes, Marathon beats Quake handsdown. But when I want to shoot the shit out of something, nothing compares to Quake. The engine is much more fluid, and just feals more realistic.

    --
    - toe jam football
  124. Re:All the wonderful things Quake gave us: by sheetsda · · Score: 1
    When I cleaned out original system I had Quake2 on (P120, maybe 32 megs), the game's directory with all the mods I had was taking up something like a third of the 2 gig drive.

    the CD had not more than 30 or 40 MB of files
    Quake's full install: 75 MB, Quake2's full install: 400 MB. (just checked both)

    "// this is the most hacked, evil, bastardized thing I've ever seen. kjb"

  125. Re:Imfamy by sheetsda · · Score: 1
    Uh, have you checked how many people are playing Quake3, the multiplayer-only game versus how many people are playing Half-Life, the FPS with the best single player game/story I've ever played. A quick check of the numbers on GameSpy.com shows, right now, there are 4,715 people playing Quake3, and a massive 64,317 playing Half-Life. That only includes people playing online. And just for comparison, Unreal Tournament is in second place behind Half-Life with 5,962 players. Half-Life has three times as many players as the rest of all the other games on the stats page combined. Rumor has it that id Software has been talking to various mod teams asking them what they'd need in order to "de-throne" CounterStrike.

    "// this is the most hacked, evil, bastardized thing I've ever seen. kjb"

  126. Re:Imfamy by sevensharpnine · · Score: 1

    The elements that they (i.d.) used to "initially make the genre great" was to create games the fans wanted to play, NOT games that would fly off the shelf at wal-mart. I.d. knowingly took a risk by releasing a muiltiplayer-only title, and suffered a loss in sales compared to what your ideal version of Q3 would have been like. The success of Q1-Q2 multiplayer stood testament to the viability (though at reduced sales) of a multiplayer-only game, and fans like myself were eager to see them refine what I enjoyed most about these games. While I can sympathize with the people who wanted a massive single-player campaign, I applaud the rare gaming company these days willing to take a risk to create something for their fans, not what a publisher thinks is "hot" this week.

    --
    "God is a comedian playing to an audience too afraid to laugh." -Voltaire
  127. Re:All the wonderful things Quake gave us: by room101 · · Score: 1

    There's such a thing as compression, thus, the size on the disc will almost always be smaller than the install on an HD.

    --
    room101 -- how much can you stand before they break you?
    (they always break you eventually)
  128. hrm... by codefreez · · Score: 1

    It's been 5 years since a good video game has been released! Geez. :)

  129. All the wonderful things Quake gave us: by Bonker · · Score: 3
    • Aiming proxies
    • Campers
    • Lusers who complain about packet latency
    • Hundreds, if not thousands of lame imitations
    • Massive hardware requirements for *every* game, regardless of genre
    • Game developers who are more concerned with game-engine mechanics than gameplay
    • dozens of lame gaming comics
    • CTF jokes
    • Daikatana
    Need I go on?
    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    1. Re:All the wonderful things Quake gave us: by flynt · · Score: 1

      Quake 1 required a Pentium 90, and the CD had not more than 30 or 40 MB of files. Quake 2 on the other hand, went up to like 400 MB. But as for system requirements and Q1, I feel they were very reasonable, even at the time.

  130. why i feel quake was important by flynt · · Score: 3

    Yes, Quake might feel like another doom clone. While not initially impressed by Quakes graphics or game play (although good) , what made Quake was TCP/IP. Who doesn't remember their first time joining a server hundreds of miles away and fragging people you never knew. Kids today don't think twice about doing that with Counterstrike/Q3 etc, but it used to mean something. We used to have LAN emulation with things like Kali and the like, and the games WOULD NEVER WORK. Yet we'd keep trying. I think I maybe had 1 playable game of DuekNukem on Kali in 3 months, but just the fact I was playing was cool enough. Now if you have an 80 ping, players bitch of Lag. I only stopped playing Quake last year, but its amazing how far online gaming has come since, and due to, Quake I. Long live Quake I, tonight I'll drink to you.

  131. The most important event in Quake history by Kraft · · Score: 1

    When Stevie Case aka Killcreek - the multifragging playboy bunny who's dating Romero - entered the quake scene.

    Here's a nice picture (go on, just click it, I know you want to...)

    -Kraft

    --

    -Kraft
    Live and let live
  132. Re:Imfamy by SuperHeavyg · · Score: 1

    #1 I hope you are sitting at home programming some AI into the game you plan on playing in 10 years. If you start now you might be able to get it up to a tenth of the current level of your average 11 year old Q3 player. In other words, I am playing the game now that you want to play at home in 10 years. Suspend your belief and pretend that you are playing bots, with some nice AI.

  133. Good for society by zerofoo · · Score: 1

    Quake has many benefits: 1. By keeping punks inside playing quake the crime rate drops. 2. Playing quake during the day reduces your exposure to damaging UV rays, reducing your risk of cancer. 3. Reduces stress at work during LAN quakeathons, keeps workers from really going postal on co-workers. Can anyone think of any more? -ted

  134. Quake 2 by geomcbay · · Score: 3
    It annoys me to see "Quake 2" listed in the "low-lights" of Quake in this article.

    Quite simply, Quake 2 is the best First Person Shooter created, ever.

    Its too bad the people at id listened to the extremely vocal minority of 'hardcore' gamers that couldn't adjust to Quake 2's more cerebral style of gameplay and they made Quake 3 far too Quake 1 like.

    Ah well.

    1. Re:Quake 2 by _1C3M4N · · Score: 1

      Something I can relate to!
      In my opinion, Quake 2 has a more welcoming, enhanced, feature-packed multiplayer than Q1(along with features such as higher mod compatibility, etc.), while being more capable of running on a poor man's pc. For instance, I run a P2/133 with a 56k modem and terrifyingly bad ISP.(average 300 ping, have been up to 2513) yet I still do pretty good, playing mostly LOX.(post me if you find a good server as all mine are down)

      _1C3M4N aka Soldier

      "I wish I had a dollar for every time that happened."

  135. And just look what it's done to our society! by Dolly_Llama · · Score: 4

    You never saw Beaver Cleaver try a rocket launcher jump! Nowadays you cant go anywhere without being accosted by a gang of 13 year old miscreants with BFGs. Back in my day...

    --

    Somewhere, something incredible is waiting to be known. -- Carl Sagan

  136. What about Michael Abrash? by GLevangelist · · Score: 1

    I think a lot of people really underestimate Abrash's contribution to Quake.

  137. Fond memory by tdye · · Score: 2

    I remember standing around the only PC with net access in the Egghead Software where I worked, watching the ftp site as the qtest files got uploaded... we set up a 6 person network in my house that stayed there for 2 months. Everyone just came over after work and ate whatever and played Quake...

    Quake got me into this industry, really... I might never have learned networking if I hadn't had to troubleshoot that damned BNC network.We had old AnselNet NICs that should have been identical but weren't... had to start the server from a PC in the middle of the BNC chain because of the lag at the ends.

    those were the days!

  138. 5 years? by BIGJIMSLATE · · Score: 2

    Wow, what a coincidence! Its also almost 5 years to the date that my grades started slipping, and I started failing all of my classes. But those all-night frag-fests were worth it, eh? Hm...I wonder if the release of GLQuake has any similarities to my getting kicked out of college...

  139. /me agree by N0Nick · · Score: 1

    I remember first playing Quake: it seemed to me like just another Doom clone, a "genre" that was very popular in the time.
    Took me some time to realize that Quake was by id, then playing it again 'cause "if it's id, it's good".
    Now don't get me wrong, I'm a huge Quaker, but I agree - The original Quake wasn't a really big step from Doom.

    I like work. I can sit and watch it for hours.

  140. Re:Imfamy by number+one+duck · · Score: 1

    No you aren't. I'm not especially interested in the intellegence of my opponents. (The singleplayer bot mode of Q3 is one of the single most worthless piles of hookah I've ever played in recent years)

    Some of the best elements of the fps, for me, were always the exploration and puzzle solving. People can, and have, gotten away with poor ai when they coupled it with genius level design.

    Quake III style games are, almost by definition, more of the same, more of the same, constantly.

    Sigh, its a matter of personal preference really, but it stinks of laziness on the developer's side (Quake II, Halflife, for example, were brilliantly done.) But if they release a doom title without a storyline... (Many fighters come together for great justice! isn't a storyline) ...they have commited sacriledge. :)

  141. Imfamy by number+one+duck · · Score: 2

    Someday, Quake will live in infamy as the game that clued in the software manufacturers that they could make multiplayer-ONLY trash like Quake III and still have it sell out. Multiplayer is nice and all, but I'd still like to be able to play an interesting game without a net connection... or in 10 years or so, when no-one else is playing.

    Not intended as a flame to Quake fans, but they've knocked out some of the elements that made the genre initially great.

  142. spispopd not spispod by carlcmc · · Score: 1

    sorry to rain on your parade but the original cheat code was spispopd

  143. Wolfenstein by Invisible+Agent · · Score: 1

    Quake is beautiful, Doom was brilliant, but nothing changed my world as much as the first time I played Wolfenstein 3D on my friend's 368. That was truly a life changing experience. Especially having played the two original Wolfensteins on my C64.

    Freund Lieben!

    Invisible Agent

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    Invisible Agent
    This post is a mirror; when a monkey stares in, no hacker gazes out.
  144. DooM was 2.5D IIRC by A_Non_Moose · · Score: 1

    Don't know if it had been posted or not, but, yes doom was 2.5d. You did have 2 dimensional aspect including height, but, recall that height was not "true" height. I.E. You could not jump over a character (I'm thinking those damn demons) if they were 500 stories below you. Yes you were "above" them, per se, but the "character's column" was blocking you. Frustrating, but Heretic took care of the "column" problem. Only thing was, that was it. You could jump/fly over stuff, but there was no depth to the characters. Maybe Heretic was 2.75D? You had 3d movement, but the characters were 2.5d...humm, interesting. Moose. Academic/Prof. : "In theory..." Slimy Car salesman: "Trust me...."

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    Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
  145. Ah, The power of Quake by tradez · · Score: 1

    Quake in it's grandest form has become the epitamy of 1st person RPG experience. Though it may have taken an idea established in even Wolfenstein 3d, it did it any a way that only Id Software could have done it. I believe that quake has been, and will continue to be the precedence for 1st person shoot-em-ups.

  146. milestones by rodolfo.borges · · Score: 1

    Three revolutions:

    > 1 - Wolfenstein 3D, 1991
    3D immersive environment. Impressive!

    > 2 - Doom, 1993
    Multimplayer!

    > 3 - Quake, 1996
    True 3D and Internet, but the most important is:
    Quake-C !!!
    People can alter the game on every aspect,
    Not just new maps, but even total converted games.

    After Quake there is nothing new...
    But who needs more? Quake is perfect! :P

    Thanks iD, you saved my life!

  147. Curmudgeon alert by nougatmachine · · Score: 1
    Bah...I could care less about this nonsense. Firstly, he meant Doom had a better 3D engine than Wolfenstein 3D. But that's not the point.

    Wolfenstein 3D and Doom were larger leaps for gaming than Quake was in terms of gameplay. I could really care less about what technology is involved or how commercially successful Quake was, these are games we are talking about. With that in mind, Wolfenstein 3D was for many people the first game with a true "you are there" feeling. They didn't care that there weren't any polygons, but they were amazed by the unprecedented feeling of immersion the game had acheived. And Doom had an ungodly creepy and nail-biting atmosphere that was unmatched when it came out. Being critically low on health and not knowing what horrors awaited you on the other side of that door was an unforgettable experinece for me, and Quake failed to live up to that.

    Quake quite simply didn't up the ante very much in it's time. Sure it was "REAL 3D", and tons of people bought it, but who cares? Titanic had unprecedented special effects, billions of people saw it, and I still didn't like it. Quake didn't offer a whole lot of new stuff to the FPS genre compared with Quake and Wolfenstein 3D. Screw technology, I judge games by more important criteria.

  148. Doom and 3d by Violet+Null · · Score: 1

    Doom wasn't a true 3d game. It simulated 3d, sure, but it wasn't. The Z axis in Doom was non-existant, but appeared that way due to some clever hacks.

    For instance, in Doom, it's impossible for one object to be on top of another object. For that matter, it's impossible for anything to be off the floor. Even those things that look like they're flying (the Cacodaemons, the Lost Souls, etc) aren't; their sprites are just offset. Try to walk underneath one -- you can't. You'll run into an invisible wall.

    This doesn't even get into the architectural issue: because Doom didn't have a true Z axis, it obviously couldn't have spaces on top of other spaces...no bridges you can walk under and over, for instance. No spiral staircases.

  149. If you wanted a revolutionary 3d fps... by Violet+Null · · Score: 3

    Then you've got to be talking about Marathon. Sure, it was only for the Macintosh for the longest time, but not only did it manage to include some amazing 3d engine work (for the time), it had a plot.

    Shocking, I know. But that's why li'l ol' Marathon still beats out Quake [II[I]] in my book. Now that it's open sourced, it even has OpenGL support. All it's missing now is some good ol' TCP/IP networking...

  150. Some clients... by isudoru · · Score: 1

    MQWCL doesn't comply with the GPL license which the quake source was released under which I think is a disgrace towards the GPL

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    "I believe in karma. That means I can do bad things to people and assume they deserve it" - Dogbert
  151. Recent developments by return+42 · · Score: 4

    Haven't really been keeping up with things...is this anything like Pong?

  152. But that name! by Unknown+Bovine+Group · · Score: 1
    Myst isn't even 3D; it's just prerendered snapshots and video sequences. OK so I guess that's 3d, but not LIVE 3d.

    But what about that name? Quake? I mean sure it's a household name now -- I don't even think about the meaning of the word but when I heard about the game I expected some kind of spelunking game or at least some Duke-Nukem style earthquake effects.

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    m00.
  153. Quake, the biggest quake ever by MC68040 · · Score: 1

    In my belif, if it woulden't have been for ID software and Quake the Shoot 'em up game genere would probably have been looking alot different today...

  154. "Quakers" the documentary by JamesColburn · · Score: 1

    The game inspired my friends and I so much that I just had to drain my bank account and take on unmanageable debt to make a 40 min documentary on the subject. Visa is still threatening me.

    http://www.pringo.com/quakers.html

    Best game ever!

  155. Re:Yeah what did they blame mass shootings on befo by cheeseflan · · Score: 2

    Why can't you realise that it is never ever the parent's fault? Hah, hmmm.

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    Pimping my Karma Whore since 1847.

  156. Never? by _1C3M4N · · Score: 1

    What are you, a total retard?!? It is at least somewhat a parent's fault, no matter what!