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."
Yeah, I'm a QuakeForge developer.
Bill - aka taniwha
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Bill - aka taniwha
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Leave others their otherness. -- Aratak
A QuakeForge developer.
Bill - aka taniwha
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Bill - aka taniwha
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Leave others their otherness. -- Aratak
- 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 hoursDon'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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Bill - aka taniwha
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Leave others their otherness. -- Aratak
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.
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
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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The next Cmdr Taco duplicate will be ready soon, but subscribers can beat the rush and see it early!
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.
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.
Quake looked for the CD in order to play the soundtrack. Tho it did still work without IIRC.
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IIRC Wolf was made by Apogee, id just made the engine.
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I'm fairly sure Wolf *3D* wasn't released for the 64.
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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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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.
If tits were wings it'd be flying around.
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...
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.
Need a Python, C++, Unix, Linux develop
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...
There is nothing so pathetic as seeing a beautiful young theory roughed up by a tough gang of facts.
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.
-- Veni, vidi, dormivi
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.
Visit Jonesblog and say hello.
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.
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.
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.
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.
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.
but quake gave us killcreek nekkid ;)
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.
Greg
(Inside a nuclear plant)
Aaaarrrggh! Run! The canary has mutated!
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!
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.
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.
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.
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?'
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!"
Want Root?
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.
Want Root?
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.
This is like the second time I've ever laughed out loud at a slashdot post.
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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!
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python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
- 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
esses? dis? romeovoid? unet #quake?
things like this make me miss hardfloor.
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.
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.
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.
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?
[
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."
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?
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
Tragically, the death of Danielle Bunten probably means MULE will never rise again.
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Book(n): Utensil used to pass time while waiting for the TV repairman
Wolf 3d was just a revamp of catacombs 3d.. Don't fuck with me, I know my Apogee/Id/etc. etc. history..
Click here to read too much about my personal life
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...
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?
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.
.plan files somewhere. He spells it all out there.
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
What could possibly hurt the security of the American people more than giving our own government the ability to hide its
The first stable release of Quake for Linux should be out soon.
-gerbik
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...
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.
w that I can actually afford it. Q1 and Doom still are the ultimate when it comes to FPS, both single and multiplayer.
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...)no
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.
--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.
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This
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)
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.
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
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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
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.
Rapid Nirvana
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
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...
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https://www.accountkiller.com/removal-requested
Anybody got any other game quotes?
Microshaft still OWNZ JOO!
SIG: HUP
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
- 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!
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.
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.
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
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."
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!
Whatever happened to JonKatz?
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...
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.
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...
Haven't really been keeping up with things...is this anything like Pong?
Why can't you realise that it is never ever the parent's fault? Hah, hmmm.
Pimping my Karma Whore since 1847.