Quake is 10
cyclomedia writes "Late on 22nd June 1996 Quake was uploaded to cdrom.com's archives in the form of 7 1.44MB floppy disk images. Though it wasn't until the 23rd that everyone realised (or at least, that's my excuse for being a day late with the news submission). Cue much aggravation on the newsgroups as eager downloaders experienced glorious 2 FPS gameplay."
Hell, I remember going to a vending machine at a local mall to buy Doom! Had to supply my own 3.25" floppies and everything. What a crazy way of getting software, and IIRC it was $18 in 1 dollar coins.
It doesn't mean much now, it's built for the future.
1) Quake 1 was released for $9.99 as shareware with the full soundtrack. It was able to be unlocked with a code, and so of course, keygens came out and enabled you to play the full version for $9.99 with the awesome Trent Reznor soundtrack in all it's glory. 2) When QuakeWorld came out, you could play with others anywhere at 600 ping and still be o.k with it. There was a few seconds delay, but you would essentially predict what you wanted to do. I remember I would turn, grapple against a wall, let go, and shoot hoping I was able to hit something. I don't remember broadband back in the day. I wonder what the next innovation will be that redefines video game playing.
It was playable 486DX2/66 with 8 megs of RAM
For me, the game wasn't on until a little later a company called 3DFX released the Voodoo graphics card. Which you could install a front end called GL Quake to play Quake with arcade quality graphics. That, was a true game revolution for me. The full 3D engine, and liquid smooth graphics. I love it!
Now hurry and get people to help out at http://www.quakeremix.com/ !!!!!
...it's playable with 32 players on a single server when all the players (though not the server of course) are on modems. Quakeworld rocked my world then, and it still does. Let's also not forget how easy it was to mod; sure there were doom mods, but quake was the game that catapulted us into the wide world of modding.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Some quotes for our own amusement and wistful recollection :);
/stand/ things like heretic/duke's look up/down?"
"Still have 486? Get a Pentium immediately!"
"I have a 486 Dx2/80 with a Diamond Stealth 64 2120 video card and I get 6.2 fps in the start."
"Am I the only person who just can't
"Well over 30+ fps at start of Duke3d ? Thats top DX4-100 speed....actually I haven't seen a DX4-100 that tops 28."
"There's an option, r_fullbright (1/0) which turns off all lighting effects and speeds up the FPS tremendously."
Those were the days - further I can recall back to is the Voodoo 2, anyone have any further fond memories of the mid 1990s GPU situation?
Happy birthday Quake!
And thanks to Id for releasing its source code under GPL, because of this, the game is still being played and mod'ed after 10 years of its initial release, check Tenebrae for example, which adds modern rendering techniques like per-pixel lighting and stencil shadows to the original game.
python>>> q="'";s='q="%c";s=%c%s%c;print s%%(q,q,s,q)';print s%(q,q,s,q)
To me the major accomplishment was that it had co-op play. Unfortunately, it totally failed to usher in an era of co-op. Playing Quake with two or three people (or Doom for that matter - it's not like Quake was the first FPS with that feature) was just riotous fun. I have played Q2 with the co-op mod, but it's buggy. Or it was then...
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
Name one thing that is in an FPS game that isn't in current quakeworld engines. Note that quakeworld has been opensourced for a long time now and has had time to evolve purel based on peoples desire for a better engine, no desire to try to be able to sell polished crap. Whether you're a visual junkie(Specular lighting, 24bit textures, Luma textures, Bloom lighting, Weather effects, Per pixel shadows, particle explosions/trails, etc), a Tech junkie(MD1/2/3 model support (thats quake1 through quake3 and everything between), BSP1/2/3 (Again, q1-3 and every game based on it), PK3 support(the compressed archive q3 uses to store its files), even so far as to support Quake3 QVMs, which is pretty much a .dll that is the entirety of a mods game-code, Direct encoding from ingame to an avi (xvid+mp3), etc)
And then theres the stuff for gameplay. Fully customizable hud. Arbitrarily re-coloring text(makes for good teamplay scripts), Regular expression triggers for console text(so you can match "someone stole your flag!" and play a sound for example), TCL scripting(I don't like it, but to each their own), Advanced scripting (if/then blocks, variables, math), etc.
It's not that games havn't improved since 1996, its that while companies are busy trying to add a few new features to their engines so they can hype it up, we've all been sitting here playing with the best christmas present anyone ever got us--Quake's source.
Of course I only focused on the engine (whats important-- as a good mod has its balls cut off by being on a bad engine), but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.
Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
This seems like a good time to mention something I ran across again a few days ago - Quake Done Quick. These guys finish the whole of the original Quake, on Nightmare difficulty, in 12 minutes and some seconds. Incredible.
h p%3Fpid%3D%26fid%3D953 (BIG .avi)
Check it out: http://clanservers.multiplay.co.uk/?p=/ftpfiles.p
Police State UK - news and
I couldn't understand why nobody wanted to play co-op. To me, co-op is the only interesting kind of multiplayer game. Yet even now, the emphasis in online games is on deathmatches.
Me and a bunch of friends against a seemingly unstoppable horde of alien scum--that's what I want in a game.
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
cough. 1% of quake 1's filesize, and much better graphics too... It makes me wonder -- WTF are today's multi-gig games doing with all that space?
I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
It is, in fact, entirely unsurprising that this hasn't happened.
There's a very good reason why you rarely see random level generation: It's extremely limited. (As a game designer, I've had a good deal of experience with the problem of randomly generating game content.) "Preposterous!" you say. "Random level generation means exponentially increased variety for only slightly more effort!"
While this is technically true, the problem with randomly generated content is that it's very easy for humans to recognize the patterns and elements of the random set. Anyone who's played Diablo or Diablo II enough is familiar with this. At first, the random levels are pretty neat, each time you go into the cathedral it's a different layout... but after a few times, you begin to recognize certain elements (a room shaped a certain way, a certain set of prison cells arranged just so), and after a while, you see enough permutations that even if the level isn't one you've exactly seen before, it's similar enough to all the others you've seen that it's basically the same.
Even if you create 100 distinct rooms for your dungeon that can be arranged in 100 billion unique ways, there's still only 100 basic elements, and you'll begin to recognize them pretty quickly. Randomly generated content also violates the precept that games are a form of storytelling; and randomly generated stories are not interesting. Notice that even in a game like Diablo II, with randomly generated levels, the quests are always exactly the same and the dialogue is always exactly the same -- because you really can't randomly generate a good, original story.
I've played plenty of engaging games since Quake came out; if you haven't been "engaged" at all since then, that's your problem.
"Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased