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.
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