Quake is 10 405
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."
Old schoolin' (Score:5, Interesting)
Still my Pentium favourite (Score:3, Interesting)
In recent years Unreal has replaced it as my favourite. I got my screenname [used on Slashdot now too] from playing Quake on dialup, and P2P with another local kid.
I can still remember Quake 1 being released (Score:5, Interesting)
Re:2 FPS? (Score:4, Interesting)
Not Quake, but GL Quake! (Score:3, Interesting)
Now hurry and get people to help out at http://www.quakeremix.com/ [quakeremix.com] !!!!!
Quake still has a feature no other FPS has... (Score:5, Interesting)
Classic quotes (Score:4, Interesting)
"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?
Revolutionary Game and GPL'ed Engine (Score:3, Interesting)
And thanks to Id for releasing its source code [idsoftware.com] under GPL, because of this, the game is still being played and mod'ed after 10 years of its initial release, check Tenebrae [sourceforge.net] for example, which adds modern rendering techniques like per-pixel lighting and stencil shadows to the original game.
Re:Indeed (Score:4, Interesting)
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...
Re:Indeed (Score:3, Interesting)
I wish ID would go back to their roots and stop making these single player tech demos
Re:Not Quake, but GL Quake! (Score:3, Interesting)
Re:Next you'll be telling kids to get off your law (Score:5, Interesting)
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.
Quake Done Quick (Score:5, Interesting)
Check it out: http://clanservers.multiplay.co.uk/?p=/ftpfiles.p
Re:Next you'll be telling kids to get off your.. (Score:1, Interesting)
to which the reply was:
Seriously, what is it with the grouch crowd on Slashdot that lvoes to hate on any game newer than 1980s?
There are plenty of new, good games. There are plenty of resources to help you find them, or you can ask on Slashdot. However if you can't find any good modern games, the problem is not the state of games, the problem is you.
No, I think the original poster was correct in saying that new games don't offer MUCH MORE in gameplay. The operative term being MUCH, as newer games are improvments over the older classics they are based on, but how much better are they really? Are newer games fun to play? Yes. Are they higher resolution and have better frame rates? Yes. But beyond this what has really changed? What new game really breaks any new ground, concept or game play wise? Take Doom3 and Quake4 as examples, besides the flashy graphics (which require ever increasing investments in GPU cards), what has changed? They are both still 3D FPS games, where you find weapons and ammo then kill things. Sure, the graphics are MUCH better in Quake4 vs. original Quake. But is the game play really THAT much better? Has the game play evolved at the same pace as the graphics engines? No, I don't think it has. I play Quake, Quake3, and Quake4 on a regular basis (skip Quake2, nothing more than Quake with yellow lighting... yay). Game play wise they are all pretty much EXACTLY THE SAME! Yes, BIG differences in the graphics engines. When it comes down to it I prefer Quake3, as it offers the best performance to gameplay ratio I think. Quake4 requires a lot newer hardware, which I have and it runs great on my system, but Q3 is much smoother for LAN games.
Most of the improvment in newer games is almost all graphics. While better graphics do help an already awesome game be that much better, you cannot base a new game on a flashy 3D engine alone. I play most of the good new games, and I enjoy doing so. How ever I have been saying the same thing the original poster was stating for many years now, new games are fun but it's been a long time since a game blew me away because of some radical new gameplay concept. And we are starting to reach a saturation point in regards to improved 3D gaming engines, sure more detail is always nice, but how much more do we really need? How many more pollys does my FPS d00ds gun really need, and will those extra pollys really make the game any more fun to play? I can already get well over 60 FPS in just about any game, and any thing beyond 60 FPS is over kill (your brain will NOT recognize much beyond this any ways!). So I fail to see where graphics are a bottle neck any more. Modern game devs have plenty of resources available to them. It would be nice to see a return to focusing on gameplay it self and less focus on pushing more pollys, frames, and more than the already rediculous 7.1 surround sound channels... Perhaps the one technical improvement that is still worth focusing on is the new ideas for hardware accelerated physics stuff... But how much longer does the game industry think it can get by with just rehashing the same old ideas on newer 3D engines and flashier textures? We need a revival in new ideas, not new game engines...
Re:ah the memories (Score:2, Interesting)
Re:Perfect time to re-install and re-play (Score:3, Interesting)
God, yes (Score:4, Interesting)
Me and a bunch of friends against a seemingly unstoppable horde of alien scum--that's what I want in a game.
Re:Old schoolin' (Score:5, Interesting)
Re:In fact, Quake sucked (Score:3, Interesting)
One of my favorite aspects of Quake is that they removed the retarded "puzzles" that were all over Doom. Having to run around trying to find a switch that you can barely see because the whole game looks like dogshit is not my idea of a puzzle.
The criticism about the monsters is entirely valid though. They couldn't make them smarter, so they made them able to fire around corners (spider demons anyway) so that the game would be hard with stupid enemies.
Re:quake on a dual ISDN (Score:3, Interesting)
Oh man I hated you guys soooo much!!!! I couldn't afford an ISDN or 2 56k connections back then (you could use this special modem from Diamond MM that would aggregate 2 modem connections).
So I would kick everyone's butt except for those creeps with the sub 100 pings, zipping around with your rocket launchers, grabbing the pentagram of protection before I could.. arrgh!!
I remember thinking that once I had sub 250 pings i would kick anyone's butt, then when dsl was finally affordable CS was all the rage and I had another year of losing before i got some skills...
Bah.
Re:The Size was incredible (Score:5, Interesting)
I hated Quake (Score:2, Interesting)
Quake was a disappointment. The graphics were all brown and green, and the enemies were totally generic. No memorable monsters compared to the Imp or the Cacodemon.
The sound effects SUCKED. The shotgun in Doom has a loud boom and an animation of cocking the gun. Quake has this wimpy click and no animation. I never understood why I seemed to be the only one who noticed the much weaker sounds.
The music was just noisy industrial sound effects, not the fun and catchy tunes of Doom. Quake just had no character at all for me. It felt extremely generic and bland.
Re:Indeed (Score:3, Interesting)
I think the edge Quake had was it wasn't designed for coop, but had just enough coop friendly features (late arrivals doors etc) to make it still fun to play. That way we were able to exploit it, wait at certain doors, hit buttons in certain orders and split up into certain sized fireteams in places to thoroughly beat the system. Most coop games make the mistake of making the game linearly harder with more players, that is stupid because you don't feel your buddies are helping you, it would be no harder to be there on your own. If nightmare becomes easy in co-op, you owe a lot to your team and feel connected.
Re:Next you'll be telling kids to get off your law (Score:5, Interesting)
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.