 Well
#17761 posted by ijed on 2009/11/25 12:55:15
For the people in charge if it doesn't have explosions and "WOW, AWESOME, COOL!" moments (think 14 year old after ten cans of Redbull) then its not a good game. 'I don't think we'll be able to sell this'.
Which is why stuff that's subtle or clever has a very tough time getting produced in the mainstream.
Typically a game that is of that ilk will try to hide its cleverness behind the odd generic gameplay setup or special fx fodder - so that the money men feel safe enough to invest.
 Im A PC!
#17762 posted by RickyT33 on 2009/11/26 23:24:19
0_o
 Is Something Wrong With Me?
#17763 posted by Jago on 2009/11/27 09:37:05
For the past decade, I have always considered QuakeWorld to be THE ultimate deathmatch game and despite playing other games, I was always coming back to QW for some quick fragfests. I've had a pretty long break (like 2+ years) from QW and yesterday, I played a little bit of QW and a little bit of QuakeLive. I found QL to be genuinely more enjoyable.
Is something wrong with me?
 Nope
#17764 posted by Spirit on 2009/11/27 09:42:18
QuakeLive is much easier to just play a quick game. There are always players in your skill level. There are many game modes. QuakeLive is much better than QuakeWorld in those terms. I do prefer the QW gameplay (physics and aircontrol mostly) though.
If QuakeLive would finally work with the OpenSound System I would play it much more than Quake/-World.
 Ugh
#17765 posted by megaman on 2009/11/27 12:25:57
for duel, i dropped ql. It's mostly the map selection and the fact that some older maps are broken due to the gameplay changes, so there only are two maps left that are playable and fun (ztn and pt4).
 Server Maintenance Downtime
#17766 posted by SleepwalkR on 2009/11/27 18:53:22
Hi folks, the server on which the forum is hosted is going down for maintenance this weekend. This will hopefully only take a few hours, but you know how it is with these things. Stuff may go wrong and it may take longer than expected. No worries though, everything will be backed up off site for great justice!
#17767 posted by necros on 2009/11/27 19:32:23
thanks for the heads up :)
 Megaman
#17768 posted by - on 2009/11/27 22:42:30
What about dm6, dm13, t7, and t9?
There's a very active dueling scene in QL, I watch http://www.quake-live.tv/ alot to see the cool matches all the time.
 Hmm
#17769 posted by nonentity on 2009/11/28 20:04:52
Yeh, the maps get played.
But all the 'pro' players are whining about it.
Afaik there's a 'contest' (it's some guy offering 50 euro) on ESR atm to suggest the best item/minor layout changes (jumppads and teles) for DM6 with the aim of persuading iD to make it...
 Hmm
#17770 posted by nonentity on 2009/11/28 20:05:06
oh, and cheers for the heads up sleep
 Heh
#17771 posted by SleepwalkR on 2009/11/28 21:52:54
The upgrade is already finished. Everything went very smooth, surprisingly.
#17772 posted by JneeraZ on 2009/11/28 23:31:23
"But all the 'pro' players are whining about it. "
NO!!!
 Duel Maps
#17773 posted by megaman on 2009/11/29 13:26:18
dm6 - almost broken in q3, now broken due to the new spawn system. It's basically impossible to come back against good players. I've never been great at this map, but even other players I was losing against told me so.
dm13 - camp fest, which just is no fun. i mean, a map more defensive than ztn? It basically feels like the guy who hides in the best spots wins. oh yeah, and in the areas where camping isn't > *, it's shaft aim only.
(i always mess the new maps up)
t7 - i did dominate another guy with experience on my first play just because of my superior aim. super lollercoaster simple. Just not necessary to go into anything more than the most simple mind games.
t9 - super huge and wrong scale, shitty teles, camp fest. As a mapper, I feel disgusted to even TRY playing this. And when I did, it totally sucked.
 Sleepwalkr:
#17774 posted by metlslime on 2009/11/30 01:47:55
thanks for the warning, seems everything is working!
 Hypothetically
#17775 posted by Spirit on 2009/11/30 16:11:37
What would be things you could imagine being funded with amounts of say about $50 that would be of great use for many Quake people? Maybe some itches that annoy you for years but no-one ever fixed?
Think of bounties, some FOSS projects have things like that.
#17776 posted by Spirit on 2009/11/30 16:35:40
I could imagine these:
Engine:
-Ogg Vorbis support for cd track emulation (and other uses)
Stuff:
-Quoth fdg/whatever, or has that been done now? How about QuArK support?
-QuArK port to Linux. Might be way out of the league.
Some articles? Research?
#17777 posted by JneeraZ on 2009/11/30 16:51:24
Bounties would be a very interesting idea. I could see people doing stuff they wouldn't normally if there was some money involved.
 Totally
#17778 posted by Drew on 2009/12/01 01:38:07
just ask Negke
 Hmmm...
#17779 posted by generic on 2009/12/01 02:11:28
Dare I ask: What did Negke do for money? ;-)
#17780 posted by starbuck on 2009/12/01 14:06:12
gargled an ogres balls in exchange for a shiny nickel.
 Shambler's Castle
#17781 posted by Jago on 2009/12/02 01:51:32
Just got around to playing Shambler's Castle, the 1 level "quake in doom3 engine" mod. I was a bit sceptic and obviously purists will easily find some things that don't feel "just right", but overall it was actually really fucking good and great fun.
 Yeah I Enjoyed It Too :D
#17782 posted by RickyT33 on 2009/12/02 02:40:42
 Welcome
#17783 posted by Zwiffle on 2009/12/02 03:02:53
To "however long ago that came out and everyone loved it", Jago.
 Shambler's Castle
#17784 posted by necros on 2009/12/02 04:06:02
first thing i did was replace all the 44khz weapon sounds with original 11khz stock quake sounds.
 Hm
#17785 posted by Tronyn on 2009/12/02 22:04:23
well I'm doing a lecture/talk on Quake, as a less formal "cultural lecture" here (at this university, in front of a small academic audience) early next year, I'd take $50 for that (lol). I'll still be doing it either way though.
I'll convert the talk to an article and post it somewhere afterwards. It's tentatively called "The Lingering Legacy of id Software's Quake: A Glimpse Into Thirteen Years of Darkness." Various aspects of Quake, its inspirations, history, artistic style, level design stuff, legacy and etc will be touched on.
For the record I don't think academics should get paid public money to study videogames, I'm even a bit iffy about film. Those things culturally perpetrate themselves; I guess I'm a bit conservative on this one but I think part of the point of literary study is to preserve classic literature like Dante, Shakespeare, Milton, etc.
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