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oh I forget that you are to much "important" to respond! sry 
Whooosh 
I am. 
 
I think pretty much any quake level has the sense of isolation, simple due to a lack of NPCs or scripting leading to a world that is not only empty of anything but hostiles, but also static and empty of the scripted scenes that make up something like Half-Life.

I thought Rage actually recaptured this feeling quite nicely, although it could have done with some more set-pieces to vary things up. 
RAGEQUIT TRINCA 
 
 
SleepwalkR stay in your hole, this is nothing... 
Awesome Evil Underwater Stuff 
anyone see this by the way?

http://www.world-science.net/othernews/111010_ichthyosaur.htm

Shades of "Dagon" 
Calm Down 
Damn You Spirit 
Now I want to replay Warpspasm again. 
Re: Bear 
PHEW!!! I've been hyperventilating for the last 24 hours at the thought of that prehistoric sea monster coming to get me!... oh god, the window!
heh 
F@&% Apple 
 
how dare you insult god.


btw ricky, how come you only follow the worst websites imaginable? 
What Made Quake Great? 
Hello,

My name is Infje, I�m new here. Well not really, because I�ve been lurking here for years, but now I�m a registered user. I came to this community to ask you for a bit of your time. I�m working on a study about what made the original Quake so great? If you look around, it still has a dedicated following even though the game is more than 15 years old. That says a lot about the game and it�s fan.

I think the SP part is hard to classify. I remember reading that the team had creative differences, that it was originally intended to be an RPG and that there never was a design document. When the engine was finally finished, they threw in some Doom like weapons, polished the maps they had and released it. Or so I�ve read. Which resulted in a game that consists of mixed elements. There was no real story, unless you had read the small introduction in the readme file. But the game itself never really explained anything. Personally, I missed out on the MP since I hadn�t had Internet back then. But we all know it was quite a phenomenon.

The obvious things are easy to name: Full 3D world, Multiplayer, DM, Clans, etc.

But for me, since I missed out on the MP, Quake was all about the Lovecraftian horror, the traps, the secrets and the underwater passages. Nowadays many shooters only use water as a showcase, but back then, you could swim and explore. I really miss that.

This study is for my personal records. I like to look back on the things I enjoyed and get a better understanding of why it worked and better yet, would it still work now? Carmack hinted at going back to the original Quake but I wonder how you could create something new that still feels the same.

If you�re willing to share your views, please reply to this thread so I can take them into account. If it�s not appropriate for me to post this, feel free to delete it.

Thank you,

Infje 
Spirit 
Because I follow your website :P 
Samsung Is Doing Exactly The Same 
thing in other countries, or at least attempting to. It's a dispute over patents. Who knows whose claims are rightful. 
Apple Started It. 
 
 
Fight fight fight fight 
 
I think Quake worked out better with the "frustrated" Romero.

All the stuff they were talking about wouldn't have given us the Cthulhu Mythos mixed with fantasy that made it such a weird game. I like the mix of settings, the hazy way in which they're linked. It gives the game it's atmosphere.

Less is more kind of thing. This is why I dislike mods that add things like cutscenes and dialogue. Nothing cuts up the strange, lonely atmosphere more for me than that (I think scripted elements aren't a problem though, as they don't take you out of the character, and if done well make the world feel more dynamic).

They did screw up the weapon balance though :P 
 
Also the gameplay of Quake and Doom has yet to be recaptured which is another reason both games remain on my computer at all times. The mixture of arcade combat, weird and varied monsters and complex 3D environments is awesome. 
Infje 
You might be interested in this: http://lunaran.com/page.php?id=200 
Infje 
To me, it was atmosphere. As a kid, it was very easy to lose myself in the gloomy nightmare world that id made with Quake. It was very engrossing - it was mysterious, it was frightening, and it had a lot of little details like swamp/wind sounds and imposing architecture. The monsters were psychotic, I remember the first time I saw a fiend, it scared the SHIT out of me. Not literally, but it was really scary. Vores, too. Damn those things blew my mind.

The gameplay is alright, but really it's the imaginative, frightening, tense atmosphere. 
 
That's some excellent feedback guys. Keep it coming. I especially like the link to Lunaran his site, I never thought about it that way. But it does make a lot of sense. 
For Me, 
It's fast and evil ...but with a grim sense of humour.

You can tell they had fun making it, despite all the various interviews and so on claiming otherwise. 
Doom 4 Indefinitely Postponed? 
Die Cuntbot. 
 
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