The significance of Quake

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pakopako
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Re: The significance of Quake

Post by pakopako »

General_Norris wrote:1) It was the first modern FPS... supported the now standard keyboard+mouse setup. Having to aim is much more interesting than moving right and left like you did in Doom.

2) The engine of the game... allowed the creation of a completely 3D environment.

3) It was the first game that truly had a competitive community... The game had a lot of mods. The original Team Fortress game was a Quake mod.

4) It had action death-match and capture the flag.
GSZX1337 wrote:IIRC, wasn't it the first FPS to let you type-chat with other players?
Pretty sure I got smack-talked in DOOM II a lot. But that was just 1-on-1. I also think Quake was the first FPS to go beyond 1-on-1 and offer multi-player arenas. And fully 3D ones rather than using fancy layering meant players would have to look up, down, and diagonally.
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the7k
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Re: The significance of Quake

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kingmohd84 wrote:But here is a good question...

if Quake did all of this....then what is the significance of Unreal Tournament?
Unreal Tournament is to Quake as Guilty Gear is to Street Fighter.

Same basic concept, but with many mechanical differences and a strong focus of insane, intense, high-octane blood sports.

Personally, I was always more into UT than Q3. The music, weaponry and level design had a lot to do with that.
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Hobie-wan
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Re: The significance of Quake

Post by Hobie-wan »

pakopako wrote: Pretty sure I got smack-talked in DOOM II a lot. But that was just 1-on-1. I also think Quake was the first FPS to go beyond 1-on-1 and offer multi-player arenas.
Doom II did have more than 1 on 1. My first networked deathmatch experience was 4 person games on $20K SGI machines at school after the demo got ported to Irix. :mrgreen:
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Re: The significance of Quake

Post by Limewater »

J T wrote:
fastbilly1 wrote:
General_Norris wrote:2) The engine of the game was groundbreaking. It allowed the creation of a completely 3D enviroment with rooms above other rooms, ramps, huge open fields, whatever. Many important engines like Source are based on this one and games as different as Jedi Knight and Call of Duty have Quake's engine as an antecesor
Jedi Knight used the Sith engine. Which was a rebuilt Jedi engine, what Dark Forces ran on, which did all of what you said a year before Quake was released. Granted Quake did it better.
Yeah, I remember Dark Forces being the first game I played back then where you could look up and down, unlike Wolfenstein or Doom.
This isn't quite true. The Sith engine wasn't just a rebuilt Jedi engine. It was significantly more advanced, and was a true 3D engine. Dark Forces wasn't a true 3D game-- the Jedi Engine faked it similar to (but not as well as) the way the Build Engine did it. You could put a room above a room, but you couldn't really meaningfully interact between the two rooms simultaneously. You could do that in Quake.

There's a spiral ramp in one of the early Quake levels. It's really incredible, and not really possible on the Jedi engine.
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