What do you think main things that are problems for the original Quake?
My short list:
1. Almost all the Quake sites are really, really boring. We are trying to be different and not be like that. We hope we can do well in that department and we are going to try really hard to do that if we can.
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Something I found in the PlanetQuake forums:
Let me make this clear: I am not knocking Quakeworld.us or Quakeworld.nu, this applies to most Quake/Quakeworld sites. Both of those sites are fine sites with some people very dedicated Quake. We link to them, they are dedicated to the game and care about the game just like us.
I blame this in part on the lack of interesting Quake news. FuhQuake.net had a lot of colorful things go on there. Things were new. People made new cool stuff like every week.
Anymore when I read the pages of Quake news based sites, it seems like the original Quake is made of solid boron. There aren't the lively wonders every week like back in, say, 2002 when you were in total shock seeing FuhQuake's Quake 3 style coolness and Tenebrae screenshots or hearing about the mega ambitious Nehahra. I admit back in 2002 I tried NONE of those, but I damn well read news and saw pictures of all of them.
2. Quake: Too Complicated.
No one wants to go on a Diablo style Quest to get their Quake to work. No one wants to go on a Diablo style Quest to get the cool stuff, to make games work, etc.
We got 2 posts within an hour yesterday asking if there were any front-ends/launchers for Quake to manage maps, mods and graphics. Why aren't there? The one poster seemed shocked there weren't. Hopefully the JoeQuake launcher will be out soon, Allah willing.
There is a high quality install package out there that does an excellent job of packaging all the stuff you need, except for the big problem of not being legal. In all other ways, it is thorough as hell and quite impressive.
3. Single Player
I have played some great stuff. I hadn't played any of it until last year.
Do you know why? I was afraid of setting it up. I didn't want to mess with registering at FilePlanet. I didn't want the hassle. I thought it would be boxy style, yawn inducing tedium with ye old tired monsters. Why bother?
After I tried it, I was in shock. I just couldn't believe how incredibly great the awesome maps were. Many of them have custom monsters, but even the ones using standard monsters were incredible. They played like intensely difficult puzzles.
I think Quake installs and learning about where to put things is a major turn off to people. I've know players that wouldn't do upgrades that were essential just because they'd have to download a client and mess with their config.cfg. I know some people who have never made a "cool Quake name" because they are afraid of that.
Yeah, this is actually part of #2 in a way. But I still think it is a major reason why many players haven't tried any custom single player maps or episodes.
4. Community Disconnect
When the almighty Widomaker server had temporary downtime from time to time back in 2003-2004, those players didn't know where to go. All they knew was "connect quake.widomaker.com".
You'd see 6 or 7 of them go to Shmack. You'd see 4 or 5 go to Singed. But considering it seemed like there were always 30 players trying to connect to Widomaker, you knew 15-20 players had no idea. Chuck would often point out the problem. No one did anything about it. When Widomaker died, I know some players vanished.
And the Trinicom server, when it gradually faded and suddenly became a vacuum, it was like those guys didn't know of any other servers on the planet. Canadian Sniper did a post last week saying he didn't know about Max. Last year I remember showing CTF players about GameStatus.Net, they had absolutely no clue it existed.
Quakeworld doesn't have this particular problem, that is for sure. We don't really have this problem anymore either. But we once did.
But there are still community disconnects. The disconnects are different. Community X doesn't understand Community Y. Happens all the time. Regular Quake versus Quakeworld (why?). Multiplayer types not understanding how single player is used and vice versa. Engine community #1 doesn't understand why Engine community #2 uses Engine #1. Old skool vs. new skool.
[/rant]
My short list:
1. Almost all the Quake sites are really, really boring. We are trying to be different and not be like that. We hope we can do well in that department and we are going to try really hard to do that if we can.
--------
Something I found in the PlanetQuake forums:
Originally posted by PlanetQuakeForums
I blame this in part on the lack of interesting Quake news. FuhQuake.net had a lot of colorful things go on there. Things were new. People made new cool stuff like every week.
Anymore when I read the pages of Quake news based sites, it seems like the original Quake is made of solid boron. There aren't the lively wonders every week like back in, say, 2002 when you were in total shock seeing FuhQuake's Quake 3 style coolness and Tenebrae screenshots or hearing about the mega ambitious Nehahra. I admit back in 2002 I tried NONE of those, but I damn well read news and saw pictures of all of them.
2. Quake: Too Complicated.
No one wants to go on a Diablo style Quest to get their Quake to work. No one wants to go on a Diablo style Quest to get the cool stuff, to make games work, etc.
We got 2 posts within an hour yesterday asking if there were any front-ends/launchers for Quake to manage maps, mods and graphics. Why aren't there? The one poster seemed shocked there weren't. Hopefully the JoeQuake launcher will be out soon, Allah willing.
There is a high quality install package out there that does an excellent job of packaging all the stuff you need, except for the big problem of not being legal. In all other ways, it is thorough as hell and quite impressive.
3. Single Player
I have played some great stuff. I hadn't played any of it until last year.
Do you know why? I was afraid of setting it up. I didn't want to mess with registering at FilePlanet. I didn't want the hassle. I thought it would be boxy style, yawn inducing tedium with ye old tired monsters. Why bother?
After I tried it, I was in shock. I just couldn't believe how incredibly great the awesome maps were. Many of them have custom monsters, but even the ones using standard monsters were incredible. They played like intensely difficult puzzles.
I think Quake installs and learning about where to put things is a major turn off to people. I've know players that wouldn't do upgrades that were essential just because they'd have to download a client and mess with their config.cfg. I know some people who have never made a "cool Quake name" because they are afraid of that.
Yeah, this is actually part of #2 in a way. But I still think it is a major reason why many players haven't tried any custom single player maps or episodes.
4. Community Disconnect
When the almighty Widomaker server had temporary downtime from time to time back in 2003-2004, those players didn't know where to go. All they knew was "connect quake.widomaker.com".
You'd see 6 or 7 of them go to Shmack. You'd see 4 or 5 go to Singed. But considering it seemed like there were always 30 players trying to connect to Widomaker, you knew 15-20 players had no idea. Chuck would often point out the problem. No one did anything about it. When Widomaker died, I know some players vanished.
And the Trinicom server, when it gradually faded and suddenly became a vacuum, it was like those guys didn't know of any other servers on the planet. Canadian Sniper did a post last week saying he didn't know about Max. Last year I remember showing CTF players about GameStatus.Net, they had absolutely no clue it existed.
Quakeworld doesn't have this particular problem, that is for sure. We don't really have this problem anymore either. But we once did.
But there are still community disconnects. The disconnects are different. Community X doesn't understand Community Y. Happens all the time. Regular Quake versus Quakeworld (why?). Multiplayer types not understanding how single player is used and vice versa. Engine community #1 doesn't understand why Engine community #2 uses Engine #1. Old skool vs. new skool.
[/rant]
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