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Quake III - John Carmacks plan!

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  • 17-06-1998 11:51am
    #1
    Registered Users Posts: 2,207 ✭✭✭


    John Carmack has updated his .PLAN and announced ID will be ditching the idea of Quake3. They will instead be working
    on a new project called Quake Arena which will be a deathmatch only style game.

    My last two .plan updates have described efforts that were not in our original
    plan for quake 3, which was "quake 2 game and network technology with a new
    graphics engine".

    We changed our minds.

    The new product is going to be called "Quake Arena", and will consist
    exclusively of deathmatch style gaming (including CTF and other derivatives).
    The single player game will just be a progression through a ranking ladder
    against bot AIs. We think that can still be made an enjoyable game, but
    it is definately a gamble.

    In the past, we have always been designing two games at once, the single
    player game and the multi player game, and they often had conflicting goals.
    For instance, the client-server communications channel discouraged massive
    quantities of moving entities that would have been interesting in single
    player, while the maps and weapons designed for single player were not ideal
    for multiplayer. The largest conflict was just raw development time. Time
    spent on monsters is time not spent on player movement. Time spent on unit
    goals is time not spent on game rules.

    There are many wonderful gaming experiences in single player FPS, but we are
    choosing to leave them behind to give us a purity of focus that will let us
    make significant advances in the multiplayer experience.

    The emphasis will be on making every aspect as robust and high quality as
    possible, rather than trying to add every conceivable option anyone could
    want. We will not be trying to take the place of every mod ever produced, but
    we hope to satisfy a large part of the network gaming audience with the out of
    box experience.

    There is a definite effect on graphics technology decisions. Much of the
    positive feedback in a single player FPS is the presentation of rich visual
    scenes, which are often at the expense of framerate. A multiplayer level
    still needs to make a good first impression, but after you have seen it a
    hundred times, the speed of the game is more important. This means that there
    are many aggressive graphics technologies that I will not pursue because they
    are not apropriate to the type of game we are creating.

    The graphics engine will still be OpenGL only, with significant new features
    not seen anywhere before, but it will also have fallback modes to render at
    roughly Quake-2 quality and speed.


Comments

  • Registered Users Posts: 6,984 ✭✭✭Venom



    : John Carmack has updated his .PLAN and announced ID will be ditching the idea of Quake3. They will instead be working
    : on a new project called Quake Arena which will be a deathmatch only style game.

    : My last two .plan updates have described efforts that were not in our original
    : plan for quake 3, which was "quake 2 game and network technology with a new
    : graphics engine".

    : We changed our minds.

    : The new product is going to be called "Quake Arena", and will consist
    : exclusively of deathmatch style gaming (including CTF and other derivatives).
    : The single player game will just be a progression through a ranking ladder
    : against bot AIs. We think that can still be made an enjoyable game, but
    : it is definately a gamble.

    : In the past, we have always been designing two games at once, the single
    : player game and the multi player game, and they often had conflicting goals.
    : For instance, the client-server communications channel discouraged massive
    : quantities of moving entities that would have been interesting in single
    : player, while the maps and weapons designed for single player were not ideal
    : for multiplayer. The largest conflict was just raw development time. Time
    : spent on monsters is time not spent on player movement. Time spent on unit
    : goals is time not spent on game rules.

    : There are many wonderful gaming experiences in single player FPS, but we are
    : choosing to leave them behind to give us a purity of focus that will let us
    : make significant advances in the multiplayer experience.

    : The emphasis will be on making every aspect as robust and high quality as
    : possible, rather than trying to add every conceivable option anyone could
    : want. We will not be trying to take the place of every mod ever produced, but
    : we hope to satisfy a large part of the network gaming audience with the out of
    : box experience.

    : There is a definite effect on graphics technology decisions. Much of the
    : positive feedback in a single player FPS is the presentation of rich visual
    : scenes, which are often at the expense of framerate. A multiplayer level
    : still needs to make a good first impression, but after you have seen it a
    : hundred times, the speed of the game is more important. This means that there
    : are many aggressive graphics technologies that I will not pursue because they
    : are not apropriate to the type of game we are creating.

    : The graphics engine will still be OpenGL only, with significant new features
    : not seen anywhere before, but it will also have fallback modes to render at
    : roughly Quake-2 quality and speed.


    Hope it does better than Ultima online.

    Venom.


  • Closed Accounts Posts: 106 ✭✭FlavorFlav


    .


  • Registered Users Posts: 166,026 ✭✭✭✭LegacyUser


    Shee-EHHH!


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