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Challenge: Columns: QW Projects: Pro Mode: Affiliates: |
QW Projects
QW Source vs. Q3A-Pro Debate My View
By comparing these points to any popular pass-time annex sports I guess you can see their validity. Football (soccer for Americans) is basically a very simple game, yet by training you can get better at it and learn more advanced techniques (retro shots for example): it has some depth. Professionals will play in specialised stadiums, use special shoes and can be picky about the color of the ball yet it can be played almost anywhere by anyone as long as a few square metres of free floorspace and a spherical object are available. Spectators only need their eyes and maybe a cheap television to watch and enjoy the game. The international federation (maybe not the best example of a non-profit organisation) decides on rule changes and doesnīt need to worry about royalties for the inventor of the game. Take basketball and youīll find similar parallels. (Before anyone starts getting wrong ideas and thinks I like football: I donīt.) And for the complex gameplay scaring off new or casual players? Look at chess with itīs long list of movement rules: of course a īnewbieī will have to be sufficiently eager to learn the rules and he wonīt beat a grandmaster in his first game, but that does hardly bother friends playing the game amongst themselves, having small competitions or joining clubs. Maybe it takes a bit of perseverence and some give up early; others continue and become good at it. Of course not all is great about QW just yet and some features can and should be added to make it a future pro-gaming platform:
In conlusion, I think that for a game or sport to get mass-appeal and suitable for competitions, it needs to have depth and complexity, it needs to be accesible to casual players and it needs to be independent of money-making businesses. Furthermore I believe a concerted effort with the released Quake source code would be more succesfull at attaining these goals than a Pro-mod for brand new Q3. Jjonez Hoonys View Saturday, 08 January 2000 - Of course, during this "Pro Mode" stuff I have received quite a few emails from people pointing out that, with the recent release of the Quake 1 source code, there is another possibility - namely, to update Quake 1 for the 21st century and make it the platform for future FPS sporting ambitions. Just recently, one of the CHEU columnists, Jjonez, emailed me to say that he had updated his column with thoughts on this very theme. A very good column update, which provokes a lot of thought. Well, I see nothing whatsoever wrong with working on the Quake 1 source code as Jjonez suggests. Imagine if someone could make it into a competitive sporting platform for the 21st century. Wow! That would rock my world. Just as Jjonez says, Quake 1 is already a great game, some would say the "perfect" game. All it needs, perhaps, is to be upgraded so that the gfx no longer looks out-of-date, and to integrate state-of-the-art stuff so that it can stand next to the games of today. I've had many thoughts along these lines. The only reason I haven't leapt up and said "let's support this as well" is because there are limits to what I can do in a day. I barely manage to deal with my current workload as it is - it's that simple. People yell at me already because I appear to be too slow at responding to their requests. I have a wife, a child, a dog, and a fridge, to attend to. But I do definitely like this idea. It is a romantic idea - Quake 1 comes back from the 20th century to reclaim the 21st! The game they gave up for dead lives on forever, and so on. I love this idea - so much that I am hosting a site here at Challenge-World called QuakeWorld Forever. So, if anyone would like to work on a project with Challenge-World along these lines that Jjonez suggests, well that's exactly what the "Projects" section is there for. Someobody out there could either develop a project for updating the Quake 1 source or perhaps just maintain a page in the Projects section to track other Quake 1 source projects (so we can be informed about the choices that are available). If this sounds like your gig - then and I'll set you up with whatever stuff we can provide right now. I offer my support and the support of the Challenge network. If Challenge-World developed a Quake 1 project like this, do I think we should therefore abandon the Q3A-based "pro mode" project? No, not at all. I still think it would be a lot of fun to work with this Q3A platform. I support the project 100% and I am going to continue to support it. There are also plenty of reasons to work with Q3A - it will have a larger user base, it will be the platform used in competitive play, it is a more advanced game engine, and so on. The question is - do we need to "make a choice" between either one or the other? Not at all. I keep hearing from people how important it is to "keep the communities together" and not "create confusion" by creating something new. To all these people I say, if you think you can get everyone to play the same game, good luck to you. But I believe in a world of diversity and choice. The FPS genre is one of the most varied gaming genres there is. We started with Quake, and now we have Unreal Tournament, and Duke Nukem to come, and stuff like EverQuest (and lots more, like Half Life, and Tribes, but you get the idea). Even within Quake, we have Team Fortress, we have Capture the Flag, we have Clan Arena and Rocket Arena, we have 1 million modifications. There will always be variation and choice - it is a part of life. You can't stop it from happening. Nor should you want to stop diverse projects from happening. Without experimentation, there is less opportunity for new discoveries. I believe the Quake world is big enough for many projects. Projects are fun, and half the enjoyment is in the path travelled and not just the destination. I also don't think you can pre-judge which one will be best. Here's my philosophy - support the projects you want to support, and if you want, give the others an honest tryout when or if they get built. At the end of the day, if a mod is good, word will spread. Gamers will say - "have you tried this yet, it rocks". |