Quake 9

Reflecting upon the past - the “myth of early gaming scene superiority” or the golden age of digital gaming - I need to stress out that I am 35 or 36 years old by now; not having been a gamer all my life, but rather experiencing burst interest in the gaming every now and then, much like with my approach to other popular media. I mostly prefer spending my time listening to music and my taste in music is broad spectrum. When I want a challenge, I find a good read, primarily in philosophy. Anyhow, what about the mentioned, golden age of gaming, what namely is the point of this rant? The point is to be happy, as usual, although that thing is understood intuitively by the most.

What is not understood enough, in my opinion, is that the success, begins with the right people. What in turn is commonly misunderstood, is expressed through a notion that the success, equals happiness already. It is said that psychological depression, emerges from suppression, while what else do we tend to suppress, if not the very thing we already know to be true - the bitter observation. Early game developers, as I believe, had a certain vision to offer and they needed to create ways to express that vision, find way how to bestow that vision to others via digital gameplay medium, which was novel by the time. Finding the right way, was a creative pursuit in itself and while the very method could have been standardized and systemically reproduced, the genius, the personality and the brilliance of a vision, could not have been. One does not just “produce” authenticity. Nowadays, games are developed by systemically educated masses, who create consumer products for the masses, in order to perpetuate the current state of affairs; to keep the system rolling forever. Nonetheless, just like the proverbial philosopher goes through a crowded marketplace in daylight, holding a lit candle in his hand, explaining he searches for “a man” - not even “the man” but “a man”, like the marketplace was empty or void of the right people - that much nowadays we still search for ideal qualities of the mythical past, but the system, knows only quantities and turns everything into quantity - although quality, belongs to a human. We search for the vision, the brilliance, the personality and finally, the essential self expression in the shape of a story, while simultaneously hoping that a very reproduction of the method itself, will already bring the desired outcome; fabricate the genius - unfortunately. This is not an age of heroes. I am not a hero either; I bring you nothing. Thank you for your time.

The subject of ‘idTech3’ engine and the games of transition era. The ‘idTech3’ is probably a most decent engine, much like any engine by the ‘idSoftware’ - ofcourse. Nonetheless, I dislike that engine. Somehow I do believe it to be infamous. First of all, I associate it with an engine that never let us have a third singleplayer ‘Quake’ game, yet still using that name - as if the engine itself has become flawed for that reason or proved unsuitable to support any proper singleplayer experience altogether. Understandably I do realize the ‘idSoftware’ was a small company and there was a competition with the ‘Unreal’ going on, therefore a choice of priority and specialization had to be made. Eventually, there came products to counter the notion of ‘idTech3’ being good selectively for the multiplayer support and these were the ‘Return to Castle Wolfenstein’ and the ‘Soldier of Fortune 2’ that I know of. Both these games are essentially old school high-speed action shooters with somewhat random stealth elements - the elements that remain mostly without application when it comes to actual gameplay practice.

The way I see it, the games that I mentioned do not really bring together pieces of the old school and the new school - with the new school being the realm of tactical shooters and stealth. However, not all games of the era were mixed like oil and water about their school of choice. The ‘Tom Clancy's Ghost Recon’ is a perfect example of going full in into the new paradigm. Understandably, the ‘Ghost Recon’ could not win the ‘Game of the Year’ award competing against ‘Halo: Combat Evolved’ extravaganza. Fun in digital realism embracing elements of simulation is something else to fun of arcade shooting and detachment. Both these paradigms are much like Judaism and Christianity, I imagine - they emerge from a similar mythological root but in their practice they are not just different, they are fundamentally unlike - fundamentally, that is. Who prefers what, is another dispute.

I do believe the realism does have certain notions to it that must be respected, in order to be a successful breed. These notions I can think of are:

  • momentum: slow speed over high speed, although a good game knows when to be fast and when to be slow - not everything requires to be creeped through for validity, sometimes a breeze of contrast is of great benefit
  • tactics: precision shooting and ballistics, lethality of combat, complex healing mechanics or wound system, evasion versus encounter, ambush tactics or game mechanics rewarding surprise element in combat, environmental and sensory awareness, survival mindset
  • intelligence: gameplay valid tools and world structure supporting the purpose of intelligence gathering prior to action, such as binoculars or reconnaissance utilities, conscious use of light, investigation of data stores, detailed navigational devices or functional world maps, puzzle elements and hacking, limited inventory capacity or reasonable scarcity of relevant resources
  • time: real time flow becomes a desired gameplay phenomenon rather than technology-induced sideffect, while the game itself in a proper fashion takes example of actual physics and organics in depiction of events emergence; this is essentially the difference between “digitalism” and “visceralism”

Games such as first person view shooters evolved from relative organic “digitalism” of the early scene towards “visceralism” of highly atmospheric warfare simulators not due to appreciation of temporality. It was for certain due to appreciation of fluent motion dynamics and better adaptation of artistic values into the matrix of digital gaming, while the motion itself, extends in both space and time together. Body movement and physical transition is a shape of time in the eyes of a human. Simple loading icon replacing a gun reload animation is sufficient to emphasize action temporal dimension, although there is more to digital gaming than that. Tech industry strives to minimize or even eliminate the dimension of time in their projects, but the art should mindfully bring it back.

Speaking of ‘Return to Castle Wolfenstein’ by ‘Grey Matter Interactive’ under the supervision of ‘idSoftware’ - what made it ultimately an old school shooter are primarily these elements in my view: default high speed movement, gameplay momentum rewarding hard assault tactics, lack of clarity in advanced game mechanics or insufficiency in their presentation - alongside good tolerance towards player lack of knowledge - unlimited inventory capacity and casual abundance of resources. It is hard to tell how far the game was “objectively” from becoming an accidental modern shooter. Some say the successful revolution is about coming close enough to the edge without crossing it, as to remain relatable. One could imagine the ‘Return to Castle Wolfenstein’ in alternate universe to have become a golden spot between the arcade fun and the tactical sweat, combining best of the both worlds. I do believe the ‘Return to Castle Wolfenstein’ to have had all the tools necessary to represent a quality new, but the practice seems to had gone all the way other direction - heading towards the past.

Even when it comes to ‘Doom 3’ - which defied the classic ‘Doom’ franchise legacy - while running on an even newer generation of the ‘idTech’ engine and embracing novel design in the ‘idSoftware’ portfolio, ultimately it did maintain some arcade shooter elements or pieces of otherwise manifested uncertainty on the path chosen, such as the shotgun reload rate for example. That is, in spite of choosing atmosphere as apparent core value. Hard to tell though how much of it was purely a bait for the modding community, especially that ‘idSoftware’ is a noble example of practical PR done right in their niche, giving their products incredible longevity.

The lukewarm good-enough case of ‘Quake 4’ by ‘Raven Software’ under the supervision of ‘idSoftware’ also does tell that contractors of ‘idSoftware’ were either somewhat bound by cult perception of their principals or they had remained hesitant to step ahead, introducing new qualities and going beyond the actual status quo. I think the ‘idSoftware’ did not truly win much allowing their franchises to be rented by tertiary companies - what was achieved, are products good and proper in my opinion, maybe just somewhat wasted. The final question is, were the ‘idSoftware’ themselves capable of taking the next step - yet another step in becoming a legend?

What I do imagine has changed when it comes to work and creativity dynamics within the pocket-realm of ‘idSoftware’ is that it used to be a company made entirely by few inspired individuals doing everything by themselves, eventually turning to face the rising industry and competition, adjusting to odds dictated by their business rivals and ultimately following the market spiral, hiring more people - diluting the original genius effect - and outsourcing some work, consequently setting their quality bar on a level closest corresponding to both the consumer and the industry common. Thinking about it - ‘Rage’ stood no chance.

No third Quake single player game? Well, accroding to some people from id Software, Quake II wasn’t even supposed to be called that in the first place, but they apparently went with Quake II because of not wanting to spend time/money to copyright some title and/or because they couldn’t settle on a cool sounding name that everyone liked.

Also, I remember both Quake and Quake II were initially very popular due to multiplayer and modding. It’s kind of somewhat understandable with Quake, as it was basically put together in a crunch mode from the bits they had around, I remember it even being called just a tech demo to sell the engine, but interesting that Quake II which had more focused single player development was mostly known for multiplayer. The advances in the internet speeds and availability no doubt had huge impact on that.

So it’s only natural and logical that they went full multiplayer mode with Quake III Arena. Why spending the time making stories, objectives, locations, monsters, items, building the levels for single player when most of the players won’t even play that anyway (or at least more than once)? Interestingly, Carmack and Romero had all those wild ideas of multiplayer MMO-like level hubs with tons of portals leading to different servers and letting players hop around them as far back as 1996. Also seems that Epic had the same conclusion since they developed Unreal Tournament to be multiplayer only as well, and that one started as an expansion pack to improve the network code of the original Unreal game!

Incidentally, just stumbled on Brian Hook’s 1999 GDC talk about Quake 3 renderer, and he was asked what about a single player title. Proceeded to answer that they want to do what they do best, which is great deathmatch, while others can take the engine licence and make an amazing single player game like Half-Life, why would they want to compete with that.

I remember playing Quake III Arena a lot, it was much easier to get into than Quake and even Quake II, balance wise it was somewhere in the middle between those two. As for more single player games on idTech3, Call of Duty and Medal of Honor started their series there.

But yes you are right describing that there were changes, and they were everywhere. The development of tech and soft was rapid, just think that it only took like 6 years from Doom in 1993 to Quake 3 in 1999! The industry was growing and bigger game studios started to appear. There were more and more games, the market is super saturated. It is known and was mentioned in Masters of Doom that Carmack didn’t really wan’t to make id Software a big company and wanted to keep it a smaller entity that could be more independent.

Even if no game by id Software since 1999 made any huge impact (or at least not in the scope as their classic known titles), they were in some ways at the right time and place. Many would love to have done even one game like Wolf3D, Doom or Quake, and id Software of the 90s made not just one, but several. I mean, did they really need to take a next step to be a legend? They were and are legendary already.

That is what I heard as well. Nonetheless, a lot of people believe there does exist a common theme between the first game and the other releases. Is ‘Quake 4’ the first actual sequel in the nominal series?

I remember the multiplayer was a thing back in the day but games of the past that made it to this day in quality, made it not because of their multiplayer component. When it comes to multiplayer, in my worldview the multiplayer is always just an addon or perk.

Certainly the times were very exciting, the promises of technological development and the pace of change both significant. The industry has started with the right people for sure.

I did not play multiplayer at all or rarely ever when it comes to myself, hence maybe my bias.

Understandably, you are right - why would they need to or want to take the next step if they already had the title? One could argue inventing a genre is more of an achievement than just revolutionizing it.

Yeah I know. But even the developers say that these games have nothing really to do with each other, that “Quake has a bit of identity crisis”. Willits even argued that they should’ve indeed called Quake II something else just to have a different franchise if anything, and yes Quake 4 is a sequel to Quake II. I think events of Quake 4 happen roughly at the same or several hours after events of Quake II. However he also stated that Quake III Arena then would’ve been Quake 2, implying that it’s a Quake sequel, when in fact it wasn’t. If the whole story is true that they “had to” use Quake II as a title for a 1997 game out of circumstances and not because it was a recognizable “brand”, then for Quake III Arena they most certainly did just exactly that. Back then, “Quake” was synonimous with “Deathmatch”.

But leave it to the fans of the games to concoct the “connectivity” of the games, especially in modern times when these “universes” are trendy and fashionable. When many original games have a sequel, a prequel, spin-offs, reboots, etc. Everything just has to be connected and explained.