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>> No.7321786 [View]
File: 170 KB, 945x1705, Quake_-_family_tree.svg.png [View same] [iqdb] [saucenao] [google]
7321786

>>7321521
Mario 64 inspired platformers to be more like it, but thing is that there were other 3d platformers with similar semi-open worlds already, just not as popular. Hell the non-flying parts of Nights into Dreams were already a lot like Mario 64, and it came out in like the same month or something; Tomb Raider came out a few months later too (though it used tank controls).

Quake created multiplayer FPS rulesets/gameplay which is used to this day, and is arguably one of the most played videogame genre today. Before that you had to have all players ready in advance instead of just joining a server mid-game, and it also created or at least popularized (not sure which, it's been too long ago) many rules like the respawning items (back in Doom, items never respawned, so even the best player would eventually die to a noob with a pistol once the health on the map was all used).
I'm not sure which RTS game first made other popular rulesets like CTF though.

Also without Quake engine we would not have had Half Life or any games inspired by that, or any further engines which powered later games. Or the millions of source edits and mods the game allowed for (okay, that started with Doom, but Quake had it too).


>>7321591
>glquake looks like shit though and software quake plays perfectly fine, half life did more for selling GPUs

glQuake with the average Voodoo ran the game in 640x480 60fps while the average cpu in 1996 could run the game at 320x240 and maybe 30fps. That was a really fucking huge difference and it created the first boom in 3d accelerators. I can't think of a single other game that powered the sales of a specific PC hardware as much as Quake 1 did.

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