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qwertyuiop924 | 9 years ago

Fair enough...

I would argue that Quake has a lot more emergent complexity in its mechanics than a lot of other FPSes. Deathmatch has elements of territory control - moreso than in the Halo/COD lineage, as I understand it. And because you have to control territory and stay alive, there's an incentive to go fast. Very fast.

As a result, the more advanced mechanics of Quake (once bugs, now hallmarks of the series) have a very steep learning curve that hides an ocean of depth.

And yes, it is closer to the emergent complexity of an online shooter than the simulation complexity of DF, but the theme of depth hidden behind extreme complexity is the same.

>If you're talking about the Quake family tree, some of the most played current day first person shooters (CS:GO, COD, TF2) are direct ancestors of Quake, sharing some of Quake's source code.

I was actually talking about Quake's lineage in gameplay: Q3A, UT, and the rest of the arena shooter subgenre.

Given, this is an odd comparison, and I don't blame you for disagreeing. I'm not 100% sure I agree with me, and I am me.

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