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Masters of Doom mentions how some of the early design was based around a D&D campaign Carmack made and they all played. The modern game Amid Evil really struck
by Jach 5y ago
Masters of Doom mentions how some of the early design was based around a D&D campaign Carmack made and they all played. The modern game Amid Evil really struck me as what Quake could have been without its design compromises due to technical limitations and "rush" (more like, they couldn't believe it was taking so long, it turned things toxic, they needed to get it out and be done). AE really nails the swords&sorcery-style fantasy elements whereas Quake only really hints at them (though the more contemporary Hexen series did them a lot better too).
- bentcorner 5y agoI remember reading about Quake before it was released, and I recall that it was going for a much slower pace. Melee combat and 1v1 fights were the focus, and environments felt very dark and moody. Not sure if that was a piece of fan-fiction or whatever, this was ~30 years ago so my memory is very fuzzy. It was also passed around in the BBS days so who knows the veracity of what I read. I imagine this document has been lost to time. I was a little disappointed at the final release that I didn't get the above but it was nevertheless extremely cool.
- bitwize 5y agoYeah, Quake was supposed to be their RPG in development, The Fight for Justice. "You start off as Quake, the strongest, most dangerous person on the continent." Your character in The Fight for Justice was supposed to start off with a Thor-like hammer and a ring of protection. They tried to carry forth the combat with the hammer into the final Quake game, making it a more melee-focused thing albeit with the ability to shoot thunderbolts or other magic and cause shockwaves by striking the ground with the hammer, etc. They found it didn't work, and they all just wanted to play with more Doom-like guns anyway. The hammer may have become the Axe and Lightning Gun weapons in the final game.