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What do you think Quake will have for a new gameplay mechanic?


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illuknisaa said:

I hope quake (2018) takes place after quake (1996) where the ranger comes home to his family only to find out that the mankind (now called wimminzkind) has regressed to a point where it is unable to count. The ranger now has to try to end it (tap e to end it) before he also becomes a mutated degenerate.

Nope... New Quake will be released in 2026 year or later.

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illuknisaa said:

I hope quake (2018) takes place after quake (1996) where the ranger comes home to his family only to find out that the mankind (now called wimminzkind) has regressed to a point where it is unable to count. The ranger now has to try to end it (tap e to end it) before he also becomes a mutated degenerate.


What.

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Your all wrong!
It's meant to be released in 2022!
How?
Well id Software left behind the D22 , which means the next game will release in 2022 ! I don't know if its Quake though.

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illuknisaa said:

I hope quake (2018) takes place after quake (1996) where the ranger comes home to his family only to find out that the mankind (now called wimminzkind) has regressed to a point where it is unable to count. The ranger now has to try to end it (tap e to end it) before he also becomes a mutated degenerate.


It shall be titled Quack, and is a reboot.

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Wanna see Railgun replaced with Static Rifle from Doom 2016 and Nailgun from Q4 instead classic version(and useless) from Quake 1/QuakeWorld.

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This is a tough question to answer. The things that quake made fun are already pretty dominant in a lot of games. Things like point source and dynamic lighting, 3D architecture, grenades, deathmatch, telefragging, rocket jumping.

I suspect telefragging and rocket jumping might a fun gameplay mechanic to focus on. Quake's plot and aesthetics however are kind of a cloudy image. What is quake? Tim Willits once described quake in an interview as having an "identity crisis" which sounds right to me because the stories across the games don't really connect at all, theyre just dark, rusty, violent, and fun. I too would prefer the ancient mayan/medieval/whatever stuff that was in quake 1 make a comeback because I personally thought the Hell maps in Doom were incredible and I was very quickly bored of the techbases. The UAC base maps that followed the hell maps in Doom pissed me off because they were nowhere near as interesting as hell was. (not to imply that they were bad but I didn't have enough Hell, personally)

So that ancient mythical stuff from Quake 1 appearing in a new game sounds really cool.

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40oz said:

I suspect telefragging and rocket jumping might a fun gameplay mechanic to focus on. Quake's plot and aesthetics however are kind of a cloudy image. What is quake? Tim Willits once described quake in an interview as having an "identity crisis" which sounds right to me because the stories across the games don't really connect at all, theyre just dark, rusty, violent, and fun. I too would prefer the ancient mayan/medieval/whatever stuff that was in quake 1 make a comeback because I personally thought the Hell maps in Doom were incredible and I was very quickly bored of the techbases. The UAC base maps that followed the hell maps in Doom pissed me off because they were nowhere near as interesting as hell was. (not to imply that they were bad but I didn't have enough Hell, personally)


Wasn't it something like this (I will oversimplify things):

Quake 1: Art Team (plus Carmack at first?) wanted to do something close to an RPG (some of which was already planned for Doom), with magic and sword wielding, but overall most of the team quickly got to the point that it would be too risky, so they simply made a shooter, based on what the art team already created). Out came Quake, a strange game regarding the different art styles in the four episodes, and even less "narration" than Doom

Quake 2: id wanted to jumpstart a new franchise (like they did later with Rage), but after basically the first twenty ideas of names were already taken, and Quake was a huge success, they agreed to simply name it Quake 2, allthough it didn't have to do ANYTHING with Quake 1.

Quake 3: Similar to Quake 2, the game was something completely different, or better said, concentrated on the success of the Quake 2 multiplayer, and again they (rightly so) said to themselves "use the force...ah...the Quake name", especially since they could pull some characters from it (as well as from Doom)

Quake 4: the only "true" continuation of the Quake 2 universe, apart from the online variants (Quake Territory etc.)

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tuo said:

Wasn't it something like this (I will oversimplify things):

Quake 1: Art Team (plus Carmack at first?) wanted to do something close to an RPG (some of which was already planned for Doom), with magic and sword wielding, but overall most of the team quickly got to the point that it would be too risky, so they simply made a shooter, based on what the art team already created). Out came Quake, a strange game regarding the different art styles in the four episodes, and even less "narration" than Doom

Quake 2: id wanted to jumpstart a new franchise (like they did later with Rage), but after basically the first twenty ideas of names were already taken, and Quake was a huge success, they agreed to simply name it Quake 2, allthough it didn't have to do ANYTHING with Quake 1.

Quake 3: Similar to Quake 2, the game was something completely different, or better said, concentrated on the success of the Quake 2 multiplayer, and again they (rightly so) said to themselves "use the force...ah...the Quake name", especially since they could pull some characters from it (as well as from Doom)

Quake 4: the only "true" continuation of the Quake 2 universe, apart from the online variants (Quake Territory etc.)


I always felt Quake 3 was much more like Quake 1 because of how random it was, each level was set in a different world and there was many variations of characters. It was fucking weird, just like Quake 1.

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TheWizard said:

I always felt Quake 3 was much more like Quake 1 because of how random it was, each level was set in a different world and there was many variations of characters. It was fucking weird, just like Quake 1.


If you take the SP as a campaign... (at least they tried to get some story into that...more than into Quake 1, but cringeworthy at most)

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tuo said:

If you take the SP as a campaign... (at least they tried to get some story into that...more than into Quake 1, but cringeworthy at most)


I just meant more of the "lore" and artwork.

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TheWizard said:

I just meant more of the "lore" and artwork.


Well, yeah, the "lore" was something all over the place, picking from Doom, Quake 1, Quake 2 and many other inspirations.

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The Quake 'series' is a disaster in terms of continuity and congruence. Must suck for fans of either q1 or q2 or q3/live who are awaiting some sort of sequel or reboot to know that they only have a 33% chance of their universe being chosen, since all quakes are set in a different world.

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Tetzlaff said:

The Quake series has continuity and congruence in style and aesthetics. Just not in the background story.

Until Quake 4 yeah, pretty much. They are the perfect game trilogy imo.. Variety is the key word here

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massivefanofdoom said:

The Quake 'series' is a disaster in terms of continuity and congruence. Must suck for fans of either q1 or q2 or q3/live who are awaiting some sort of sequel or reboot to know that they only have a 33% chance of their universe being chosen, since all quakes are set in a different world.


This.

I count myself in the Quake 1 group here. With Wolfenstein and Doom having been continued several times now, a sequel to Quake 1 is the number one thing I'm waiting for from id Software (second place going to a Rage sequel). But looking at how troublesome the development of Quake 1 was for the company and how close it is in setting and tone to Doom, I'm afraid that id/Zenimax doesn't see enough benefit/uniqueness in remaking this game.

It would be so awesome, to have the dark and Lovecraftian world of Quake 1 remade into a modern game.

Well, hope dies last.

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Arctangent said:

Why not? These were my favorite weapons, even if they weren't actually that great due to how easy it was to run out of ammo and how hard it was to stock back up.


And this is a response to Ossi as well. What I meant was don't have both a nailgun and a super-nailgun. Just have one. The singe barrel and double barrel shotguns both served different purposes, as did the grenade launcher and the rocket launcher.

Having two nailguns, one that just fired slower was pointless. Keep the nailgun or the perforator. No need for both. I loved the nailguns, it just seemed like there wasn't a point to having two of them. Unlike the shotgun and double barrel shotgun, or the grenade launcher and rocket launcher; those weapons have unique uses.

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Dude, spells. That would be my first choice as a dev, because the original quake was supposed to have spells.

And fuck the trogg, bring back the lovecraft monsters! The trogg were such a boring enemy compared to the lovecraft horrors in the original quake.

And I hope they don't make it multiplayer only, the original quake needs an honest-to-god sequel so bad.

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If they do put Multiplayer In It, Id better work on It this time.

As for the spells, that'd be pretty cool.

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DoctaCaffeine said:

Dude, spells. That would be my first choice as a dev, because the original quake was supposed to have spells.

And fuck the trogg, bring back the lovecraft monsters! The trogg were such a boring enemy compared to the lovecraft horrors in the original quake.

And I hope they don't make it multiplayer only, the original quake needs an honest-to-god sequel so bad.

Spells, making it into something like a Heretic/Hexen game.
Edit-nevermind, the Lovecraftian monsters and environment will be cool mixed with that

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Voros said:

Spells, making it into something like a Heretic/Hexen game.
Edit-nevermind, the Lovecraftian monsters and environment will be cool mixed with that


Omg, heretic / hexen remake would be .... droooooooooooooooooooooooooool.

Spells will fit in great with the doom prequel ... you know,up to where doomslayer kills the titan and is trapped and entombed.

Although I'd think, from looking at the night sentinels's armour (it is similar to doomslayer's in look and feel) these warriors were probably already outfitted with guns, ala predator / alien universe, the plasma cannons did not feel out of place and the predators were using them while fighting in the Egyptian pyramids. The night sentinels feel like an ancient humanoid civilisation with advanced technology ... so imagine a prequel with high tech energy guns and hell-stolen weapons like the crucible and a thor-style hammer, heretic/hexen hellstaff-bloodscourge style weapon, and a demon's head shooting fireballs or even lost soul skulls (!!!), a poison bolt with DOT- shooting serpent staff, and an axe that shoots a row/wave of massive damaging un/holy fireballs, a dark staff firing smallish dark-coloured bfg-style fireballs, a trident that shoots argent rails like the gauss, heretic's ethereal crossbow and dragonclaw, a demon hand that shoots a spray of red fireballs, a mancubus cannon etc etc.

Spells and hellfire mixed with plasma cannons and the unmaker, hell yeah I can totally see it!!!! Bring it on id!!!!

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ChickenOrBeef said:

There's only two possible directions I can see id/Bethesda take the next Quake:

1) Make it a multiplayer-only arena shooter that follows what Quake 3 did, but with top-notch tech and some new features. The goal here would be to solidify Quake as the ultimate competitive arena shooter, and to therefore make "QuakeCon" more relevant as well. The downside here is that this would be for a niche market. Not only are arena shooters not very popular anymore, but this would have to be a PC-centric game.

2) Make a Lovecraftian campaign experience that follows the direction of Quake 1. The goal here would be to create the Bloodborne of shooters. You can even make it sort of an open-world experience like Bloodborne, which would also help distinguish modern Quake from modern Doom and modern Wolfenstein. This has more mainstream/console appeal, but the downside here is that multiplayer would still need to be created. People expect great multiplayer from Quake regardless of what you focus on. So id Software will either need to contract another 3rd-party developer or they'll have to divert some of their own resources towards both the Campaign and Multiplayer. Hopefully the success of DOOM allows id Software to hire enough personel going forward.


It looks like Option #1 is exactly what id Software decided to do.

I was expecting Option #2, but solidifying Quake as id Software's ultimate competitive shooter is one way to distinguish the franchise from Doom. Also, because it's PC-only it seems they're aiming for some ground-breaking visuals as well. It'll be interesting to see what idTech6 can provide for a title built from the ground up for PC.

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I don't want Lawbreakers Champions.
Please guys, somebody tell me there is an efficent way to integrate classes in an arena shooter like quake 3.. Because I'm really sad right now

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