RetroAhoy: Quake
Video Statistics and Information
Channel: Ahoy
Views: 2,419,929
Rating: 4.9521279 out of 5
Keywords: xboxahoy, quake, id software, pc gaming, video games
Id: OipJYWhMi3k
Channel Id: undefined
Length: 67min 27sec (4047 seconds)
Published: Fri May 13 2016
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this retrospective is on point as well, quite impressive. he mentions pretty much every territory Quake set foot in: Lovecraftian theme, NIN sfx/music, mods, dawn of 3D video acceleration, speed running, machinima, engine legacy and esports
i will list some interesting bits of information in addition to the video:
the author of the video used a rather crude prototype of Quake machinima (Diary of a Camper, 1996) to deliver his point. the best examples of Quake machinimas would be:
famous website Speed Demos Archive was started with Quake speed running in mind as the logo suggests
Counter-Strike creator, Minh 'Gooseman' Le, made (or contributed) to some precursors of CS in form of 'realistic' Quake mods such as Navy Seals and Action Quake
bots (simulated multiplayer opponents) were introduced in Quake1 with Reaper Bot. here's a brief history of bots by Super Bunnyhop. other notable Quake1 bots were: Omicron Bots (known for their witty 'individuality' in nicknames, chat replies and skins) and FrogBots (known for their insane difficulty and advanced waypoints navigation system).
Quake engine family tree looks like this. the most famous clients within the Quake1 community (apart from official ports) are:
the game still has a vibrant scene of mappers and modders. there's still professional designers creating map portfolios in Quake, because the limited (yet elegant engine) provides a good challenge in a "less is more" sort of way.
here are screenshots from the work of one of many such prolific people, SimonOC: 1, 2, 3, 4, 5, 6
i fully recommend his maps and mods, he studies his craft really well and explains it in depth: http://simonoc.com/pages/design/sp/1000cuts.htm
also his Quake1-inspired puzzle map for Quake3 "The Edge Of Forever" is one of the best mods I've ever played http://simonoc.com/pages/design/sp/moteof.htm
Quake3 used some of the quirkiest algorithms for calculating inverse square roots, notice the comments in the code. FTA: At the time, the primary advantage of the algorithm came from avoiding computationally expensive floating point operations in favor of integer operations. Inverse square roots are used to compute angles of incidence and reflection for lighting and shading in computer graphics.
This is one of the highest quality gaming related channels.It's insane how interesting and informative every single video it is (I especially love the series where he explores how the cold war influenced videogames)
I'm hoping that they return to the gothic/lovecraftian themes of the first Quake.
Quake(Gothic)->quake 2(SciFi)->Quake 3(ArenaMP)->Quake 4(SciFi)->Quake 5 (?Gothic?)
I can only hope. :)
I watched the whole thing. Didn't skip any part. I love his presentation and art style, however he needs a script editor to help trim the fat and condense the information. This could have easily been cut down to 20 mins while having more of an impact. The fact that it is so long while he repeats bits of information makes it feel padded out rather than bursting with content/insights.
tl;dr version of things Quake innovated or inspired:
Mouse-look aiming
WASD controls over arrows (an innovation most asian PC developers never caught on to until much later)
3D accelerators
Vertical level design
Large-scale multiplayer deathmatch
Server browsers through Quake World and client-side prediction in netcode
Mods and total conversions
Team Fortress and CTF game modes
Machinima
The engine for a huge list of classic titles including Jedi Knight, Medal of Honor, Call of Duty and more
Former developers creating famous games like Age of Empires 2 and Deus Ex
Speed running and the "Games done quick" moniker
Got ~20 minutes in and I have to ask, how much of this is just describing what Quake is? So far, he's spent a lot of time on each weapon and enemy - I played the game, so I'm more interested in things less obviously apparent, like the development history (which he has touched on) and its direct influence on other works.
I honestly feel sorry for Doom and Quake because a generation of gamers have seemingly forgotten about it. Although Bethesda seems to be coming up with decent revivals and renditions of id's titles there seems to be not enough growth/new direction in the industry to really take the next step in evolving it.
Sure you could argue virtual reality being the next step but thats so far from the common man's rig right now something else needs to fill the gap.
Not to mention so much is left on what if for the original Quake.
Oh my god a full HOUR of Ahoy? He is one of the best producers of gaming content on YouTube. This is a truly wonderful gift.
@ 1:02:54 - I think putting "2014" as Unreal Tournament's release date is a bit misleading. The new UT's our best bet for the future of the arena shooter right now, it's yet to be released.
Also it's just a hunch but I get the feeling that Ahoy doesn't really like unreal. It doesn't surprise me though, with the amount of times he's talked ID Software.