Tag Archives: quake

The Axes of Difficulty

As always, I am generally writing to and from the position of FPSes.

There are three axes for skill settings, broadly speaking, which can change (non-exclusively) to adjust the difficulty, they are:

  • Behavioral – Enemies gain or lose abilities, display different reaction times, change tactics, and vary in accuracy and prediction. A simple illustration of this is in the original Unreal where the combat capability of the monsters was modified by the difficulty level you selected.
    • Nightmare difficulty deserves a special note here, as it often increases monster attack speed, general aggressiveness, and may include elements such as respawning. Nightmare was created for Doom in a patch, a response to player complaints that Ultra-Violence was too easy. You may want to read my small article on Duke Nukem 3d’s higher difficulties.
  • Economical – Health, armor, and ammo are more scarce, inventory may be limited. This can engender an anti-completionist attitude, or drive the secret hunter all the further.
  • Circumstantial – This one is a bit broader and can include changing level layouts, though less common due to technical and labor reasons, but more often involves Economical changes on top of enemy positioning, quantity, and composition changes. This method was commonly used in FPSes and can be seen extensively in Quake for the wide shifts in level density and battle complexity depending on the difficulty.

These increase the cognitive load on the player, asking him to factor in more at a time for decision making, thus asking the player to use their existing education about the game in a more strenuous form, while mentally juggling changing data points, which takes us back to the simple notion that learning is fun, when focused and applied. Continue reading

Quake’s Original Map Order

John Romero recently shared the original sequence of maps for Quake, as of March 26th 1996, using the internal file names. It revealed a different structure to how we think of the game. Where the final release is four distinct episodes with separate entrances from start.bsp, where episode one is a cross section of maps and styles, with the remaining episodes being primarily owned by a particular mapper and of just one theme, we now can see an earlier and different beast: There was no start map, and the game led with all of the base maps, before going through the themes of medieval, metal, wizard, and elder. Sure that sequence is familiar enough, but as I’ve covered before, Quake has a rhythm, where Doom has a flow. The interrupts of the base maps at the beginning of each episode lends itself to that rhythm. This original structure flows, more like Doom. Below you can see the full plan, and my write-up of how the sequence would go using the final file names, with the reference having been graciously provided by John.
Continue reading

Duke Nukem 3d and Higher Difficulties

For someone who loves classic first person shooters so much, I’ve never been a fan of Nightmare modes. Doom had enemies respawning, Quake had faster attack rates (and a faster Vore firepod), Blood had substantially healthier enemies, and Duke3d, like Doom, went with respawning enemies. I didn’t care for these because they tended to mess with the rhythm of the game. Quake doesn’t feel like Quake with monster attacks spamming, Doom can’t build its sly creepy mood if you’re forced to keep moving like it is a deathmatch session, and the robed cultists in Blood should not require four shotgun shells.
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I recently dropped by GalleyUK’s YouTube channel, home of some of the finest playthroughs of first person shooters, and saw he had somewhat recently re-recorded his playthrough of Duke3d, all secrets, all monsters, all four episodes. But this time he did it on Damn, I’m Good, the game’s equivalent to Nightmare. Damn, I’m Good respawns the monsters, but only if a solid corpse is there. And Duke has corpses which react to splash damage. Immediately the pipebombs and laser trip bombs gained value beyond toying about (and in Dukematch). Galley would toss a pipebomb amidst corpses and detonate, or lace the room with lasers before leaving.
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Explosions are somewhat obvious, but this also inflated the value of the Shrinker and Freezer, elevating them beyond gimmick – they didn’t leave solid corpses either. Killing an enemy in a doorway would result in the corpse getting squished, also preventing a respawn. But my favorite was the HoloDuke, a toy copied straight out of Total Recall, I never found a use for it. But Galley, without any explosives to his name and an abundance of corpses, left the hologram running in a thoroughfare as he continued his exploration of the level. He later returned, and all of the enemies had respawned, but instead of fanning out in search of Duke, they were preoccupied with the hologram. He kept them in check.

Where other games, excellent games which I love, lose something from their highest difficulty level, Duke Nukem 3d gained an additional layer, and turned the trinkets into tools. We need more games like that.

Quake and Doom’s Mechanics

So sock, level designer extraordinaire, had a tweet which triggered some interesting discussion:

I didn’t directly participate, as on this subject I find Twitter’s character limit to be too restrictive. Jehar and negke jumped in with thoughts, but I figured I would share mine here. At a glance Doom and Quake seem to be similar games. First person shooters made by largely the same team, and with the same key people of Romero, Carmack, and Petersen at the helm. But they have many fundamental differences, such that I find it hard to articulate it succinctly. As negke has dubbed me a master of verbosity, I shall do my best to live up to that. Continue reading

Quake Map Jam 3 Post-Mortem

Note: This post was written before the pack was released, so I’m far more embarrassed as to the map’s quality now than I was when this was written.

I’ve been rather quiet for a number of reasons, but a big one was my participation in the Quake community map jam. This is the third like it, and it used a Zerstorer theme. Being so inexperienced in the ways of mapping, and a huge fan of the mod Zerstorer, this appealed to me as there is room for brutalist architecture in a Zerstorer theme.

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By brutalist architecture, I mean low skill. So I pounced on it. I am rather proud of the fact that despite its numerous problems, the small scale, the features cut, and having ~1/4th the detail level I would like, that I still completed it. It is a titled level which you can play from start to finish, with themes, traps, secrets, and little bits to it. So this is kind of a post-mortem, but since I mostly did things wrong, it functions more as a list of things I need to do next time. I probably won’t do another map jam because though the deadline kept me motivated, it also put some stress on my family life. Sure a Quake map was part of my “bucket list” (or backpack list for Quake), so we pushed through knowing the deadline, but in the future any mapping will be likely on my own timeline. I.e., over months, rather than weeks.

So all that being said, Continue reading

How My Quake Looks

This was requested by onetruepurple in a thread about replacement textures and remakes of older game content with skacky and Daz. This is how Quake looks for me, 1680x1050x32 with the original textures, original lightmaps, realtime shadowmaps from dlights and the world, and a little bit of bloom. I am using a recent release of the DarkPlaces engine by my good friend LordHavoc.

I might do another post later on about the significance of art design, and how games age. You may have noticed that this post got its own category called Quake. Quake is an exception to me, it stands above all other games for a variety of reasons, and I do hope to showcase the game periodically on this blog.

The Virginal Experience

We all remember our first time, for anything substantial that happens after early childhood. I see this more and more often in the realm of games. We attribute the benefits of a genre to the first game that we play in that genre, and we attribute the gains of a technology to the first game that we play which uses it, and if it is our first game for either, we were generally unaware of the substantial gains already made in those areas by prior releases.

Typically these things happen in waves with adoption of other technology or hardware, demographic activities, infrastructure rollouts. So games which release in a timely manner around these events are poised to be received by a whole host of new customers who don’t know their genre or the technologies they use. Many of my favorite games saw the benefits of this, and I will be attempting to list a few examples of this below to illustrate my point. I will be focusing on the first person shooter genre, as it is my genre of choice. Continue reading

Am Gun, Will Travel

It can be argued that the experience of a first person shooter is actually the act of being a sentient roaming gun. Though some 2nd Amendment debates would hold this is the case in reality, it could be more reasonably articulated that it is in many ways the case in games. On a technical level, often the player is just a bounding box with a weapon visible, perhaps some hands, and in multiplayer they are displayed as a character to other bounding boxes with a weapon visible. Metaphysically speaking, now that sounds fancy, the primary input with the game world in an FPS is simply shooting (particularly in the Quake franchise which centers its logic systems around damage or proximity) so obviously the gun at hand is a primary source of expression.

This however is greatly impacted by the inventory and spawning system of the game. In the Quake and Unreal franchises you spawn with a certain supply of weapons, and you find others in the environment. The weapons are expressions of discovery, what you have found, they represent exploration and knowledge. These weapons are also usually fairly distinct, sure they can be broken down by simply hitscan or projectiles, but no one is going to argue that Quake Live’s (and thus Quake 3’s) Plasma Gun and Rocket Launcher are particularly similar weapons. The weapons are intentionally as distinct as their location in a level and are designed to occupy a large range of design space within the scope of the mechanics. Continue reading

Indie Devs Seeking Asylum

From time to time I encounter complaints about the setting of video games, particularly horror ones. There is a general lamentation of them taking place in abandoned/old/dilapidated hospitals/prisons/asylums/houses. Getting burnt out on a setting is very understandable, being uninterested in one is also well within reason, but periodically I see the claim that the use of such things has to do with our society’s perception of the unwell/criminal/mentally ill/aristocratic past, et cetera and so on. Often it is suggested that these games are an indication of who we are as a society (ignoring the culture and geographical location of the development team).

I posit a different perspective: money. Horror games work best when simple, which means few mitigating elements, and when exploiting basic fears. Being alone meets both of those requirements from a design and tech standpoint. Horror games are very commonly developed by smaller independent teams, such as Amnesia, or Eyes, which was developed by Paulina Pabis. When there are fewer hands and a smaller budget, reusable or versatile content goes a very long way. A single set of textures, a couple of meshes, some sounds, and a good lighting effect go a very long way toward the goal of the game design.

Another aspect is baggage, and this is where the contemporary cultural anthropoludologists (its fun to make up words) come close to being correct. Few people know anything about these places with any real expertise. They have limited expectations and this frees up the designer considerably in what they can do with the space. Look at the level design of Call of Duty or Half-Life, then look at the level design of Quake or Portal. The former take place in settings we have particular expectations of, the latter in ones with fewer trappings. The result is designer expression. If you want a particular user experience in a Quake map, you make it. If you want that in a Call of Duty or Half-Life map, well, you’re going to need to find some reason for it to happen with this space which the users are going to be familiar with. Quickly you result in convoluted, bordering deus ex machina, configurations, or boring levels. These are results that demolish the mood being built by a horror game.

With fewer (not lowered) expectations, a minimal entry fee for believable content, these settings are a great angle for independent developers, in the same way that “retro” graphics are. There is more economy than égalitaire about the setting of these games.