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And
presumably, those guys in college can play it on a laptop with an integrated
graphics card.
JC: Yeah. I mean, that's one of the great
things about it -- it's an older technology that was well-written at the time
and was used as a major benchmark in testing, et cetera, over the last decade,
and is still on the list of making sure that no modern video card drivers
regress over anything. They still test
Quake III Arena on all that.
That has some really great benefits of
meaning that it is really rock-solid. It's not like a modern game, where going
to the 0.107 driver causes some problem in the middle of things.
It just works,
and it just works really fast, on any computer. It turns out that you're more
limited by the browser support for the technologies that we get than for the
graphics-acceleration support for the game itself.
Somebody at id just recently got one of the
little netbooks -- I can't remember the manufacturer. It's literally a $300
laptop that doesn't have a DVD drive or anything, and it runs the game.
MS: It runs the game at 50 to 80 frames per
second in full screen. So it's pretty cool.
The other thing that I think particularly Quake players, but PC gamers in general,
are used to, and that this does do better, is keeping the game up to date.
On the Xbox, you pop your disc in and it
says, "Oh, there's an update for this game." You download it, and
you're off and playing. PC gamers have sometimes been kind of run through the wringer,
to have to go out and install the latest patch, or check if there's a new map
pack out. Only recently have games on the PC really started to handle updating
themselves very well.
But, because of the way we built this, any
time you go to quakelive.com, wherever you are, it automatically checks to see
what you have and downloads what you need. So you're always up to date. You're
never out of date.
You'll have a bit of a download because it
pulls the game data in chunks to your system, but you can start playing while
it's kind of downloading in the background as well. Basically, anywhere you go,
your friends list, your statistics, your personalized settings, your customized
views of the game browser, of filters, or of leaderboards, all of that follows
you.
So it really is a fairly portable -- not
only from a laptop perspective, but as a portable experience in that once you've
downloaded the game at a friend's house or at home, or wherever, there are no
install discs, no patching, no nothing. You just log in, it updates it, you
have the latest version, and you can play with all of your settings right
there.
I think that's actually going to be pretty
darn cool, the fact that you can sit down at a hotel business center and just
have exactly the game experience that you have been playing at home, or at
work.
Back
in the Quake III release days, there
was a whole class of player at a certain level of play who would turn every
graphical option down as far as it could go, to get that baseline type of
experience where they can just push as many frames as possible and strip the
game down to its basics. Do you find it interesting that, even now, with modern
machines, some people still do that on Quake
Live?
JC: Yeah. There's not nearly as much of
that, though. A lot of the people did it, really, for the right reasons of
wanting to get improved frame rates. There's still a slight sense, for some
people, that blurring things out gives more contrast and can be a slight edge
for making things stand out. But for the most part, it's great to see the game
running at, really, two-million-pixel resolution.
In fact, it's really neat to see how cool a
lot of the stuff really looks on there. A lot of the shots in the website, the
glamour shots that are all still in-game, look pretty damn good. And the polish
path the level designers went, to go line up all the textures and improve the
lighting, without having changed any of the rendering code at all, has added a
nice little extra layer of gloss to it.
In many ways, it's almost hard to say this,
coming from a graphics programmer, but for what the game is and what it does,
it really looks plenty good enough.
On
that note, with regard to the graphical design mentality, Quake III is a very clean, very readable game. And the gameplay
design is extremely elegant, in that it's very game-like and based on pure
dynamics, as opposed to trying to model more realistic systems, which is a more
modern design ethic. I'm curious what you think the place for that kind of game
design and visual design is today? There are very few triple-A games being made
with that mentality.
JC: Yeah. That's a really worthwhile thing
to explore. If we look back into history on that, inside id, we would go back
and forth between different people having different primary drives on that.
And Quake
III was my game. I am all about the elegant, simple, minimalist design. And
we thought it was a good thing for what it is. But it wasn't as successful as
either Quake II or Doom 3, the games that bracketed it --
although it was plenty successful to be worthwhile.
But it has become clear, over the years
since then, that what people expect from a current triple-A title is everything
and the kitchen sink. Especially in an established genre like first-person
shooters, you have to have everything nowadays. And it's a tall order to go
ahead and do all of that. People expect a lot for their $50 or $60 that they're
plunking down.
That's all well and good, and it's led to
some really fabulous titles coming out, but there is still a lot to be said for
that minimalist, simple game design. When we're not trying to claw $60 out of
somebody's back pocket, I think there is a place for things that are simple.
And I think that there's a possibility that we can actually attract many more
players to this than to the big games with the really high barrier to entry.
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