3D First-Person Games, So Far 373
Gernot Ziegler writes: "One of my professors (Stefan Gustavsson) has written
a good summary that explains the history & technical background/innovations that Doom, Quake & Unreal brought with them when they were released.
Check it out." It's a pdf file. Gustavsson ends with a list of hopeful questions about where such games can go, after nearly a decade of running and violence. What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)
10 Years Ago (Score:2)
Pretty much true - most multiuplayer games were 2 player only since most games were designed to be connected head to head with a Null Modem cable...
But Midi Maze IIRC allowed up to 16 players connected via midi cables to run around a maze and shoot each other, in the days before doom was even a twinkle in John Carmack's Eye.....
goal free? (Score:1)
goal-free universe? (Score:1)
nah what'd be the point?
check out the UT architecture mods (Score:2)
What about Ball Blazer in 1983?! (Score:3, Informative)
As 3D maps go, Video games such as Bards Tale [fortunecity.com] used 3D type maps for moving around a city. Not true 3D but boxes, but then, these are older games. Even thinking, I think there were some older C64/Apple demos that used Wolf type 3D maps, but I cant think of any at the moment.
Wolfenstien 3D wasnt the first, but was the most popular. People were building upto realastic games for quite some time.
Some games I think they forgot about, Heretic, Hexen, Duke Nukem 3D, SkyNet, Blood Series, SIN, Solider of Fortune, KingPin, Shadow Warrior, RedNeck Rampage, and TRIBES! Hell, even new titles like Max Payne and upcoming DN4E are leaps above Q3A.
A real history on FPS games, should include 8bit computers and consoles. I think it would be cool for a list of games, dates, and engines they used. Even a quick blurb on what the developers/programmers were thinking when they came out with the games.
Ahh, I'm too old... I remember playing Ball Blazer!
Goal Free Universe? (Score:4, Funny)
Real life is already goal-free. Part of the allure of games is that they have goals. A goal-free virtual universe would at best be a novelty and a fad for a few moments.
Re:Goal Free Universe? (Score:2)
Man you can really tell when someone has (a) no imagination and/or (b) never read a book (such as Snow Crash) that is detailed enough to supply them with a temporary imagination!
Let's see... a goal-free 3D world would be at best a novelty? A fad for a few moments? Is that also what you think of this goal-free 2D world we call the World Wide Web?
If you think that's a stretch, consider Snow Crash's "Metaverse":
- A virtual space that spans the global network of computers.
- Anyone can create their own personal space in the metaverse
- Anyone can write their own special programming used in the Metaverse to do cool things
- Those people that are better at design/programming create cooler and more useful spaces in the metaverse
- The metaverse is a great place to meet new people, encounter new ideas, and perform research
Now replace 'metaverse' with 'internet' and see if you can really call it a novelty or fad...
A goal-free 3D world GAME would suck, true. But a goal-free 3D world not controlled by any one company, expandable by anyone with the talent, would be unbelievably cool AND useful.
It's already here but try selling it.. (Score:2, Interesting)
Not goal free, and not 3-D, but... (Score:2)
Also, we're already linking to random university professor's random pages.
The Geology Explorer is an educational game intended to teach the concepts and principles of Physical Geology. [nodak.edu]
3d engine design. (Score:2, Interesting)
Portals on the other hand are much better for this lofty goal. The way a portal works is rather simple. Take to concave subspaces (say two cubes) that share a face. That shared face is a portal from one subspace to the other. Now from within one cube, all you have to draw are the 6 faces. if you notice that the portal face is visible then you know you have to draw the subspace that the portal is connected too. This is great because you don't need a full data set to start drawing. you only need to know which cell you are in to begin with. moving from one cell to the next is simply a matter of going through the portal. To stream this, you start in your home cell and every time you hit a portal that you don't have a cell for, your computer can download the geometry of the new cell as well as the web addresses of any portals that it points to.
The only problem I can see with portals right now is how to build the cells properly. Right now lots of games use BSP trees to build a whole bunch of concave subspaces (the cells) and use the tree to determine what face of each cell is touching another. Another problem is that as your data set gets bigger, your cell's volume drops to the point where you have more cells than polys to begin with and you're stuck with large data set again.
You can't use an infite data set to build a bsp and it would take several ages of the universe to build an optimized one. If someone can come up with a method of building cells easily while making them contain a decent amount of detail(ie make them large and just ignore detail geometry inside of them), we'd have snowcrash in no time. That and 3d interfaces aren't that fast. Imagine walking from slashdot to google!
Re:3d engine design. (Score:1)
The "cyberspace" idea wasn't born from CS, it was born from certain sci-fi writers' ignorance of the way networks actually work. (William Gibson did not even write Neuromancer on a computer, and he is reportedly rather computer-illiterate to this day). It's just much more efficient and intuitive to get the information that most of us want in a document format instead of than in an environmental format.
maybe one of these days this idea will have a point, but other than the coolness factor it's really nothing to dream of right now. I mean, would you rather Code Red attacked a machine, or your brain? Why walk up to a bookshelf and pull a "virtual" book from it when you can click, type a few things, and it's just as fast without all the overhead?
Operation Flashpoint (Score:2, Interesting)
When i was a little kid i remember thinking the coolest game would be one where u could be playing a kind of flight sim game where u blow away some choppers take a few hits, eject and now find yourself a foot soldier. Operation flashpoint has made that dream a reality. I find games today focus toooo much on graphics and not enough on game play. Flashpoint doesn't have the best graphics but the game play is soo realistic and the engine supports the biggest maps i have seen. I don't want matrix moves and i could care less if the hallway im walking down has fog all around. I want realistic game play with large out door maps. I thought tribes 2 was going to make this a reality but like most games these days the 3d engine has sooo much potential but no good mods. Anyways i was suprised to see flashpoint not mentioned in the article. That game has more innovation from standard 3rd person shooters than any i have seen and it doesn't make sense for it to not be mentioned in this article.
Re:Operation Flashpoint (Score:1)
It's an excellent game, just seeing the outdoor engine alone is reason enough to try the demo, even if you're not into military squad combat sims.
his history is completely fskd (Score:4, Informative)
I will say, however, the DOOM, and Wolfenstein before it, were the first games to produce anything like a sense of real motion on non-workstation class hardware (I'd seen nausea inducing games on SGI workstations back in 1991, but most PCs and Macs couldn't render quickly, or smoothly, enough to fool the eye). I'm still impressed with what DOOM could do on a lowly 40MHz 386.
3D tank FPS (Score:2)
Does nobody else remember Battlezone? 3D wireframe tank game, first-person perspective. I think it's from the early 1980s.
There were probably others too... I've heard of old arcade games that used vector-based graphics to do wire-frame 3D, with a special CRT that had a programmable electron gun instead of the common raster/scanning one. Maybe the battlezone I played was a C64 port of an arcade version?
In any event, the wire-frame games impressed me at the time. I had written optimized asm line-drawing code and could see that those capabilities for just drawing all the lines for a 3D wire-frame scene in real-time were barely within the reach of a 1MHz CPU. The fact that they could do that, plus the 3d perspective calculations and gameworld stuffs, was really quite something.
Actually, the first 3D game was for the TRS-80... (Score:3, Interesting)
(I'll bet there were 3D-like games even before the TRS-80.)
There was also Asylum I and II -- both 3D (they weren't actually 3D, but the hallways had a 3D perspective). All the games were (more or less) real-time, too: you move through the maze using the arrow keys. Every time you moved, your perspective changed. You could pretty quickly locate doors and stretches of long hallways.
Remember, too, that the TRS-80 Model I's had really, really limited graphics: black and white and (IIRC) approximately 127 by 48. Later, you were able to buy a high-res upgrade (not sure if it was available for the Model I, but I remember the Model III/IV had the option).
And here I'll veer off-topic slightly, but I think it's interesting to mention that these early games (and I remember a 3D maze game for the Commodore Pet, too) were amazingly addictive despite limited graphics. I wouldn't be surprised if the Timex Sinclair had some sort of 3D game. I'm sure the Apple II had 'em -- as did the Atari 400/800 and the TI 99/4a.
What I distinctly remember -- and this was a long, long time ago -- was sitting with my buddies playing Asylum and wishing for better graphics and colors. We all thought it would never happen. (We were maybe 14, 15, at the time.) We figured games like Death Maze and Asylum were flukes. That they'd never catch on. We also figured the Infocom games -- Zork I and Deadline and Suspect -- would be the games that, over time, would last.
Really, really off-topic, but I remember this, too: does anyone recall the old-time Infocom game packaging? How they'd include all sorts of neat floor plans, maps, keychains, buttons and badges. Those old Infocom games were really a trip: each package was different and had all kinds of cool stuff.
*sigh*
Anyway, flash forward twenty years. Quake 3, Tribes 2, Counterstrike.
Little did we know
Re:Actually, the first 3D game was for the TRS-80. (Score:3, Interesting)
They were. I don't see any entire communities [xyzzynews.com] dedicated to keeping Death Maze and Asylum alive.
The good stuff endures. Unfortunately, it's been years since there was any "good stuff" available commercially in the interactive-fiction world.
At some point, that's likely to change.
Errors. (Score:5, Informative)
>computer science.
None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all, and Kevin's is in political science.
>It even had a simple but multithreaded "operating system" of its own to handle asynchronous
>updates of graphics and playing sound while performing the game simulation.
No. We made the startup sequence busy and techie in a sort of imitation of the NeXT workstations we were using at the time, but there was no multithreading going on. The sound was done with interrupt driven processing, which doesn't qualify.
With the source code open for years, this should have been easy to check.
>a resolution of only 320x240
320x200
I would take issue with some of the other vague statements made later on, but they aren't pointed enough to debate.
John Carmack
Re:Errors. (Score:2)
Now, if we could just get Linux programmers to stop doing that, and instead to throw a pretty splash screen over the dirty background stuff, Linuxusership would increase exponentially.
But no...hackers love their scrolling gibberish...
Re:Errors. (Score:1)
LOL (Score:2, Funny)
Easy for you to say. Some of us still get the intellectual equivalent of a slurpee brain freeze trying to get all the way through Abrash's Black Book.
Jeez, who does this guy think he is? John Romero or something?
Re:Errors. (Score:3, Interesting)
> >good skills and academic degrees in computer science.
> None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all,
> and Kevin's is in political science.
Do you see a lot of these kinds of assumptions? The rest of the article doesn't show this bias, but I assumed this kind of mistake, coming from a CS prof, is the ivory tower trying to claim validity on a subject they have ignored.
And More Errors. (Score:2)
/Aram
Re:Errors. (Score:3, Interesting)
Re:Errors. (Score:3, Informative)
Re:Doom expandability (history corrections) (Score:4, Informative)
The statement about the DOOM file format being "more or less officially documented" is mentioned in several books and web sites that attempt to (re-)write the history of 3D games, but this is wrong. When DOOM was released, the WAD file format was not documented at all. It is only with the release of DOOM II that we got two useful pieces of information from John Carmack: a list of new LINEDEF types used in Doom II, and the source code for the BSP compiler in Objective-C. Several people (including myself) had decoded the WAD file format and written their own BSP compilers in the meantime, but the release of id's code allowed the developers of DOOM editors to compare different algorithms and to improve their editors.
I was a contributor to the "Unofficial Doom Specs [gamers.org]" and the main author of DEU (Doom Editing Utilities). From December 1993 to April/May 1994, I spent a large amount of time reverse-engineering the WAD file format until I got the first working editor. To the credit of id Software, I must add that several things changed after the release of DOOM II: the unofficial level editors that were initially frowned upon (maybe not by John Carmack, but at least by Jay Wilbur, the biz guy) were allowed and even encouraged.
When Quake was released (first the QTest1 demo, then the full game), the same things happened, but a bit faster: initially, no information was released about the PAK file format, so I cooperated with Olivier Montannuy and others to write the "Unofficial Quake Specs [gamers.org]". But soon after the game was released, John Carmack provided more information about the game, which allowed several good editors to be developed in a relatively short time. The usage of Quake-C allowed a lot of modifications without having to modify the executable, so that was another nice move.
Re:Doom expandability (Score:5, Interesting)
The editor and utility source code was released quite early, but it was all for NeXT workstations in Objective-C, so it had to wait for someone to rewrite it for more conventional systems.
John Carmack
OT: Milk Rendering (Score:2)
Hi John,
I submitted this as a story to Slashdot hoping you would comment, but they rejected it. :) And I hate to bug you with an e-mail.
But I was wondering what you thought of this technique [latimes.com] that was written about in the LA Times. It sounds extremely interesting, particularly if it could be used for realistic rendering of skin. Too complex for a real-time game, e.g., DOOM?
A professor wrote that? (Score:2)
I'm starting to get annoyed by the movement of academics into the game "field." Now they can state the obvious, but it carries more weight because they're professors.
DirectX and OpenGL (Score:2)
I know OpenGL is a nice cross platform API and may even be simpler, but I think DirectX is keeping pace with hardware a lot better than OpenGL.
(braces for flames but hopes for constructive criticism)...
Educational games always need a boost (Score:2)
I once started sketching out a simulation of a solar car racing game. You had to know enough about the science behind it to put together a working car, then race it, then collect money and buy more parts, etc... Just like many racing games, but with a huge educational element.
R6, Homeworld, Spacsim and others missing. (Score:3, Informative)
Even in the 1st person shooter area, it fails to discuss my favorites Rainbow 6 and Rogue Spear. Playing these is not at all like playing Quake with a different colored shirt, as the article suggests. The feel is very different; it is more like a hunting game, where you are both the predator and the prey (I won my most tense and exciting game by firing one (1) well placed shot) with no health packs or body armour that you can pick up to fix yourself.
The article is an interesting discussion of how id software has sold a lot of hardware upgrades; but it seems short on discussing new or different directions for 3d multiplayer games.
I think some form violence will be the main mode of interaction in most 3d multiplayer games for some time to come. Otherwise, why do you need the graphics? I can play an economic game like Railroad Tychoon in 2d just as easily as 3d. As for creating some sense of community; why do you need to generate complex 3d graphics for that when you have something better: language. Imagine how confusing and bandwidth intensive Slashdot would be if it were a 3d multiplayer non-goal oriented environment.
World War II Online (Score:5, Informative)
There will be goals in the sense of successfully performing missions, being able to control campaigns by being able to post missions for others, etc. but you can pretty much wander around and drive/fly continuously from west France to Belgium- until the Me109s find you....
If you try this game please note the stringent hardware requirements and that it's a bit buggy/laggy due to the absolutely breathtaking scope of what they're doing.
Re:World War II Online (Score:2, Interesting)
I have been playing infantry soldier for the last couple of weeks and I had 2, possibly 3 encounters with enemy infantry.
The whole game is dominated by tanks, hardly any infantry in sight. If they don't fix that then this will end up being cheap tank simulator
Did this guy do any research? (Score:2, Insightful)
Did this guy do any research? Or did he just start rattling whatever popped into his head that he remembered from the good ol' days as a grad student? Why ignore flight simulators - they had simplistic graphics, sure, but they first-person perspective and did 3D graphics. What about 3D first-person space sims, like Elite? And, of course, Wolf3D, which he completely omits.
This guy is a complete moron when it comes to the history of 3D FPS games. What's his PhD in, geology?
Re:Did this guy do any research? (Score:2)
> Came out around 1988-89, IIRC. It had EGA graphics
I was playing that on my Apple ][ back in 1985 !
Apple Emulator's Microprose Page [google.com]
Already here. (Score:5, Interesting)
Its been around for at least 4-5 years already. [activeworlds.com]
Re:Already here. (Score:2)
For those too lazy to read the whole thing, here's the funny part, where he tries to guess where all this virtual reality whizbang-stuff is headed in the future...
That's a lot of time sitting on your ass. I can only hope we've solved the swampbutt problem by then. :-)
Yep, it's here, and so what? (Score:3, Insightful)
Right you are. And ActiveWorlds demonstrates that making your software "goal-free" reduces your "game" to a glorified chat room.
It's funny how writers like Stephenson and Greg Egan manage to grossly underestimate the difficultly of modeling physical reality. The best supercomputers in existence have to strain to model relatively simple events. You may balk at my referring to an atomic explosion as a "simple event", but it pales in comparison to the problem of determining the meteorological impact of that famous Chinese buttefly [skyeklad.com]. Even if we take shortcuts (Stepenson suggests ignoring the inability two objects to occupy that same space), it will be a fair number of Moore cycles before we have a serious implementation of the Metaverse.
William Gibson got it right in Neuromancer when he assumed that the human ability to fill in the details would be a necessary part of an VR application.
Re:Already here. (Score:3, Insightful)
I think that the ideal goal-free 3d world would be developed *without* and emphasis on talking, which would force the designers to making the world itself an interesting place to act and interact.
I've been working on a project that combines a variety of social/physical simulations into one MMP world, which can have a variety of interfaces (graphical, text, web-based, etc.) People are born, grow up, work, play, have relationships, have offspring, etc.; The focus is on the world itself, rather than on having a pretty place to chat.
Re:Already here. (Score:2, Funny)
Escapism is the whole reason to play, isn't it?
Re:Already here. (Score:2)
1) Open my front door
2) Walk outside
Re:Already here. (Score:2, Interesting)
But then Active Worlds is not a game, it's a "social environment", and while it's prettier or at least more colorful than IRC, it doesn't actually offer any improved functionality over it. In fact, I imagine trying to hold a conference would be much easier on IRC than in one of the "virtual conference centers", where everyone's avatar must fit in the constraints of a "room" and offer a line of sight to whoever they're trying to "listen" or "talk" to. And when you're the speaker and want to take questions from the audience, they all spew overlapping text on the screen at once. Yes, you can also communicate directly with particular users on Active Worlds with a simple text-based interface component which defeats the purpose of having a 3D environment at all and is also far inferior to any IRC client.
What I'd really like to see is a good captivating 3D first-person adventure game, such as Ultima Underworld was (and Ultima IX wasn't). But I'd be just as happy with a good captivating 2D adventure or role playing game, such as the Curse of Monkey Island or Ultima IV.
It was a common complaint in reviews in computer game magazines some fifteen years ago how games now had beautiful graphics and amazing sound, and absolutely no depth or interest. Plus ca change..
Re:Already here. (Score:4, Funny)
Uh, yeah, look out Neal Stephenson, the metaverse has arrived [activeworlds.com].
Re:Already here. (Score:4, Informative)
Re:Already here. (Score:3, Informative)
Re: noodity (Score:2, Funny)
I find the prominent Adam's Apple on that ``woman [sourceforge.net]'' rather, er, disturbing...
Re: noodity (Score:2)
Re:Already here. (Score:3, Interesting)
It does, indeed. You wouldn't believe the amount of trouble the fact that our default object happens to be a nude girl has caused. In January, we did a thing with Swedish national television (SVT [www.svt.se]) at the NATPE [natpe.org] expo in Vegas. For that, we had to dress her up in a nice business suit, since otherwise (we were told) the American television people would die out of shock or something. Of course, at the actual expo floor, various rather adult shows were being sold with some rather explicit imagery. Not to mention the live models in some booths. ;^)
I guess one of the actual reasons for the object being what it is is that human models, in general and female such in particular, are excellent for showing off our nifty subdivision surface technology. The renderer in the shot you link to is very simple and doesn't do subdivs, but we have one that does. It's very, very, impressive stuff, and can actually compete with present (and future) game engines. No joke.
It's a PDF file??? (Score:2, Funny)
Re:It's a PDF file??? (Score:2, Insightful)
Open GL Doom (Score:2)
It has impressive features like Chase cam (you see your player from behind) along with split-screen to deathmatch with a friend on the same computer.
3D WWW? (Score:4, Informative)
What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there
This is definately one thing that has never been, "build it and they will come." Multiple people have tried building 3D worlds and they end up sucking. The main problem is that if a game is goal free, what's the point of being there? The coolness factor wears off in time, and users go back to communicating to people using a single window rather than a full screen environment.
The most likely way something anywhere near the Metaverse will originate will be through the current massive online games. As these game companies expand their product lines, multiple games are going to join into a single multipurpose game engine. The games themselves will only become a part of the social experience you're buying, you'll be able to wander around the "waiting rooms" with your avatar and talk to people. Exciting.
So in conclusing, the beginnings of the Metaverse are already here. Sign up for your EQ account today and get in on the ground floor, I suspect Verant will be providing what you're looking for in 5 years.
Re:3D WWW? (Score:1)
This sounds a lot like MUDs... It's amazing how much "social" things mean; even with muds that are not specifically chat-oriented, the main attraction really appears to be the community. (and having been a mud-admin for 10 years I have seen it... even though have been semi-retired for past 3 years or so).
However, MUDs never developed to fully interconnected 'mega-games', nor did most succesful worlds 'kill' others. Probably because it was and is very easy to set up your own mud. Then again, companies might have more interest in getting multiple games interconnected, bundled, syndicated if you will.
Re:3D WWW? (Score:2)
Let's see
THAT is the cool part about the Snow Crash metaverse. As soon as that feature is available in one of these goal-free universes, you'll see something much more exciting than people chatting.
Re:3D WWW? (Score:2)
Let's see ... is the cool part of the internet being able to use IRC, or being able to create your own, personal piece of cyberspace with which others around the world can interact?
That would indeed be pretty cool and might start pulling people in but it won't happen until a impressive 3D toolset becomes available. Most of the Internet community can't build their own web page, they'll be absolutely clueless when it comes to building their own 3D virtual residence. Not only would the backend 3D stuff need to be powerful enough that the elite architects can build their metaphysical wonders, but there needs to be an easy way for people to simply draw out what they want things to look like. When creating virtual worlds becomes an easy thing to do (and in my opinion, it's one of the hardest things to do currently), enough people will be doing it that the population can begin to grow.
Interestingly enough, the trigger point of growth in Stephenson's Metaverse was the development of facial recognition software. When the technology grew to the point that you could communicate almost as effectively in cyberspace as F2F, the Metaverse became a serious business. I suspect there is more than a little truth to this idea, a 3D environment would grow if people had some real reason to be there. But I suspect most people who are working on this sort of thing would burn their code rather than let someone program a virtual fashion boutique.
Re:3D WWW? (Score:4, Informative)
Somebody did that, in the heyday of VRML, around 1997-1998. You could buy real estate. They even had the monorail. The world filled up with giant monuments full of advertising, the first 3D spam.
Try CyberTown [cybertown.com], which is about as good as VRML gets today.
Take a lesson from "sims" and The Sims (Score:2)
So why do people play sim-style or MMPRGP games then? Both really don't have "goals" aside from the ones the players impose on themselves (collect phat loot, maximize my city income & size, level up, etc)
i.e You don't / can't win these style of games, because they intentional don't have any conditions to "win"
Any examples of games with absolutely 100% no goals?
Future of FPSs? (Score:2, Insightful)
Max Payne [3drealms.com] is a great example: simple controls, basic story, but Bullet-Time kicks butt.
maybe we need new concepts instead of new technology?
_f
Re:Future of FPSs? (Score:2)
Thief: The Dark Project (Score:2)
Metauniverses (Score:2, Informative)
There are several goal free "worlds" out there already. Some of the best are:h eronscall/default.asp
EverQuest - Http://www.everquest.com
Asheron's Call - http://www.http://www.microsoft.com/games/zone/as
Ultima Online - http://www.uo.com
And many, many more . . .
Of course, Ultima Oline is only pseudo-3D as I speak, and I am very dissatisfied with what has happened to that game over the years. Goal-less metauniverses are interesting, not only from a gaming point of view, but from an anthropologic standpoint as well. People in the games tend to exemplify the same characteristics as "real" human masses do. Even the sensless crimes are reflected in our games. You name the character trait, and I am willing to bet that it has a reflection in a persistant-state game (what was formerly called a metauniverse).
futures (Score:2)
Let's face that enabling wholesale environmental damage is a massive pain to the geometry. You'd need failure models with some randomization, and you'd need to recalculate things on the fly that map preparation tools now do off-line because things don't change. However, I think there are cheats possible to reduce the numbers somewhat- precompute a few failures in the the vicinity, throw some dust, and compute more while the dust is settling and the weapons recycle, perhaps. At some point near stasis is reached, and you can just fractalize the remaining rock and debris.
I want to be able to take a rocket launcher and reduce a building to rubble in Doom3/Quake4. I want a scored frag when the roof goes in on a sniper. Screw the personal combat and call in the firepower. Small arms are for people who can't afford artillery or CAS. Flatten trees and flora for fun, oh yeah.
-dB
It's already massivly flawed by Para 2: Doom? (Score:3, Informative)
Ehhhh, that isn't the first FPS, or even the first wildly popular FPS. There's a little game called Wolf 3D, see? It wasn't some archaic thing, every nerd at that time got it and played it.
Re:It's already massivly flawed by Para 2: Doom? (Score:2)
I'm writing this as I read, and finding several more mistakes, but it seems to get more accurate as the chronology progresses.
Re:It's already massivly flawed by Para 2: Doom? (Score:2)
This article is barely academic, it's more of a mishmash "here are some games that were important or I think are cool." The text he throws to justify including The Sims and Black and White show that. ("It isn't really a multiplayer game..." etc.)
It reminds me of the paper I wrote for an A-life class, http://www.alienbill.com/vgames/alife.html [alienbill.com], where I use the flimsiest excuse to argue why 2600 Battlezone is batter than Robot Tank. I then tried to show Classic Video Games as containing simple examples of A-life, which was pushing it. (I think that paper brought me from a solid A to a B+)
Dungeons of Daggorath (Score:3, Informative)
historical revisionism (Score:4, Flamebait)
Although he left out System Shock, I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.
Tomb Raider was the hardware "killer application", not Quake.
System Shock, Duke Nukem 3D, Magic Carpet, and Dark Forces were single player hits before Unreal and Half-Life hit the market.
Starsiege: Tribes was multiplayer only and came out six months before Unreal Tournament or Quake 3 Arena.
Rainbow Six beat Counter-strike to the punch for coop play and realism.
But other than that the article was pretty much factually correct.
Re:historical revisionism (Score:2)
Reminds me of an oldergame, Autoduel which had extremely large maps, and had freedom of movement.
Re:historical revisionism (Score:3, Insightful)
I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.
Descent did offer true 3D environments, but I think it's mistaken to argue that it's in Quake's technology class. My understanding is that Descent was heavily dependent on "1 room with tunnels" architecture, which was the limitation they were able to exploit to make 3D possible on a very low-end system. Quake was the first engine that offered true 3D with relatively few geometry limitations (obviously, certain geometry worked better than other geometry).
I think it's arguable whether DOOM or Descent was more limiting. Descent was true 3D, but you couldn't do "real" architecture. Doom could do relatively real places, but was limited to 2.5D maps (i.e., you had height, but no room-over-rooms) and 2D sprites.
This is not to knock on Descent, by the way, which was and is a great game and a solid technological achievement.
Tomb Raider was the hardware "killer application", not Quake.
I have to disagree, although it depends on how you define "killer application". Tomb Raider might have reached more people, but Quake has driven hardware development since day 1. Tomb Raider has never been about pushing the boundaries of hardware acceleration (they want mass-market appeal), but Quake engines have consistently pushed it.
Re:historical revisionism (Score:3, Interesting)
Interestingly enough, the engine never checked for overlaps, so third party developers did some interesting things in the name of the fourth dimension ;-)
Re:historical revisionism (Score:2)
Re:It's already massivly flawed by Para 2: Doom? (Score:2)
Sure, its graphics were primitive. And the low frame rate forced it to focus on puzzle-solving and plot rather than combat and reflexes. But that wasn't necessarily a bad thing; its plot was (and is) still better than almost anything else I've ever seen.
It remembered its roots, too; the plot borrowed heavily from Aliens and from 2001, and sure enough, there's a replica of Bave Bowman's suite, with a monolith inside, and many of the puzzles involve moving things around with a forklift that looked (and sounded) like the one Ripley used in Aliens. And the game contained a mini-clone of Battlezone (of course, the granddaddy of them all.)
Sadly, I think it'd be classified as abandonware now; I don't think Mindscape still exists. Does anyone have this game lying around? Particularly the color version, released soon after the Mac II came out? (Yep, it's that old...) I'd love to fire up a Mac emulator and play this again, with a decent framerate this time.
Re:It's already massivly flawed by Para 2: Doom? (Score:2)
This is the key phrase:
However, it [Doom] was done in an immersive first-person perspective. Doom was not the first game to do this, but it was the first game to do it well.
Wolf 3D was not Id's first attempt at 3D shooters. If you look at some of their earlier games, you can see the technological progression. But Doom truly was the first game to really do it well enough to be called "immersive". Wolf was still pretty crude.
Goal Free Universe (Score:3, Insightful)
Re:Goal Free Universe (Score:3, Insightful)
If the women go there, the rest of the world will follow. Market a non-goal 3d virtual world to people who aren't playing Quake, not to the people who are.
Re:Goal Free Universe (Score:2)
Right... make it a dating universe :-)
Re:Goal Free Universe (Score:2)
The difference that a virtual world has from the real world is its malleability, the fact that creative possibilities are not restricted by physics and the economics thereof. The possibility of creating and then inhabiting just about any type of environment - dwelling in landscapes of pure imagination - is very compelling to me.
Re:Goal Free Universe (Score:2)
Eric
Re:Goal Free Universe (Score:2, Interesting)
I still remember being branded a criminal, riding on my horse to a town which ports it's fort gates up at night. I remember getting off my horse, looking around, scaling the wall... listening for guards, sneaking up behind them, knocking them out, and then climbing down into the town from the fort walls, and breaking into a house to find a bed to sleep at night. Now that was incredible.
It's a shame the 3D engine sucked... but they are making a new [gamespot.com] one with a new engine, that is going to be incredible. Daggerfall took over three years to make, and this one seems to be taking longer! I can't wait!
Re:Goal Free Universe (Score:1)
Just yet a few more ideas
Google cache (text) ... (Score:5, Informative)
Re:Google cache (text) ... (Score:2)
Untrue (Score:2)
The above comment is wrong, the site is NOT slashdotted [yet]. Thanks for providing the Google text link, though - thereby relieving the server of serving the
Now back to our regularly scheduled karmawhoring activities
Alex T-B
St Andrews
Factual errors galore in the history! (Score:2)
No, Id's previous work, Wolfenstein 3D, was the first real 3D "you may get motion sickness playing this game" shooter. Also, he ignores games in non-FPS genres that really pushed the 3D envelope from that period, such as Falcon 3.0.
2. "[DOOM] was designed by talented people with good skills and academic degrees in computer science."
John Carmack has a CS degree? News to me -- I thought he dropped out of college.
3. "It was the first 3D game to have textures on everything on the screen, and that made a huge difference for the atmosphere and the mood of the game."
See Wolfenstein 3D.
Well, there's probably more, but that's what I see in the first section. Anyone spot others?
This paper would have benefitted from some sort of peer review...
Re:Factual errors galore in the history! (Score:1)
Read the article
Re:Factual errors galore in the history! (Score:2)
Re:Factual errors galore in the history! (Score:1)
Other uses for engines (Score:4, Interesting)
Why can't I find a quake/doom/whatever engine with a simple Visio-like front-end, so I can program in a whole house? Or office building? Or my neighborhood? (that'd look great on the web page...)
Re:Other uses for engines (Score:1)
IIRC, the keyboard commands are a bit cryptic, but once you get used to that (or print them out) it's pretty easy to use.
3D building software (Score:2)
Re:Other uses for engines (Score:2)
I woner if it is still arround..
Early networked games (Score:2, Interesting)
Adrenaline and violence (Score:2)
Of course, an alternate theory is that we, at heart, are a destructive bunch. The goal of Diablo wasn't to kill your fellow players, yet it happened nonetheless.
Lastly, as someone once said "The reason movies don't depict realistic situations is because people don't go to the movies to see what they could see outside their window every day." Same applies to games, I would think -- I don't want to play a game where I have to go to work and make money to feed my family. :)
This term's assignment (Score:5, Funny)
A+ for a slashdotting.
Current state of gaming (Score:4, Insightful)
I thought it was interesting hearing him compare the current Q3 and UT type games as being basically the same. He says "the current state of 3D gaming is like a world where no one invented anything but football, and the only difference is what color jersey you wear [paraphrase]"
That maybe so, but football has been around for ages, and people still play it. Everyone knows the rules, and has a general idea of how to play with other people, etc
Nobody wants to learn a Whole New Game or Whole New Sport (especially after dropping 70 bucks for it), so I liken the online deathmatch community to the sports world
the goal is the key... (Score:2)
The open-ended environment model has been tried in terms of cyber-haunts for people to run around in avatars and chat it up. Yet, there is the whole Snow Crash possibility of a true 3D internet multiverse model that could make gaming, interacting and trading files very interesting and with the spread of larger bandwidth options might actually breath some life into the wheezing sickness of the new economy.
Still, I believe the first step will have to be to establish open ended story driven 3D FPS style games like an expanded version of Half-Life with a professional writing staff from perhaps a traditional playwright or script writing background.
The immersive qualities of the FPS have been overshadowed by the twitch driven instant gratification qualities of the arena environment that has dominated its base. The story has a good point. They could be so much more.
Tempus Irae (Score:2)
Marathon and the other neglected (Score:2)
I'm also suprised that Duke 3d was left out. Although it was released just before Quake (but after the Quake demo), it had two features that weren't in the other games of the time -- single player plot (Quake was okay once through, but then only useful if you were on a LAN). The other feature was toys. Duke had 'em. Most other games, you had ammo, weapons, armour, keys and health. Duke let you collect up things to play with. [Like the HoloDuke distraction sitting in the field of pipe bombs]. Other side benefits were 8 player support, and people could drop out [but not enter] as needed.
There's no mention of id's earlier work with Wolf3D, which of course, paved the way for Doom and Doom II. [Most people you'll find are thinking about Doom II when they mention Doom].
He also doesn't go into the failings of Quake -- QuakeWorld was spawned because they realized that it was simply too bandwidth intensive, and you needed better connectivity than a modem, as it was so latency dependant. [Yes, it didn't mess up everyone else, but you got screwed]. It did, however, support 16 players concurrently [although most people were running alternate IP stacks in the good ol' DOS days, and so, Springfield at Nite [Clan No Homers], would only accept 8 connections via IP, and the remaining 8 would have to be through IPX. [Which was nice, as it'd mean an assured 8 slots of those of us local people].
blah...I'm going off on a tangent....
Well, you get the idea...it's a nice starting point for a history, but he left off way too much.
[I know I'm leaving off a few things, as there were games I never played, but was just told about... um...the first game that left bullet scars in the world [ie, walls poxed, etc.], and otherwise let you interact with objects....wish I could remember what it was called].
Re:Goal-free 3D world (Score:2)