John Romero Discusses Ten Years Of Quake
8:00 AM | Cord Kruse | Comment on this story
In honor of Quake's recent tenth anniversary Quake Expo has posted an interview with legendary game designer John Romero. The in-depth Q&A delves into the game's past, discusses the impact of time and technology constraints on the final product, and finally examines the active modding community which has kept the game alive.
One interesting revelation in the interview is the difference between the original plan for Quake and the product eventually released under that name.
scar3crow: So would you call Quake an almagamation of ideas from different projects compressed into one title unduly brought about by the press and general community knowledge? Read the rest of the interview at the link below.
Quake Expo: John Romero On Quake's 10th Anniversary
John Romero: Nope. Quake was one original idea that got changed 7 months before shipping to something totally different and the name remained because the world already knew what the game was called.
scar3crow: Only 7 months? Would you mind shedding some light on how it was changed so quickly? I know many people, including myself, had the impression that it went through varous stylistic changes, and believed that the texture set was evidence of such. Put that on top of the rumors one hears of it beginning as an RPG, to a hack and slash, up into a first person shooter, and one can construe many ideas as to what the designs were originally like.
John Romero: Originally the game was going to be much more like an adventure or experience - you traveled through a full 3D world with your massive hammer which increased in power as you defeated enemies, much like Link's sword in the Zelda series. That was the idea but there was never any game code to prove out the idea. So we reached a boiling point where some of the dev team was very worried that we wouldn't be able to release the game within a year after our first year of development and they started to freak out. We held a vote and the vote was to just slap in DOOM-style weapons and polish it off and get it out the door. So i rewrote the design, defined the weapons, level-order, etc and we just plowed through it and released it on June 22, 1996. We did have another texture set created for Aztec-style architecture but one of our level designers couldn't get any ideas or inspiration from it so we had to drop the entire texture set...
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