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[1 - magazine articles and the likes:]

from the july '94 issue of computer gaming world (taken from the original quake faq):

shakin' and quakin'

"what is the next huge leap? they wouldn't say much, still in the idea phase and reluctant to build expectations too early, but they did tell me thisthe name is quake, the game engine is completely brand new, and the 3d world will be so complete and characters will have depth, rather than being flat sprites. the current setting (notice i didn't say the evil s-word, "story") is a fantasy world where the player becomes a thor-like being weilding a giant hammer, which he can throw at or bludgeon anything that moves. the world will have some real physics, so that characters will tumble when when they fall from heights, and be knocked flat on their backs. as romero was describing the multiplayer quake of his imagination, he was literally hopping out of his seat and pantomiming the violent drama between two warrior gods, punctuating the action with sound effect (which he is given to in most conversation). if they can calm romero down long enough to get some work done, id hopes to start working on quake in september and a release date of christmas '95."


from the august '94 copy of pc format:

quake to hit in '95

id software's doom 2 is released on on 10 october, but details are already beginning to emerge about quake, its successor which is scheduled for release in the latter half of '95.

quake features a thor-like character who, armed with a massive hammer, likes nothing better than to bludgeon his victims to death.

id is hoping to include some real physics in the game, so that characters will twist and tumble through the air when they fall from a great height, or be knocked flat on their back from a heavy blow. in-game sprites will also be depicted in 3d, unlike the flat two-dimensional characters that inhabit the doom games.

there will almost definitely be a multi-player link-up, as well as a vr tie-in with a majoe manufacturer. the last point is probably the most exciting, as many of the vr exhibitors at ces used doom to show off their respective helmets' abilities. by producing a game with a specific headset in mind, id software could finally kick-start the vr market in a b-i-g way. prices of vr-headsets are already in freefall - five manufacturers were showing off cheap sub-$200 helmets at the show - so a game designed to work with them would be an instant hit and could even be part of a bundling deal.


from the october '94 issue of pc gamer:

pc gamer:
"you've been reasonably quiet about the new project, quake, so far. there must be something more you can tell us about it.?"

jay wilbur:
"we're getting it together at the moment, it's in concept stage. i'm reluctant to build up expectations, but i will say that it will be a quantum leap over doom. currently the idea is to have more realistic gameplay. in doom, for example, the characters are all bitmaps and they're set in their ways. when you shoot a character, he reacts in a programmed manner. maybe he throws his arms out and leans his head back. and every time you shoot him, no matter where you shoot him, he does the same thing. it's like a dance. in qauke, we have polygon characters like those seen in virtua fighters. we may texture map them so they have a more realistic look, maybe not - that's in discussion right now. but the idea is that if you shoot one of these characters in the upper left quadrant, for example, his left shoulder will be blasted back, he'll react more naturally. we'll add the ability to look and move up and down. if you're pushed off a ledge, physics comes into play. in doom, you just kind of drop down, but in quake, if you fall of an edge and your top heavy, you'll tumble. and your view will tumble with you. of course it'll be very fast, but the whole world will react accordingly."

pc gamer:
"it all sounds very complex. the trick is, i suppose, to add all this stuff while still keeping the game simple and intuitive"
jay:
"absolutely. it has to be an intuitive game to play, so the player can achieve instant success. with doom, all you need are the four arrow keys, the fire button and the open door key. other than that you don't need anything. you can achieve instant success. you walk in, find somebody, press fire a couple of times - and your successful. in quake, there'll be more complex controls to deal with; you'll be able to take, for example, an axe in your hand and slash it around, but the control will be intuitive, like using the mouse."


from the november '94 issue of multimedia magazine:

[...]

yet even as doom ii is hitting the street, the people at id software (developers of the game) are already looking toward the future. john romero, a lead designer and programmer at id, says the team is hard at work on id's next generation game, quake. like doom, quake will be a first-person, action-oriented, multiplayer shoot-'em-up -- but it will take every element, from graphics to sound to game play, to an entirely new level.

"the technology in quake will be much better than in doom," romero says, "the graphics will use 3-d rendered models, unlike the 2-d images in doom. so if you walk around a pillar, you'll see it in full 360 degrees, as opposed to only eight different rotations in doom. you'll also be able to move in six different directions, and they'll be much better animation. we're also adding cool cinematic sequences that take place while you're playing the game. basically, doom will feel stiff compared to quake."

beyond enhanced visuals, quake will use additional techniques to make the world appear more lifelike to the player. "we want quake to be as realistic as possible, so there's no music in the background." says romero. what you'll hear are "environmental sounds -- of owls and crickets and monsters -- that are triggered by where you walk and look. for instance, you're going along and you hear something. you turn toward a cave and the sound, now ominous, grows louder. then, as you walk toward the cave, the sound gets even louder, and a pair of red eyes appear -- next thing, a monster's coming right at you, and you better get the fuck out of there. just looking around makes it happen.

another major innovation accompanying the game's release will be the free distribution of a server utility, which will allow the creation of "remote, quake-based entertainment networks," according to romero. dozens of players will be able to enter a game simultaneously, even if they're playing on different machines. (quake will likely be released on every computer and video game platform except those made by nintendo -- a result of id's righteous indignation over the censorship of its first hit, wolfenstein 3-d, when it was portthen everyone gets into the market. and they may have good technology, but they don't understand design. they just don't know what it takes to make a a cool game," he says. "in the meantime, we've already moved on to the next thing. so we're not worried at all. like our other releases, quake will be the first of its kind. nothing else will ever be close."

prepare to be shaken and stirred.


from the doom 2 strategy guide, an interview between ed dille and john romero:

ed:
what is your development process?

jr:
quake will require a totally new editor. that's going to take a long time to do. with quake, there isn't even a premise yet. there's just kind of a feel for the thing. there isn't any story.... well, there is kind of a vague story, but there isn't anything solid because halfway through the development of the game we'll probably have to throw it out and redo it. because we'll have learned so much about the technology and the way the engine works and what's cool that what we did before will suck. so we'll do a lot of development for the game, then probably throw it out about halfway through. that way, when a game comes out, it's great. that's how we learn and make cool games.

ed:
how is id improving its game design as time goes on?

jr:
with quake, we're going to move the [3d] design along further. the 3d engine has gotten to the point where it's going to be almost as much fun to experience the environment as it is to actually play the game. you should be walking around in quake just in awe, looking around and going, "this is awesome!"

and there won't be background music. in every game we've done there has always been background music and sound effects, right? the soundtrack is always there while you're playing. there will be no soundtrack. we're going to make you feel like you're in a real world. there will be bugs and birds flying around. you'll be looking around, going, "this is great! hey, i wonder what's over there?" so you start walking over toward some forest. there will be a lot of cinematic things in the game. of course, we'll never stop the game just for a cinematic. we never do that. what we will do [is something] like this: say you're walking into a forest, which looks just awesome, and all of the sounds are different, and it's dark, and to the right you see this dark cave or something. as soon as you look at that cave, something is going to happen. you'll hear some kind of low, evil kind of sound, and something will trigger, even just from your looking at this area. maybe some red eyes will start glowing in there and maybe a growl or something. so you can take off or you can charge in there, whatever you want to do.

of course, you'll still be able to pulverize stuff. that's just something to do and it's a lot of fun. i mean, when you play deathmatch, it's just great blowing people away. it is just totally fun. and we think that's still important. you get lots of feedback from it. it's a fun thing that you can't do in real life unless you want to go to jail, and it's a guy thing. so you're still gonna kill things in quake, but not like in doom ii. in doom ii, you mow things down by the dozen. in quake you'll fight, say, three monsters at the max. probably you'll fight three guys, but it's going to be like a virtual fighter. there will be more skill involved in the fighting. you won't be holding the gun in front of you. in the games you've played before, you're still kind of distanced from the death. you're pointing the shotgun at something, you're pulling the trigger, and it shoots and the thing is dead. all you had to do was press the button. - you move the mouse and press the button - and it's as easy as that. in quake, you'll really have to kill things. you won't just press the trigger and hit it, you'll have to really beat the living shit out of the thing until it's dead. so you'll have this huge hammer and you'll pound it into blood paste on the floor, and you're going to have to take awhile, too. you're going to have to work on it. you won't just have this arrow point-and-click kind of thing.

...quake will be the ultimate. you are not going to believe quake. quake is going to be an industry when it comes out.

ed:
[grunt of disbelief]

jr:
it will! we're going to encourage people to start businesses based on quake. we'll upload the server software for quake onto the net, which means that anyone can take the quake game and create a whole new game off it, a totally different game off the server software. like a location based center. we're going to allow people to go location based quake as much as they want. no fees. we upload the server software and if you want to start a location-based quake center, do it. the only way we make money is that you have to buy the client. so let's say someone wants to start a location-based quake center and they think this sgi is an awesome powerhouse server that can supply 10 nodes with no problem. so they buy this awesome sgi machine, they recompile quake on the machine because we've supplied a full the source code, and then the pcs are hooked into the sgi for the playing of the game. the client - the code that runs on the pcs - the guy has to buy from us. so we just sold 10 copies of the game to this guy; that's it. we sold 10 copies of the game and we're happy. and the guy got himself a business where people come in and pay him to let them play quake. it's gonna be great! we're going to let people create new games.

the game industry will really have kind of a tough time with it, because we're going to give away the ultimate game engine for free and let people create whatever they want. there won't be any licensing-the-technology thing. it will just be "buy the client from us." there's gonna be kind of a mini-shakedown-type thing about who's going to take the quake technology and create games and who isn't. i mean, why waste you own development effort when the coolest 3d engine is out there? and we'll develop another one and do the same thing.

so we'll supply you with the industry while everyone else is using it for cool stuff. and [the users] can rewrite the rules of the game - no problem - because they have the server software to create any game they want based off it. and they have this incredible 3d universe where they can create any kind of game they want and they don't have to pay for it, except for the client, which interprets all the information being sent and does the actual 3d rendering. so quake will be huge when it comes out.

ed:
how do you feel about the creeping up of the hardware standards for games?
jr:
we think that when people get the game, most of them should have a fun time. the people who won't have a fun time are people who we consider are going into the dark ages; they should consider upgrading. you need to look at the benchmark systems that people have - what does everyone have? most of them have 486s. so even quake, when it comes out in the fall of next year, is going to be built for a 486; it isn't going to be built for a pentium.

from the january '95 issue of computer gaming world:

the programmers at id have chosen pure ansi c to code their next project entitled quake. they work with pcs set up with the nextstep operating system (from the folks who gave us the now defunct next computer). "nextstep is basically the best development environment in the world," says john romero, who is in charge of all tools programming, as well as game design and areas of game programming in quake. "quake won't even run under dos for many months to come. It is totally nextstep based."


new:a quake announcement dating back to 1990 (!) from a commander keen .zip:

coming soon from id software

as our follow-up to the commander keen trilogy, id software is working on "the fight for justice": a completely new approach to fantasy gaming. you start not as a weakling with no food--you start as quake, the strongest, most dangerous person on the continent. you start off with a hammer of thunderbolts, a ring of regeneration, and a trans-dimensional artifact. here the fun begins. you fight for justice, a secret organization devoted to vanquishing evil from the land! this is role-playing excitement.

and you don't chunk around the screen. "the fight for justice" contains fully animated scrolling backgrounds. all the people you meet have their own lives, personalities, and objectives. a 256-color vga version will be available (smooth scrolling 256-color screens--fancy that)!

and the depth of play will be intense. no more "whack whack here's some gold." there will be interesting puzzles and decisions won't be "yes/no" but complex correlations of people and events.

"the fight for justice" will be the finest pc game yet.


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(c) feb '95, jos