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Reflections with Hypno (11 comments)
Posted by Memento_Mori @ 07:26 CDT, 7 June 2020 - iMsg
United Kingdom Thorin released another episode of the reflections series, this time inteviewing the unreal tournement dueler Portugal Hypno.


https://www.youtube.com/watch?v=mXsmr3eHAZ8
Edited by Memento_Mori at 09:46 CDT, 7 June 2020 - 9208 Hits
QC Questionnaire #1 - Results (66 comments)
Posted by Memento_Mori @ 08:57 CST, 5 November 2017 - iMsg
Earlier this week, I posted a questionnaire about your opinion on Quake Champions. The questionnaire was distributed on esr, reddit, discord, and facebook. As I'm typing this, 252 responses have been collected. The raw results will keep updating as new data comes in, but I felt there was enough to do a review.






TL;DR
- People care about Quake Champions. Technical problems are affecting too many people.
- People are not happy with the current duel. They would like to see the 3 frag limit removed in favor of a timelimit, and map control and positioning to be more important than they are right now.
- Disregarding balance issues, people are positive about the introduction of champions, and their differentiation using movement, abilities, stack and hitbox.
- Balance is a mess.
- Sacrifice is possibly fun to play but crap to spectate.
Edited by Memento_Mori at 14:18 CST, 6 November 2017 - 35873 Hits
Quake Champion Community Questionnaire #1 (15 comments)
Posted by Memento_Mori @ 08:55 CDT, 3 November 2017 - iMsg
I put together a questionnaire touching various aspects of Quake Champions, to capture the opinion of the community and hopefully help the game evolve in the right direction.
- Participate
- Results
If this gets some traction, it would be cool to repeat it in time.
Edited by Memento_Mori at 20:21 CDT, 3 November 2017 - 11508 Hits
Sunstrife (16 comments)
Posted by Memento_Mori @ 12:39 CDT, 9 September 2017 - iMsg
Hello,

With two friends, I'm developing a 2D Shooter for web browser. The camera is top down, you have a bunch of weapons you pickup, and there's PVE enemies which you kill to collect energy cells used to buy upgrades. The current mode (King of the Hill) can be played 3 vs 3.



Discord channel: https://discord.gg/gF8cD4N
Edited by Memento_Mori at 12:56 CDT, 9 September 2017 - 11950 Hits
Post-Event thoughts about Quakecon 2017 (9 comments)
Posted by Memento_Mori @ 09:36 CDT, 27 August 2017 - iMsg
I went asleep last night after watching the finals, and in my dreams the Mad Hatter from Alice in wonderland interviewed me. He had an uncanny resemblance to ReDeYe. Anyways, I woke up and found this transcription next to my bed, and thought of posting it.

Edited by Memento_Mori at 15:03 CDT, 5 September 2017 - 29740 Hits
The future of Quake Champion (62 comments)
Posted by Memento_Mori @ 11:13 CDT, 17 May 2017 - iMsg
In the recent weeks, people have been playing the Quake Champion beta, and there have been discussions about various aspects of the game. This column is my attempt to look at Quake Champion as a whole, and try to consider things past the short-term beta.



The Product

We will talk about the actual gameplay later, but for now, let’s look at what QC has as product that its predecessors did not:
- E-Sport Support. One could say this is due to Zenimax/Bethesda buying id Software, and possibly a strategy about how to make the best of id Software intellectual properties – ex: make doom great single player and make quake a great esport + free to play. Regardless of why, this kind of support is unprecedented in Quake. No prize purse has been announced yet, but it might well be a good surprise for many. Besides big cash tournaments, e-sport support means resources spent into developing spectator features, marketing the events, etc. This is an area where previous Quakes had very little support.
- The Free to Play Model. If you’re anyways like me, you won’t like it a priori (and will buy the champion pack), but for the devs and for the future of the game, this model makes a lot of sense. The basics of it are: you make the entry level free, and you will always assume most people never spending a dime on your game. These players exist to increase the popularity of the game, spread the word, and make the game experience more viable to everyone (better match making, etc). You then have the fans, and especially the super fans, who are the one paying for stuff, at times even a lot of money. And of course, you try to make your best to convert free players into paying ones. The more your game picks up, the more money you make in time, which means you can sustain it and grow. It’s like a subscription model in this regard, but has a much more granular payment system, and zero entry barrier. Past the access to all champions, purchases will only affect cosmetics, without altering the gameplay.
- Champions / Drafts / Unique Abilities I believe this aspect is more about the spectacle of the game, rather than a super-deep effect in the metagame (it might matter in the end, but it’s too early to say). But one traditional problems in Quake as a spectators experience has been the lack of explicit elements to look at and talk about. Expert quakers may not care and would likely mute commentators anyways unless it’s joe and 2gd. But for novel spectator, this stuff is necessary. Words fail at quickly and properly describe the thousands of minute details that make a specific position or move good or bad, so commentators are left with little to say and have to look for explicit things. I see champions and ultimates being a thing to talk about, during drafts, during the evolution of a duel, etc. It might well be that in reality those are not the things that make you win, but the spectacle is rarely about that.



The Gameplay

While this is still a beta, and nothing is ever final, the game has changed, and depending how fixated one is on specific points, it may feel like a big departure from the past.

My personal experience is that figuring out how a game plays on paper is very hard, especially if there are many elements to them. At times, just a little change can lead to very surprising results. Trying to be fair here, and sticking to mere observations, I made two lists.

This is where I feel QC matches the previous Quakes:
- Momentum-base Gameplay. The speed cap on champions may make you wanna flip the table, but from what I've seen so far, building and using momentum is still the core of the game. If you manage to go fast, you can use it to your advantage, and it’s fucking cool. Was watching Fazz streaming on the weekend, and he was speeding around using Anarki, and it looked amazing and exciting (even when his running was not always optimal). To me this is the true core of what makes Quake Quake, and it’s very important it stays.
- Weapons/Items/Powerups. It’s kind of obvious, but also quite important. It’s the quake stuff, with some different flavor here and there, but no major upsets. I personally welcome the increased relative strengths of weapons vs stack (either due to more damage output or to less stack). Quad is back to 4x, you can get 1 hit kills more often, etc. This may feel odd coming from QL, but I’d say earlier Quake used to be more like this, and generally, it just mean execution has a bit more relevance compared to control, and this is not the end of the world.
- Combination of movement Systems. Rather than proposing a new movement system, QC champions offer different options from previous Quakes. This is not solving all the problems related to movement (see below), but for non-competitive play, this means you can pretty much pick the style you like, and have fun with it. Competitive play is likely more down to the actual effectiveness of each champion, but if you compete, chances are you know all movement systems anyways.
These are the main things removed or changed:
- Classic Game Modes. It’s unclear what of the classics will be available at launch, but I suspect that the changes that are happening across the whole gameplay may mean that the classic modes no longer make sense, primarily duel.
- Item timings. Health and armor are now on 30 sec. With classic game modes, such a change would have very nasty consequences, such as dudes running around the map pac-man mode and bullying their opponents indefinitely. Thing is, the new modes are different. The chemistry – due to champions and their abilities - is different.
- Weak after Spawn. In previous quake, you are cannon fodder after spawning. Here, you are a champion with a charged ability. One that might give you a free escape ticket, or insta-kill a careless attacker.
- Health System. For reasons that are beyond my current understanding, things have become more complex in this department. I can see this being an attempt to mud the waters and make it harder to know who much health opponents have, but I can’t figure out why that would be a good idea in the first place. I feel I’m missing how this fits into the big picture.
I probably have missed some things, but these were the most important point for me. With these points out of the way, let's talk about how this game can grow.



Game Growth

For the sake of discussion, let’s imagine the following strategies.
1. Going Big Fast. This is Bethesda/id Software putting loads of cash into the tournament, spread the word, and try to get as much exposure as possible to the game. This would be unprecedented for Quake, but it’s not too crazy given the premises of QC.
2. Growing Carefully. On the other side of the spectrum, the idea here would be to prove that you can beat the retention first, and once you know you won’t lose newbies like leaves in autumn, push to grow the game. It means a bit of a shift of priorities, from spectator friendly / e-sports to retention features.
It's unclear where id Software stands right now, but if I had to make a guess, I imagine the former more than the latter. And they are not necessarily to blame. They might consider Quake a grown-up game, they might want to surf the big wave of Bethesda’s support, and try to establish QC as one of the big e-sports out there. It's good and it may work.

My main worry is that Quake may not be as 'grown up' as one could think. Player retention is a department where the game has always been suffering. While, the free to play model and the e-sport support are all about outreach (and they could potentially attract *many* new players) the real question is what is there in QC that will make the new blood stay. Previous iterations have failed at this, and besides some minor differences due to the different point in history, pretty much all Quakes lost most of their players fast. So why should it be different this time around?

Rooting the success or failure of a game to one feature is probably crazy, but I consider the movement of quake its blessing and curse. Quake without strafe jumps & co would not be Quake. Once you know how to move properly the game opens up to you, and you start to be capable of glorious actions that are the reason why people stick to the game. But learning to move properly is a big effort.Not only that, it does not come natural in the game. QL presented you with a training session that hints you need to learn how jump past a large gap, but the process of sitting down and practicing a smooth mouse turn with the right key presses is a process that one has to self impose. But for people to show this dedication, they need to be hooked already, and chances are, they are not at this stage.

As of now, there’s no indication of serious efforts in QC to teach the movement. This might well be something they addressed and we just haven’t seen the content yet. Or they might have ignored it (as it was ignored in all previous Quakes), and I think this will bite back.



Outlook

Soon we should learn more about the growth strategies for the game, the prize purse for Quakecon, as well as all the other features that were not shown in the beta.

I expect the first months of QC will be quite hot. Top players will want to learn the game as much as possible, qualify their teams, fly to Dallas, and win some big cash, and this process alone, in conjunction with streaming, should create an interesting show. It will also be a proving ground for the new modes. The new duel might be one of those things that turn out to be a disaster or a pleasant surprise, but for sure it's something different, and it's still interest to see what top players will pull out of it.

The real question to me is what happens after QuakeCon 2017. Will this Quake be able to succeed where all previous Quakes have failed? Will the new blood find a place where they can have fun and stay? And what has QC to offer them, as they grind their way through learning the way of Quake? Time should tell us... pretty soon.
Edited by Memento_Mori at 11:15 CDT, 17 May 2017 - 56053 Hits
Professional gamer Av3k in legal trouble (371 comments)
Posted by Memento_Mori @ 15:09 CDT, 24 September 2015 - iMsg
During March of this year various Polish news outlets reported of a drug-related search, and subsequent arrest of the famous Quake dueler Poland av3k. In response to this news a number of community members have decided to assist av3k by asking for donations, by posting on ESReality forum. Some of the posts in the thread disclose the available information regarding the case, however, many of the details are not public due to the ongoing trial. Despite the lack of information a prominent community member, Memento_Mori, has created a donation incentive to help av3k.


Links: Police Report on Av3ks arrest, DailyDot story, Donation Page
Edited by Memento_Mori at 11:33 CDT, 8 September 2017 - 149999 Hits
The US Scene Song (23 comments)
Posted by Memento_Mori @ 09:47 CDT, 12 August 2015 - iMsg
This song is about the recent events/drama involving the US scene etc. Don't take it seriously...





Edited by Memento_Mori at 09:47 CDT, 12 August 2015 - 18866 Hits
Interview with Found Em (499 comments)
Posted by Memento_Mori @ 15:52 CDT, 4 August 2015 - iMsg
It's saturday night in Dallas, United States of America rapha just won the stage match against infiplay.ru Russia evil, and everyone is celebrating and enjoying the end of QuakeCon 2015.

It's 3:30am and I get the chance to sit down on the interview couch, my fellow audio recorder at hand, and chat with United States of America rapha, United States of America cl0ck and United States of America ZeRo4. They are the core of team United States of America Found Em, who had gone through an incredible series of events (and lineups) leading up to this tournament.

At first I thought this would be a short interview with just rapha touching a specific topic, but as the flood gates open wide, and more team members join the chat and add their perspective, I realize this is going to be a large piece, with many topics and side stories.

We end up staying there for more than one hour, going over the whole story of their preparation to the tournament, all the different line ups, and the behind the scene of some of the most dramatic acts.


Update: Canada sparks' reply to the interview.

Reminder: The views and opinions expressed in this interview are soley those of the interviewee. These views and opinions do not necessarily represent those of interviewer, the site, and/or any/all contributors to this site.
Article Page: 1, 2, 3, 4, 5, 6 || next page >>
Edited by Memento_Mori at 01:48 CDT, 8 August 2015 - 256471 Hits
Hall of Fame: Hilarious (added to hof by Teen Queen)
Quakecon 2015 Day 3 by Meme (2 comments)
Posted by Memento_Mori @ 11:17 CDT, 27 July 2015 - iMsg
Final day of Quakecon 2015.
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3215.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3218.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3220.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3221.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3224.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3225.JPG
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Posted by Memento_Mori @ 11:15 CDT, 27 July 2015 - iMsg
IMG_3226.JPG
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