


https://www.youtube.com/watch?v=mXsmr3eHAZ8
Edited by Memento_Mori at 09:46 CDT, 7 June 2020 - 9424 Hits
- 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.
- ParticipateIf this gets some traction, it would be cool to repeat it in time.
- Results
- 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.
- 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.These are the main things removed or changed:
- 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.
- 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.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.
- 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.
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.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.
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.