Name: G.I. Jonesy
Location:
Posts: 2441
I don't have any problem with paying $24 a year.. I mean, who could possibly have a problem with that amount of money? Homeless Quake players?

I also understand perfectly well, it's either ads or subscriptions (or potentially donations, but how well does that ever work?). And if you only have ads, developers cater more to sponsors than players.

What I don't understand though, is why the esreality community would rather QL than Q3. The latter is better for professional gaming. It already has GTV, and a multitude of other features more suited for professional and lan play. How is QL anything but the amateur version of Q3? Which is something that can be good... a division between amateur and professional could only help, I would think. The amateur game (QL), could feed new players into the professional game. And instead of players starting at the last boss, they could work their way through the amateur ranks, and start playing against professionals when they are ready.

What if we made a new version of Q3, based on the GPL, where there was a better system of acquiring the necessary game files (and whatever else to make things easier for fans, sponsors, and advancing players), and called it something slightly different? Like, it could be called QuakePro. It would only contain useful files... meaning, all those maps and player-models no one ever uses, would be excluded. Honestly, anyone who wants all that wasted data and superficial nonsense obviously belongs in Quake Live.

There is no reason for Formula 1 drivers to use street-cars, just 'cause street-cars are easier for new drivers. What legitimately experienced Quake player could suggest Quake Live is somehow of higher professional caliber than Quake 3? Every pro-sport has differences between amateur and professional ranks. Different sizes of arena's or fields. Different sets of rules. Different equipment... and all for good reason. I don't see why, in Quake, we should divert from that model.