Funny how he tries to shift the blame to Carmack saying QL had a bad business model. Crazier even to see him say this so boldly while he's epicly failing with QC's business model too, like 10 times harder, especially with the 1 mil tourney, pissing away money to hide the fact the game is terrible, because twitch viewers aren't there and only 200 players are playing the game currently. Sometimes it feels this guy is so desperate that he's trying every move and charm he has to prevent his own disaster. I bet his bloodpressure levels are off the charts atm.
it was a bold business model for sure, but often that is exactly what is needed for long term success.
In my opinion they just didnt invest enough and dropped it to early. Tim saying the game is too fast is utter bs - there are way faster camera pannings in sport broadcast and the advertisment is just adapting to that.
Truth is that 99% of the time the QL ingame-ad banners were just inactive. And i bet thats due to poorly executed accessibility to that system for interested companies and/or off the chart pricings (which is the first thing to adjust when close to zero interest on a zero overheads product)
GUYS, also notice how he's constantly talking about QL in a past sense, saying stuff like 'end of life' 'over' 'back in the days'. We all know what he's up to...
I love how he is apologetically but nonchalantly pissing on his ex-boss, this fake fuck.
The same boss that had at least one original idea according to him, while tim never had any.
The same boss that at least from the tech standpoint always shipped mint quality.
He looks like the guy that always ate all the shit up just to be with the big boys and now when they left he is acting like it never happened. But it did Tim. You ate all the shit up. Thats the kind of person you are.
They drew mustard mustache on you while you were sleeping.
They hid your stuff in crazy places.
Farted on you.
Always skipped your birthday.
They spat into your coffee and you had to drink it while the whole office laughed.
and now you think you can talk shit. But we all remember Timothy.
That logic though... It really sounds as if he's trying to make a sane argumentation but what he says is:
1) We gave away QL for free as a browser game wanting to do ingame adds.
2) that (1) failed as the game is too fast and ingame adds didn't quite work.
3) So (as a result of 1, 2) we moved it to a subscription based system (that had more content) which ran long.
4) Eventually ID were forced to moved it out of a browser due to security reasons of browser apps.
5) So we gave it away when we got into development of QC.
6) But really (so this is some sort of sidestep from the main argumentation) QL because it was a better version of Q3 was still based off of Q3.
7) So tthat is why QC feels a lot like QL which feels a lot like Q3 which was the greatest aFPS ever.
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So now I can follow him up till point 3 and I believe 4....
But I don't know as to why it's a logical consequence that you should give it away for free after removing it from the browser.
Then I don't know why the sidestep point 6 is made...
And point 7 is just completely unrelated to all other points made.
But I don't know as to why it's a logical consequence that you should give it away for free after removing it from the browser.
I recall someone said it before here on ESR, yet I cannot find that comment right now. Basically, releasing it (together with the ability to host your own servers) actually had saved the game once they've pulled the plug from their server side. As much as I enjoyed browser-based QL (because one could play it on officially unsupported operating systems, e.g. FreeBSD), it all depended on upstream support: once that's gone for whatever reasons, QL is gone too.
Ideally, of course, they should've open sourced it like they did before for all the previous Quakes, but this requires social maturity, respect, and consciousness of Carmack's which Timmy unfortunately lacks.
What he meant to say was QL was "free to play" in the browser, and the standalone version just kept that model. It' was "free to play" too, in that they just kept the same model.
Tim, premium/pro accounts were not "about $3 a year" they were well over $3 per month but don't let silly things like facts and numbers get in the way, stay strong mr wallets.
I was pissed cause I renewed mine like a week or two before they announced they're pulling the plug. Pretty pissed buy hey it was only like $30. Just the principle though.
Correct statement: "Q3 is the best multiplayer game of all times"
Incorrect statement: "QC feels just like Q3"
PS: Q3 needed OSP/CPMA to shine, but base was there. The solid, timeless base to measure skill on a FPS, is still there with Q3.
On the other hand, no amount of OSPs and CPMAs could make a game like Q4 or QC good, for you can't polish turds.
In other words, just keep working on QL, give it updated graphics (without ruining the physics/feel), give it ragdoll physics for the corpses so they don't look stupid when they die on the edge of a platform, get some decent mappers... that's about it to keep passing it on to future generations. If only 50 people play it then so be it. Nothing worth anyone's time is a mainstream activity... except fucking.
QC doesn't feel like Quake 3.
Subscriptions were not 3$ per year, it was 2$ for premium and 4$ for pro, per month.
You didn't take it out of the browser and gave it away for free. You put it on Steam and charged 10$ for it.