Quake live how does it work




















I think opposition to it being called a "browser based game" is religion; perhaps "free game launched from a web browser" would be more palatable? I remember an actual Shockwave not flash fun, quake-like fps several years ago. There is really no reason why this plugin needs such a heavy installer or admin right though.

The reason I find it interesting is because the entire experience is online. Leaderboards, game lobby, buddy management even chat are all in the browser. All this stuff which usually required back in the day, Gamespy Arcade Xbox Live or a locally installed client application. Sure, Quake Live requires you to download the actual client, but the whole ecosystem around it entirely webbased. Imagine if they release an API! Thank you, Scott. I had the same opinion.

Was very thrilled at first how they might have done this. And then just installing the game via the browser is very boring. I took them quite long to pull that off since the first announcement of quake live.

And with even clickonce around for quite some time there is really no innovation here at all. And as for releasing an api: I don't think they will get anywhere with that.

Silverlight will support 3D very soon, I think and flash as well probably. And so there is absolutely no need to install just another browser plugin just to play old looking games.

Carmack talks about the reasons for doing Quake Live and what they are hoping to do with the web site in this Gamasutra interview. They will be opening up the API to let people build mashups and integrate with other sites. Christian Mogensen. Dude, seriously So, my opinion is: it's fine.

Even if you compress all that, and use procedural textures like those demoscene guys, at some point, you'll have to decompress that using a temp file or physical memory, making everything worse. You expected something other than quake 3? And tell me what the difference is between pak files and how they do it now? John Carmack: "For years, I've often thought about the fact that a lot of people spend vastly more time on websites and forums about the games that they're playing than they actually spend playing the games themselves.

We hope to have some aspect of that here. I played the original back in the days and Im back playing Quake Live just for the social part. And although Guild Wars is a good example they are could be more like QL.

For example, they dont store the builds online and everytime I reinstalled the game I had to go over hundreds of spells to redo my builds The comments go to show that browser chrome really does flip a bit in some people's heads.

Move along. It runs all the old games, even Windows for Workgroups, and has some "social" and "mashup" aspects. You would find apologists saying paraphrased quotes from the comments "It's as simple as DOS in browser, that's it, and that's all it needs to be. What makes you think it's supposed to be anything more. It's free. It's better than white-on-black text in a div, so it's still innovation. It's not a web-app, that much is true. But if you think it's just Quake III in the browser, I think you're almost right, but not quite there.

The thing is, playing Quake Live is the first time playing a Quake game where I have had an even match, and had fun playing against an equal, and not just getting my ass kicked. It's the player matching that determines whether this succeeds or fails. I haven't had a huge amount of time to test it, but at first blush it seems good.

But yes, I tend to think the whole 'in-a-browser' thing is stupid. They could just as easily release a desktop client with the community features, and I don't think it would make a significant difference. Who cares if nuffnuffs on the 'tube think its a browser-based game March 03, When you say that it is not interesting it means that you have never "really" played Quake 3.

Who cares about playing Quake when you can watch Hansleman and Carmack fighting? I reckon what Carmack can't acheive with direct register access and advanced 3d math, he'll probably finish off with a blast from a rocket engine, but Hanselman should have some trendy modern weapons too - a viscous blow from a lambda followed by deep garbage collection could be pretty gruesome. Blogs are the next enjoyable-violence genre - forget about this pansy FPS stuff.

Will Dean. I bet Carmack's blog would allow people to correct the typing mistakes in their previous posts, too Hi Scott, This is off-topic, but I just thought you might help me on this. I've just noticed that Paul Dilascia has passed away on 3rd of September Do you have the details? What happened to him?

It was quite sad to read this Keep up the good work, Mehdi. Mehdi Mousavi. Meh, if people think it's a browser based game after the download and install then they aren't quite getting it, but whatever. It's Quake that you can download and it sorta interacts with the browser.

March 04, From a technical perspective, quake live is not that interesting on the client anyway. I do think that its a compelling experience and, more importantly, an interesting experiment with a new business model. Seems to me like Id are trying to find a new way to leverage existing assets old games by improving and streamlining the massively multi-player experience. Technically impressive? The last team standing wins the round. Capture the Flag - Slip into the other team's home base, grab their flag, and run home to score.

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When enabled, off-topic review activity will be filtered out. This defaults to your Review Score Setting. Read more about it in the blog post. Excluding Off-topic Review Activity. Loading reviews There are no more reviews that match the filters set above. Written by Philippa Warr. First person shooter Quake Live will be heading to Steam in the not-too-distant future, and with that potenially massive new audience comes the need to take this hardcore, purist's shooter mainstream.

When that news was announced back in July, developer iD Software noted that a big gameplay update was also on the horizon, intended to make it easier for FPS fans coming to the game for the first time to be able to leap into the action with a game based on multiplayer FPS Quake III.

But it's not just about new players being able to have a laugh — the reason we're keeping an eye on the changes is that new blood means more potential professional players for the QL scene. That update has now hit, so we grabbed a railgun to find out what newcomers can expect. Getting stuck in. One of the big problems new players were reporting was not feeling effective when they spawned into the game. Loadouts the weapon sets you start with are being introduced on that front that let you pick a primary and secondary weapon.

The idea is to increase your effectiveness on spawn, and give players a way to experiment with different weaponry before being fragged immediately. That doesn't mean the gripping race to pick up weapons is a thing of the past though.

The team at iD has minimised the amount of ammo you'll spawn with, so the idea is that you'll still need to roam and pick up items if you hope to be effective after you spawn.



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