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echo: apogee
to: JOE SIEGLER
from: JOSH WARREN
date: 1996-05-29 15:23:00
subject: Apogee

I know I am gonna step on some people's toes and really piss off alot of 
people with my message, but oh well. 
Personally I hate iD. They are messed up, and I am glad Apogee, especially 
with the added help of 3dRealms, are really gonna stomp em, especially when 
their Quake game comes out. I know people are gonna ask me why I hate them so 
much, so I would like to quote an interview between Ed Dille and John Romero 
as published in Chapter 8 of The Official Strategy Guide of Doom II published 
by Prima (got it as a gift from when I liked Doom [that is, before Duke Nukem 
3D])
   "ED: A lot of people are making Doom-style games now. How do you feel 
about people copying your concepts and execution modes.
   JR: We wish they would do a better job of taking our ideas."
What a self-centered, concieted ************person************ (sorry my 
spelling is so bad) Everyone makes it sound like John Romero and iD created 
the computer game and the 1st person action/adventure games. They were there 
before iD and will be after. Also, John Romero, in an attempt for more Quake 
publicity made sure that was discussed, and correct me if I am wrong, he must 
be talking about another game, what he describes in the following excerpt is 
not what I have seen in the betas and heard from a good source, along with 
R.
   "JR:...With Quake, we're going to move the design along further. The 3D 
engine has gotten to the point where it's going to be almost as fun to 
experience the environment as it is to actually play the game. You should be 
walking around in Quake just in awe, looking around and going, "This looks 
awesome!"
   And there won't be background music. In every game we've done there have 
always been background music and sound effects, right? The soundtrack is 
always there while you are playing. There will be no soundtrack. We're really 
going to make you feel like you're in a real world. There will be bugs and 
birds flying around. You'll be looking around, going, "This is great! Hey, I 
wonder what's over there." So you start walking over toward some forest. 
There will be a lot more cinematic things in the game. Of course, we'll never 
stop the game just for a cinematic. We never do that. What we will do. like 
this: Say you're walking into a forest, which looks awesome, and all the 
sounds are different, and it's dark, and to the right you see this dark cave 
or something. As soon as you look at that cave, something is going to happen. 
You'll hear some kind of low, evil kind of sound, and something will trigger, 
even just for looking at this area. Maybe some red eyes will start glowing in 
there and maybe a growl or something. So you can take off or you can charge 
in there, whatever you want to do.
   In Quake you'll fight, say, three monsters at the max. There will be more 
skill involved in the fighting. You won't be holding a gun in front of you. 
In the games you've played before, you're still kind of distanced from the 
death. You're pointing the shotgun at something, you're pulling the trigger, 
and it shoots and the thing is dead. All you had to do was push the button. 
In Quake you'
ll have to really kill things. You won't just push the trigger and hit it, 
you'll have to really beat the living **** out of the thing until it is dead, 
and you're going to have to take a while, too. You're going to have to work 
on it. You won't just have this arrow point-and-click kind of thing."
        Do you see what I mean. Play the Quake demo and you will. The copy I 
got had at least 10 monsters per level, and over 3 types of monsters. A bunch 
of friggen` lying punks that copied someone else's ideas, got rich off 'em, 
and now think they own the world. 
Please, kick their butts with your future release.
* SPITFIRE v3.51 COLUMBIA SPITFIRE * Dallas, Tx. *  (214) 275-5040
--- Alexi/Mail 2.02b (#10000)
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* Origin: COLUMBIA SPITFIRE * Dallas, Texas * (214-275-5040) (1:124/3271)

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