Article View: alt.games.quake2
Article #351Re: What I hope ID will include in Quake 2.
From: David McReynolds
Date: Thu, 11 Sep 1997 00:00
Date: Thu, 11 Sep 1997 00:00
60 lines
3548 bytes
3548 bytes
In article <Pine.SUN.3.95q.970902113619.29132A-100000@ruly46>, Edwin Wijers <wij...@ruly46.medfac.leidenuniv.nl> writes >Greetings. > >After reading an article in PC Gamer recently I was wondering what >improvements ID hope to make on the single-player side of Quake 2. Let's >face it, single player on Quake just sucked... The monsters just stood >there waiting until you shoot first. >No. I hope they will include a Botsystem, like the reaperbot, just to make >the single player version more interesting. I do have an Internet >connection but it runs through TC/ICP Winsock which is only 16-bit so KALI >refuses to work, so no Internet gaming for me until they fix this problem. >I also have a lot of friends playing Quake through IPX network, and once >or twice a month I am able to join them and play true Quake, Multiplayer >that is. It's the multiplayer Quake, which really makes this game fabulous >to play and really is the reason why it's so loved. > >If ID are able to add a Botsystem to Quake 2 then the game, IMHO, >justifies it's probable rank as PC game of 1997 and maybe even of the >century?! Has anybody heard if ID will add a system like this??? > >Greetz, Edwin > Well I don't know about actual bots, but Carmack claims that Q2 will feature intelligent enemies. i.e. they will roam a level in much the same way as a bot. I don't think there can be any excuse for not at least matching a good bot intelligence. Including such AI also raises the issue of what are these things DOING roaming about? i.e. there must be some form of plot/organisation that explains their movements. There is enormous scope for the imagination here...An enemy scout that spots you on his travels would logically report your presence to other enemies. (unless you can stop him!). The longevity of the game would also be greatly entended if enemies could summon help from other quarters. (teleported in from another level (therefore depleting enemy elsewhere), or from outside the player environment (increasing the total number of enemy)). Hopefully id have considered some of these possibilities. (there are obviously many more)... www.quake2.com looks to be a good place to check out what's going on, there's more info there about what is known. Does anyone else remember the intense speculation that preceeded the release of Quake?. Carmack in particular responded to most of the suggestions with reassuring noises about 'we will do the right thing, you won't be disapointed'...In hindsight, Quake was a great playing environment, but not a great game. The vastly increased sophistication of the environment has amplified the simplicity of the game to the point where the AI of the enemy now seems utterly stupid (where it was acceptable in DOOM). I hope id HAVE listened to the players and learnt this lesson. Carmack is still the top man in my opinion, I just hope that id uses his engine with more imagination. I appear to have ranted on a bit!...what does anyone else think? -- David McReynolds
Technical Details
Message-ID:
<cUumCFA58$F0EwzP@acacia-i.demon.co.uk>Path:
mbox-mo1.pugleaf.net!unknown!not-for-mailReferences:
<Pine.SUN.3.95q.970902113619.29132A-100000@ruly46>Show Full Headers
Complete Article Headers
From: David McReynolds <Da...@acacia.co.uk> Subject: Re: What I hope ID will include in Quake 2. Date: 1997/09/11 Message-ID: <cUumCFA58$F0EwzP@acacia-i.demon.co.uk> X-Deja-AN: 271614544 References: <Pine.SUN.3.95q.970902113619.29132A-100000@ruly46> Distribution: world X-NNTP-Posting-Host: acacia-i.demon.co.uk [194.222.2.140] Organization: Acacia Newsgroups: alt.games.quake2 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit