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Article #232

Re: The Ultimate weapon

#232
From: Chris
Date: Tue, 09 Feb 1999 00:00
31 lines
2213 bytes
Arganoid wrote in message ...
>In alt.games.quake3, Chris wrote:
>> I was under the impression that Trinity was what Quake3 was before it
became
>> Quake3 - it was a graphics engine which was meant to blow the socks off
>> everything else around, but id decided to cut back some of the features
and
>> turn it into a multiplayer game, more as an experiment in marketing than
>> anything else.
>
>An 'experiment in marketing' wasn't the reason id chose to make it a
>multiplayer game. Originally, Quake III was going to be just another game
>along exactly the same lines as Quake II - with the same pseudo-mission-
>based storyline. But id couldn't get very enthusiastic about basically
>doing exactly the same thing again. So they decided to go in a new
>direction.


I wasn't saying that they were doing it just to test the marketing
potential, sorry, I just meant that it is an approach no other company was
willing to take before, so they decided that since they were financially
secure as a company they could afford to try making something they WANTED to
make, and see how it sold. They could handle if it was a flop, but were
interested in just how such a product would be taken to by consumers. The
range of reactions has already been very interesting, with people saying
that it will suck with no single player, and others saying who gives a
flying fook about single, Quake3 multi is going to be awesome.

Experiment in marketing just meant they were unsure of how it was going to
sell, and were doing it to test the water for future multiplayer only games.
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From: "Chris" <ccha...@zipworld.com.au>
Subject: Re: The Ultimate weapon
Date: 1999/02/09
Message-ID: <79p83e$n4u$1@the-fly.zip.com.au>
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