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On August 6, 2010, the game left its public beta period, and "premium" and "pro" subscription options were announced.<ref>[http://bethblog.com/index.php/2010/08/06/id-introduces-two-quake-live-subcription-packages/ id introduces two QUAKE LIVE subscription packages] Bethesda Blog. August 6th, 2010.</ref> On September 11, 2012, id Software introduced subscriptions in one, three, six, and twelve month increments, along with the ability to purchase redeemable gift tokens.<ref>{{cite web|title=Site Update - September 11, 2012 |accessdate=12 September 2012 |url=http://www.quakelive.com/forum/showthread.php?27490-Site-Update-September-11-2012}}</ref>
On August 6, 2010, the game left its public beta period, and "premium" and "pro" subscription options were announced.<ref>[http://bethblog.com/index.php/2010/08/06/id-introduces-two-quake-live-subcription-packages/ id introduces two QUAKE LIVE subscription packages] Bethesda Blog. August 6th, 2010.</ref> On September 11, 2012, id Software introduced subscriptions in one, three, six, and twelve month increments, along with the ability to purchase redeemable gift tokens.<ref>{{cite web|title=Site Update - September 11, 2012 |accessdate=12 September 2012 |url=http://www.quakelive.com/forum/showthread.php?27490-Site-Update-September-11-2012}}</ref>


On August 27, 2014, Quakelive saw what was it's biggest update since the games initial release in 2010. The main objective of the update was to allow for new players to better integrate into the game with a prominent focus on the games spawn system, movement and item control. Notable changes included the addition of loadouts in certain game types, the introduction of a new weapon - the Heavy Machine Gun and the Lightning Gun damage being reduced to 6 damage per cell across all rulesets, or 120 damage per second. In addition several other ruleset, graphic and map changes where introduced.<ref>[http://www.quakelive.com/#!news/site_news/37858/ Quake Live Update - August 27, 2014] August 27th, 2014.</ref> It was also announced that Quakelive would be released on the popular [[Steam (software)]] gaming platform, this is due to take place on September 17th 2014 <ref>[http://www.quakelive.com/#!news/site_news/37858/ Quake Live Update - August 27, 2014] August 27th, 2014.</ref><ref>[http://store.steampowered.com/app/282440/ Quake Live Steam Release - September 17th, 2014] September 17th, 2014.</ref>
On August 27, 2014, Quakelive saw what was it's biggest update since the game's initial release in 2010. The main objective of the update was to allow for new players to better integrate into the game with a prominent focus on the games spawn system, movement and item control. Notable changes included the addition of loadouts in certain game types, the introduction of a new weapon - the Heavy Machine Gun and the Lightning Gun damage being reduced to 6 damage per cell across all rulesets, or 120 damage per second. In addition several other ruleset, graphic and map changes where introduced.<ref>[http://www.quakelive.com/#!news/site_news/37858/ Quake Live Update - August 27, 2014] August 27th, 2014.</ref> It was also announced that Quakelive would be released on the popular [[Steam (software)|Steam]] gaming platform, which took place on September 17th, 2014.<ref>[http://www.quakelive.com/#!news/site_news/37858/ Quake Live Update - August 27, 2014] August 27th, 2014.</ref><ref>[http://store.steampowered.com/app/282440/ Quake Live Steam Release - September 17th, 2014] September 17th, 2014.</ref>


=== Technology ===
=== Technology ===

Revision as of 16:32, 3 October 2014

Quake Live
Developer(s)id Software
Director(s)Tim Willits
Programmer(s)Adam Pyle
Mike Rubits
Engineid Tech 3 (modified)
Platform(s)Microsoft Windows[1]
ReleaseAugust 6, 2010
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Quake Live is a first-person shooter video game by id Software which runs on x86-based computers running Microsoft Windows via Steam. It was originally downloaded and launched via a web browser plug-in. On November 7, 2013 it was announced that Quake Live will drop browser support and become a standalone game. Windows is the only platform supported in the standalone version.[2] On 17 July 2014 it was announced that Quake Live will be introduced to Steam, it was released on Steam on 17 September 2014.[3]

Quake Live is free to download and play. Additionally, there are subscription options that include more arenas, game types and game server options. One of those premium features is to allow players to spawn their own server.

It is a variant of its predecessor, Quake III Arena, and is the second game in the Quake series to have a "Teen" rating from the ESRB, the first being Enemy Territory: Quake Wars.

Gameplay

The gameplay of Quake Live consists of players attempting to frag more of their opponents than any other player or team in a given match. This is achieved by navigating a 3D environment and shooting other players with a variety of weapons, while collecting health, armor, weapons, ammo and various power-ups. As players get more advanced, they use other tricks and techniques such as rocket and strafe jumping.

Quake Live was released as a free version of Quake III: Gold[4] (Quake III and its expansion pack, Team Arena) available only through a web browser. Quake Live is backed financially by player subscription revenue. Skill-based matchmaking is powered by a "metagame engine" developed by GaimTheory. Development of the match-making system was taken on by id Software after GaimTheory's collapse.[5]

Game modes

Quake Live arena Dredwerkz
  • Free For All (FFA): Players engage in a match, where everyone fights for themselves. Whoever hits the frag limit first wins and ends the game. When the time limit expires, player with the most frags is the winner.
    • Instagib: Free for All mode or TDM where players start with only a Railgun. There are no powerups around the map (i.e. health, ammo, weapons). Instagib servers are unranked. Instagib is one shot one kill.
  • Duel: Player versus player (1-on-1) combat. Whoever gets the most frags before the time is up wins.
  • Race: Players start at a point/flag, and they have to get to another point as fast as possible using strafe jumping, rocket jumping, and other techniques, competing against other players. Uses PQL physics, so the player moves faster than usual.
  • Team Deathmatch (TDM): Same rules as Free for All but in this mode, two teams fight each other.
  • Clan Arena (CA): Teambased gameplay where everyone starts fully equipped with full armor and weapons. When fragged, the player must wait for the next round to begin. Players can rocket jump and plasma climb with no health penalty. Players on the same team suffer no damage from their own teammates' weapons.
  • Capture the Flag (CTF): Each team has a base, holding a flag. To earn points and win the game, a player must take the opposing team's flag and return it to their own base, while his team's flag is secure at his own base. Players have the ability to drop the flag at any given time for a tactical play.
    • InstaCTF: Similar to Instagib (i.e. railgun, lack of powerups, etc.) but in a CTF format. Instagib CTF servers are also unranked.
  • 1-Flag CTF (1FCTF): Each team fights for control of the white flag in the center, and work to carry it to the enemy flag stand. Unlike in CTF, the flag in 1FCTF, can be thrown between teammates as well as through teleporters.
  • Harvester (HAR): When a player is fragged, a skull spawns from the skull generator. Players must then carry the skulls to the enemy flag stand to earn points.
  • Freeze Tag (FT): A team based game mode combining elements of Clan Arena and Team Deathmatch. Rather than spectating when one is fragged, one is instead "frozen", and cannot respawn until a player on their team "thaws" them by standing adjacent to them for several seconds. When all players on one team are frozen, the other team wins the round.
    • InstaFreeze (IFT): Similar to Instagib (i.e. railgun, lack of powerups, etc.) but in a FT format. Instagib FT servers are also unranked.
  • Domination (DOM): Capture domination points to earn points for your team. First team to reach the Score Limit wins.
  • Attack & Defend (A&D): Players, spawn equipped with all weapons and full armor, alternate each round Attacking or Defending the flag. Touch the enemy's flag to be awarded a bonus point. Eliminate the opposing team or capture their flag to win the round.
  • Red Rover (RR): Every player joins either the Red team or the Blue team, and these two teams play one match continuously. In this mode, when a player is fragged, they immediately respawn as a member of the opposing team. This allows for continuous play, instead of having to wait for the next round. The game ends when one team no longer has any players. Once a player frags another, he/she receives a point, and when they die they lose a point. Which ever player at the end of the round has the most points, that player wins that particular match.

During the QuakeCon 2008 keynote speech, John Carmack stated that Quake Live has no plans to allow user-made modifications, but they have hired successful Quake III mod authors to help them with their project.[6] A large number of the maps are based heavily on originals from Quake III Arena, Team Arena and popular user-made maps.[7] Newer map additions even include maps from previous Quake titles, such as 'The Edge', which is almost identical to the famous Quake II map Q2DM1.

Development

On August 3, 2007, at QuakeCon 2007, id Software publicly announced their plans to release a free browser-based Quake III game titled Quake Zero.[8] In early 2008, the title was officially renamed to Quake Live due to a domain squatting issue.[9]

During late 2008 and early 2009, Quake Live was in an invitation-only closed beta. A handful of players were selected to begin the testing of the beta and were later allowed to invite a limited number of friends, whom, in turn, were permitted to send out invitations of their own. On February 24, 2009, the game progressed from closed beta to open beta, which caused an increased amount of traffic on the web server. Queues were organized to limit the stress and prevent the overloading of the servers.[10] Within the first six hours after launch over 113,000 user accounts were created.[11] The queues were removed after several days, and the servers were then upgraded to handle the larger volume of traffic.

Once Quake Live exited its closed beta stage, it was to be funded partially by in-game and website-based advertisements. IGA Worldwide were contracted by id Software to handle this aspect of the game's marketing.[12] Problems with this model surfaced almost immediately with the announcement by the advertising agency that they were struggling as a result of the financial crisis of 2007–2010. In March 2009, the agency admitted that sale was a possibility if further investments were not forthcoming.[13] With the acquisition of id Software by ZeniMax Media, the in-game and web-based advertisements for Quake Live changed noticeably, and began heavily advertising in-house for Bethesda Softworks products.

At QuakeCon 2009, John Carmack stated publicly that their financial scheme for the game had so far failed to provide sufficient income to keep the project in the black. As a result, he announced that a premium subscription service was being planned:

"The in-game advertising stuff has not been big business. That's not going to be able to carry the project... Quake Live is gonna be Quake Live for the foreseeable future... It's only just now that we're going to be able to put it to the test."[14]

Marty Stratton, id Software's Executive Producer, has commented that:

"The plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site. This ability will be the cornerstone of a QUAKE LIVE Premium Service that will be offered for a small monthly fee (likely less than $5 per month)."[15]

On August 6, 2010, the game left its public beta period, and "premium" and "pro" subscription options were announced.[16] On September 11, 2012, id Software introduced subscriptions in one, three, six, and twelve month increments, along with the ability to purchase redeemable gift tokens.[17]

On August 27, 2014, Quakelive saw what was it's biggest update since the game's initial release in 2010. The main objective of the update was to allow for new players to better integrate into the game with a prominent focus on the games spawn system, movement and item control. Notable changes included the addition of loadouts in certain game types, the introduction of a new weapon - the Heavy Machine Gun and the Lightning Gun damage being reduced to 6 damage per cell across all rulesets, or 120 damage per second. In addition several other ruleset, graphic and map changes where introduced.[18] It was also announced that Quakelive would be released on the popular Steam gaming platform, which took place on September 17th, 2014.[19][20]

Technology

Quake Live runs an updated version of the id Tech 3 engine, granting a few graphical improvements like bloom. In addition to usability changes, Quake Live has a new, more streamlined HUD. The game is also censored to remove blood and gore that were found in Quake III Arena and is the only game in the series that was developed by id Software internally to be rated T by the ESRB.

Quake Live registration of a user account is available on the Quake Live website and free to anyone wishing to play.

Competitive play

Being largely similar to Quake III Arena, which is renowned for its extensive use in professional electronic sports, Quake Live has seen inclusion in many tournaments worldwide. In recent years, however, the game has experienced a decline in the number of tournaments due to waning popularity.[21][22][23] The last major events currently holding Quake Live competitions are DreamHack[24] and QuakeCon.[25]

The following competitions and organizations have held Quake Live events:

References

  1. ^ QUAKE LIVE Standalone Game November 7, 2013
  2. ^ "QUAKE LIVE Standalone Game". quakelive.com. Id Software. 7 November 2013. Retrieved 7 November 2013.
  3. ^ "QUAKE LIVE coming to Steam". quakelive.com. Id Software. 17 July 2014. Retrieved 17 July 2014.
  4. ^ Ali, Mahmood (2007-08-22). "QuakeCon 2007: John Carmack keynote video". GGL Wire. Retrieved 2009-01-22.
  5. ^ "id Software". GaimTheory. Retrieved 2009-01-22.
  6. ^ "id's Carmack & Stratton QuakeLive Interview". QuakeUnity.com. Retrieved 2009-02-24.
  7. ^ "Welcome to QUAKELIVE". Quakelive.com. Retrieved 2009-01-22.
  8. ^ "id Forms New Dev Team, Promises Free Quake 3". Retrieved 2010-08-12.
  9. ^ "Quake Zero Name Changed Due to Domain Squatter". Retrieved 2010-08-12.
  10. ^ Cavalli, Earnest (2009-02-20). "Quake Live Enters Open Beta Feb. 24th". Wired. Retrieved 2009-02-21.
  11. ^ "Quake Live Twitter". Retrieved 2009-02-25.
  12. ^ "IDA to handle Quake Live ads". EuroGamer.net. Retrieved 2009-12-18.
  13. ^ "Quake Live Ad Agency Faces Sale". GamesBeat. Retrieved 2009-12-18.
  14. ^ "Quake Live Premium Service Planned". ShackNews.com. Retrieved 2009-12-18.
  15. ^ "Quake Live Dev Blog". QuakeLive.com. Retrieved 2009-12-18.
  16. ^ id introduces two QUAKE LIVE subscription packages Bethesda Blog. August 6th, 2010.
  17. ^ "Site Update - September 11, 2012". Retrieved 12 September 2012.
  18. ^ Quake Live Update - August 27, 2014 August 27th, 2014.
  19. ^ Quake Live Update - August 27, 2014 August 27th, 2014.
  20. ^ Quake Live Steam Release - September 17th, 2014 September 17th, 2014.
  21. ^ "FnaticMSI says goodbye to spart1e and strenx". Fnatic. Retrieved 2012-08-09.
  22. ^ "derQuaker Interview: Carmac about IEM". derQuaker. Retrieved 2012-08-09.
  23. ^ a b "Compete in the last ZOTAC Quake Live Cup". Zotac. Retrieved 2012-08-09.
  24. ^ "Kingston Quake Live Summer Championship". DreamHack.
  25. ^ "QuakeCon 2012 Registration". id Software. Retrieved 2012-08-10.
  26. ^ "Adroits LAN Final Standings". Retrieved 7 November 2012.
  27. ^ "ASUS CUP 2011 - FINAL BATTLE: репортаж по Quake LIVE". Retrieved 9 November 2012.
  28. ^ "DreamHack Kingston HyperX Quake Live Tournament". Retrieved 9 November 2012.
  29. ^ "ESWC 2010 results". Retrieved 9 November 2012.
  30. ^ "FACEIT TV to provide live production for QuakeCon 2013". Retrieved 6 August 2013.
  31. ^ "FaceIt announces Quake Live Sunday Cups". Retrieved 9 November 2012.
  32. ^ "Faceit Saturday Invitational". Retrieved 11 November 2012.
  33. ^ "FnaticMSI PLAY BEAT IT Launched - over $65k in prizes!". Fnatic. Retrieved 2012-08-09.
  34. ^ "ESL World: History - Intel Extreme Masters - Electronic Sports League". Retrieved 9 November 2012.
  35. ^ "The Gathering 2011 - Quake Live". Retrieved 9 November 2012.
  36. ^ "QuakeCon 2012 Registration". Archived from the original on 9 November 2012. Retrieved 9 November 2012. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 12 November 2012 suggested (help); Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  37. ^ "125 Fps duel series". Retrieved 1 January 2013.

External links