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The Problem of Quake's Player Base Size

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Postby r00k » Wed Dec 01, 2010 4:48 am

leileilol wrote:The truth is, QSB doesn't mean jack shit when the multiplayer scene is 24/7 Aerowalk/DM3. It's much like Doom's problem where the majority are a bunch of Dwango5 Map01 scrubs, disregard for all the ports that extend the game.


Leave the past there. QSB is the future and will still support DM3 too ;)

qbism wrote:An irony of the NQ/QW split is that both FTEQW and EZquake support NQ and QW, and already include many features of an ideal engine for newbies (in-game server browsing, mouse menus, easy installer)


So does DarkPlaces, and a lot better too!

A lot about the QSB and Quake's return to popularity, would begin with a project that pushes the envelope while staying in the Quake universe. RemakeQuake project comes to mind.
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Postby Baker » Wed Dec 01, 2010 5:04 am

leileilol wrote:The truth is, QSB doesn't mean jack shit when the multiplayer scene is 24/7 Aerowalk/DM3. It's much like Doom's problem where the majority are a bunch of Dwango5 Map01 scrubs, disregard for all the ports that extend the game.


Why do people that already know what they like need to change?

[Besides, their preferences aren't going to change ... they like what they like, just like you like what you like and I like what I like and R00k likes what he likes and Reckless ....]

The poll responses on the Open Arena (798 votes) exceeds the entire active and interested player community of NQ and QW combined by at least 2x. Some PSP mods like Solitude have a number of daily page viewers far in excess of all the Q1 communities combined. I think there is quite an audience for new and interesting things, provided they are remarkable (Quake Remake) or a total conversion.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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