Adventures With Quake, Part One
January 11th, 2009When I was a kid, videogames excited me tremendously. The possibilities. In 1996, anything seemed possible - Nintendo were promising 3D worlds that lived and breathed, as well as connectivity and crossover with the Gameboy (having just received a new, chubby-inducing upgrade into the Gameboy Pocket). Games were poised to become alive and mutable - why, my new NiGHTS game had little conehead dudes who lived in the gameworld and could crossbreed with mutants. Videogames were coming to life, breaking free and becoming plastic.
Then there was Quake. If you’re in the UK, you may remember CVG, as well as CVG’s legendary hyper-excited enthusiasm for new things, albeit at the cost of content and accuracy. CVG hyped Quake to the extreme, talking about how it contained it’s own programing language (Ed “Pinky” Lomas coded his own sniper scope) as well as an unprecedented level of user modification. Some of this was hyperbole (the “programming language” was the console, a way to modify switches and settings in the guts of the game) but some of it wasn’t - CVG told tales of mods that let you play as monsters, mods that let you explode, mods that added pilotable vehicles. When you’re 13, this sort of thing fires the imagination.
It’s 2009. I’m getting old and I just got Quake, courtesy of the Steam sale. User modification is everywhere, synchronization between consoles is widespread and the living world has become not so much a feature as a genre, but there’s still something about Quake. Birthed as an oddball compromise between three creators, Quake somehow emerged a pure videogame, even more so than spiritual predecessor Doom. It’s got little or no pretensions towards plot beyond a few Lovecraftian overtones, open, abstract design and powerups that float spinning in the air. All of the interesting, intriguing stuff that made videogames grand is alive in Quake, even if it’s been rejected by the development world at large in favour of more realism.
Quake is a blank canvas, dying to be smashed up, modded and rebuilt from the guts up. It’s dying for new weapons, new maps and new mechanics. Unfortunately it debuted in a time when online storage and distribution was patchy and haphazard, and the mod teams moved on to other engines, like Half Life (itself a kind of relative to Quake by way of licensed code).
This shit won’t stand. Quake is still awesome, too awesome to be relegated to the shitcan of history. I’m going to find these mods, I’m going to write about them and I’m going to let you download them and play with them too. These are my adventures with Quake.
Next: Quake on the modern machine

