Thread:Vorknkx/@comment-3547390-20150204202730/@comment-3547390-20150322141410

You are right, source ports depend heavily on the game and the quality of the source ports.

Heh, I am surprised at the craziness of the Descent community. Two source ports is too many? How can you have too much custom content for a game? That would be like us being actively hostile against all other QuakeWikis. By having more than one of something, you give the user choice and thus better enjoyment overall for the community. Plus usually source ports (and wikis) focus on different roads and thus are useful for different purposes. GzDoom is great for modern design with many limits removed from the original game, while Chocolate Doom is great for those that want those limits to experience the game like it was originally intended. Our wikia is great for the lore of the world and being a game guide showcasing each level in detail, while the other wiki gives a great amount of technical detail and thus is a great place to go for compiler information and other such tools that aid in the development of mods and levels. Hostility solves nothing besides breaking apart a community that is already small and ruining the enjoyment of any potential new users that get caught up in the war.

Most people play games from what I see, though their games are intended to be more like a movie. A big part of the problem today is the consumer, most people just don't want to or can't invest a lot of time in a game. It would take too long to play Quake to get the story, especially as I need to pick up my kid in half an hour. I want to play on the hardest difficulty mode to feel I have skill, yet want it done in half an hour as I won't be able to retain any info. My experiments with new school players have shown me that they couldn't get into old school games, not just because of the graphics (though I know some people who are obsessed with the latest graphics and hate all games not having such graphics). I did tell you the story of the person that sat there for ten or so minutes in Introduction waiting for some enemy to show up on the screen, no?

Exactly, there was a passion for video games that existed in the 90s that is unlike anything seen today. We had a small game market where small communities were the backbone, creating revolutionary and best selling titles. Nowadays we are trying to cater to a mass market, have a large scale industry, and are refusing to try anything risky as it might result in decreased sales (due to the fact that the audience honestly doesn't want much change). It is like everything else, there is a time when things were tailored slowly by hand and then a period of mass-production. As usual, the tailoring was better, though made way for quantity and less passionate gameplay.