Thread:Deathstalker666/@comment-1915529-20120712125232/@comment-3547390-20120908034153

That is the thing I notice about id's games, all had simplistic stories. These old school ones are understandable due to technological limitations. Still, I feel id made better engines than actual games. Quake is good and created the template for almost every fps to follow, but Scourge of Armagon is really what I think of when I remember Quake as one of my top FPS titles. Almost every id title makes use of repetitious corridors that might differ in only one or two ways from the room before it (Doom has its exceptions, but many levels just placed the player in a giant maze).

Also, thinking of detail of levels made me think of the reasons for such detail. One is definately the use of models. Besides some torches, I don't think Quake had many detailed models just to make the levels have variety. What happened to the various models in Doom? (Looking into the game resulted in finding a large variety of corpses in various positions and pillars of various sizes). Perhaps this is also the reason Unreal is so detailed, every table in that game had a vase or a book at the least. Stools were set to the sides of the table. All this helped when identifying one area from the next even when using the same textures.

Perhaps Quake didn't use detailed models due to the work on the engine being a great deal of their time (Singleplayer was known to be rushed). But that just backs up what I said before, id makes great engines with decent demos, but it really is the other designers that make great games on the engine. Armagon and Quake are almost two different games, one with recognizable locations while the other a run and gun setting.