Cliff Bleszinki of Boss Key Productions has always felt he was in a rivalry with developer id Software, but what he learned from playing Quake has influenced his new game LawBreakers, which releases today.
"Quake's movement always felt better," he told us at E3 this year, "so I went in and studied why it felt better." He said it goes back to classic code taken for Team Fortress 2. He said that movement in UT was binary, full speed or stop. In TF2 and Quake, there is an acceleration, and when you stop there is a deceleration, and when gravity is applied you get "a buttery smooth experience." He went on to explain that he worked with the programmers to try to get that smooth experience translated into LawBreakers' gravity-defying gameplay.
"This is the little sh*t that separates good from great in an FPS," he said.
Check out the interview below, beginning at about the 23:40 mark.