id Forms New Dev Team, Promises Free Quake 3

By Chris Faylor, Aug 03, 2007 5:10pm PDT Among its multiple QuakeCon announcements this evening, id Software unveiled its plans to form a second development team whose first project will be an slightly updated version of Quake 3. Titled Quake Zero, the game will be available for free--supported by advertising dollars--and run in a web browser on both PC and Mac.

"We appreciate what you guys have done over the years in building the popularity of [Quake 3]," said id CEO Todd Hollenshead. "We also like 'free.'"

"We at id are building a second team," he continued. "Our first project is Quake Zero, which means zero cost, zero hassle. You'll be able to play Quake 3 in your web browser for free, supported only by advertising dollars." id will be working with Apple to ensure the game runs ideally on Macs as well as PC.

During John Carmack's keynote address, the id co-founder and programming lead noted his preference for "straightforward and elegant" games such as Quake 3 Arena. "Honestly, I sit down and look at Enemy Territory, and I'm a little overwhelmed," he admitted.

Check out all news from QuakeCon.

Click here to comment...

Comments

15 Threads | 47 Comments





  • I don't know how well a full blown game like quake 3 would perform in a browser but if players can just IM people a link to the server they are on and it all works with no hitches at all that is amazing. That is as casual as can be but for a hardcore players game.

    //an slightly updated version of Quake 3. Titled Quake Zero
    I am really interested in what gets upgraded. New maps, or modified maps with spaces for advertisements will probably be part of it. As long as it allows mods or has CPMA style movement from the beginning I'm set.

  • i{During John Carmack's keynote address, the id co-founder and programming lead noted his preference for "straightforward and elegant" games such as Quake 3 Arena. "Honestly, I sit down and look at Enemy Territory, and I'm a little overwhelmed," he admitted.}i

    You know, I agree with him. Devs these days clutter their levels up with far too much shit. While its great for certain games like call of duty, for faster paced ones it detracts from the experience.

    Look at Goldeneye. Its levels were large but sparsely populated with junk, just enemies, and it made the game flow well. You knew where to go, you could move without getting caught up on things and it still looked nice. Same goes for TFC, there isnt a shitload of detailed junk around to get caught on (or to bog your gpu down) so you get a nice fast paced game.

    But games with a shitload of unnecessary objects in a level make me either want to go look at them all to see if they do anything (being an old school gamer, I can remember running along the walls of wolf3d pressing the use key to find secrets) or I can run past them and miss something. Or even worse, get stuck on them during a firefight and die.

    I think HL2 got it right, when it had something it wanted to show you it had a lull where you could tinker (klieners lab, black mesa east) but when you were supposed to be running around shooting, it didn't bother giving you shitloads of junk to look at or get caught up on.