Romero on Making an Old School FPS: "I Have Plans"

Famed designer John Romero tweets a response to the question about whether one of the creators of DOOM and QUAKE has "given up on making a good old school FPS." His answer is unequivocal: "Definitely not! I have plans..." He did, however, quickly debunk kneejerk speculation this might be Daikatana II. Thanks Janic.
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Re: Romero on Making an Old School FPS:
Mar 12, 2012, 06:36
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Re: Romero on Making an Old School FPS: Mar 12, 2012, 06:36
Mar 12, 2012, 06:36
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Hellbinder wrote on Mar 12, 2012, 03:33:
actually romero's quake was 3rd person and it was a fat bearded guy with a huge hammer. the game morphed into a FPS when they realized they couldn't make that game right with the technology they had.. or they ran out of time... or something like that.

but no really.. quake was originally designed as a 3rd person fantasy style game around a guy with a giant hammer. and when he hit the ground it made the screen/ game "quake"...

beigemore wrote on Mar 12, 2012, 04:07:
I really don't know what to say other than "what?"
If all you say is "what" to that post then you don't know the history of it.
A preview included with id's very first release, 1990's Commander Keen, advertised a game entitled The Fight for Justice as a follow-up to the Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and a "Ring of Regeneration." Conceived as a VGA full-color side-scrolling role-playing video game, The Fight for Justice was never released.
http://en.wikipedia.org/wiki/Quake_(video_game)

Now wheather or not Romero had anything to do with that I have no idea. But that quake history thing is correct.

Edit: And a quick google turns up a post from Romero himself on 3drealms forums about this:
http://forums.3drealms.com/vb/archive/index.php/t-1793.html

Actually, the original Quake:The Fight for Justice was supposed to be an RPG. We actually started working on it immediately after finishing Keen1-3, but abandoned the project because the technology of the time couldn't help us realize the vision of what Quake was all about.

When we started working on Quake, we started out with many of the same ideas from before, mainly in the character design of Quake: he had a Hellgate Cube sidekick creature, had a massive hammer that dealt incredible damage, was a total badass, etc. But during Quake's dev cycle, everything completely changed and the game ended up being something that was NOT anything like the original Quake character that John Carmack had designed (back in his D&D campaign).

Maybe someday Carmack will finally create the True Quake character in one of his games. Perhaps he should get Graeme to add the True Quake into their next game! Who knows...

Didn't the doom 3 expansion have a cube? I guess carmack did something with that after all.

This comment was edited on Mar 12, 2012, 07:17.
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