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Willits & Romero on Quake

As part of their fifth anniversary of Quake celebration, in addition to a detailed Quake timeline, Methos Quake has posted a short tag team interview. The Q&A asks the same set of Quake-related questions of both ION Storm's John Romero and id Software's Tim Willits, harkening back to the formative days of the shooter before id and John Romero parted ways. Here is a sample from the Q&A where the pair discuss how the game turned out versus their original plan:

Romero: Quake's design was VERY different from the game that was released. It was much more of a D&D-based game with a main character named Quake who had an awesome hammer that would grow in power as the game progressed. At one point in November 1995, we decided to change the design to something we were more comfortable creating -- FPS weapons with a few twists. After the major redesign, the game underwent a few more smaller redesigns (to cut down development time) and we released the Quake that everyone knows today.

Willits: The original game started out more fantasy based, less science fiction. There was going to be no gun type weapons. The player would have had a mighty hammer that they could enchant with powers as they progressed in the game. The game's intention was to be a real slugfest with the player bashing their foes to death. Luckily we changed that and went with more Doom style weaponry.

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