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RPG Evolution: Quake Was Inspired by an Epic D&D Character
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<blockquote data-quote="talien" data-source="post: 7701009" data-attributes="member: 3285"><p>In the<a href="http://www.enworld.org/forum/content.php?3474-The-End-of-a-D-D-Campaign-Was-the-Beginning-of-Doom" target="_blank"> previous installment</a> we discussed the influence of the disastrous end to a<em> <strong>Dungeons & Dragons</strong></em> campaign and how it helped shape the beginning of the first-person shooter, <em><strong>Doom</strong></em><strong>. </strong>But there was another character who influenced id Software's follow-up to <em><strong>Doom</strong></em><strong>. </strong>His name was Quake, and although he never appeared in his original form in the titular game, his magic arsenal was typical of a a high-level D&D character.</p><p></p><p style="text-align: center">[ATTACH=full]399344[/ATTACH]</p><h3>What's the Big Deal About <em>Quake?</em></h3><p>Ryan Winterhaller describes the influence of <em><strong>Quake,</strong> </em><a href="http://www.1up.com/features/why-quake-changed-games-forever" target="_blank">which took <em><strong>Doom's </strong></em>innovations to the next level</a>:</p><p></p><p></p><p></p><p>Where <em><strong>Doom </strong></em>launched the concept of first-person shooters over LANs,<em> <strong>Quake </strong></em>took it a step further onto the Internet. And just like <em><strong>Doom, Quake</strong></em> was inspired by the same D&D campaign that id Software founder John Carmack created.</p><h3>The D&D Connection</h3><p>John Carmack was an avid dungeon master who worked on a massive<em> <strong>Dungeons & Dragons </strong></em>campaign that included all of the id Software coders. As described in David Kushner's <em><a href="http://amzn.to/2cn0PxE" target="_blank"><strong>Masters of Doom</strong></a><strong>, </strong></em>it included elements that would appear in both <em><strong>Doom </strong></em>and <em><strong>Quake</strong>:</em></p><p></p><p></p><p></p><p>Originally, the game where <em><strong>Quake </strong></em>would debut was titled "<a href="http://quake.wikia.com/wiki/History_of_Quake" target="_blank">The Fight for Justice</a>":</p><p></p><p></p><p></p><p>The idea was shelved. Co-creator John Romero describes the origins of what would eventually be <em><strong>Quake</strong>, </em>which was the name of a character <a href="http://www.1up.com/features/why-quake-changed-games-forever" target="_blank">from a <strong><em>D&D </em></strong>campaign</a>:</p><p></p><p></p><p></p><p><em><strong>Masters of Doom </strong></em>elaborates on the objects that would debut in <em><strong>Quake</strong>: </em></p><p></p><p></p><p></p><p>Eventually the team's ambitions outstripped the current level of gaming technology. The released version of <em><strong>Quake </strong></em>strayed far from its original fantasy roots. So what were these three objects inspired by D&D that never appeared in the game? We can make a few educated guesses.</p><h3>The Ring</h3><p>The ring of regeneration is the least mysterious of Quake's magical arsenal. <em><strong>Quake</strong></em> debuted in 1996, before 3.5 edition, so it's likely that any inspiration Carmack took from D&D came from AD&D. Here's the AD&D version:</p><p></p><p></p><p></p><p>There's also the possibility that the ring was a vampiric regeneration ring, which would make the character nigh-unstoppable:</p><p></p><p></p><p></p><p>Given the non-stop action of first-person shooters, both types of rings were possible in the video game -- or even the possibility of upgrading the ring of regeneration to a vampiric ring. If the ring is somewhat generic, tracing the cube's roots are not quite as straightforward.</p><h3>The Cube</h3><p>The Hellgate Cube likely had a parallel in the <em>Hellraiser </em>movies that first debuted in 1987. The cube in the <em><strong>Hellraiser </strong></em>franchise was known as <a href="https://en.wikipedia.org/wiki/Lemarchand%27s_box" target="_blank">Lemarchand's box</a>:</p><p></p><p></p><p></p><p>Given its description as a cube, it was likely a Cubic Gate in Carmack's original D&D campaign. Here's the AD&D version:</p><p></p><p></p><p></p><p>The Hellgate Cube was probably keyed to five different planes of hell. The Hellgate Cube, like the hammer and ring, <a href="http://quake.wikia.com/wiki/Hellgate_Cube" target="_blank">never made it into <strong><em>Quake</em></strong></a>:</p><p></p><p></p><p></p><p>And what of Quake's hammer, arguably the most defining aspect of his magical arsenal?</p><h3>The Hammer</h3><p>The original idea of the Quake hammer was the <a href="http://quake.wikia.com/wiki/History_of_Quake" target="_blank">hammer of thunderbolts</a>:</p><p></p><p></p><p></p><p>Sandy Petersen, the principal author behind <em><strong>Call of Cthulhu</strong>,</em> also earned his video game chops designing seven levels for <em><strong>Quake</strong></em>. In this case the hammer's origin isn't a mystery -- it's obviously a hammer of thunderbolts -- or is it? Here's the description of the hammer from the <em><strong>Advanced Dungeons & Dragons Dungeon Master's Guide</strong></em>:</p><p></p><p></p><p></p><p>The description doesn't quite line up with Carmack's interpretation. It doesn't cause earthquakes or demolish buildings. There is, however, a hammer that is capable of "demolishing buildings" known as the Mattock of the Titans. <a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=2&t=73631" target="_blank">Here's the AD&D version</a>:</p><p style="margin-left: 20px"></p><p></p><p></p><p>And yet the Mattock doesn't cause quakes. There is one magic item that fits the bill: a magical warhammer that does everything <em><strong>Quake </strong></em>was capable of, including being "throwable" and capable of causing "literal quakes" that "knock monsters back". That weapon is the legendary Whelm, the a dwarven warhammer from the AD&D adventure, <em><strong>White Plume Mountain:</strong></em></p><p></p><p></p><p></p><p>Was this the "smoking hammer" so to speak? There was only one way to find out.</p><h3>Carmack Responds</h3><p>I asked John Carmack about <em><strong>Quake's </strong></em>hammer and its possible connection to Whelm (as well as the connection of the Demonicron to the Demonomicon of Iggwilv). His response:</p><p></p><p></p><p></p><p>There we have it. Like most DMs, Carmack likely took a little bit of everything for his campaign and tweaked the elements he liked, discarding the elements he didn't. And of course, translating D&D to video game requires some concessions, so the original incarnation of <em><strong>Quake </strong></em>changed over time.</p><p></p><p>That doesn't take away from Carmack's fantastic imagination, his coding prowess, or his ability to envision a world that could not be contained by video games alone. Quake may have never debuted in his own game in the original fashion of an epic-level D&D character, but his descendants would continue his tradition, most notably the fantasy first-person shooter, <a href="https://en.wikipedia.org/wiki/Hexen_II" target="_blank"><strong><em>Hexen II</em></strong></a><em><strong>.</strong></em></p><p style="text-align: center"><span style="color: #FFFFFF"><span style="font-family: 'Helvetica Neue'"><strong>SaveSave</strong></span></span></p></blockquote><p></p>
[QUOTE="talien, post: 7701009, member: 3285"] In the[URL='http://www.enworld.org/forum/content.php?3474-The-End-of-a-D-D-Campaign-Was-the-Beginning-of-Doom'] previous installment[/URL] we discussed the influence of the disastrous end to a[I] [B]Dungeons & Dragons[/B][/I][B] [/B]campaign and how it helped shape the beginning of the first-person shooter, [I][B]Doom[/B][/I][B]. [/B]But there was another character who influenced id Software's follow-up to [I][B]Doom[/B][/I][B]. [/B]His name was Quake, and although he never appeared in his original form in the titular game, his magic arsenal was typical of a a high-level D&D character. [CENTER][ATTACH type="full" alt="EGS_Quake_idSoftwareNightdiveStu.jpg"]399344[/ATTACH][/CENTER] [HEADING=2]What's the Big Deal About [I]Quake?[/I][/HEADING] Ryan Winterhaller describes the influence of [I][B]Quake,[/B] [/I][URL='http://www.1up.com/features/why-quake-changed-games-forever']which took [I][B]Doom's [/B][/I]innovations to the next level[/URL]: Where [I][B]Doom [/B][/I]launched the concept of first-person shooters over LANs,[I] [B]Quake [/B][/I]took it a step further onto the Internet. And just like [I][B]Doom, Quake[/B][/I][B] [/B]was inspired by the same D&D campaign that id Software founder John Carmack created. [HEADING=2]The D&D Connection[/HEADING] John Carmack was an avid dungeon master who worked on a massive[I] [B]Dungeons & Dragons [/B][/I]campaign that included all of the id Software coders. As described in David Kushner's [I][URL='http://amzn.to/2cn0PxE'][B]Masters of Doom[/B][/URL][B], [/B][/I]it included elements that would appear in both [I][B]Doom [/B][/I]and [I][B]Quake[/B]:[/I] Originally, the game where [I][B]Quake [/B][/I]would debut was titled "[URL='http://quake.wikia.com/wiki/History_of_Quake']The Fight for Justice[/URL]": The idea was shelved. Co-creator John Romero describes the origins of what would eventually be [I][B]Quake[/B], [/I]which was the name of a character [URL='http://www.1up.com/features/why-quake-changed-games-forever']from a [B][I]D&D [/I][/B]campaign[/URL]: [I][B]Masters of Doom [/B][/I]elaborates on the objects that would debut in [I][B]Quake[/B]: [/I] Eventually the team's ambitions outstripped the current level of gaming technology. The released version of [I][B]Quake [/B][/I]strayed far from its original fantasy roots. So what were these three objects inspired by D&D that never appeared in the game? We can make a few educated guesses. [HEADING=2]The Ring[/HEADING] The ring of regeneration is the least mysterious of Quake's magical arsenal. [I][B]Quake[/B][/I][B] [/B]debuted in 1996, before 3.5 edition, so it's likely that any inspiration Carmack took from D&D came from AD&D. Here's the AD&D version: There's also the possibility that the ring was a vampiric regeneration ring, which would make the character nigh-unstoppable: Given the non-stop action of first-person shooters, both types of rings were possible in the video game -- or even the possibility of upgrading the ring of regeneration to a vampiric ring. If the ring is somewhat generic, tracing the cube's roots are not quite as straightforward. [HEADING=2]The Cube[/HEADING] The Hellgate Cube likely had a parallel in the [I]Hellraiser [/I]movies that first debuted in 1987. The cube in the [I][B]Hellraiser [/B][/I]franchise was known as [URL='https://en.wikipedia.org/wiki/Lemarchand%27s_box']Lemarchand's box[/URL]: Given its description as a cube, it was likely a Cubic Gate in Carmack's original D&D campaign. Here's the AD&D version: The Hellgate Cube was probably keyed to five different planes of hell. The Hellgate Cube, like the hammer and ring, [URL='http://quake.wikia.com/wiki/Hellgate_Cube']never made it into [B][I]Quake[/I][/B][/URL]: And what of Quake's hammer, arguably the most defining aspect of his magical arsenal? [HEADING=2]The Hammer[/HEADING] The original idea of the Quake hammer was the [URL='http://quake.wikia.com/wiki/History_of_Quake']hammer of thunderbolts[/URL]: Sandy Petersen, the principal author behind [I][B]Call of Cthulhu[/B],[/I] also earned his video game chops designing seven levels for [I][B]Quake[/B][/I]. In this case the hammer's origin isn't a mystery -- it's obviously a hammer of thunderbolts -- or is it? Here's the description of the hammer from the [I][B]Advanced Dungeons & Dragons Dungeon Master's Guide[/B][/I]: The description doesn't quite line up with Carmack's interpretation. It doesn't cause earthquakes or demolish buildings. There is, however, a hammer that is capable of "demolishing buildings" known as the Mattock of the Titans. [URL='http://www.dragonsfoot.org/forums/viewtopic.php?f=2&t=73631']Here's the AD&D version[/URL]: [INDENT][/INDENT] And yet the Mattock doesn't cause quakes. There is one magic item that fits the bill: a magical warhammer that does everything [I][B]Quake [/B][/I]was capable of, including being "throwable" and capable of causing "literal quakes" that "knock monsters back". That weapon is the legendary Whelm, the a dwarven warhammer from the AD&D adventure, [I][B]White Plume Mountain:[/B][/I] Was this the "smoking hammer" so to speak? There was only one way to find out. [HEADING=2]Carmack Responds[/HEADING] I asked John Carmack about [I][B]Quake's [/B][/I]hammer and its possible connection to Whelm (as well as the connection of the Demonicron to the Demonomicon of Iggwilv). His response: There we have it. Like most DMs, Carmack likely took a little bit of everything for his campaign and tweaked the elements he liked, discarding the elements he didn't. And of course, translating D&D to video game requires some concessions, so the original incarnation of [I][B]Quake [/B][/I]changed over time. That doesn't take away from Carmack's fantastic imagination, his coding prowess, or his ability to envision a world that could not be contained by video games alone.[I] [/I]Quake may have never debuted in his own game in the original fashion of an epic-level D&D character, but his descendants would continue his tradition, most notably the fantasy first-person shooter, [URL='https://en.wikipedia.org/wiki/Hexen_II'][B][I]Hexen II[/I][/B][/URL][I][B].[/B][/I] [CENTER][COLOR=#FFFFFF][FONT=Helvetica Neue][B]SaveSave[/B][/FONT][/COLOR][/CENTER] [/QUOTE]
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