Quake
More info
- Creator
- id Software
- Released
- 1996
- Type
- Computer game and engine
- Predecessor
- Doom
The first game with a genuinely three-dimensional world and internet play — and therefore the technical foundation of all multiplayer since.
Quake arrived in 1996 with polygonal levels, free look in every direction and an architecture where the server owns the truth and clients merely display it. The QuakeWorld update the same year introduced client-side prediction: your own figure moves immediately while the server corrects afterwards, which made play possible over a high-latency modem link. The same principle is used in practically every networked game today.
The QuakeC scripting language let players rewrite the rules, and out of that culture came Team Fortress and later a whole line of mod-born genres. Quake was also the starting point for organised esports: the 1997 Red Annihilation tournament was played for John Carmack's own Ferrari.