Everyone is wrong, regardless of the scale, scope, or implications of the context. However, where some errors are just that, accidents, others have ended up generating revolutionary discoveries. It happens in the kitchen, it happens in art and, of course, it happens in video games.
If you’re not sure about this, just look at titles like Skyrim, where players take advantage of glitches to find new ways to play and have fun, as well as how funny and unusual what we end up seeing on screen can be.
However, the title that brings us together here today goes far beyond that. This game, far from causing laughter or feeding the evil devil of the roguery of its gaming community, created a new way of playing and, subsequently, revolutionized how most similar titles look and play.
Yes sirs. We talk about Quake.
QUAKE AND THE STRAFE-JUMPING
Those who are knowledgeable gamers or simply have a lot of time in front of the computer, will surely remember this title fondly. A series of games with numerous installments and versions, which first saw the light of day on June 22, 1996.
A shooting game, like many others. Objectives, quite simple: aim and kill. So what about Quake that was revolutionary in its time? It wasn’t about what the developers delivered to their audience…it was about what their audience did with the game.
It turns out that, by chance or fate, the players began to notice something unusual, but convenient. For some reason, if they moved by jumping, they could gain speed within the map. After the technique became popular, it was baptized as strafe-jumping porno français.
The technique was especially useful, especially at competitive levels, as it allowed the player to not only go faster for free. But, in addition, you exceeded the character’s maximum movement speed. Three factors were involved in this: the release of friction when walking, the diagonal movement of the character, and the manipulation of the game camera.
There is no reason to lie. Those who know about this technique are aware that it was not easy to apply it. However, when you mastered it, you were able to far outmatch your opponents.
So what was the problem here? That this function did not come from the minds of the programmers or the company that launched the title. But of, on the contrary, a programming error. Ops.
FROM BUG TO GAMEPLAY
The truth is that, after making a mistake, you have two options. The option that seems most logical is to correct, of course. However, you can also take advantage of it.
When this happened, it took a while for there to be a consensus within Id Software. There were those who were in favor of fixing the bug. Others, a little more irreverent and revolutionary, bet on giving strength to this mechanic.
Let’s remember that, after all, although it was a way to obtain formidable results, this technique was not easy to apply, making it inconsistent in a normal game.
Everything changed with the arrival of Quake Live, an installment of the previous title, completely free. In this version of the game, the programmers created a feature where you legitimately increased your speed by moving around by jumping.
Over time, this mechanic made its way out of Quake, and into games using the same engine: Call of Duty and Wolfenstein: Enemy Territory being some of the most popular examples. There were even games that used derivative engines that had to be edited to somewhat limit the benefits of using staff-jumping, as its use unbalanced player conditions.
And so, a simple programming error by some careless developer gave rise to a technique that marked the gameplay for that and future generations.
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