Rapha brings up some great points, as expected. Absolutely true regarding the ping. Intercontinental Quake play used to be an absolute pipe dream. Hell, back in QL playing even on west Europe servers from eastern Europe was barely possible. Thanks for the podcast, ins!
1:08:26 Every Quake clone or Arena FPS clone dies for one simple reason: we're so lazy with them. We're so TERRIFIED of displeasing the Quake fans. Every Quake clone is a nearly identical 1:1 copy, because everyone wants to get right all the stuff that Quake did. Getting all that right is great, but if you're creating something new, you need MORE. Remember Diabotical? Remember how we were all waiting for that game since what, at least 2011? That game was in development for 8 years or something ridiculous. What did they offer that was new and innovative above Quake 3? A DASH. THEY ADDED A DASH. 8 YEARS OF DEVELOPMENT AND WE GOT A DASH LIKE IN UNREAL TOURNAMENT 99. Remember how hard 2GD sold that game? lol. they've solved AFPS, folks! just make Quake 3 but add the dash from UT 99! that's all we were ever missing !!! we need ACTUAL innovation. We need intelligent, creative designers to take the addictive and satisfying core of AFPS gameplay and meld it with features and new ideas that will create something new, and long-lasting. No more tired and uninspired Quake clones, please, I've played so, so many, and I always end up back at Quake III CPMA anyway. We need devs to look at the examples of games such as Doom Eternal and Ultrakill to see examples of how to bring the fun, addictive gameplay of AFPS' to the modern forefront with fresh ideas/perspective and solid game design. If you don't wanna go that retro, then look at Titanfall 2's movement. Do not copy their horrible design of leaving the "CAR" SMG in the game... if you add a noob-tube to make it easier for noobs, everyone will just pick the noob-tube because you're at a disadvantage if you don't. This is an example of horrible design.