by mh » Sat Apr 09, 2011 3:40 pm
I actually went to a lot of effort to set DirectQ up as a "player-friendly" engine, but I believe that the term "Populist Features" covers maybe 3 main categories.
Stuff that acts as a barrier to new players
Face it, Quake has some poorly chosen defaults. Now, a lot of these may have been reasonable in 1996, but in 2011 many of them make zero sense whatsoever. +mlook, a tiny default heapsize, needing to use the console and command-line so much; these all can and should be addressed.
Thing is that a lot of people can look on this kind of thing with scorn. Experienced players who don't need it don't see the value in it. Others get the wrong end of the stick entirely - I had to go to considerable effort to explain to one person that the fact that you don't need to use the command line in DirectQ doesn't mean that I've removed the command-line. You'd almost think that some people want to assume the worst. Sheesh.
Every engine coder should read through some of the problems people have with using Quake for the first time on the QuakeSrc.org forums. These are the high-priority show-stoppers that should be fundamental features of every engine.
Value-added good stuff
A lot of the multiplayer features in ProQuake fall under this category. You don't actually need these to play the game, but having them enhances the experience a lot. This can also include SP stuff like auto-reloading your last save when you get killed.
Other things I see as belonging in here include the ability to record demos at any point in time, possibly JPEG screenshots, definitely showing a screenshot of the save point in the save/load menus, enhanced TAB completion, etc etc etc.
It's all "polish" in other words. Extra nice things that you don't need but that do bring benefit.
Gratuitous Junk
These are, I believe, the "crazy tech to make their engines stand out" things that FrikaC referred to. I've also seen them referred to as "engine faggotry" elsewhere. Leaving aside the fact that lumping everything that engine coders do into this category is mildly offensive, what do they include?
Half-Life BSP support is here. It seems popular, but going through the maps and mods list on Quaddicted, how many of them actually need HL BSP? Something like none?
I'd personally place enhanced particles, r_shadows and r_mirroralpha here too. In fact the latter two were firmly in this category in the original GLQuake; the former is just eye-candy that serves no purpose. It can be very nice eye-candy for sure, but it remains eye-candy. My "amazing revolving 3D HUD" thing that I used to do 6 or 7 years ago also goes here.
Sometimes a feature that's currently Gratuitous Junk moves up the list. If HL BSP started becoming widely used by mod teams it would become pretty damn essential. LIT files might be here, but if a mapper supplies a LIT file then you must work on the basis that using the LIT file gives you the mapper's intended look, so they're also in the essential features bucket.