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>History of Quake: Part 2
While often assumed to be a role-playing title due to the earlier blurb and due to the fictional setting, id Software employees were very vocal in the game prioritizing action above all. Similar to Doom, the mindset of Quake was that of a game involving a lot of blood and gore. While this resulted in censorship in various locations, especially Germany, id Software felt this would only promote their game more as a "forbidden fruit". Other companies were better at making slow paced roleplaying titles, Quake would have the id trademark of being "evil" and "brutal". American McGee was somewhat contradictory on this point, stating that he spent a lot of research on MUDs and other multiplayer RPG titles, and thought of Quake as a graphical MUD. All individuals could agree that story would be the one part to be developed last.
Quake was originally going to have a VR tie-in with a ‘major’ manufacturer, producing the game with a specific headset in mind, in addition to its multiplayer link-up. Sound was to be a major integral part of the game’s design, with the player possessing a headset or a microphone unit which they would also vend (manufactured by Koss), and players would speak to each other exclusively over a local area network, but not as a headset communication. One would be ‘speaking into’ the game world, so the closer one was to somebody else, the louder one’s voice would be. The monsters would also be capable of hearing this.