>>11810385I think a lot of games have been doing "Quake and more" for years when I like Quake on it's own a lot, because it's simple. It's the bare essentials of an FPS done very well. I don't have to think about reloading, secondaries, ordinances, any of that. You barely have to move your hands on the keyboard, and along with the fact it controls so smooth, it feels like it becomes an extension of my arm more than any other FPS.
RNG is extremely low, basically only coming in the form of deathmatch spawns and extremely minimal spread pattern and damage differences compared to Doom.
Despite all these things seeming potentially limiting, it's made up for by the fact the mechanics that are there are extremely variable and high skill ceiling. Rocket Launcher is a perfect example. Super simple weapon but especially in deathmatch, you will always be firing from slightly different angles and distances and getting better at it, forever, made more interesting by the health and ammo trade off for better positioning of a rocket jump.
Stuff like that gives the game the same feeling as like Pac-Man or Tetris for me. It puts me in a flow state in a way other FPS games that have more bells and whistles just don't. And I don't think there's an intentionally minimalist FPS with as high a skill ceiling that doesn't directly borrow from it, at the very least.
Which is nuts considering that appeal was probably almost entirely accidental.
Doom has a lot of this appeal too but I think it has inferior movement and a much higher level of unpredictability, not a bad thing. I play Doom when I want interesting dynamic fights with monsters. I play Quake when I want to test my FPS abilities at a more raw level and really get immersed.