That's fun and somewhat ironic, considering how speeding Quake up became it's own art form. Shoutout to Rocket Jumps, Bunny Hopping and Quake done Quick.
I often go to YouTube to find teardowns and repair instructions. One thing I have run across is this niche where some guy out gal repairs something very slowly, over the course of an hour or two, with the mic gain cranked way up even though they say absolutely nothing the whole time. When I look at the channel, all the videos are the exactly the same and they have very high subscriber counts. I genuinely can't imagine who is watching these and why. But they must make a ton of money on the ad revenue.
The player speed in Doom is completely unrealistic, which is fun, but plays against immersion.
In Quake, the player speed is less insane, more in line with human abilities, and it makes Quake feel more real. BTW the same is true for System Shock, where the player is not a sprinter champion at all (but can obtain a skateboard, but this is another kettle of fish).
Imagine walking around your 3d map hundreds of times on a slow ass computer looking for frame views that exceed 350 polygons. Must have been a pain in the ass.
https://www.youtube.com/channel/UCeDxelsLhikFHC8QnrcgQcg
In Quake, the player speed is less insane, more in line with human abilities, and it makes Quake feel more real. BTW the same is true for System Shock, where the player is not a sprinter champion at all (but can obtain a skateboard, but this is another kettle of fish).
I have heard this is because there's a magic duration number for monetization.