Yeah I have, and I see what you're saying, but I feel like those graphics are just slightly more complex versions of the cartoony feel that quake 2 had, with slightly more environment interaction.. While quake 2 actually used 3d rendering and had lighting effects whereas wolfenstein did not (and that there was five years between the two, as opposed to twelve or thirteen since q2). And that there were obvious incremental increases in detail from wolfenstein->doom->quake->quake 2 as opposed to most games now being sorta like quake 2 with more processing power. It's probably the case though that I just had a lot more time to concentrate on the minutiae of games ten or fifteen years ago than I do now.
Wow. What are you playing games on? Modern Warfare 2 is so far out of Quake 2's league.. like, many many many light years ahead of Quake 2.
All you need to do is look at a couple of levels in Modern Warfare 2. Look at "Of Their Own Accord", "Cliffhanger", "The Gulag". The gameplay in those levels (and the entire game) can't even begin to be compared to the gameplay in Quake 2. And the amount of detail? Walk out of the bunker in "Of Their Own Accord", follow the trail, get to the top, turn right. Even though its not as pretty as Crysis, that amount of detail and on screen activity would have been unfathomable in the Quake 2 days. Theres a lot of other things in Modern Warfare 2 that the game doesn't get enough credit for. Fine details, like the way the chain link fence rattles in the "Team Player" level, or, on the PC and Xbox360 version, the way the lighting reflects off your gun and the way the lighting works in night vision.
Look at Grand Theft Auto 4 too. In the late 90s, it was a top down game with characters made of a few pixels that ran at a very low frame-rate. Now it's a fully realized, living, breathing 3D world where every single pixel in that world is lit by a pixel shader, not a generic light like Quake 2.
If you want to actually talk about a game that is like a Quake 2 era game, look at UT3. But saying its the same with more processing power is a gross mis-understatement. UT3, and all Unreal Engine 3 based games, have insanely high resolution textures. A single character in Gears of War 2 and UT3 will have a higher polygon count and higher resolution textures than the most complex entire screen in Quake 2. Plus, except for the PS3 version of UT3, those GoW and UT3 characters are fully and properly lit and shaded and bump mapped. Unlike the gouraud shading used in the late 90s.
Another perfect example is Half-Life 2. It's 5 years old now. But compare it to the original Half-Life. As long as you're running it on DirectX 9 hardware, theres no comparison. Pixel shaders, single character polygon counts and textures that best the most complex scenes in the original game. When it comes to gameplay, its no longer jumping puzzles with a good story. It's very heavily physics based with an even better story.
Look at the PC version of Doom 3 too. It doesn't play anything like the first Doom or Quake games. It's 5 years old now too, but it still sets the standard for lighting effects that even modern games are judged against. At it's highest settings, it REQUIRES 512MB of RAM. Thats not taking into account whatever resolution and anti-aliasing settings you're using. Thats just for the texture set.
So games have come a long long way in the last several years. They're much more than just Quake with more processing. The types of games we have now and have had since 2004 just wouldn't be possible in the 90s, due to both graphics and gameplay provided by the new graphics power.
As a long time fan of the UT series, Id love to see it on iPhonebut I know this is just the engine, not a game title.
Imagine, though, seeing UT3 on iPhone, when it STILL hasnt appeared on shelves for Mac despite screenshots that prove its existence.
Why should UT3 be brought out on the Mac? I know Epic said it would be. But whats the point? Up until last year, the vast majority of Macs were sold with Intel GPUs that couldn't play a modern game if its life depended on it. Since then, the vast majority of Macs have been sold with a low-end GPU that gets outperformed several times over by a $200 game console (Xbox360 Arcade). The potential market for any games on the Mac is extremely small, considering Macs with passable (not even close to high end) GPUs run close to $2,000, and even those GPUs (the mid-range ones, like the ATI 46xx series, 9600M) still get outperformed by that $200 console. The only Mac with any power to run the game as it was meant to be played, at high settings, is the Mac Pro. And that sells so little and to such a niche crowd because of the high price, that it doesn't make sense for ANY game developer to bring high end games to the platform.
But first-person shooters are NOT the games that need a joystick. A physical d-pad or stick on the left would be nice, but to me aiming is far more important than how I control strafing. And aiming with a joystick is miserable, which is why console shooters give you training wheels: a.k.a. auto-aim assistance. No thank youlet me do my own aiming, directly! A mouse offers that. So does a trackball, or a trackpad. And a well-done iPhone shooter aiming mechanism works much like a trackpad.
You can turn off the aiming assists in modern console games.
And honestly, those iPhone games that rely on finger aiming are entirely inaccurate. You have a big clumsy finger and a game that doesn't know where to accurately point and shoot. Aiming with an Xbox360 controller is far more accurate and enjoyable.
And honestly, playing a FPS on a touchpad is one of the worst experiences I've ever had playing a FPS, even worse than the FPS of the SNES days. Having to continuously move your finger around and re-arrange it is just annoying and inaccurate.
Still not AS good as a mouse, but better than a gamepad. (At the same time, a huge screen size IS nice when youre not on the go, so consoles still have their place, training wheels and all. But give me a 27 iMac and mouse any day.)
So you're championing touch aiming on a platform that has proven to have inaccurate controls AND a computer that includes a GPU that can't even push games at native resolution at playable frame-rates over consoles with better controls than the iPhone and better frame-rates and detail than the same computer?