Kinda curious to delineate between ones favorite games and one's best experiences, overall, since the two naturally overlap... And yet, when if asked about my favorite experiences, I tend to come up with different answers. Safe to say overall my Fallouts, Shocks, whatever had the broadest consistent impact, but...
If I had to nail down something more specific, I think I'd be inclined to go with playing the original Team Fortress Quake 1 mod, Local Area Network, with friends and coworkers over summer. There had been CTF deathmatch modes before, but I think it was genuinely the first shooter with classes. Blew our minds. Easily impressed and all, but it was genuinely something.
Quake and Quake 2 weren't really important games by themselves, for me, so much as a platform to play total conversions for multiplayer. Team Fortress, Superheroes, GLOOM, ActionQuake, etc... Halflife was more of an important game proper, to me, but it continued my interest with the original Counterstrike mod, TFC, Science and Industry, Natural Selection (a spiritual successor to GLOOM)
Starsiege Tribes / Tribes 2 landed in and above all that, too. Vehicles, deployables, jetpacks, huge goddamn maps with no load times, fully modular classes / kits / loadouts.
...
I'll fully confess to a strong degree of nostalgia regarding these titles, but it's important to note how the sudden abundance of these multiplayer variants and the late 90's rise of Gamespy as a platform for integrating mod management and connecting server / client multiplayer games was really fresh and wild at the time. I haven't been as crazy a mod head with games in recent years, but I find it troubling that so many companies clamp down and try and strictly control their multiplayer components, rather than letting people build on top of it... On the flip side, it was was easier to model, skin and animate a new weapon or character back in the 90's than it would be now with all the technical advances. The low fidelity made the distinction in company versus user generated content less noticeable. I think games like Minecraft's modding community benefit from it's visual style since it's easier to just throw in whatever crazy ideas you can cook up, without worrying about framing it in photoreal presentation, but I'm rambling, at this point.
If I had to nail down something more specific, I think I'd be inclined to go with playing the original Team Fortress Quake 1 mod, Local Area Network, with friends and coworkers over summer. There had been CTF deathmatch modes before, but I think it was genuinely the first shooter with classes. Blew our minds. Easily impressed and all, but it was genuinely something.
Quake and Quake 2 weren't really important games by themselves, for me, so much as a platform to play total conversions for multiplayer. Team Fortress, Superheroes, GLOOM, ActionQuake, etc... Halflife was more of an important game proper, to me, but it continued my interest with the original Counterstrike mod, TFC, Science and Industry, Natural Selection (a spiritual successor to GLOOM)
Starsiege Tribes / Tribes 2 landed in and above all that, too. Vehicles, deployables, jetpacks, huge goddamn maps with no load times, fully modular classes / kits / loadouts.
...
I'll fully confess to a strong degree of nostalgia regarding these titles, but it's important to note how the sudden abundance of these multiplayer variants and the late 90's rise of Gamespy as a platform for integrating mod management and connecting server / client multiplayer games was really fresh and wild at the time. I haven't been as crazy a mod head with games in recent years, but I find it troubling that so many companies clamp down and try and strictly control their multiplayer components, rather than letting people build on top of it... On the flip side, it was was easier to model, skin and animate a new weapon or character back in the 90's than it would be now with all the technical advances. The low fidelity made the distinction in company versus user generated content less noticeable. I think games like Minecraft's modding community benefit from it's visual style since it's easier to just throw in whatever crazy ideas you can cook up, without worrying about framing it in photoreal presentation, but I'm rambling, at this point.