Creator/IdSoftware's series of [[RealIsBrown gritty]], (generally) CyberPunk-ish FirstPersonShooter 3D games, noted for their [[FollowTheLeader industry leading]] graphics, their fast paced multiplayer matches, and their placement firmly on the "unrealistic" end of the FacklerScaleOfFPSRealism. ''Quake'' is the SpiritualSuccessor to the ''VideoGame/{{Doom}}'' series, [[ExcusePlot with]] [[HyperspaceArsenal all]] [[LudicrousGibs that]] [[EverythingTryingToKillYou entails.]]

'''The games which compose the franchise are the following:'''
* ''VideoGame/{{Quake|I}}''
* ''VideoGame/QuakeII''
* ''VideoGame/QuakeIIIArena'' (Includes ''Quake Live'')
* ''VideoGame/QuakeIV''
* ''VideoGame/EnemyTerritoryQuakeWars''
* ''VideoGame/QuakeChampions''

''Quake'' was one of the first major franchises to go big with licensing its engine to third parties, creating games like ''VideoGame/{{SiN}}'', ''SoldierOfFortune'' and ''VideoGame/HalfLife1'', as well as later ''VideoGame/MedalOfHonor'' and ''[[VideoGame/DarkForcesSaga Dark Forces]]'' titles, and the first two ''VideoGame/CallOfDuty'' games (and, on a darker note, ''VideoGame/{{Daikatana}}'').

!!Tropes found all across the series include:

* ArtifactTitle: "Quake" referred to the protagonist in the game's early stages, then to "the enemy" in the finished game's instruction manual. In the end, the actual game (or any game of the series, for that matter) makes no reference to the name "Quake" in any way.
* BlatantItemPlacement: In the first three games.
* CrateExpectations: Can be found in many of the games.
%% Don't add DuelingGames here. It belongs in the Trivia tab.
* HaveANiceDeath: Courtesy of the in-game console system.
* HyperspaceArsenal: Naturally, as the concept of only carrying two guns wouldn't be popularized until Halo.
* InNameOnly: ''II'', ''IV'' and ''Enemy Territory'' are nominally sequels to each other, and that "plot" line has nothing to do with the first game which in turn has almost nothing to do with ''Arena''. Indeed, id originally wanted the "Strogg" arc to be an entirely new franchise, but ultimately decided the game needed the brand recognition which the "Quake" name would bring. (Also, their original idea for a franchise name was already trademarked by someone else.) ''Quake III Arena''[='=]s story makes an attempt to unite the different id universes until that time into a single story arc, not that anyone noticed.
* LudicrousGibs: Unsurprising, seeing how it's a SpiritualSuccessor to Doom.
* MinimalisticCoverArt: The front covers of every primary entry in the series mostly feature the Quad Damage logo.
* MonsterCloset: The series does it sometimes in [[VideoGame/QuakeI the first]] [[VideoGame/QuakeII 2 installments]].
* NotTheIntendedUse: The rocket launcher. Its intended use is of course to make LudicrousGibs of groups of enemies. Many players instead choose to use it to make massive SequenceBreaking leaps.
* PunkPunk: Mostly GothicPunk, with a healthy helping of CyberPunk.
* RealIsBrown: ''Quake'' is one of the earliest examples of such, and certainly the TropeCodifier. Previous FPS games used bright colour pallettes alongside their rivers of blood, whereas everything in ''Quake'' looks muddy and ancient, thanks to its brown-based pallette.
* RocketJump: The TropeCodifier.
** Speedruns of the first two games will show you how high a player can rocket or grenade jump, given the right equipment. Even some secrets in ''Quake'' required doing a grenade jump. It's lampshaded in one of the secrets of the second game which requires you to do this:
---> ''Secret Area. You crazy rocket jumpers!''
** In the ''VideoGame/QuakeII'' expansion pack ''The Reckoning'' there's an area with an Invulnerability item which will vanish when you come closer, of course, by rocket jumping:
---> ''No reward for you, jumper!''
** Many maps in ''VideoGame/QuakeIIIArena'' and ''Live'' are designed to reward skilled users of the technique. In the latter, there's even a tutorial!
** Even in ''VideoGame/{{Quake}} 1'', it was useful. In the two last levels before the boss of the first episode, rocket jumping could skip half of the level, and even lead to a quad damage item.
* SelfPlagiarism: The first game was practically identical to ''VideoGame/{{Doom}}'' in gameplay and theme, with the only major difference being that it used true 3D instead of sprites. ''Quake II'' and ''III'' subverted this, the former by having a different theme, the later by focusing solely on the multiplayer aspect.
* ShoutOut: Check [[ShoutOut/{{Quake}} the page]].
* SlashCommand: One of the earliest series examples, if not the earliest.
* SpeedRun: One of the oldest speedrunning communities and still going, with Speed Demos Archive originally being founded for and having a [[http://quake.speeddemosarchive.com/quake/ dedicated section]] for ''Quake I''. [[http://www.youtube.com/watch?v=VpiNDxssUL0 The game just can't pose a challenge to modern players]].
* SplashDamage: The rocket launcher. Against fast targets, it's actually more effective to aim at the ground near rather than trying to hit directly.