Here are some highlights:
"It would be very easy to build GameSpy-like features directly into the game, so that players do not have to constantly exit and restart the game."
"The current system only provides for the most basic of movements, including direction and angle, with jumping and ducking thrown in. The arcade fighting games have extremely complex controls, requiring practice time to master combinations of moves and strategies. Quake Arena will need to add more available motions, possibly including an Unreal-style jump away, or some other motion. The key is to allow players to develop a unique style of play, and avoid the discover of the "only real way" to play the game."
"Internet gamers are not so focused on eye-candy, rather they want higher frame rates. The gamer should be able to tell the game what target frame rate to shoot for, and the game will add and remove certain detail options (how far away something should be before the engine starts cutting out vertexes, amount of particles (more than just on/off), and nifty but superfluous effects)."
"The game should also be designed for split-second precision. As Thresh recently pointed out, Quake I shows a player where they currently are at all times. In Quake II, players are interpolated over .1 seconds in order to smooth out movement. One tenth of a second becomes very important in professional games, and thus any precision-related issues should be addressed."