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Dear John Carmack.

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81–90 of 98 posts

Re: Dear John Carmack.

#81
post #12

I will agree with one thing from the article, he's John freakin' Carmack . This is a man who has been pushing the boundaries of realtime graphics since Wolfenstein3D. We owe him a lot, and I think he has earned the right to work on whatever project he damn well chooses. People seem to imagine all the amazing things he could have done with his time while glossing over the amazing things he has done right here, right n…

Well he was right too when he said that Doom 3 was some kind of rupture with the previous titles. I can't remember the last game when I fought more than 10 enemies in one room

Re: Dear John Carmack.

#82
Carmack on Rage in his own words, when giving the QuakeCon 2011 keynote (most important bit is probably after the ellipses):

"If you've seen me I've been spending a lot of time over there [at the demo stations] just watching people playing, generally with a big old grin on my face.

"We had so much that we set out to do on this that was different than what we had done before. Id had been almost a stereotype of what you do - first person shooter, run and gun, corridors, monsters jumping out at you, this type of thing. We invented this genre and we followed it for a long ways, but people thought that was all that we were doing.

"And with Rage we set out to be really pretty ambitious, to do a lot of things that we had never done before, and in hindsight knowing that it took six years, we would look back and say, 'Maybe we shouldn't have been quite as ambitious, maybe we should have done a few more of the things we had plenty of experience doing,' but in the end everybody gets the benefit of... we picked hard battles, we fought all of them, and in the end we did a really damn good job on it.

[...]

"It really is probably the most enjoyable id game, from my perspective, that we've ever made. I've played all of our games to degrees, but I was never one of the people who could spend eight hours deathmatching. I know there's a lot of you out there, but that was never kind of my take on our games.

"The pacing on Rage allows us to go ahead and have a game where you have moments of abject terror and intensity, and it's nicely balanced by the areas where you're going through, you're exploring, you're talking in town and doing these things. And we learned a lot through this process. By no means are we ready to be stood up next to Skyrim or something as an adventure game -- that's not what we're doing -- but it is clear at this point that there are beneficial things we can add to the gameplay experience, where we take everything that was fun and good about classic id games, and you can do these other things that add additional layers to it, that don't take anything away."

(Watch the keynote at http://www.youtube.com/watch?v=4zgYG-_ha28 )

Carmack's take on his own game seems to be a very very far cry from the parent article's "blame the artists!" whinging. It sounds from what he says about his own take on the game, and probably more importantly from how genuinely excited he seems up on stage, that Rage's mixing up the tried and true id gameplay formula was, personally for him, an exhilarating breath of fresh air.

Re: Dear John Carmack.

#83
post #13

This article is so full of incendiary bullshit, I'm surprised it even got on the front page. Some of the most critically acclaimed games, as well as highest selling games, have stories. For example: Grand Theft Auto 3. Final Fantasy VII. Ico. Metal Gear Solid. Arkham Asylum. Mass Effect. Dragon Age. Dark Souls. Demon Souls. Starcraft. Starcraft II. Modern Warfare. World of Warcraft. Do you know what else made these g…

What about games like Minecraft? I don't know if it's possible to fuse a high quality 3D engine with less amounts of artist generated content and still have a great game. Challenge assumptions. But if anyone can do it, Carmack can. (and that was an assumption, but oh well).

I was not asserting that ONLY stories with games or great art direction succeed.

Re: Dear John Carmack.

#84
post #44

Earlier quoted context omitted.

His interviews after he received the gdc lifetime achievement award suggest otherwise.

Really? Interesting. I haven't kept up. That's... Well, that's ironic. I wonder why he decided to pursue gamedev with more passion than rocketdev?

He actually said that "there is more opportunity for technical innovation [...] in gaming than practically anywhere else I can imagine". A modern game like Rage can stimulate one's intellect for a very long time.

http://www.mytweetdreams.com/learning-twitter/inside-gaming-...

Re: Dear John Carmack.

#85
post #35

Earlier quoted context omitted.

http://en.wikipedia.org/wiki/Id_Tech Still being licensed, just with less demand, and with the new restriction that games developed with id Tech have to be published through Bethesda Softworks. id Tech 4 is due for a GPL source code release sometime in the next few months.

Carmack definitely mentioned that they were not going to license id Tech 5 to companies that aren't being published by Bethesda. All existing licenses they probably have to continue supporting because of the contracts that were signed before they were bought by Bethesda.

I really love most of the games they make, but Bethesda is a terrible company and lately they have been actively attempting to destroy the game industry. The only thing keeping Id software relevant is their ability to create amazing graphics engines. They haven't made a truly memorable game since Quake 3 Arena. John Carmack designs 3d engines, not video games. If Bethesda is restricting Id software's ability to license their engine, then Id software is being left to die. I had high hopes for Rage, I watched all of John's interviews and almost believed that this game would put them back on the map. Unfortunately when it released it was just like doom 3, a good game released in a market that is flooded with phenomenal games.

Re: Dear John Carmack.

#86
post #56
post #33

1. Carmack stopped making games for us PC gamers and started making games for the true mass market: casual console gamers. Rage is a great competitor to Halo or Call of Duty or whatever. 2. He left a huge void in the world of FPS gaming. The "best" FPS games today (Battlefield 3, Call of Duty) are graphically beautiful, watered down, crap for console gamers. Their actual game play sucks. Quake1 Netquake Deathmatch/CT…

Quake Live [1] is actually pretty good and idtech3 based! its not cod big but big enough for a lot of competition on almost all skillevels. but as you said it's sad that theres no true "hardcore" fps on the horizon :-/ [1] http://www.quakelive.com/

Red Orchestra 2 is pretty good, but it is super buggy and the community is small. If it didn't suffer from so many game breaking bugs on release it would easily be the best FPS of the last 10 years.

Re: Dear John Carmack.

#87

The author says we've been robbed of 3 John Carmack games, but he must have forgot about id Software's iPhone games. He's been playing with the platform for a while now, and has been shipping smaller games with a fast turn around for a few years now. http://www.idsoftware.com/iphone-games/ http://en.wikipedia.org/wiki/Orcs_%26_Elves Here's an interview with him talking about iPhone developmenet: http://mobilegames.ab…

He actually stated in an interview that his contract requires Bethesda to allow him to work on mobile projects every year. He enjoys mobile development because it reminds him of what game programming was like before the $100 Million budgets existed.

Re: Dear John Carmack.

#88
post #59

Carmack Didn't design the game. He built the engine. He also didn't design the id games of the first half of the 90s. John Romero was the driving force behind those game-mechanics. Romero was the one who decided that Doom and Wolfenstein had to be all about speed, and everything that slowed the games down had to be cut out. Romero left id after Quake, because of conflicting design visions for the game. The magic happ…

   I mostly agree with you. Quake II was a decent game, but it didn't leave a lasting impression. The original quake was the last single player Id game that mattered.

   I think Id was able to recreate the magic for Q3A though. When it released it wasn't considered phenomenal, but now that I look back over the years, it is one of the top 3 shooters of all time.

   I think Id could be great again if they got together with some of the designers from fallout or the elder scrolls. Some cross training would be beneficial to both parties. The character animation in Bethesda's games are terrible; Id software can't write a decent story.

Re: Dear John Carmack.

#89
post #73

Games should be about story the same way a painting should be about story. Gameplay mechanics are the paints, and should be applied with intent for best results. Sure, some abstract painting is great. Tetris is as well. But that's not the norm. As for Carmack, we all know he's the tech guy and great at it. What's important is how the tools he creates are used. I've not played Rage yet, but I hear it's mediocre. I'm n…

I'm having more fun with rage than I did with crysis 2 or CoD campaign.

vOv

Re: Dear John Carmack.

#90
post #85

Earlier quoted context omitted.

Carmack definitely mentioned that they were not going to license id Tech 5 to companies that aren't being published by Bethesda. All existing licenses they probably have to continue supporting because of the contracts that were signed before they were bought by Bethesda.

I really love most of the games they make, but Bethesda is a terrible company and lately they have been actively attempting to destroy the game industry. The only thing keeping Id software relevant is their ability to create amazing graphics engines. They haven't made a truly memorable game since Quake 3 Arena. John Carmack designs 3d engines, not video games. If Bethesda is restricting Id software's ability to licen…

Why do you say that Bethesda is a terrible company? They always struck me as one of the few in the game industry that sort of "get it".
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