Earlier quoted context omitted.
I’m not sure it’s necessarily a given that what Jobs, Gates, and Carmack created are net-positives when talking on a civilizational scale. Though Carmack certainly gets credit for keeping me entertained for a good portion of my youth. And gates probably gets some civilizational credit for what he’s done with his wealth after he made it.
I am under the impression that a big part of the current AI progress is the result of the availability of chips that were created for gaming.
There are a few things that I look back on as my mistakes in the early days
191–200 of 290 posts
Re: There are a few things that I look back on as my mistakes in the early days
#192> I pushed everyone too hard. I didn’t appreciate how maturing companies need more slack, and that running people at startup intensity constantly will wear them out. Sounds like wisdom many companies might consider...
Though it is interesting how many old-school game developer stories from the employee side can be summarized as "I worked out of college for low pay, long hours and I basically lived at the office with little/no outside personal life."
Note that a growing range of professions (law, medicine, finance, journalism,, politics) have developed career paths such that they take advantage of that condition and demand that level of commitment out of their entry-level employees.
Re: There are a few things that I look back on as my mistakes in the early days
#193Why are folks still submitting so many twitter.com links?
Wether you like it or not, X/Twitter is still a primary posting ground for many key people in our industry.
Re: There are a few things that I look back on as my mistakes in the early days
#194Earlier quoted context omitted.
The rest of the context leading up to "Sorry, Sandy" has me a little confused, can anybody who knows more explain this bit? > One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology pr…
The missing context is that he was quote-tweeting a thread by Sandy Petersen titled "How Quake ruined id software": https://x.com/SandyofCthulhu/status/2069592209645785294 > How Quake ruined id Software. > There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly…
Re: There are a few things that I look back on as my mistakes in the early days
#195Earlier quoted context omitted.
Doom 3 was pretty huge of a step forward in many ways and had no competition for being SOTA except for Far Cry (1). I remember that summer as it was when I had my first job and I saved up to buy a GPU. Not just graphics but character acting and animation, interactive world elements, deliberately dramatic scenarios in the levels (Half Life pioneered this, but Doom3 had a lot of really good ones). It was years ahead of…
Doom 3 was SOTA in terms of realtime lighting and shadows, but that's basically it. In terms of visuals, Half-Life 2 with its baked lighting in directional lightmaps (essentially calculating three lightmaps for each surface for lighting coming from different directions, then using those with normal maps during rendering) with radiosity indirect lighting did a much better job with how good environments looked (and it…
Re: There are a few things that I look back on as my mistakes in the early days
#196Quake III Arena was pretty entertaining. Doesn't seem like it came from a company that had been ruined for years. I definitely noticed something around the Doom 3 release many years after Quake III Arena. The new game just didn't seem to have the same industry pushing, genre changing energy. Or maybe I was just older and had moved on, and didn't care as much.
Each had standout maps that made you want to own both, such as Q3A's Longest Yard and UT's Facing Worlds. I ended up playing more hours of UT because I had slow internet and its bots were better.
Point being: Q3A was great, but in 1999 it became clear that id Software had lost their head start over other FPS developers. They were still elite, but in the early-mid 90s they were alone at the top.
https://www.gamespot.com/reviews/quake-iii-arena-review/1900...
https://www.gamespot.com/reviews/unreal-tournament-review/19...
Re: There are a few things that I look back on as my mistakes in the early days
#197Earlier quoted context omitted.
The missing context is that he was quote-tweeting a thread by Sandy Petersen titled "How Quake ruined id software": https://x.com/SandyofCthulhu/status/2069592209645785294 > How Quake ruined id Software. > There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly…
Still not quite exactly following Carmack's suggestion here... is he saying on that last point that the problems with designers/artists were due to Sandy's mistakes (i.e. not a genuine apologetic "sorry" but a "sorry you're wrong" type response)?
Re: There are a few things that I look back on as my mistakes in the early days
#198Earlier quoted context omitted.
In the original thread Carmack was replying to, Sandy Petersen said Q3 was the only other great game they produced after that: https://xcancel.com/SandyofCthulhu/status/206959226489744192... Honestly I think Doom is where it came together the best, Quake was technically better (of course) but it was not a better game.
The true successor of ID software is Half-life 1 with its goldsrc engine... but that simply was made by another studio. HL1 took both the engine and the genre further + continued the modding culture that brough Counter strike and other mods (Note I know very well that Half life is not an ID software game, it only took the engine that was auper heavily modified / updated- but it my opinion this is the successor)
Re: There are a few things that I look back on as my mistakes in the early days
#199Earlier quoted context omitted.
Let's let GTA6 be the judge of that.
We don't need to wait for GTA 6. RDR 2 was already a serious letdown from the first game. Rockstar has lost sight of the fact that they are making games , not movies, and that games need to be fun to play. RDR 2 is significantly less fun to play than its predecessor because they are constantly trying to shove cinematic moments and immersion into the game.
Is there going to be someone out there who doesn't like it? Sure, take absolutely any game whatsoever and there's someone out there who will tell you it's not good... but by any reasonable measure: critical reception, awards, lasting cultural impact, influence on future games, it's almost across the board on the positive end of the spectrum. You're of course free to dislike it, but claiming it to be a "serious letdown" treats your singular point of view as if it were a consensus, when the actual consensus is overwhelmingly the opposite.
Re: There are a few things that I look back on as my mistakes in the early days
#200ID dominated the PC shooter scene for 4.5 generations in a row. Insane. Wolf, Doom, Quake, Quake II, Quake 3 Arena Dark Forces was great, but that tech was too late so it never went anywhere. Duke3D showed up, and while it was entertaining, it was clearly a level below what ID could do. 3D Realms fumbled that tech, then got caught up with the ultimate vaporware, Prey, and it took Epic stepping in with Unreal that fin…
Prey was vaporware? It sold a million copies on release and got a sequel... Are we talking about the same game?