Earlier quoted context omitted.
Same feeling. Quake and Quake III Arena was were the magic happened.
Yet, Quake III Arena had no single player. It was a fun MP game, I spent years playing. It's not really the same as Quake and Quake 2.
There are a few things that I look back on as my mistakes in the early days
221–230 of 290 posts
Re: There are a few things that I look back on as my mistakes in the early days
#222Earlier quoted context omitted.
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.
This is a perfect articulation of why even 13 years later, I still have no motivation to beat GTA 5. It worked great as a quasi-movie but not a video game.
Re: There are a few things that I look back on as my mistakes in the early days
#223Earlier quoted context omitted.
Quake 2 multiplayer is such a blast. The cat-and-mouse chase fights in that game is what defines the genre of "arena shooter" for me, there's still nothing else really like it. The campaign has a place in my heart too, even if it's not perfect. A lot of DOOM's level design was predicated on claustrophobic interiors, and when you go "outside" in many levels it feels like a glorified courtyard. From the very first leve…
Personally I think Unreal Tournament perfected the genre when it comes to multiplayer. Q1 was a lot of spamming of grenades and so on. Q2 was better. Still a lot of chaos. UT99 was also chaos but you could combine it with perfect moves and high precision shots. Great games all of them. I used to be an elite UT99 player but as the pace kept increasing along with my age my reaction time was simple not good enough anymo…
Go here right now and play a few games against bots and people of Quake III and UT99: https://dos.zone/mp/?lobby=*
There is no denying that movement and gameplay is much more enjoyable in Quake compared to UT. Even with the lack in variety on all fronts.
Re: There are a few things that I look back on as my mistakes in the early days
#224Someone surely has to make a movie about id. Maybe around the visionary development and growth around Wolfenstein and then Doom and mix in some of the industry response and mainstream media drama/backlash/violence fears etc. Like in the style of the Social Network, Blackberry movie whatever (the latter which spoofed/recreated the iconic id team photo in the film). I mean there's plenty of source material/books to pull from. Maybe Carmack and Romero are holding on to the rights for their later years.
Re: There are a few things that I look back on as my mistakes in the early days
#225"Sorry, Sandy" Sandy Petersen's side of it comes out in a few interviews, like https://medium.com/@unkndoomer/back-to-the-past-e3c421fb2e70 and https://www.youtube.com/watch?v=MUeu96TKQwU (especially 14:17 onward)
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…
Sandy has gone into it on various podcasts and mediums. It's pretty clear he doesn't consider Carmack responsible but rather someone he refuses to name (but is quite obviously Tim Willits) that caused pretty much all the problems.
My read is Carmack is saying he is sorry he lacked the awareness and experience to manage the people stuff.
He lost his dream team, I'm sure it's something he has thought about a lot.
Re: There are a few things that I look back on as my mistakes in the early days
#226"Sorry, Sandy" Sandy Petersen's side of it comes out in a few interviews, like https://medium.com/@unkndoomer/back-to-the-past-e3c421fb2e70 and https://www.youtube.com/watch?v=MUeu96TKQwU (especially 14:17 onward)
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…
Re: There are a few things that I look back on as my mistakes in the early days
#227Earlier quoted context omitted.
> Walk out of a meeting or drop off a call as soon as it is obvious you aren't adding value I’d be interested to hear more about the context for this, since it sounds perfectly reasonable, enough that it’s triggering some cognitive dissonance with my general hatred for Musk. It’s a truism in most companies that meetings tend to have too many people for no good reason. It’s just too easy to add extra people “just in c…
What if you're needed at the end of the meeting but not the beginning?
But if you say “but what if you don’t know” then it’s the same as if literally anyone else at the company is needed at the second half of a meeting: you say “let’s loop in mrhottakes, this seems like it’s his expertise” and you get looped in.
Preemptively adding every single person on the off chance they may be needed can lead to madness: at the limit you may as well add the whole company to the invite. After all, what if they’re needed at some point? It’s extremely wasteful. Multiply the number of people by their hourly salary: that’s how much a hour meeting “costs”. Don’t be wasteful.
Re: There are a few things that I look back on as my mistakes in the early days
#228Earlier quoted context omitted.
> It was Carmack's job to assert technological dominance and give the industry its next generation of game engines. Did they really? Did ID make more money with engine licensing than with game sales? They needed to ship. I think Quake Engine could wait, and have Doom++ would have given them some slack This is the opposite to the Boeing problem (shipping the rehashed product instead of the brand new thing)
There was this obscure indy game called Half-Life, maybe you've heard of it. iD's engines were famously known in the industry as tech demos first, first-party game platforms second. I'm not sure how the revenue picture ended up looking, though. They obviously made a lot of money from their 'tech demos.'
Yes and Wikipedia claims it was a "heavily modified" version of the engine
And while I get the tech demo angle, doesn't mean that Quake had to be one of those
Re: There are a few things that I look back on as my mistakes in the early days
#229Earlier 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
#230> 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...
unless I'm mistaken John Carmack is unbelievably wealthy. Like give away a Ferrari and start a rocket company for fun wealthy. There's a number of people who read this and conclude that the message is you can't push someone hard enough, it's impossible to fail if you just push hard enough.
Depends upon how you define unbelievably wealthy, which has rapidly expanded in recent years.
According to "the internet" (which is, of course, going to be wrong, but probably not by orders of magnitude) he's worth ~$50 million, which is an awful lot of money from my perspective, but still places his net worth a lot closer to us plebs than it is to all of the centibillionaires and the one trillionaire who briefly existed.
> There's a number of people who read this and conclude that the message is you can't push someone hard enough, it's impossible to fail if you just push hard enough.
It is, of course, possible to fail no matter how hard you push. Working very hard sets you up for the possibility of success, but does not guarantee it.