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Microsoft fire idTech team at Id software

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Re: Microsoft fire idTech team at Id software

#561

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If you find out, let me know. I would only need to do it once and be set.

Enjoy death threats for the rest of your life and longer. Art Modell croaked over a decade ago and you can still feel the vitriol when listening to Browns fans talk about him.

1% world problems.

Re: Microsoft fire idTech team at Id software

#563

It's sad to watch corporate leadership try to fix problems with tactics that will only make them worse. MS bought successful studios who were successful precisely because their of unique technical and design culture. Now they plan to homogenise them into a content-creation blob that will churn out entries for existing franchises, using the same tools and approaches as the rest of the industry. Anything that was speci…

This is the thing that annoys me. They have the Fallout series hostage and moves like this sadden me because I can't expect the next game to particularly great when stuff like this happens.

Aren't you a bit late with that comment? It's been decades since the Fallout license was gobbled up by Bethesda.

Re: Microsoft fire idTech team at Id software

#564

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Alternative trademarks never do. Every company gets started anyway. I'm sure International Business Machines felt they sounded like a low budget knock-off of National Cash Register. Radioactive Dust is quite uninspired though, how about Super Nuclear Apocalypse Bros DX

What about "wasteland" ?

That would never sell.

Re: Microsoft fire idTech team at Id software

#565

I wonder how much a blow this will be for Vulkan on Windows. idTech was always known for strongly preferring the Khronos 3D APIs over Direct3D and the fewer native Vulkan games are released on Windows the less pressure there is on the GPU vendors to fix and optimize their Windows Vulkan drivers.

Windows is pretty much speed running into gaming irrelevance. Valve is gaining momentum as days pass and Microsoft doesn't care enough.

Windows as a platform might become irrelevant, but the convenience and robustness of the Win32+D3D API combo for game development simply has no equal on Linux (except Proton of course). I trust Valve and the Proton team to have a fallback plan though. The desktop Linux community (if it can be called that) is too fragmented to come up with a solution. In this case more centralization (of development efforts) would be a good thing. But I don't see native Linux ports taking off for at least the next decade. Proton is just too good for that to happen ;)

Re: Microsoft fire idTech team at Id software

#566
post #434
post #115

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> There is this recurring theme of big companies rolling up little developers and destroying their development culture Why are the little devs selling to the big companies in the first place then? If you’re crushing it as an Indie studio why wouldn’t you stay that way knowing how big tech acts?

Here’s what Tim Schafer said about selling Double Fine to Microsoft at the time: > "I think it's perfect for us, because we can just focus on doing our inspired weird games, and not worry about how we're going to get our next deal. We aren't chasing down our next funding and thinking about how many more months of funding we have all the time." https://gameinformer.com/2019/06/23/tim-schafer-on-microsoft...

That's founder speech for "I'm getting a big paycheck out of this deal lol".

Re: Microsoft fire idTech team at Id software

#568
post #522

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I don’t think they are interested or have the $$$. It probably worths like a billion?

valve would have the money......

Those that care don't have the money and those that have the money don't care.

Re: Microsoft fire idTech team at Id software

#569

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There's only so many built-in and drop-in components available for the big engines; player movement, physics, render pipeline plumbing, UI frameworks, user settings, etc. You definitively do notice these things, if you care. It doesn't help that many devs (even AAA) keep bad defaults, so a huge chunk of Unreal games release with a comically-bad, laggy motion blur turned on. Someone certainly could painstakingly repli…

AAA dev here - movemen, physics UI frameworks are infinitely customisable in Unreal. It’s all about how much time you spend on them.

The whole point of using an off-the-shelf engine is to not spend time on such things though ;)
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