interview with guy from id (quake doom) | xltronic messageboard
 
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interview with guy from id (quake doom)
 

offline w M w from London (United Kingdom) on 2002-08-25 08:23 [#00363914]
Points: 21427 Status: Regular



These guys are game makers that seem to have a philosophy
of aesthetic over bullshit, like autechre. It's interesting
that often one single brain makes a piece of music (aphex
twin) but it takes a big team to make a game sometimes...
maybe doom2 was so good because the team was small and
therefore closer to a single brain with ultimate control
over creation?

http://www.gamasutra.com/features/visual_arts/19980123/kclo
ud.htm

I love gamasutra, I've been searching for this for a long
time. It's search engine is even powered by google :P


 

offline w M w from London (United Kingdom) on 2002-08-25 08:48 [#00363949]
Points: 21427 Status: Regular



from http://www.gamasutra.com/features/19971031/

One of the results of technology leveling out is, it's an
even playing field and easier for competition to spring up.
The big threat is that it may turn into... well, like music
or film (industries) where there's a few giant powerhouses
you have to align yourself with or you're nobody. We think
there is time in this industry to save ourselves from the
mistakes made in other entertainment industries, and that
independent developers will be strong.

Go schematic!


 

offline w M w from London (United Kingdom) on 2002-08-25 09:09 [#00363987]
Points: 21427 Status: Regular



"You've been in the games industry since the DWANGO days.
What have you experienced as the top three pitfalls
(gotchas) in this industry?"

Anything to do with making money off multiplayer gaming :-).
Seriously, it is people getting into this closet culture and
forgetting that the rest of the world is not part of it,
forgetting that you are ignoring 99% of the population. It
is very easy for people who are in this culture not to see
outside. Also, developers trying to be their own business
representatives. Business people from publishing and
distributing companies look at them as lambs to be led to
slaughter. Developers need to find someone they can trust
who is a competent business person, who has an idea of what
a good deal is, or who can do the homework to find out. The
reason I'm here is because I see these guys for what they
are, and only want to do things in this business that
benefit the developers and our side of the industry.
Developers shouldn't believe all the happy talk at the start
of relationships. It amazes me that some proven developers
out there are working for royalty rates that are a fourth of
ours. Maybe one day we'll start our own publishing company
and do things right, treat developers with respect.


 

offline w M w from London (United Kingdom) on 2002-08-25 09:43 [#00364009]
Points: 21427 Status: Regular



Lotsa music analogies (this is kinda like how some genius
made, say, "reaktor" and then lotsa people cloned it's
effects by using it... though I don't know much about
reaktor or anything) or maybe how "modplug tracker" is a
clone of "impulse tracker" to make music etc

you could even say that Unreal One was an attempt to make a
Quake clone. The game was very successful on it's own
because it wasn't just a clone, it added a lot of new
features to the genre, some really nice new visual effects,
a lot of new editing tools that the community picked up
on… It was adding a lot of things. You see a lot of clone
games come out now that don't add anything to the genre, and
just subtract by not having as good artwork, and not having
as good gameplay, and being rushed out to market. The PC
market has always been sick like that.


 

offline w M w from London (United Kingdom) on 2002-08-25 09:47 [#00364012]
Points: 21427 Status: Regular



If every publisher was required by law to drop 80% of their
games and only focus on the remaining 20%, I think that
you'd see a lot more games coming out. I think that you'd
see the industry sales increase overall even with far fewer
games coming out because those games that do get completed
would be a lot better. But, you know, publishers don't do it
that way. They're always out for the quick buck. Every
publisher has at least one major success, and they say, "Oh
wow! Look at all this money we made from this one game. Now,
if we make five more like it, we'll be making five times
more money!" That's the big thing about the game business:
it's not scalable at all. Development teams aren't scalable.
A team that's created one good game isn't going to be able
to split into two teams and create two good games. They're
probably going to be able to create two mediocre games, or
something like that. It's this lack of scalability that
nobody seems to realize and recognize formally. It's very
weird because companies like Id Software have always been
focused on staying small, and making a good game, and have
been able to do well repeatedly, game after game after game.
It seems like a lot of companies don't look around and
notice that. They just think: "We can be more profitable by
becoming bigger." Just the opposite happens.


 

offline qrter from the future, and it works (Netherlands, The) on 2002-08-25 18:10 [#00364401]
Points: 47414 Status: Moderator



well, it seems to me the teams that make games are quite
small.. I think there are about 6 people or so working on
Unreal Tournament 2003..


 

offline pachi from yo momma (United States) on 2002-08-25 19:12 [#00364456]
Points: 8984 Status: Lurker



i heard john carmack was constructing a rocket (??)

i think doom3 is supposed to have a new engine as well

i think id should make a new original game tho, instead of
resurrecting classics & fitting them w/ new "clothes" imo


 

offline w M w from London (United Kingdom) on 2002-08-25 21:08 [#00364607]
Points: 21427 Status: Regular



I'm upset sorta that they're making doom3's fighting
gameplay just one or 2 monsters at a time.... one of the
main reasons i liked doom2 was the chaotic ever changing
strategy since the monsters moved randomly sort of.


 


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