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id Software Q&A-DOOM III MP Clarification

FiringSquad's QuakeCon 2002 report is now online, offering their impressions of the DOOM III presentation, John Carmack's address to the attendees, some highlights of the Carmack Q&A, and more. They cap things off with their own Q&A with designer Tim Willits and animator Fred Nilsson of id, discussing DOOM III's single-player focus, multiplayer support, weapons, interactivity with the levels, NPCs, monsters, and more. It should be noted that Tim's answer to a question about multiplayer scalability offers relief for those concerned about John Carmack's comments about four-player multiplayer support, saying: "Doom 3 multiplayer will be fully scalable. It will be a peer to peer system. We haven't started working on it yet. Tell everyone not to panic - it will be fine. John just forgot to mention it'll be scalable past four players."

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34. Re: Its a single player game Aug 26, 2002, 03:00 vacs
id software has never "revolutionized multiplayer".

jup, that's unfortunately the truth. Id started it all and laid as osmium said the basis out for the multiplayer revolution but Half-Life (or for the matter Counter-Strike) revolutionized multiplayer. There is no arguing possible about this, the numbers speak for themselves.

Contrary to what most people are thinking, Q3A did not sell that well as they expected (UT sold a lot more). Even though Q3A did make a lot of money, many Q3A MOD makers are just anxious about the fact they are not programming for the majority of the online players.

Q3A is for the hardcore gamer but Counter-Strike is for everyone. You never expected that a person who had no idea about multiplayer would go to a store an buy an mp game, just to find out how online playing works. Well this did happen with CS many thousand times; something you could never say about Q3A or any other MP game out on the market. Therefore CS revolutionized online gaming in a way noone ever though it would be possible. People were buying it because friends told them it was that amazing to play online and not because the name "valve software" was written on the cover!

Speaking of netcode, I know only one game which enables player to play smmoth with an analog 56k modem and this is CS. Not any ID game (except maybe the original doom) managed to achieve this, including quakeworld.

Doom3 may be scalable, but how does a 32 or 64 player peer-to-peer network game cope with all that traffic?

You're only speaking about network issues. I personally would doubt that any PC below 3 Ghz PC without a R300 could compute the lighting and shadows of 12-16 players fighting themselves in the same room. Not speaking about 32 or 64 players... Therefore I'm really questionning if doom3 is really that scalable?

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