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John Carmack Leaves id Software

John Carmack has parted ways with id Software, a move that was once inconceivable when he was part owner of the Mesquite-based developer, but had become possible when Bethesda Softworks parent Zenimax bought id in 2009, and perhaps inevitable when Carmack joined Oculus Rift over the summer. John's twitter feed has his comment (thanks Paul): "I wanted to remain a technical adviser for Id, but it just didn't work out. Probably for the best, as the divided focus was challenging." IGN has id's statement: "John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio," id's studio director Tim Willits told IGN. "Johnís work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on idís tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well." John later tweeted once more about this: "If they don't want me to talk on stage at Quakecon next year, we'll just have to fill up the lobby like the old days. :-)"

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89. Re: John Carmack Leaves id Software Nov 25, 2013, 02:26 Beamer
Jensen wrote on Nov 24, 2013, 04:15:
The last 3 id tech engines seem more like tech demos than well-rounded general purpose engines.
id Tech 3 : curved surfaces
id Tech 4 : unified lighting
id Tech 5 : Virtual Texturing (MegaTexture)

Rage has virtually no physics in it. I punch a skull attached to a rope and it makes a "thwump" sound and produces a small cloud of dust, but stays stationary. Even traffic cones won't budge. There's no HDR, which can be quite important for games with mixed indoors and outdoors.

John definitely got interested in different challenges. And they never hired a proper tools guy to support him, so UE3 took over. UE3 is a much better general purpose engine, with much better tools. For id tech 4, they definitely prioritized lighting over anything else, and while the lighting was cool, it was too soon for PCs to really handle, and the game they decided to build around it was no fun at all.

But a proper game designer and producer would have worked with John to create the right engine for the right game. Instead they never had the right design teams.
Anyone blaming Carmack for that forgets how, when Carmack tried to involve himself in game design, Paul Steed got fired. Carmack was the tech brains behind id, but he wasn't the one in charge (again, as the Steed firing proves.)
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