[May 01, 2006, 7:20 pm ET] - Share - Viewing Comments
- John Carmack
Within's Enemy Territory: Quake Wars Q&A (thanks
with id Software programmer John Carmack about the MegaTexture technology in
the upcoming multiplayer Quake game: "Itís just the variety and the
diversity of it. Like I said at the very beginning, this is only a very
small aspect of graphics, let alone of games in the larger sense. Itís a
specific little piece of technology that addresses texture resource
limitations, and this entire technology would not need to exist if you had
four gigabyte graphics cards, and lots more RAM. In fact, so much of
programming and graphics programming in particular is just trying to pretend
that weíve got hardware thatís five or 10 years more advanced than what
weíve got right now by making various algorithmic trade offs."
- Age of Empires III: The WarChiefs
Age of Empires III: The WarChiefs Q&A on GameSpot discusses the Sioux
tribe from the upcoming RTS expansion with Ensemble's Sandy Petersen: "We
wanted a nation which was prominent later in history than the Iroquois and
that would be expected to play very differently. We also needed it to be a
nation which covered a large area. The Sioux ruled a huge expanse of
territory, larger than any European nation except Russia, and their allies
and tributaries were numerous and powerful. They were skilled in war and had
an exciting history."
- Titan Quest
Titan Quest Q&A gets some lore about Iron Lore's action/RPG from Michael
Fitch of publisher THQ: "There are a wide variety of monsters in Titan
Quest, many of whom are based on mythology, from the lowly Satyr to the
majestic Gorgon queens. The different mythologies and the environments of
the regions gave us a lot of inspiration to draw from with monster design,
but we also invented many out of whole cloth. One of our goals for the game
was to give players something fresh and unexpected every 20 minutes or so
(which is a lot of content, considering the length of the campaign), so we
used a lot of creativity in coming up with monster looks, behaviors, and
- A Tale in the Desert III
A Tale in the Desert III Q&A talks with Andrew Tepper about the coming
installment in this MMORPG series: "I find that the most interesting game
situations are those where even the designers don't know how things will
turn out. If our game had as one of it's goals 'kill the Flax Dragon', then
I pretty much know that people are going to get the best weapons and armor,
and ready all the most powerful spells, and kill foozle. But if the goal is
'Build as large a group of friends as you can without anyone stabbing you in
the back' (Test of the Bureaucrat) then you're going to have all sorts of
weird, unexpected stuff happen. Human beings are going to be far more
complex, subtle, and unpredictable than any system that I could ever design.
This gives a far more interesting gameplay experience."
Realms' The Apogee Legacy Q&A #17 talks with Mark Randel of Terminal
Reality about Terminal Velocity, the game that launched the 3D Realms brand:
"I think Apogee/3D Realms did a great job marketing Terminal Velocity. As is
their policy even now, they were really careful with every aspect - from
picking the title to positioning the logo on the box for maximum visibility.
At the time when they started the 3D Realms brand, it was scary being the
first title under it. Nobody knew it, and everybody knew Apogee. Nowadays,
it is kinda the other way around."
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||May 1, 2006, 21:49
|And the gaming community has been gleefully financing their engine development for years - by purchasing their so called games.
Carmack should give something back, how about developing a full gaming API for linux? I'm sick of Microsoft holding me for ransom.
This comment was edited on May 1, 21:53.
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