John Carmack Interview
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A rare and informative interview with id Software lead programmer John Carmack.
January 7, 1997
by DR_Bone, Clan Dark Requiem
Bone: I know that the Next Generation Technology is tightly under
wraps, and probably you have only the vaguest feel for what you to do next, and I will not
ask about specifics. However, there are certain limitations that seemed to have been
introduced into Quake while trying to make it work on a 486 with 8 megs of RAM. Due to the
fact that the Pentium has taken off and that RAM prices have gotten so low that 16 megs is
standard and 32 megs is VERY common, those limitations seem to be not needed anymore.
There is one overriding example of this that I can come up with off the cuff. You can't
see into water or out of water, yet the Unreal pictures show that realistic looking pools
of water CAN be made. Other, more nebulous limitations, include size of the levels,
specifically I have seen levels with HUGE open spaces that "gray out" due to
limitations in VIS-ing those large areas. Also dynamic shadows seems to have been included
in Unreal but are static in Quake. Is there any plans at all to get rid of these
limitations by increasing processor speed requirements and RAM requirements?
John Carmack: Note that it is easy for an
enthusiast to have a rather self centered view of the market. 32 meg systems are NOT
common in the general population right now. Basically, everyone wants the games to be
designed for their own systems. :-) The system spec for trinity would probably sound
excessive to you right now. Your current system almost certainly isn't up to par, but you
will probably buy a new system be the time a game ships.
Quake will have some new features added to the engine during
Quake 2, but it will not change drastically. Drastic changes are in new technology
generations.
I start fresh with a blank edit window for each generation, and
architecturally the next generation will bear about as much resemblance to quake as quake
did to doom. This is the right way (as I see it, in any case) to add features: a cohesive
whole that is deigned to offer a well balanced experience, not one feature at a time just
to play catchup or leapfrog.
Glquake has shadows and mirrors, but those are novelty features
and not rigorously implemented. The game wasn't designed around them, and we won't exploit
them.
I could add transparent water to glquake pretty easy, but the vis
information in the current maps breaks at water boundaries (it saves a LOT of polys in
many scenes), so you would never be able to see it in existing maps without re-vising them
with a different utility.
< ok, I just went and added optional transparent water to
glquake and the utilities (American had been bugging me about that for a while as
well...). You can set r_blendwater 1 and run either a novised map or a map processed with
qbsp2 -watervis.
Yes, it looks sort of neat. No, it's not earthshaking. I'll release a test map when
glquake goes public. >
The greyouts in huge scenes don't happen in glquake, and can be
avoided in software by increasing the surfaces and edge arrays. That was a tough balancing
act to run on 8 meg systems. Actually, building those large intermediate tables was
probably not The Right Thing in the quake engine. I feel that could have been done a
little better with a different approach. We might try some other things out in quake 2.
Bone: While there is no doubting that Quake excels at DeathMatch play,
and indeed might be the best DeathMatch game ever created, people were really expecting
some more "world dynamics" to coin a phrase. The lack of interactive elements in
the game had somewhat marred single-player Quake games (but oddly enough provided just the
right balance between simplicity/complexity for DeathMatch). Are there any plans in the
future for making future levels more dynamic in single player mode? I hesitate to give any
examples here since it is a question of game design and purely your province. Perhaps more
ambient sounds? (gurgling pools, dripping water, metal tapping against rocks) Not my
strong suit, so I'll just leave it at that.
John Carmack: I will always take an aggressively
simple approach to things, but yes, I agree that we should add more interactive elements
in the future.
Another major way to improve the single player experience is with
more skill and timing based actions, but the wide range of computer performance in our
audience makes that a lot dicier than on a fixed game console platform. I intend to
multi-thread the control in trinity, which should allow proper timing based maneuvers on
any speed system.
Bone: Aside from the base desire for dominance and violence, do you
have any higher goals for the technology that is being developed for Quake? I once read an
article where it was stated the Mike Abrash was lured away from Microsoft by the promise
of using the Quake technology to advance his goal of creating a "Snow Crash"
type of environment with a virtual world that people can "live" in and create
avatars to walk around in. I myself find this scenario somewhat compelling. Sort of a
graphical, 3D realtime IRC. With Quake this seems to be tantalizingly within our grasp.
What are your thoughts about using Quake for communication purposes other than just a
game?
John Carmack: There will probably be some work
in this area by other people with quake technology. Trinity will be even more flexible in
this regard.
Bone: Clans seem to be a totally unexpected phenomenon in the history
of computer gaming. It's predecessors in MUDs seem to totally pale in comparison in terms
of popularity. Although id played somewhat of a bystander role in the development of
clans, are there any plans to become more involved with the clan phenomenon?
John Carmack: It was so odd the way it happened
-- internally, we had talked of clans of warriors before the game was released, but I
don't think we ever publicly talked about it, and to have the same terminology apparently
spontaneously evolve in the user community was pretty weird. I love it.
I don't want id to "involve" itself in much of anything
on an official basis. I want to make the tools and capabilities available to the user
community and let them self organize. We would need more people at id to stay involved
with all the cool stuff going on, and I really don't want to grow the company.
John Carmack
ps: this really did take quite some time and effort to answer, so
please don't take my response as an invitation to regularly interview me -- I don't like
refusing people, but it just becomes necessary.
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