I think the reason why you and others are having a problem with expressing to you, what do you get when you play an Id game versus any other developer.. beit Valve, Epic, whom ever???????
id installs a subtilty of movement and transistions with their engines.
When you observe motion in a other game engines they tend to have a more cartoonish feel. id has always strived for fluidity. Example of cartoon like spuratic motion is the Half-Life engine it doesn't come close to the motion of an id animated model in terms of smoothness.
that's called *subtilty*
and I garauntee *you*, the Doom III engine will be the benchmark that other developers will be trying to surpass in FPS.
Other engine developers then started adding other nuiances to their engines like weapon animation (like recoil, adding rounds, ejecting rounds), taunts, the GHOUL System per Raven. Semi Environment interactive worlds like Red Faction and System Shock. But all these games game share a basic thread in common they lacked one asset and replaced it with another.
Thief was poor on model design. But, it took the premise of MGS and made it realizable feature in FPS
But once, the dust settles. It all lands back with Id in view for their economical way to present FPS to the public and allow others borrow.
granted Serious Sam did wonders for the polygon driven FPS world in a diluted kind of way.
Now, you keep asking: "What makes this new engine is so different" WELL ITS A FIRST TIME that an SGI engine has been the core platform that produces the game objects for display to render the objects in that game world... the potential is enormous. For the first time there could be a true non-linear world. No matter where you go it's ready to play out in real-time no pause or reloads. Mmmmmmmmmmmmmmm? Maybe not yet? "but soon!" "THAT'S THE PART YOU DON'T GET!?"
and you behave so passe about it. That's okay, you are entitle to your perspective
The japanese have always done phenominal things with their game engines.. but, that has been with current trends. Carmack has once again step outside of the box and separated his talents with the others at id from amongst the pigeons (maybe I should say chickens).
With this engine you can create physics for solid and liquid objects that would always persist and never disolve away because the engine maintains the data in perminant storage. You punch a hole in the wall the and it's there forever. Floor boards flying up and staying persistant or you can move it yourself, pipes bursting.. sky is the limit. I hope I have conveyed this.
Whether or not Id does it?? I doubt it? they aren't known for their maximumization of their product. if that was the case they wouldn't be back pedaling on coop.
in any case from an artist perspective I see what's being accomplished.. too bad you don't...
... and I doubt very serious if Half-Life 2 even comes close to the Doom III engine because it's alreday done from years ago. remember Team Fortress 2 ( a Valve developed engine) valve has not a chance... and so far render-wise it sucks. It will have a good story but the graphics will be on par with Mafia and Max Payne for "Texture Mapping" the character models.
Xombie??? you just don't see it dude... but, I'm no priest. I'm just pointing out the facts.
Everybody realizes what ID has accomplished this time. regardless of their affiliation. To bad ID didn't hire my looser ass. I definetly can write a story. and create creatures unlike canabilizations from The Thing and Poser 3D stretched and reformed models. I'm sure Paul Steed is saying he could have done better.
After All. id does have the Candian guy???? I forget his name............ one sec....... I'll look it up for accuracey on www.idsoftware .com
Anyways. This is all I can say to you Xombie. it's up to your imagine to see the limit or the limitation.
take care.. Zai huiThis comment was edited on May 13, 18:18.