Carmack at GDC Follow-up

To follow-up on the discrepancy between the two accounts of John Carmack's address at the GDC yesterday, a reader named Rene Patnode who attended the talk offers his perspective saying the HomeLAN Fed account is the more accurate of the two: "I can tell you that HomeLan Fed is a LOT closer to the truth. He mentioned Quake II as a former possible idea, but it was only that. What he did say was that the likely next id game will be a slight variation of Doom 3.... I personally would expect a mission pack or something on the order of Team Arena. Pretty close is also better than really close." Likewise, GameSpy's Carmack Address Recap likewise confirms that it was Computer and Video Games that came away with the wrong take on the facts here:
One interesting idea that Carmack said was discussed early on in DOOM 3's development was a product specifically meant to be a rendering showcase. In this case, the idea was to do a "Quake 2 remix" - to rebuild the game using all-new assets and technology. "But even the idea of just reskinning an old game brings with it the problems that as we have newer graphics technology, media creation demands get worse and worse..."
View : : :
21.
 
id engines
Mar 26, 2004, 15:41
21.
id engines Mar 26, 2004, 15:41
Mar 26, 2004, 15:41
 
but that doesn't mean that their engines aren't the absolute finest in the industry (and I'm sure I'll get a lot of Unreal fan flames for this).
I won't flame you but I don't think I agree with you. It depends on your definition of finest. id has always made engines designed around a specific game. Take a peak at the now-public source code for Quake and Quake 2 sometime to see what I mean. It's pretty interesting just looking through the header files. If you include flexibility in your definition of finest, I don't think you can apply that id engines. Their engines are notoriously difficult for licensees to adapt. Even if you're thinking solely of visual quality, well remember that Doom3 is being meticulously designed to show off the engine at its very best. Monsters are placed and move where the shadows and light look the most spectacular on their bump-mapped little skins. Levels will tend to be much more confined with relatively short lines of sight so that PCs don't crawl to a stop trying to dynamically light them. No doubt the Doom3 engine will be light years ahead of any other when it comes to the visual quality of Doom3, but try and apply it to other games ... I dunno.

Personally, I'd prefer to have monsters placed where they do the most for gameplay and not where they look the best. I like wide-open outdoor levels with lots of foliage, town squares, aircraft hangars, etc., that are more than just a few feet across, when the game calls for things like that.

Still, I'm looking forward to Doom 3. It's been a LONG time since I played a scary game and Doom 3 is sounding pretty scary to me.

Date
Subject
Author
1.
Mar 26, 2004Mar 26 2004
2.
Mar 26, 2004Mar 26 2004
3.
Mar 26, 2004Mar 26 2004
4.
Mar 26, 2004Mar 26 2004
32.
Mar 26, 2004Mar 26 2004
48.
Mar 27, 2004Mar 27 2004
5.
Mar 26, 2004Mar 26 2004
6.
Mar 26, 2004Mar 26 2004
7.
Mar 26, 2004Mar 26 2004
12.
Mar 26, 2004Mar 26 2004
15.
Mar 26, 2004Mar 26 2004
27.
Mar 26, 2004Mar 26 2004
28.
Mar 26, 2004Mar 26 2004
29.
Mar 26, 2004Mar 26 2004
44.
Mar 26, 2004Mar 26 2004
22.
Mar 26, 2004Mar 26 2004
39.
Mar 26, 2004Mar 26 2004
52.
Mar 27, 2004Mar 27 2004
54.
Mar 27, 2004Mar 27 2004
55.
Mar 27, 2004Mar 27 2004
8.
Mar 26, 2004Mar 26 2004
9.
Mar 26, 2004Mar 26 2004
10.
Mar 26, 2004Mar 26 2004
11.
Mar 26, 2004Mar 26 2004
19.
Mar 26, 2004Mar 26 2004
20.
Mar 26, 2004Mar 26 2004
23.
Mar 26, 2004Mar 26 2004
24.
Mar 26, 2004Mar 26 2004
25.
Mar 26, 2004Mar 26 2004
31.
Mar 26, 2004Mar 26 2004
     Re: Observation
13.
Mar 26, 2004Mar 26 2004
14.
Mar 26, 2004Mar 26 2004
16.
Mar 26, 2004Mar 26 2004
26.
Mar 26, 2004Mar 26 2004
17.
Mar 26, 2004Mar 26 2004
18.
Mar 26, 2004Mar 26 2004
34.
Mar 26, 2004Mar 26 2004
 21.
Mar 26, 2004Mar 26 2004
id engines
38.
Mar 26, 2004Mar 26 2004
47.
Mar 27, 2004Mar 27 2004
51.
Mar 27, 2004Mar 27 2004
53.
Mar 27, 2004Mar 27 2004
56.
Mar 27, 2004Mar 27 2004
57.
Mar 28, 2004Mar 28 2004
58.
Mar 28, 2004Mar 28 2004
30.
Mar 26, 2004Mar 26 2004
43.
Mar 26, 2004Mar 26 2004
33.
Mar 26, 2004Mar 26 2004
35.
Mar 26, 2004Mar 26 2004
37.
Mar 26, 2004Mar 26 2004
45.
Mar 27, 2004Mar 27 2004
46.
Mar 27, 2004Mar 27 2004
50.
Mar 27, 2004Mar 27 2004
36.
Mar 26, 2004Mar 26 2004
40.
Mar 26, 2004Mar 26 2004
41.
Mar 26, 2004Mar 26 2004
42.
Mar 26, 2004Mar 26 2004
49.
Mar 27, 2004Mar 27 2004
59.
Mar 31, 2004Mar 31 2004
60.
Apr 1, 2004Apr 1 2004
61.
Apr 1, 2004Apr 1 2004