Carmack on DOOM 3 & Q3A OpenSource

This Slashdot post from John Carmack (thanks shul and Frans) offers his reflections on the release of DOOM 3, as he proudly says: "I think it is the best game we have ever made, and it exceeded all of my expectations." A subsequent reply from the id Software lead programmer on the subject of the OpenSource release of Quake III Arena, states: "By the end of the year. There are still a lot of higher priority things, but it is coming soon. Hopefully punkbuster will keep the source release from having any negative impact on the player community." Here's a bit more from the first post on id's near-future roadmap:
Amidst all the various Doom ports and expansions, we are starting up on our next game. It will have a new rendering engine, which will be keeping me busy for a while, but the only other thing we are saying for now is that it won't be a sequel to any of our previous work. We have a really solid team that did a lot of maturing through Doom's development, so I have high hopes that it won't be another four year odyssey.
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Re: Gamespot Review
Aug 5, 2004, 09:53
Re: Gamespot Review Aug 5, 2004, 09:53
Aug 5, 2004, 09:53
 
Well then, could anybody explain to me what's the "variety" and "originality" in farcry? I mean, I had a blast playing it, but already from the demo it feels like they had a good engine and tried to tack some levels onto it afterwards. From the vehicles to the AI, it all looks and plays nice but it's clumsy at the same time. That's the overall feeling I get from that game. I tried to play the game a second time, but all the situations are the same again; no matter what approach I try, it always ends into some sort of standard gunfight again. If you know exactly where everyone is, you could try the sneak approach (with a lot of effort), but after you've done your predefined routine for 100 times it gets kinda boring. So it ends up in the same fight where people duck for cover behind crates and barrels...actually something that happens in doom3 as well.

I have the feeling that doom3 realizes the gameplay the developers imagined much better through the small corridors, limited light (flaslight/weapon switching is awesome, especially with muzzle flashes), and much more in-your-face combat. I know the basic principle makes it simpler for the designers to guide the player into the action, but because the game is so professionally executed, it's not that bad to step into the same situation twice. You just feel that you're constantly being kept busy and you never have the feeling some parts don't really "connect" due to leveldesign allowing for unwanted behaviour or AI having a bad day/getting stuck somewhere. Half Life is THE perfect example of giving the player the feeling that the AI is great just by picking the right situations. Because really, the AI-part of the enemy behaviour there isn't THAT great/complex, they are helped a lot by the leveldesigners being able to tell beforehand what an NPC *could* do and where.

Secondly, is there ANYONE out there who doesn't like doom3, but thought that Call of Duty was an awesome experience? In all seriousness, I would like to hear arguments supporting that, because it's totally unimaginable to me.

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