LovePosted by Eskil Sat, October 15, 2011 00:48:00
I'm currently playing Rage and I must say I'm really enjoying it, but please John, don't ever make a game like Rage again.
Long before I was ever a programmer I was a big fan of you. Doom2 and Quake are among my favorite games ever. Even today I play through them every other year or so. They are fluid, fast and not bogged down with cut scenes or story. I don't even feel the need to save my progress when I play because I know rather just replay it next time.
From a technical point of view, the great thing about the id games from the 90s was that every other year a new game would come out it would be full of new ideas, and interesting solutions, that while not always pointing to a mainstream future made them unique and worth exploring.
With Doom3 something happened. It took 4 years. I don't blame you, I blame arist's. Artists don't want 40 characters on screen, they want 10,000 polys per character. Artists don't want you to run fast, they want you to enjoy the scenery. Artists don't want slow projectiles you can dodge, they want realism. The thing with artists is that they so easily can become perfectionists and just like programmers can lose themselves in the whirlpool trying to write the optimal code long after any reasonable performance optimization is left to be made, they get stuck refining every texture pixel by pixel. The truth is that single line drawn by Picasso can (and most often is) more aesthetically pleasing then the meat-head character someone spent six months sculpting in Z-brush. By creating Mega Texture (Really cool by the way) you gave in to your artists desires. There is a Swedish saying that goes something like "Give the bear honey, and it will take you entire arm off". It feels applicable.
I think everyone who makes something is battling this problem: should I sink all time and resources in to one big thing, or should I try many smaller things? God knows I am. If I do something big maybe I will spend all my time on the wrong thing, and if I do something small maybe it will be too small for anyone to take notice. The big decisions always come at the beginning so the longer you work on something the more trivial your impact on it becomes.
Many games designers think its their job to tell stories, but games isn't a story medium, they should go write books or make films. Many artists think that games are about attention to graphical details and in extension to proving how ambitious they are. They should go make art. No, games are about mechanics, they are about feedback, and that is something that programmers provide. Games are not a contest where the developer who spends the most money and time wins either. The greatest legacy of id, is inventing the first person shooter, and things like mouse look. The greatest stories created by id, was not something written, but something that emerges in gameplay. You did that.
If it was all about implementing megatextures, and not about your artists spending years using it, you could have made a game in 18 months not 6 years, so it could be argued that your artists stole 3 Carmack games from us, by demanding perfection.
Some time ago a stumbled on a video interview, where you said that rockets are too complicated to simulate, and that is why Armadillo aerospace builds at least one new rocket every 6 months. Real artist ship. That's what I would like you to do. Get a team of no more then ten people, purposefully don't have more then 2 artists and maybe one level designer on that team and make something in 12-18 months, and dont make it perfect, make it different. Build an engine based on Raytracing, Voxels, particles, Signed Distance fields, vorenoi patterns, or something else we haven't seen. Make something that requires 16 cores, or what ever, just push the envelope in some way. Don't tell a story, don't make a world, make a Descent or a Conterstrike something that doesn't live on content. With a fourth of the time and a tenth of the staff, ill bet you it will be a better investment then Rage.
The thing is you don't have to make something big to get noticed, you are John freakin' Carmack.
I find it interesting how people read things on the Internet. Sometimes I think they don't read it at all, they just scan to try to find out as quickly as possible if something is a Flame or Praise, so that they can go ahead and either Flame or Praise it in turn. The world is less binary then that.
Trying to clarify things for people who read the Internet like that may be a lost cause, but hey, here I go:
The story most of you are talking about is story telling being told in text, cut scenes, voiceover, and machinima. None of that is a game, its other media squeezed in between what is a game. Games have emergent stories, or what I prefer to call drama. That's the thing that happens when you are the last counter terrorist trying to defuse the bomb in counterstrike. Quake, and Doom had drama, modern AAA games have Story telling.
I think that each studio, should make the kind of game that fits them best. I hate the idea that all games that comes from a major studio has to be the same. (currently a realistic, or semi-realistic scripted FPS with cut-scenes). Why cant we let X-Com be a turn based game? Why cant we let Syndicate be a top down RTT game? The problem with Rage is that its trying to be a "modern game" instead of being the kind of game that fits John Carmack. Only one studio in the world can have John Carmack as its lead engineer, so why cant that studio make games based on tech rather then art and design? I'm fine with them being tech demos, as tech demos go, Doom and Quake where pretty great. If it takes Carmack a year and a half to make an engine and then he has to wait 4 and a half years for the art department to finish the game, then clearly id isn't utilizing their greatest asset by the type of games they make.
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