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Carmack @ QuakeCon

by Steve Gibson, Aug 05, 2000 2:46pm PDT
Related Topics – DOOM 3, QuakeCon

Just got out of the Carmack talk and as most people were hoping he gave out a few more details on the next Doom game. I'll do a quick summary before I forget stuff and give you guys a more complete set of things by Monday. Here ya go:

- Doom will be going back to DLLs, and will be using C++ (with the exception of the rendering code) instead of C - Carmack feels the visual 'wow factor' of the new Doom will be a greater jump than it was from the recent jumps between Quake/Quake2/Quake3. (Lots of neeto new effects), but it will also focus on actual gameplay instead of just that 'wow factor' - Single player is the absolute focus, and Carmack feels it will be their best single player experience to date. - The game and editor/tools are now combined. You'll be able to simply type doom.exe -editor for example (Or maybe even an in-game toggle) - Spending more time on the sound code / game code with the new programmers on the team. - There probably wont be much discussion on the gameplay specifics since what made Doom so big is always a subject of arguments. (No talking about the game itself) - All of the Doom code is being written from scratch. Rendering etc. - A port to XBox is likely, Linux is likely (although it will take some work) and Mac will be OSX only.
6pm update: I just realized I left out one important detail. Carmack mentioned off-handedly that there will be a test release of the new Doom.





Comments

147 Threads | 449 Comments



  • #351, You say you want non-linear levels. Trust me you don't.

    "So I can do anything I want right? Go anywhere I want? *shoots a couple of rockets in the ground* Hmm... Cool! *destroys some trees with the machinegun* AWESOME! *runs around for 15minutes just shooting stuff* UH.. Now what? What am I supposed to do?"

    That's the gist of it. Non-linear levels sounds good in theory, but we really want to know exactly what to do to accomplish our goal. Quake2 had some non-linear levels (quite a lot of them in fact, people just tend to forget just how innovative that game was) but it did nothing for me, I just keep thinking "maybe I should have swum in to the security station instead? maybe that wouldn't have triggered the alarm?". I want to know that what I'm doing is right.


    No, no, trust me: I do know what I want. Adventure, excitement, possibility. You want to be led through a game by the nose, reassured that what you're "doing is right." Ok; there are already hundreds of games that will provide you with that reassurance.

    But if you've played enough FPS single player games, you know the routine by now, which hasn't changed since Wolfenstein. Run, shoot, find exit. Zzzzzz.

    The non-linear level is, so to speak, the next level in this tired genre. Conceptually, it would invite a new kind of gameplay, more immersive because much more based on player choice.

    And no, single player Q2 scarcely came close to this. It was a bunch of linear levels strung together with hubs, requiring all sorts of tedious back tracking. Two paths to one main route isn't "non-linear." You haven't begun to see what the future will hold in this form of gaming....

    You can have the illusion of non-linear levels by throwing in door that will never open and stuff to make the level seem bigger than it really is.

    Really? Wow, thanks for that tip. ;)



  • The funny thing about all these fucking hypocrites that say "just because more people play it doens't mean its better" is that they are the same fucks who will bring up number of players online in comparison to UT. Number of players is only relevant when it fits your argument.

    Quake3 is a good game. Why? Cause its still the same formula from Q1. Other than better looking graphics there is nothing that I think is better or improved in Q3. And all the id loyalists iterate that when the only worthwhile argument you can come up with is "better engine". The argument about Q3 being only hardcore is stupid. I am on a 26.4 kpbs connect cause of shitty phonelines and lots of pl. Q3 is jerky as hell for me and still topping servers full of lpbs is common for me. Q3 has just as many shitty players as any other game.

    When running lightmap lighting means absolute fps death in levels like T4 where every wall is padded with fps killing shaders you start running vertex and that takes practically all the beauty out of Q3. Vertex Q3 is fucking ugly and playing with that helps you get over the "great engine" and see the content.

    I like Q3 not because theres anything new that improves gameplay (armor countdown is retarded, the prediction is asstacular) I get over all the little annoyances and barely give them any thought, not because of good game design (god how many shitty levels shipped with Q3, BFG = hmm what happened there? call that a gameplay desicion?) because at the core it has the same thing that made me like QW. Pretty much the same weapons and it plays fast. Personally I don't think id deserves to be praised for Q3 bacause they didn't do anything extra other than package Q1 differently in a better engine. Q3 definately does not suck but it sure as hell is no masterpiece.


  • Finally, we get some inside info about id's next work-in-progress. I'm glad they're working on a singleplayer game and not another multiplayer-only title, or other niche game. I'm not bashing, but Q3 is tiding me over until the next best thing is released.

    After reading the interview with THollenshead http://www.stomped.com/published/jcal9655041691.html I had to ask myself some questions. It wasn't mentioned, but did id encounter any 'learning experiences' during the development, release and support for Q3, that prompted them to permenantly alter their design model? I'm referring to:

    1. The release (and abuse) of an IHV product, or setting up methods to track the source of the leak, like having limited-edition, numbered copies assigned to specific vendors. They did afterall spend some of their time policing websites for downloadable copies, time that could have been spent working on the game.

    2. The tin box package for Q3 (was it really worth it).

    3. In-game menuing that includes autodownload, mod support right out of the box. As we all know, these items didn't become available until after retail release.

    4. The in-game multiplayer internet browser including options that people really use, right out of the box.

    Those are the Q's I would have asked him.

    Thanks!

    -Lex









  • With a single player focus, the Doom game obviously won't be the choice for competitive online gaming, a status Quake 3 Arena enjoys now. Carmack hinted that someone may continue to work with Quake 3 in such a way as to keep its popularity alive, but said that id wouldn't be involved. After the Quake 3 Team Arena expansion pack, they are concentrating solely on the new Doom game.

    Anyone else read that? I wonder which company or who will be making maps/etc to keep Q3 going? Maybe this is what Bobby from Rogue was talking about the other day...










  • heh just waiting for the obligitory
    SHUT UP DAGGAH!
    I hate the idea of a new doom.. but since its coming here are my worthless thoughts: I don't think they should put a test out for this game.. they shouldn't even release a demo until a month after its out.. They should beta-test in-house.. Keep this game a secret until its on shelves.. NO HYPE!
    No screens! No info! nothing nothing! surprise us damnit!(yeah right;) The game still would suck if they actually did that. Why not do something new?
    wolf 3d-done doom1,2+final-done quake1,2,3-overdone.. get a new boat going.. Don't go back - go forward.. Sure the tech will go forward but the gameplay sure as hell won't. (unless they prove us all wrong)

    they should be doing a game called "Supa 3d ninja death master of killing things and writing literature"

    "Yeah, I guess I did trail off there for a second.. eh"




  • "Run-time loadable libraries? WTF are those?"

    windows is the only platform with those... RIGHT (please sense the sarcasm here)

    OF COURSE the macos and linux have run-time libraries (look at the directory of a mac quake2 install - ".lib" files). don't know about linux, but if you want to find out a whole truckload about macos X, stop here:

    http://arstechnica.com/reviews/2q00/macos-qna/macos-x-qa-1.html

    and there are 4 other articles at the bottom too.

    to say that the next id project will be "windows-centric" is an over-simplification. quake3 would be better suited for being called "windows-centric" even though the mac port arrived not too long after the original. macos X will make the new doom "porting" process much much quicker, since its underpinnings will be decidedly less proprietary than before. I would also assume that the linux version would happen faster too, since programming for macos X (which has a Mach/BSD core) will be more similar to programming for linux (more similar than it is now).

    [now I'm NOT a programmer at all, and these are just my impressions of the impact macos X will have on the "windows-centric" world of programming that exists now. basically, it will become much easier for a smart, responsible programming team to develop across the windows, mac and linux platforms.]







  • - Doom will be going back to DLLs, and will be using C++ (with the exception of the rendering code) instead of C
    YES!!!

    - Carmack feels the visual 'wow factor' of the new Doom will be a greater jump than it was from the recent jumps between Quake/Quake2/Quake3. (Lots of neeto new effects), but it will also focus on actual gameplay instead of just that 'wow factor'
    but will he keep them in, or just tease us with screenshots/tests? ;)

    - The game and editor/tools are now combined. You'll be able to simply type doom.exe -editor for example (Or maybe even an in-game toggle)
    just like abuse =) very good.

    - Spending more time on the sound code / game code with the new programmers on the team.
    and we thought they were just hording the best programmers :)

    - All of the Doom code is being written from scratch. Rendering etc.
    duh.

    - It comes out in 2 weeks. (Maybe 3, maybe 1.5)
    carmack did a good job keeping it quiet...