Zitat des Tages von John Carmack:
It is clearly a bad idea to try to just move games from other platforms directly over, but I'm sure we will see a lot of it, especially as the handsets surpass the hardware capabilities of previous generation consoles.
Low-level programming is good for the programmer's soul.
I did take some value out of looking at the extreme simplicity of implementation that the tight resource limits required. I do feel that modern games are often abstracted a lot more than is really necessary, and it leads to robustness issues.
I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
I have fond memories of the development work that led to a lot of great things in modern gaming - the intensity of the first person experience, LAN and Internet play, game mods, and so on.
One of the things we joke about in the FPS development is it's so hard to get the player to actually bother to look at all the cool stuff you've been doing. You spend a lot of time making really cool things, and usually the player isn't looking where you want them to.
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.
It was great for me to go through all of my crazy Ferraris in my twenties. I think it was an inoculation against any kind of a midlife crisis.
The Xbox 360 is the first console that I've ever worked with that actually has development tools that are better for games than what we've had on PC.
Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
At its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
Everybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.
Programming is not a zero-sum game. Teaching something to a fellow programmer doesn't take it away from you. I'm happy to share what I can, because I'm in it for the love of programming.
Focus is a matter of deciding what things you're not going to do.
It's nice to have a game that sells a million copies.
It's nice to be able to, you know, for me to be able to personally do whatever the heck I feel like, whether I think that I can justify it exactly in business concerns or not.
The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. The trick is to pick the features that don't fight each other.
With 'Rage,' it was a little bit different because this was going to be the public's first interaction with the 'Rage' IP. Early on, right after the tech demo, there was some marked concern internally how much of a bad thing it would be if the game went out and it wasn't well released and people got a bad taste off it.
The core of what I do is solve problems, whether that's in graphic engine flow or rockets. I like working on things that are going to have an impact one way or the other.
To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones.
Rocket science has been mythologized all out of proportion to its true difficulty.
A lot of the work at Oculus has gone into working out better position tracking.
The speed of light sucks.
I don't think anyone is going to say great things about being a native developer on Android.
When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.
There are some things that are exciting for distributors. I love Apple's AppStore and the things people can do with digital distribution.
We had staffed up to do 'Doom 4' internally in parallel with 'Rage'. We also had our mobile and 'Quake Live' departments. We were taking a lot of steps to kind of provide a little bit more scope and protection for ourselves. And we certainly were listening to offers from all the majors about acquisition.
I am greatly proud of the fact that 'Doom' is one of those things where everything that has a 32-bit processor has had 'Doom' run on it, and I think that's been one of the great aspects of having it be open source: having everything out there means that people have maintained that and kept it up to date.
With ZeniMax, they have a lot to be proud of. 'Fallout 3' is one of the favorite games of so many of our people. But they had zero overlap with the things we do. We do the best shooters in the world. It's a perfect hand and glove fit. We started talking about this before they rolled out 'Fallout 3'. We watch them roll it out worldwide.
If it weren't for Moore's law changing the playing field continuously, I would have been long gone. The rapid pace of hardware evolution still keeps things fresh for me.
I've said before that I'm a remarkably unsentimental person.
To this day, I run into people all the time that say, whether it was 'Doom', or maybe even more so 'Quake' later on, that that openness and that ability to get into the guts of things was what got them into the industry or into technology.
I consider myself a remarkably unsentimental person. I don't look back on the good old days.
We were doing mobile games before the iPhone. We were doing free-to-play with 'Quake Live.' We wanted to do massively multiplayer stuff in the early days but didn't have the resources to do it.
A strong team can take any crazy vision and turn it into reality.