Carmack: "id probably done with new IP for ten years.&#3

Post » Wed Dec 07, 2011 6:07 am

This is probably a topic for more of a general discussion forum, but for lack of a better place, I put it here.

According to this new Gamespot article:

CTO John Carmack says five teams would be too many at legendary development house, expect Rage 2 if the first is a success.

For the past 20-plus years, id Software has largely built its business on the backs of three core franchises: Doom, Quake, and Wolfenstein. Soon, the Bethesda Softworks sister studio will add Rage, an all-new intellectual property set on a postapocalyptic Earth in the midst of recovering from an asteroid collision. However, it appears as if Rage won't be the first in a string of new series from the storied developer.

Don't expect a new IP beyond Rage from id for another 10 years.

As part of an interview with the Official PlayStation Magazine (relayed by CVG), id chief technical officer John Carmack said not to expect a new franchise from the studio for possibly another 10 years.

"We do already have more IPs than we can exploit," Carmack said. "I doubt we're going to do another IP. It's scary to say it, but maybe not in the next decade even, because we want to support Wolfenstein, Doom and Quake--and hopefully we can add Rage onto that--and I don't want five teams here. Three is scary enough."

That said, Carmack went on to note that id would readily continue building out the Rage universe, should the first find an audience. "Obviously if Rage is a success, then we'll want to do a Rage 2," he said. "If people love it, you want to give them more of it."

Beyond Rage, id has also said that it is at work on a new installment in the seminal Doom franchise.

With QuakeCon 2010 now underway, Carmack is expected to deliver the company's keynote address later today. GameSpot will be on hand to provide coverage from the event as it happens.


For the source go here: http://www.gamespot.com/news/6273293.html?tag=latestheadlines%3Btitle%3B1

There is also some newer Rage footage which clearly shows off the game's awesomeness. I can't wait for this.
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jesse villaneda
 
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Post » Wed Dec 07, 2011 4:28 am

Considering Doom3, there last game, was some odd six years ago. It's not suprizing.
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Antony Holdsworth
 
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Post » Tue Dec 06, 2011 3:14 pm

So there a little slow on the working and things o Well I mean they make some pretty good games. if they can stay successful only make a games every so many year so be it
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Amanda Leis
 
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Post » Wed Dec 07, 2011 3:20 am

Bye-bye, Doom 4, you will be missed. :shakehead: :(
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Margarita Diaz
 
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Post » Tue Dec 06, 2011 10:53 pm

Bye-bye, Doom 4, you will be missed. :shakehead: :(


Doom 4 isn't dead yet. It is still in development.
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Kayla Keizer
 
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Post » Wed Dec 07, 2011 2:11 am

And wouldn't a new ip be a greater thread to Doom 4 than news that id isn't planning any new ips? :)
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Assumptah George
 
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Post » Tue Dec 06, 2011 8:00 pm

Id use to never, use ANY second developer in creating games. Quake only has idsoftware and the publisher

Quake4 - Idsoftware and Publisher- Normally Activision.

The latest games though
Enemy territory -- Splashdamage helped them PROLONG IT.
Wolfenstien -- Ravensoftware, used the same object models over and over. Kinda ruined the game base, then turn around and make Singularity.

My point is idsoftware normally makes game their self. Only having a publisher help market the game. Idsoftware doesn't just do the worse of anything
Doom3 had amazing graphics. Look at all the monsters. They did all of that their self. They are not a bad group.

Video games do not just fall from the sky. There is a ton of things that go into a game. Storyboarding & Game engine are the two aspects that what create a game.

Story boarding you have to set a story, that runs inside a supposible time line of what is taking place at a moment, Paying attention to what goes on in that moment for the main game character. Giving the character objectives, materials to use or interact with and cinematic moments that change the pace or interactions -- All of that has to collaborate with the Game character's ability.

Game Engine -- Isn't just take an old engine and add a different color. They have to make an environment - A artificial setting, with physics and values. Gravity, lighting, shading, color blending, terrain variables, object variables, character abilities(interactions with objects, terrain, ect)... All of that is what makes a game engine make a 3d character run around in a bunch of parameters.

Multiplayer is a 3rd partial thing... It just a matter of giving network rules and values.

Making cinematics are the most easiest things to do, unless it is part of the game. A cinematic is just making a small movie of choreographed events...

The game industry is a lot more then just a video game -- There is a billions of small little things that go on to move a character around in an environment - Idsoftware has depended on a separate team before, and obviously games were postponed -- Wolfenstien looked more lame then ever. I think Idsoftware is a great company who really needs a second team that would actually be dependable. gamesas is a great gameing industry, they have a great range of talent and they want to make games unlike no other. Same with idsoftware.

Id software shouldn't be taken any bad rep from anyone here... Because most of you who are complaining have not the slightest idea to what goes into making a video game.


Rage is brand new -- Nothing like the alien strog of quake or like the nazi's of Wolfenstien... Brand new - Post apocalyptic war... A world to explore in and a vehicle. Idsoftware has never jumped into a different class of game as what their doing and from images I've seen a lot of promise.
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kirsty williams
 
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Post » Wed Dec 07, 2011 4:54 am

Id use to never, use ANY second developer in creating games. Quake only has idsoftware and the publisher


I am now looking at the original Quake retail package. Yes...only idsoftware.

I am now looking at the original Quake Mission Pack 1: Scourge of Armagon package. Here's the complete credits:
id Software
Programming: John Carmack, MIchael Abrash, John Cash
Design: Sandy Petersen, American McGee, Tim Willits
Art: Adrian Carmack, Kevin Cloud
Biz: Todd Hollenshead, Paul Steed, Donna Jackson, Barrett Alexander
Hipnotic Interactive
Programming: Mark Doctermann, Jim Dosé
Art: Robert M. Atkins, Michael P. Hadwin
Design: Richard "Levelord" Gray, Tom Mustaine, Mike Wardwell, and Jim Dosé
Biz: Harry A. Miller IV
Additional Design: Matthew Hooper, Mackey McCandlish and Jimmy Sieben
Special Thanks
Sheilia, Marianna, id Software and many of our friends for supporting the launch of Hipnotic.

So...not only did idsoftware use other studios, but they initially had to create one (note that the lead Designer for Hipnotic is the same Levelord that has been carving us an entire world full of maps including many for Duke Nukem)! Other studios that worked on id games are Raven, Rogue and later Splash Damage, My point is that idsoftware has a history of giving other studios the task of creating the maps and stuff that makes up a game while they focused on creating IPs and Engines which is more work than play. It's my opinion that id just wants to relax and make Doom 4 as a fun project after sweating out the details of their new engine in RAGE.

In fact, if I'm not mistaken Doom4 will be the first game they developed in-house (seperate from a new IP launch) since Doom 3.
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Skivs
 
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Post » Wed Dec 07, 2011 12:52 am

I liked Doom3... There is still not many graphic engines out on the market, that does not hold as much detail as that engine.

Which yea, idsoftware had help with more recent games, but they create the guts of the game -- The game engine. With the complexity of consoles and computer graphics today -- You really need help creating couple elements of the game.
I was not impressed with the recent wolfenstien... They used an odd game engine and evenly had raven map out a lot of the game's maps. Which if you pay close tension to the game maps.. You see a lot of the same objects over and over... Even the outside environment was done poorly, I believe idsoftware only did the storyline for the recent Wolfenstien. For reasons, of their own they had a separate developer group handle the game elements.


I hope DOOM4 comes out and I hope that idsoftware is very picky of who they have help with that title, if it is made. I hope they use gamesas developers because they are very creative in game worlds and do very unique, abstract concepts in their games.

The game engine writers for idsoftware, literally have the best game engines... God of War, did not have 60FPS(Frames per second)... MAG does not have 60 FPS, i believe it is 20+, but thats it. Enemy Territory had, I believe 30fps.
Id software has great tech.

I've seen a lot of crap about idsoftware, that has been very wrong or just blatantly ignorant over the group. My main point was, there is a lot that goes into a video game - it seems very simple to only the gamer and critic. When really if you took the screen away of the player model and the ambient environment, you get dimensional math equations and complex geometry mesh-ups.

So... Id doesn't use other studios to make a game engine... Many people just don't-Get-the entire idea behind a game's design. They think its, just a game--Moving pictures. When it is far more complex and a lot more difficult to make then you'd assume. Idsoftware, as I already said, made Doom3 with graphics unlike many games out there. Turn no-clip on and look at the monsters at close proximity.
Anyone could make maps on dukenukem. Idsoftware and 3drealms have that friendly competition going on. It is not unknown that both groups know a lot of each other and often help the other. Look at the Duke nukem 3d's credits.
Dukenukem forever, was originally going to use the quake engine, being released around the same time half life came out, but --- That was cancelled back in 1998.
Idsoftware also knows valve as well not just 3drealms.

But Doom3 engine, designed by idsoftware, alone. Published by Activision and Activision used one of its Developer teams to help with Doom3, debug it.

Idsoftware had no help with quake, but other then debuging and Quality Assurance.

So as yr info you get from wikipedia fails you -- My facts come from... I played quake, played team fortress when it was ONLY on quake. And I even played Duke Nukem 3d -- When it was the latest, greatest tech. Back when - Dukeforever, didn't have preorders.
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Ashley Clifft
 
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Post » Tue Dec 06, 2011 10:47 pm

Quake 4 was made by Raven not Id
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ImmaTakeYour
 
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