We wanted to concentrate more on the game and less on the technical issues and constraints for designers and creative people
What this means: That vast amounts of work went into engine development before the game even started mass production - prepwork / idea / plan / demo was done from 2004 to 2008 (4-5 years) - The game was even scrapped once or twice in the middle - and started over from scratch - the technology keept going rapidly up through the whole process so you aren't looking here at a 7 year old game. And that's how you make a game - you don't suppose to know everything about the whole game in the start.
They have been concentrating more on the game once the technology settled down and this was in 2008 as i gather - Carmack is always making regular updates to the engine that will be used for Rage Rage ships - and ID TECH 5 will be keept updating for Doom4 - so "
Doom 4 version of IDTech5 engine" will be better than "
Rage version of IDTech5 engine" (new code called "id super script" a C++ derivative , and Doom4 will have new rendering engine(DX11) as well as something with geometry )
What he wanted to tell with example
"less on the techicall issues and constraints" is that other rookie developers are (inexperienced) and they don't know the correct development process - rather putting all effort on making an engine - they start making a game on an unfinished engine and the programmers simulaneously develop the engine and then when a big CHANGE occurs stuff stops working and they're battling to wait the programmers to fix stuff and lose precious time and effort on. Similarly - for example, as engine is not completed the artists and designers want to do something better and they need to wait the programmers over some days to fix a bug or problem there so they can continue working. This was not happening in the main production stage of Rage at ID Software.
So Carmack and programmers builted a super duper omg ultra platinum engine and editor that takes care of whattheheckeveryouwant so they made 90% of the game in 3 years with super duper efficiency and the optimizations as well as ALL bugfixing sothe result is a game that blows everything else to the ground. This game will be the most BUGLESS game ever made. RATIO! The game is huge so there is a chance something slips but come on Carmack viewd warnings as errors. Rage was tested with 3-4 different code anolizing tools and every error and warning was fixed - except PC-LINT there is some warnings that weren't fixed but the game was delayed one moths so maybe carmack got some extra time for that.
Way more programming work has gone into console optimization - simply because consoles have so little RAM. And that was the main challenge for ID Software - their first console game. Challenge or no challenge - in the end they still made the best looking console game at 60 frames per secon.
Achievement unlocked: You just owned the gaming industry.If you look the PC specificatinos - there is no doubt that this really is one heck of an optimized engine - but we should wait what shall sys req be with super quality pack.
In other words - this is just a very productively powerful engine - designers and artists go in and make stuff happen without limitations "Exception: OH you can't place rectangle here" errors. They make stuff happen! Puff ... SKY IS THE LIMIT.