Would just like to note before I continue, foxygutmeir, that I do appreciate your civility despite our differing views.
same to you bounce.
On the doom 2 censorship factor(...) That's far too much effort to be mere accident, and iD announced that they were going to make one massive single international version, which worried me as to the implications. My worries were justified.
i wasn't aware that it was announced that it would be one version. did they give a reason for it? well, whether or not id decided this or zeni/beth it isn't ideal...although i probably never would have ventured into the secret levels anyway. to get back to your original comment, i'm not sure how custom WADs work in any sort of technical sense (i know how to download and run them, thats it) but i find it hard to believe that the edit will be a problem for long, knowing how passionate that community can be. just curious though, the removal of the flags, paintings, etc. results in what? like i said i have no experience behind the scenes.
For me, Doom 3 had those lame set-pieces interrupting gameplay. For me, Doom 3 compromised fun arcadey action for atmosphere [which ended up dating itself quickly], cheap scares, and an attempt at a story, which, between that and its real gameplay from time to time, places it in this weird psuedo-modern limbo for me where it's too modern for my oldschool liking and yet too oldschool for my more modern liking.
ahhhhhhh this is disappointing! i can see what you're saying but i thought they mixed together so well in doom 3, but to each his own. i could've done without the cutscenes, though. story through pda would be perfect, that way its not forced on you. but what set-pieces were you talking about?
For iD themselves, they tried something new. Vehicles and big explorable locations and such, but by the time Rage was around, all of its new gameplay things have been made tried and true by other FPSes.
misunderstood you again, i svck. thought you were talking about innovating within their comfort zone.
It kind of upsets me since back in the earlier days, Romero wanted to keep iD fresh and innovative, to not merely rest on their successful past labors, but to make things new and innovative at every possibility.
id in 2012 if romero had never been gone from id would be interesting to look at in a crystal ball... but if i were able to change whatever happened with romero/carmack knowing how things are going now but not knowing what might happen if romero had stuck around - looking at romero's post id software work - i probably wouldn't take the chance. what would you do?
I kind of feel like iD was best when the whole team were together. Kind of like the Beatles to my mind: Sure, all of them are competent and good, but their stride was when they were together.
oh, no doubt that this is their 'golden era' i agree completely. i am, however, very optimistic about the current team. for the first time in way too long, id
seems to be working closely together in-house with a generally consistent group of people (albeit much larger). 2 projects released within a year: rage as far as i know was pretty rough getting the team organized, which explains the feeling that it was incomplete. doom 3 bfg made some missteps in ideas but it was completed efficiently and (on ps3) is very close to perfect aside from maybe 3 random stutters over the 6 hours i've played. great idea on id's part for getting everyone working on the old dooms before working on doom 4. this, i feel is another good sign. im hoping over these 2 projects, id has figured out a system that works, and that doom 4 will live up to the name doom.
also maybe now they can stop handing games off to raven. (raven's games haven't been bad at all, just not up to par with id when id decides to actually make a game)