John Carmack's press conference at E3!

Deepak

B3D Yoddha
Veteran
Got it from gamespy....

Link

John Carmack on DOOM 3 and Game Development Trends

The Wizard of id chats about the state of the industry
By Dave "Fargo" Kosak | 5/15/2003

Amidst the noise and bustle of the Expo, it was a relief to get into the relative quiet of a conference room. On stage sat John Carmack, id Software co-founder and arguably the most influential gaming graphics programmer in the world. He was there to talk about DOOM 3, as part of a public interview hosted by Newsweek technology editor N'gal Croal, but DOOM 3 was only part of the discussion. During his hour-and-a-half talk, Carmack touched on the problems associated with building graphically intense titles, the time needed to create modern content, challenges faced by small developers, and even eclectic topics such as rocketry or creating an online "metaverse."

Of course, it all started with DOOM 3. The lights dimmed and once more crowds were awed with footage. Whereas last year we got a taste of what's to come, this year we got a gulp. DOOM 3's darkened, flickering corridors were now populated with 36 flavors of horror. Along with zombies, we had zombies with chainsaws. Strange spidery creatures with bony limbs scurried in and out of the shadows. Imps clambered down pillars, moving not unlike Gollum from Lord of the Rings. Monstrous demons hurled around smaller zombies like throw pillows. There were creatures that resembled baby-heads with moth wings. (!) Room after room was filled with cinematic 'scare' moments, such as when the half-human figure submerged in a tube of bubbling fluid suddenly jerked itself against the glass and screamed.

Carmack (right) takes questions from the audience.The world was jammed with pixel-perfect detail, showing off what Carmack described as "the pores and veins and crevices" of each individual monster and surface. Screenshots look okay, but the interplay of the lights and shadows as the light sources move and the creatures move through them is absolutely incredible when seen in motion.

Scared yet? DOOM 3 is a far cry from the original DOOM, with its hordes of monsters and blazing fast action, and that shift in design priorities was one of the topics that anchored John's talk.

Designing on a Six-Year Time Frame

How did it all come together?> "We made good strategic decisions two and a half years ago," Carmack explained. He went on to describe the problem content creators face when they're trying to push the graphical envelope: predicting where the videocard market will be three or even six years down the line. That's three years to bring a state-of-the-art game engine to market, and then another three years (hopefully) of the engine being relevant for gamers. Granted, Carmack has an easier time than most: He can influence the hardware manufacturers, making his designs somewhat self-fulfilling.

When Carmack started drawing up his plans for the DOOM 3 engine, he wanted it to break new ground graphically -- and then he wanted to design a game around it. It was about getting what he called "a real 'WOW' impact," and it meant sacrifices elsewhere. "You have to make compromises," he explained. A complex lighting renderer meant that players wouldn't be able to enter a room full of a hundred monsters and mow them down like grass. It defines a different experience; one where the player progresses from elaborate set piece to elaborate set piece engaged in brutal up-close combat with small groups of extremely detailed monsters.

Carmack is a purist. He doesn't incorporate graphical gimmicks for any one particular effect on any one piece of hardware. He extolled the value of "universalness and consistency" across hardware, and the technology he wanted to design was built on similar principles. Current technology renders different types of surfaces differently, and it renders light sources differently based on whether they're dynamic or static. Not so in DOOM 3: "Lights and surfaces are all treated as first-class citizens," he said, meaning they were rendered by the same processes. "It's not about being spectacular," he explained. "It's about being consistent."

The result is the tightness of DOOM's world, where light plays off of every surface and shadows move with the same fluidity as the creatures that cast them. This, too, leads to different design decisions. Quake 3 was a game about action and movement; richer graphics would be wasted on a game like Quake 3, where nobody has time to look at stuff. But DOOM 3 is about being rooted in an environment, being trapped in a far away place where each room is a custom crafted set piece. You're meant to linger.

Besides, modern games are so detailed that crafting environments takes a lot of time. This is wasted development time if the game encourages people to rush through. And that brings us to the next topic...

The Battle for Design Time

Bring out the heads!Carmack spent a great deal of time talking about how advances in game rendering technology are causing game creation time cycles to spiral out of control. id Software has always maintained a very small team, and Carmack is constantly fighting a battle to keep design cycles short. "It's a losing battle," he concedes. Doom 3 is pushing three years of development time. The new engine allows game mappers to see the lighting of a level in real time, just as it will be rendered in-game (instead of waiting for a time-consuming compile), but the time savings are eaten away by the level of detail.

When fighting this battle, how do developers save time? Once again, they make sacrifices! The detail with which models can be rendered puts a lot of pressure on animators to make the models move as realistically as they look. That's a LOT of work. Game design can help skirt this issue: In DOOM 3, almost all the models players interact with will be demons or mutants. Nobody knows how a demon is supposed to move, so the animators have a freer reign. Similarly, most of the humans players meet are undead -- if their movements are stiff or lumbering or awkward, all the better. (For this reason, id Software used motion capture for the few non-zombie humans players interact with at the beginning of the game. The possible interactions are limited here, which made it easier.)

Carmack talked about "rendering" vs. "simulation" when tackling problems like these. Rendering technology has advanced by leaps and bounds over the last couple of decades, but realistically depicting a biped walking up or down stairs without pre-animating it is a relatively unsolved problem. And ultimately, designers have to make decisions: Will realistically simulating this movement impact gameplay? Or is there a way to design around it? For DOOM 3 the team opted to hand-animate the models and limited the situations where they would look out of place. The idea is not so much about looking good as it is to "avoid looking bad," as Carmack put it.

The topic of development time came up again during the question and answer session. "Can a garage developer still make it in the industry?" someone from the audience asked. Carmack admitted that there wasn't a lot of choice for a small developer -- they can't directly compete with an "incumbent" developer working in the same established genre with a bigger team, bigger budget, and longer development cycle. On the other hand, small developers can attack a profitable niche, work on a new genre of games, or develop for platforms that have shorter development cycles (like the Game Boy Advance.) The lengthening development cycle is definitely changing the composition of the industry.

Multiplayer, Teamplay, and "The Metaverse."

So why did Carmack and id Software, known for their love of furious competitive deathmatch, switch gears to what Carmack described as simply "a really really good linear single-player experience?"

The answer lies partially in the direction the market is moving. Team-based games are dominating the online action scene, for a number of reasons. The variety of gameplay is part of it, as well as the variety of play styles a team game can support. Carmack also figures that, in team games, half the players always win (as opposed to one player in deathmatch.) But this, personally, never interested Carmack. "I never really appreciated team activities ... in real life or in computer games," he said, to the amusement of the audience. Instead, id Software moved in another direction.

Later during the talk, the subject returned to multiplayer when an attendee asked about Carmack's thoughts on "The Metaverse," or a shared virtual environment as depicted in the classic novel Snowcrash. Before id Software decided to make DOOM 3, Carmack had toyed around with and pitched the idea of creating what he called a general purpose online environment. However (in part due to profitability considerations) the company opted not to pursue it.

If this is a virtual world, we don't wanna live there.But Carmack still wants to see it happen: "maybe someone will pick up on that," he stated, at the same time pointing out that several companies are trying. He went on to talk about how a new generation of input and output devices is overdue, enabling people to interact more fully with virtual environments -- much as the analog mouse helped make the last generation of 3D games possible. "I'm waiting for someone else to tackle VR goggles," he said, inferring that it's time to give this technology another try. Head-tracking software might come next. Or cameras allowing you to broadcast your facial expressions onto a digital avatar. It was clear from his lengthy answer that he was still fascinated by the idea, so don't interpret DOOM 3's single-player focus as a definitive or permanent direction.

A "Golden Age" for Graphics Rendering?

Tough choices for developers, a hard market to break into, and spiraling development times. Is the picture really so bleak? Not at all. In fact, when it comes to graphics technology, Carmack said that we're at a "Golden Point" in graphics API tech. He claims that graphics professionals like himself now have the ability to render any functional equation they need via the hardware cards. New APIs aren't needed every time someone wants to create a new special effect. He goes so far as to claim that he can create a next-generation engine using the current APIs.

Certainly we're seeing this all over the show floor, as games like Deus Ex 2, Half-Life 2, and especially Doom 3 push some gorgeous pixels onto monitors scattered around the expo. Time will tell if the graphics enhancements of DOOM 3 justified the gameplay decisions that were built around them, but there's no doubt that when the game hits shelves, it'll represent a major leap forward in presenting artificial spaces in real-time.

But before we let you go, you might be curious -- as was another audience member -- how Carmack's forays into space flight are proceeding. Carmack called rocketships his "other avocation." "Specifically," he added, "Rocketships to carry people." His own homegrown team of engineers hope to have a manned supersonic flight airborne by the end of the year, with a craft capable of space shots taking to the skies by the end of next. He raved about how much fun it is to return to a place where he can "learn something new in every page of every book you look at," and he says he "certainly recommends taking a hard right turn" whenever you feel you've mastered a field. From DOOM to the moon, Godspeed!
 
Interesting read... I'm not quite sure if I'm impressed with the additude towards a few things though - I mean - "Nobody knows how a demon is supposed to move, so the animators have a freer reign." - this sounds more like a poor additude where shortcuts are being taken on the expense of the players lack of knowledge and stupidity just to deliver the most advanced graphics...
 
Interesting read... I'm not quite sure if I'm impressed with the additude towards a few things though - I mean - "Nobody knows how a demon is supposed to move, so the animators have a freer reign." - this sounds more like a poor additude where shortcuts are being taken on the expense of the players lack of knowledge and stupidity just to deliver the most advanced graphics...

You're missing the point, he's working towards keeping development times short. This is just part of it, this is a matter of GOOD software engineering, does this walking business really matter or is it more important to have the artist/animators working on more important things?
 
Phil said:
Interesting read... I'm not quite sure if I'm impressed with the additude towards a few things though - I mean - "Nobody knows how a demon is supposed to move, so the animators have a freer reign." - this sounds more like a poor additude where shortcuts are being taken on the expense of the players lack of knowledge and stupidity just to deliver the most advanced graphics...

Considering that he got the animator from Shrek for DOOM3, I doubt it's a "shortcut on the expense of the player".

I think it's more of a matter of allocating resources wisely. It's still incredibly difficult to animate humans properly; you have to use motion capture, which is expensive and time consuming. Since id is a small dev house and they wanted to keep DOOM3's development time as short as possible, they decided to use mocap as little as possible, and animate enemies by hand whenever possible.

It's making a tradeoff for the sake of keeping dev time reasonable. Just like a year ago when he said something to the point of, "Doom games are great because most of the enemies are Zombies, so we don't need to work on AI". You could call that lazy, but then again - do you really want a good AI in a zombie-based shooter?

IMO, since id is such a small company, it's much better that they are focusing their effort on a few fields instead of trying to do everything. It's better to have awe-inspiring physics and nonexistent AI than to try to do both with limited resources, and end up with half-baked physics and half-baked AI. Similarly, its better to go for incredibly awesome looking zombies and demons, instead of throwing in a ton of crappy-looking human enemies.
 
This:

When Carmack started drawing up his plans for the DOOM 3 engine, he wanted it to break new ground graphically -- and then he wanted to design a game around it.

is ass-backwards IMO. WTF way is that to design a game, around the engine? Critics of id have always said that they built engines primarily, and that the games were secondary... and here's Carmack saying this himself :rolleyes:
 
Critics of id have always said that they built engines primarily, and that the games were secondary... and here's Carmack saying this himself

I thought that was always been the case, well since FPS day anyway. But I don't think there is anything wrong with designing your game around the graphic engine.
 
Ozymandis hit my concern and critism on the nail. It is not the fact that developers have to make sacrifices in order to keep development cycles short - it is, where those sacrifices are being made and why. It's like Carmack is aiming to deliver the best graphics and in order to accomplish that feat, the team is taking shortcuts on the expense of the players stupidity and lack thereof. Like the article states: "It was about getting what he called "a real 'WOW' impact," and it meant sacrifices elsewhere." Sacrifices that are being made in order to achieve that "wow" impact. Personally, I don't really think much of such achievements - because, IMO, a game should be designed around gameplay elements and not around a graphics engine. In other words, I'd rather have that wonderful thought-through realistic animation rather than the jerky one with best-ever characters. Where's the consistency here?

Imagine the most ugly animation... but hey, at least the models look good and their demons anyway - who cares? Actually, why not cut framerate down to 30. It's slow, but at least we can double the textures and what not...

Actually this reminds me of something: Bugatti topping the McLaren F1 for the highest top speed. The funny thing though is, while the Bugatti did infact beat the McLaren in top speed thanks to the insane power of the engine (1001hp) - it no where comes close in racing conditions because of weight and various other factors that the F1 was built around on. You then start to think, are cars supposed to just drive fast or actually drive well aswell? :/

I apply the same analogy to games aswell, where I feel that games should be build around the "gaming" aspect (gameplay), rather than the goal of delivering the best graphics and in that essence ready to make sacrifices in order to achieve them. Perhaps I am a bit too harsh by primeraly judging the article above - so I might change my mind when I see the final build of Doom 3...
 
Phil... what was meant was, they weren't going to the extremes to motion-capture the animation for zombies, or otherwise going to drastic measures; instead it's all hand-animated.

There's nothing wrong with that.

If you think hand-animated... er... animation is necessarily bad, go play Splinter Cell - no motion capture whatsoever was used in that game.
 
Here we basically have several self-proclaimed know-all critics telling one of this industry's leading pros he really has no clue.

Hey guys, I hate to say this, but you come back when you got six plus best-selling hits under your belt, a slew of engine licensees showering you with money and a couple Ferraris in your garage, okay? :D

This Carmack fellow is one smart cookie. You can choose to not like his games of course, but when it comes to his recipie for success you better shut the hell up... :D


*G*
 
and Carmack can be considered a great game-maker, when he concentrates less on the engines and more on the games, maybe if he would have come up with a new concept in at least one of those six games we might take him more seriously...
(Quake was Doom 3 IMO, Space Marine, fighting demons...and it even still had the BFG)
 
Howdy,

Carmack wasn't the game designer for Quake. John Romero was, and some other guy(s? Tom Hall?). I don't have the game installed anymore, it's there on the credits screen.

He doesn't NEED you guys to take him seriously, coz everybody else who has a clue already does. :D


*G*
 
Grall said:
He doesn't NEED you guys to take him seriously, coz everybody else who has a clue already does. :D
*G*

For his abilities to make a great graphics engine, yes.

For being able to make a great game based off of that engine? Hardly. Q2, Q3, and Team Arena were all disappointments o_O
 
Disappointments, says who? All the hundreds of thousands of people who bought them? :D

FYI, I enjoyed Q2 immensely, I thought it was about 19x better than the original Quake (which was a real POS of a game IMO, and I didn't buy it until it came out in a budget re-release).

I've seldom had as much fun in a deathmatch as I had on that one open level in Q3A which was featured in the original test release. The one with the bouncy platforms and teleporters. I felt as if I was in some hong kong action movie, flying through the air, killing stuff. It was totally awesome. Carnage to the extreme. Even dying was fun actually.

So I don't think Carmack needs to worry TOO MUCH that neither you nor Cap Howdy is taking him seriously. :D


*G*
 
Carmack isn't a director, he's a programmer. He is held in very high regard because of what his engines can do. Compare the visuals on Quake3 and try and find another game that looks as good and runs as fast. There is also the end of the discussion that when you buy an id game, you know you will be able to play through it start to finish without having to download patches. That may be a given in the console space(outside of Morrowind of course) but in the PC space I honestly can't say I have that confidence in any other dev house(though Croteam is getting there).

For being able to make a great game based off of that engine?

Who was Nintendo's lead programmer for ZeldaOoT, or Square's for FFVI? I have no idea. The reason for that is simple, the code didn't impress me too much so I never bothered to notice. On my current 2.1GHZ Athlon rig w/GF4 I can push 100FPS in Unreal and 500FPS in Quake2, or about 120FPS in UT compared to ~230FPS in Quake3. Considering that the Unreal engines are considered second only to id's, there is a rather staggering difference comparing the visuals to the performance.

The one with the bouncy platforms and teleporters.

Q3DM7?
 
I'd be more interested in id's game design (as opposed to engine design), had they not basically admitted that quality game play is not their primary concern with Doom3
 
Again, people are missing the point.

There are two philosophies, one is to create a game and the other is to have the game create itself. I like the latter and this is what iD and Carmack do.

If you create a game, you usually get a great story, it's all syncronised and things are easier to do.

The way iD is more asyncronous. You create an engine that can create a set of enviroments. You use that engine to create a set of environments suited to the engine, having some background to make sure things are disconnected. Once you're done, you have interesting things happen in the environment and let things emerge.

People tend to get very excited about small key moments in various games, which were a convergence of various interesting events. Many folks I know recant tales of neat things happening in counter-strike which made it very memorable. And those people play those games for a handful of those types of moments.

iD's aim is to create a place where you can have many of these types of moments, if you watch the recent Doom III video, it's a collection of these sort of moments, which bring to life a simple yet interesting story, back drop and character(s).

iD games have consistently been wonderful environments in which many very interesting things happen, things that can't really be rendered (in more than the graphics sense of the word) by other engines of the day.
 
Phil said:
Interesting read... I'm not quite sure if I'm impressed with the additude towards a few things though - I mean - "Nobody knows how a demon is supposed to move, so the animators have a freer reign." - this sounds more like a poor additude where shortcuts are being taken on the expense of the players lack of knowledge and stupidity just to deliver the most advanced graphics...

I think this statement from Carmack about animation is being blown a little out of proportion. Giving animators freer reign doesn't mean the animation will suck. It just means since they don't have to worry about realism the artists can just concentrate on the art of animation.
 
Back
Top