BNA! said:
I really can't understand why people stress the non-interactive environments of Doom3 that much.
Its because they wish the game were more like some other
lacking games. Some whining gamers, especially FPS gamers are complete and righteous
bastards. Period. They are finicky as hell and most are just on the screaming bandwagon for the hell of it. Go hang out at any FPS site and for the first few hours you were there, you'd think the average IQ of the posters was the number of sides on a postcard.
The result? They will spout off at the mouth, bitch up and down the alley like whiny girlie men. They either (a) go out and buy the fucking game anyway (b) go and pirate and ISO.
But, with all the incessant bitching, moaning, bad behaviour and not to mention, finicky loyalties, these bastards are the #1 reason why FPS games are still being made. If you paid attention to half the shit those fockers spout off, you'd think that we should all be playing Roller Coaster Tycoon.
The fact is that when it comes to game development, there is a very thin line between fun and technology. There are tons of features one could jam into a technological game and it wouldn't end up being fun. At all. And this is a double-edges sword. Anyone remember Red Faction? Well, it was a retail disaster on the PC (the console platform will sell games, regardless of how much they suck - so it did OK on the PS2 and then came a sequel) regardless of all the jumping up and down about that Geo-Mod gimmick. Thats all it was. A gimmick. But it was cool nonetheless.
Carmack also said, that freely destructable environments are very problematic to integrate in a gaming engine focused on high quality surface rendering.
And its quite true.
WHY do we need destructible and/or 100% maniulatable environments in DoomIII? We focking well don't. As I read in the article, JC nixed the idea of opening draws. Why? Well, because it doesn't add anything to the game. The time it takes to do that model, write the code etc, they could be figuring out how to get around working towards finishing other areas in the game that are worthy of the time spent. And considering the technological aspects of the environment itself, we're talking about a whole new ballgame to even consider doing it.
It's just like picking Derek Smart for not producing a graphical showcase engine only because he once went with the decision to make a sim.
Exactly. And I wrote a very popular
soapbox article about it, a while back. My games have AI that most developers only
dream about. And the reason for that is because (a) that is my primary background (b) I started on that particularly steep learning curve many, many years ago, when everyone was (and are still) focusing on cool graphical shit. Today, I don't have to do as much AI work as I used to because I've reached the point where its good enough to do what it needs to do - so, more emphasis is now being placed on graphics (as seen in the upcoming BCG product).
This is the same across the industry. It is only in the past couple of months that developers have started putting emphasis on (a) freeform games (b) advanced gameplay (c) advanced AI. Why? Because graphics can only take you so far and without gameplay, your game is just another tool to benchpress your graphics card.
Carmack has been proven to be able to learn. He was against rag doll physics, but v. Weaveren did just put it in and he saw his own decision was a bad call. So even id software, a company Carmack "only" owns 40% of, is a living and breathing environment of creative game creators.
Indeed. Here is what he said, verbatim from the article :
I'm not a proponent of rag-doll physics, but [programmer] Jan Paul van Waveren went ahead and did it, and its good, and its a crowd pleaser. Clearly its a gimmick, but its popular...and that's an example of me making a bad call.