Tag Archives: doom

Full Of Regret: John Carmack On Doom 4, Quake Live, and id Software

In honor of Doom’s 20th birthday, Wired Game|Life just posted a fantastic three-page interview with John Carmack. The former id Software Technical Director, and current #Oculus VR CTO, touches on just about everything you would expect in a Carmack #interview…but some of it (the last page especially) is a bit sad.

Carmack and Wired’s Chris Kohler touch on Doom, the early days, the #FPS genre, and the like, but when it comes time to talk about Doom 4, Carmack sounds awfully regretful when talking about the prolonged development.

WIRED: Another question you probably can’t say much about but that everyone reading an article about Doom will want to hear—what’s up with Doom 4?

Carmack: That’s something I can’t really go into much in detail. It’s been hard—one of the things that was a little bit surprising that you might not think so from the outside, but deciding exactly what the essence of Doom is, with this 20-year history, is a heck of a lot harder than you might think.

that was id’s mantra for so long: “It’ll be done when it’s done.” And I recant from that. I no longer think that is the appropriate way to build games. I mean, time matters, and as years go by—if it’s done when it’s done and you’re talking a month or two, fine. But if it’s a year or two, you need to be making a different game.

Rushed game development rarely yields positive results, but the “done when it’s done” philosophy seemingly touted by many developers, particularly on the PC side — id, Valve, Blizzard, to name a few — can seriously complicate development and release down the road.

Backing up a bit, Carmack has the same kind of regretful, sad outlook on Doom 3 BFG never getting that promised Oculus support:

But I did feel really bad about the fact that I had pseudo-promised Doom 3 for the Rift when I was first talking about it, and now the fact that it didn’t get released, I felt personally uncomfortable with how that turned out.

The interview is a solid mix of calling out id/ZeniMax misfires and 90′s id Software nostalgia. Take ten minutes and read it, if you haven’t already.

Similarly, I came across this John Carmack-Quake Live tweet on NeoGAF today. It’s not from the interview, but it has the same regretful tone seen in the article.

Quake Live is/will be a standalone title of sorts by the end of 2013 — an odd move instead of exposing it to the massive Steam community. Money is a factor, as always, but why turn away from a user base of 65 million people? That question, along with any others you might have about id Software 2012-2014, will probably be answered well after those Kennedy assassination papers are declassified.

Reblogged from: gamefront.com

”linux-game-gaming-gamer-news” title=

Doom 4 Development On Shaky Ground and Rage 2 Shelved

Bethesda has confirmed that Doom 4’s development cycle restarted in 2011.


We gamers can get pretty annoyed when a publisher churns out annual releases, but it could be far worse. Some of the biggest flops in our medium are actually those delayed far beyond an initial release date, such as Aliens: Colonial Marinesor Duke Nukem Forever. While not a death sentence, it certainly makes one wary of games like Doom 4, which was announced in 2008. Bethesda recently confirmed the game’s development was completely restarted in 2011, meaning that id Software is building everything from scratch. Far more concerning, however, are statements from anonymous sources that work on Doom 4 was hindered by conflicting priorities and a divided work culture.

On the official side of things, Bethesda’s Pete Hines provided a statement as to why Doom 4 needed a reboot in the first place. “An earlier version of Doom 4 did not exhibit the quality and excitement that id and Bethesda intend to deliver and that Doom fans worldwide expect,” Hines said. “As a result, id refocused its efforts on a new version of Doom 4 that promises to meet the very high expectations everyone has for this game and this franchise. When we’re ready to talk about theDoom 4 id is making, we will let folks know.”

Outside of official statements, the problem could run a little deeper. According to Kotaku, multiple anonymous sources claim that a lack of studio leadership has greatly impacted work on Doom 4. While management was focused on Rage,Doom 4’s development team introduced gameplay tropes and conventions that didn’t really fit with the franchise. When publisher ZeniMax finally inspected the game’s progress, they discovered what id jokingly called “Call of Doom”, a sequel containing heavy use of scripted sequences and an obligatory vehicle section. ZeniMax responded by shelving Rage 2 so id could refocus its efforts on Doom 4.

As frustrating as the delay may be, starting from scratch can be beneficial if one embraces a new direction. Unfortunately, Kotaku’s sources suggest that such opportunities were short-lived. Managers from the Rage and Doom 4 teams have had difficulty integrating, leading to internal struggles and, eventually, a staff exodus. Most of id’s top talent has reportedly quit or been fired, and continued work on Doom 4 is suffering as a result. “It’s not going well,” one source said. “Poor management, poor organization… [id] just couldn’t nail down design… It’s just a mess.”

We probably won’t know how accurate the reports are until we’re closer to Doom 4’s launch. Unfortunately, no release date has been set, and John Carmack himself stated that Doom 4 will be “done when it’s done”. On the other hand, Carmack also reportedly told the dev team that “Doom means two things: demons and shotguns,” so maybe there’s hope for id yet.

From Linux Game News:

Here is where karma and rumours seem to come to life. John Carmack made some rather intriguing comments about Linux gaming almost a year ago at QuakeCons.
Previous to that there was news about id Software layoff’s and their main Linux game developer resigning. Now we have a whole new set of news and information that does not bode well for idSoftware’s future. Especially with Rage 2 being cancelled.
At some point, most of us had hoped to see John Carmack going back on his word and reinstating Linux support.
But at this rate, who knows what will happen with idSoftware?

Doom 3 BFG Edition code released under GPL

Doom 3 BFG Edition code released under GPL
The source code for id Software’s Doom 3 BFG Edition is now available under a permissive GNU GPL open-source licence.

Bethesda has made a major announcement through its wholly-owned id Software subsidiary: the release of the source code for Doom 3 BFG Edition under an open-source licence.

The release, designed to allow the game to be modded on a far more fundamental level than most as well as making the latest version of the Doom 3 engine available for third-party developers to use in their games, follows id Software’s tradition of releasing older versions of its game engines for free under the GNU General Public Licence. Designed for open-source efforts, the GPL allows users to make use of id Software’s engine without paying a penny in royalties or licence fees – but only if they agree to release any modifications they make to the engine available under the same open-source licence.

The GPL is a source of much confusion in the software development world, much of it promulgated by closed-source software companies spreading a form of propaganda known as Fear, Uncertainty and Doubt (FUD.) Any GPL-licensed id Software engine – or any other software released under the GPL – can be used to create a closed-source, proprietary game which can be sold for profit. The licence only requires that the source code for the GPL-licensed portions, plus any modifications made therein, is published under the same licence – not the entire source code tree for the whole game.

With that clarification out of the way: id Software’s release of the Doom 3 BFG engine is based on the company’s upgrade to its eight year old first-person shooter engine. Released last month, the BFG Edition boosts the graphical quality of the engine, improves audio quality and adds support for 3D monitors and head-mounted displays. All of these features are brought across to the open-source version, but that doesn’t mean you’re getting the game for free: the source code covers the engine, but includes no game content. In other words: if you want to play Doom 3, you need to go out and buy Doom 3.

The engine released under the GPL also excludes some proprietary code used in the full retail release, notably the Bink Video Player code used for intro and outtro movies, Steam integration and a method of rendering stencil shadows developed by id co-founder John Carmack known as ‘Carmack’s Reverse.’

Despite its age, and the exclusion of certain aspects, the source code release is likely to be welcomed by the open-source community. With the Doom 3 BFG Edition source available, developers can now work on creating cross-platform games based on the engine without having to worry about licensing fees or issues with making their work available under an open-source licence should they so wish. It also provides a shot in the arm for developers looking to create native Linux games, alongside the release of the cross-platform Unity 4 game engine and its official support for Linux earlier this month.

The Doom 3 BFG Edition source code can be downloaded from id Software’s GitHub repository now.

Reblogged from: bit-tech.net

”linux-game-gaming-gamer-news” title="Linux Game Gaming News

Iconic Shooter Game 'Wolfenstein 3D' Celebrates 20 Years With Free Web Version

A classic shooter in a web browser

20 years after revolutionizing gaming and kicking off the first-person shooter genre, iconic game title “Wolfenstein 3D” is back … for free!!!

In celebration of its 20th anniversary, id Software and its parent company Bethesda Softworks have released a free-to-play web version of the game that runs right in your web browser (play it here).

The game began development in late 2011 by by design legends John Carmack, John Romero and Tom Hall. By 1992, they had finished “Wolfenstein 3D,” releasing it as free shareware, which allowed it to be copied widely. The initial release contained one episode, consisting of 10 missions (levels), while the commercial release consists of three episodes, which includes the shareware episode and its two subsequent episodes, bringing the game to a total of 60 missions.

It was originally released on the PC and subsequently ported to a wide range of computer systems and consoles.

In the game, the player assumes the role of an American soldier named William “B.J.” Blazkowicz, who was trapped in a Nazi stronghold called Castle Wolfenstein and has to fight his way out to escape. Along the way, he had to overpower SS guards, Doberman Pincers and, ultimately, Adolf Hitler who packs a robotic suit and four chainguns.

“Wolfenstein” is credited for laying the groundwork for all shooters that followed it, and paved the way for gaming’s most popular titles to day — from id’s own followups, “Doom” and “Quake,” up to today’s blockbusters like “Halo” and “Call of Duty.”

In addition to the web-based version, the developer will also offer “Wolfenstein 3D Classic Platinum” for free to iPhone, iPad, and iPod Touch owners for a limited time. Play it on the web at Wolfenstein.Bethsoft.com.

Below is a video podcast released by Bethesda, in which John Carmack shares insight about the game’s development.

[youtube https://www.youtube.com/watch?v=amDtAPHH-zE&w=480&h=274]


Doom The Roguelike [Game Saturday]

I have to admit that I never played the original Doom much, most likely because I was still playing games on my Amiga back then, and not on the PC.

Doom The Roguelike is a rogue game set in the Doom universe. The game has been out for years, but has received a huge graphics update just a few days ago. Rogue-like games are named after Rogue, the first game of the genre that started the craze. They are basically dungeon crawling games with rpg elements.

In Doom The Roguelike you get to choose between three starting characters, the tough marine, the fast scout and the tinkering technician, and a starting trait. These traits makes you faster, do more damage or give you other advantages that you need to beat the game.

You start the game with one Experience point, full health, a weak six shoot pistol and no armor. You move around with the cursor keys or by clicking the mouse. The most important keys on the keyboard are f (or left-mouse button while hovering over enemies) for firing your currently equipped weapon, tab to toggle between enemies, i for your inventory and ? for game instructions and all controls. You can use the 1-0? keys to quickly switch between weapons, S to save the game when you are standing on stairs to the next level.

Saving is recommended as you will die in this game, especially if you are playing one of the harder difficulties. You always need to keep a good eye on your health and weapon to make sure you are well prepared for all the mean things the game throws at you.

Here is a 30 minute game instruction that should give you a pretty good understanding of game mechanics.

[youtube https://www.youtube.com/watch?v=sAFpMN9kuog&w=480&h=274]

Doom The Roguelike is an incredible game, especially for gamers who like dungeon crawling types of games. Best of all? It is available for Windows, Mac and Linux systems.

You can download the latest version of Doom The Roguelike from the developer website

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