Interview with John Carmack, Part 2
8:12 AM | Tuncer Deniz | Comment on this story
Following yesterday's Part 1, Voodoo Extreme has posted Part 2 of their interview with id's John Carmack, where he answers questions from VE as well as from several major game developers, covering topics ranging from id's new DOOM game, to technology, programming, games, and more.
Here's a little excerpt from the interview:
Voodoo Extremist Chris Rhinehart; Human Head Studios -- From what I've read, Doom3 is intended to have a strong single-player experience. What do you anticipate to be the biggest design hurdles to overcome while creating Doom3, as opposed to designing a title intended primarly for multiplayer?For the rest of the interview, be sure to head over to Voodoo Extreme. Be ready for a lot of technical munbo-jumbo though.
John Carmack -- We sort of went into Q3 thinking that the multi-player only focus was going to make the game design easier. It turned out that the lack of any good unifying concept left the level designers and artists without a good focal point, and there was more meandering around that we cared for. The hardest thing is deciding what to focus on, because DOOM meant different things to different people. We have decided to make the single player game story experience the primary focus, but many people would argue that DOOM was more about the multi-player.
VE Interview: Knee Deep in the Voodoo
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