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id_notes/John C/1998-06-16



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Name: John Carmack


Email: johnc@idsoftware.com


Description: Programmer


Project: Quake 3


Last Updated: 06/16/1998 17:16:28 (Central Standard Time)


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6/16/98


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My last two .plan updates have described efforts that were not in our original


plan for quake 3, which was "quake 2 game and network technology with a new


graphics engine".



We changed our minds.



The new product is going to be called "Quake Arena", and will consist


exclusively of deathmatch style gaming (including CTF and other derivatives).


The single player game will just be a progression through a ranking ladder


against bot AIs. We think that can still be made an enjoyable game, but


it is definately a gamble.



In the past, we have always been designing two games at once, the single


player game and the multi player game, and they often had conflicting goals.


For instance, the client-server communications channel discouraged massive


quantities of moving entities that would have been interesting in single


player, while the maps and weapons designed for single player were not ideal


for multiplayer. The largest conflict was just raw development time. Time


spent on monsters is time not spent on player movement. Time spent on unit


goals is time not spent on game rules.



There are many wonderful gaming experiences in single player FPS, but we are


choosing to leave them behind to give us a purity of focus that will let us


make significant advances in the multiplayer experience.



The emphasis will be on making every aspect as robust and high quality as


possible, rather than trying to add every conceivable option anyone could


want. We will not be trying to take the place of every mod ever produced, but


we hope to satisfy a large part of the network gaming audience with the out of


box experience.



There is a definite effect on graphics technology decisions. Much of the


positive feedback in a single player FPS is the presentation of rich visual


scenes, which are often at the expense of framerate. A multiplayer level


still needs to make a good first impression, but after you have seen it a


hundred times, the speed of the game is more important. This means that there


are many aggressive graphics technologies that I will not pursue because they


are not apropriate to the type of game we are creating.



The graphics engine will still be OpenGL only, with significant new features


not seen anywhere before, but it will also have fallback modes to render at


roughly Quake-2 quality and speed.