Slashdot Mirror


The Rise And Fall of Ion Storm

fakeamerican writes: "Here's a lengthy article in Salon about Ion Storm's rise and fall, written by a former employee and lifelong friend of John Romero." Shows what goofing off in class can getcha.

377 comments

  1. To summarize by Lothar+0 · · Score: 4, Funny

    Here's a nice way to demonstrate the fall of Ion Storm.

    --
    "Anonymous Coward" is for whistleblowers, not unpopular opinions.
  2. Let me summarize the story for you... by jjohnson · · Score: 5, Funny

    "Yeah, we were as badly run as all our critics said, and it really was a huge waste of money, time and energy, but Goddamn, it was fun. I miss it. Won't someone give me a job doing the same thing?"

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Let me summarize the story for you... by Lemmy+Caution · · Score: 3, Insightful

      Dead on. The story is laughable, and sad. Supposedly he's defending Ion Storm against the critics, but all his defenses amount to are saying "oh, yes, it was like that, but it was cool!" The wastefulness of that kind of culture came from having a bunch of young fanboys who were so impervious to criticism, so sure that they couldn't do anything wrong, that they squandered every break they got and won few friends along the way. The fact that a childhood friend of Romero's had to right this content-free apologia is an indication of how hopeless they really were.

    2. Re:Let me summarize the story for you... by Rogerborg · · Score: 4, Interesting
      • Won't someone give me a job doing the same thing?

      And by the way, I'm not even a level designer, I'm a "writer", so none of the shit that came out of there is my fault, it was all those other bitches, because while they were obviously slacking by playing other people's games, I was slacking more subtly by working on my Great American Novel, or bidding on Call of Cthulhu rulebooks on eBay.

      It's been said before and I'll say it again. Shit never, ever sticks to the "creative" guys. By the way, when a games person says they worked on a title "briefly" (Deus Ex in this case), it means they walked past a room when the producers were being lied to about it a couple of times. Believe me, I know.

      Let me recall an anecdote about Daikatana. A games magazine was invited to view it a couple of months before release (I don't know which "release" that referred to). The mag flack played for a bit then asked "Where's the sniper rifle?"

      "Sniper rifle?" asked the Ion Storm "creatives".

      The mag flack explained it, pointing out that every FPS had one. It was a genre convention. The answer from the Ion Storm guys:

      "Wow, that sounds cool. We'd better put one in."

      Jesus H Breakdancing Christ. Ill informed, incompetent, and unprincipled. They could at least have stuck to their guns (literally) rather than throwing yet another new challenge at the programming team with a deadline looming. It really is astonishing that it turned out as good (ahem) as it did.

      --
      If you were blocking sigs, you wouldn't have to read this.
    3. Re:Let me summarize the story for you... by Anonymous Coward · · Score: 0

      No kidding. That had to be one of the most superficial "stories" I've ever read. It gave no specifics, it was just a bunch of nostalgia-fueled meandering that really said nothing. There was absolutely no depth, just a glossy overview of things everybody who's shown even a minor interest in the Ion Storm Saga already knows. I would liked to have known about this guy's participation in Deus Ex, working with these industry names such as Spector, Hall, etc, not just Romero.

      That article was pure fluff. But then again, what would you expect from the fluff masters of Salon?

    4. Re:Let me summarize the story for you... by John_Booty · · Score: 3, Interesting

      Dead on. The story is laughable, and sad. Supposedly he's defending Ion Storm against the critics, but all his defenses amount to are saying "oh, yes, it was like that, but it was cool!"

      He's not saying they were right; he freely admits to the mistaks they made. However, that's not the point. He's saying they were a bunch of people who genuinely had their hearts in the right place who were trying to create something special, a really great game that pushed the boundaries.

      They failed of course, and he readily admits that too, but the point is that the public beating they took was way out of line with what they are. I mean, the public tore into them with a wrath usually reserved for child molesters and genocidal dictators. He makes some interesting points about how the public and media like to build people up only to destroy them, and notes the ways in which Ion Storm fueled the media frenzy (the "make you his bitch" ads, marketing outpacing development, etc).

      Think about it, lots of companies make shitty games, outlandish advertising promises ("this game will kick your ass", etc) and have lots of petty infighting. The question is: why was this such a big deal with Ion Storm? The difference lies mostly in the public's opinions, expectations and attitudes, rather than any actual fault of Romero or Ion Storm's own.

      I met John Romero at E3 '98. He was very friendly and was eager to show us the cool new robot-infested levels they'd made for Daikatana... and they did look pretty cool, I admit (for the time). He was a nice guy and although Daikatana wound up sucking (although it probably would have been cool if it wasn't late), he didn't really deserve the public beating he took.

      Also, note that during all the public sniping, John never took the oppurtunity to trash anyone or fire back (to my knowledge). You have to give him credit for that. Most people, probably myself included, would have been hard-pressed to take the high road in that situation like he did.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
    5. Re:Let me summarize the story for you... by discogravy · · Score: 3, Funny


      but the point is that the public beating they took was way out of line with what they are. I mean, the public tore into them with a wrath usually reserved for child molesters and genocidal dictators


      Dude, have you played Daikatana?

    6. Re:Let me summarize the story for you... by sql*kitten · · Score: 2

      I mean, the public tore into them with a wrath usually reserved for child molesters and genocidal dictators.

      IMHO, they deserved everything they got for their part in the demise of Looking Glass Studios. Thief was genuinely innovative, and Dire-Katana was always a disaster waiting to happen... only question was when, and how much it would cost. Looking Glass' only fault was that they thought that actually creating stuff was more important than buying ego-psycho advertising (the "Romero's Bitch" stuff).

    7. Re:Let me summarize the story for you... by Anonymous Coward · · Score: 0

      Ion was partly responsible for LGS closing? Until now, I considered Ion's debacle amusing, but now I'm pissed. The graphics weren't mindblowing, but the Thief games were really well thought out. Sneaking around in RTCW single player I sometimes wish I had that light crystal and some noise arrows. :D

    8. Re:Let me summarize the story for you... by John_Booty · · Score: 2

      IMHO, they deserved everything they got for their part in the demise of Looking Glass Studios.

      Here's the way I understood the situation, correct me if I'm wrong. Eidos was the publisher of both Looking Glass and Ion Storm. Due to the fact that LGS games were critically-acclaimed but were never huge sellers, and the fact that Eidos thought Ion Storm was going to make a bunch of big sellers, they decided to give their money to Ion Storm instead.

      I wish LGS was still around instead of Ion, but it's kind of silly to blame Ion. Blame Eidos instead-- for throwing money at Ion Storm instead of Looking Glass. Or blame the public for not buying enough LGS games. I don't think it makes sense to blame Ion Storm. What were they supposed to do, fund LGS themselves? It's not their job to look out for other developers.

      --

      OtakuBooty.com: Smart, funny, sexy nerds.
  3. Crappy Bot AI killed Ion Storm... by Bonker · · Score: 4, Insightful

    Well, it's almost that simple. The 'team' you're given in Daikatana is probably the reason the game does so badly. IIRC, you couldn't let any member of the team die... you couldn't shoot through them, ala 'No Friendly Fire' in most FPS arenas today... you had to make allowances for the idiot AI behind your team members... you frequently got stuck because your 'teammates' couldn't get out of your way.

    More than anything else, reviews of the crappy team system killed Daikatana's sales, and with Daikatana, Ion Storm failed as well.

    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
    1. Re:Crappy Bot AI killed Ion Storm... by ergo98 · · Score: 1

      No I'd say the game failed to be worthwhile far before that point. I remember running to grab the demo only to be awestruck at how uber crappy the graphics were compared to the competitors at the time, and was then being attacked by the killer fly and I believe a frog. The game just yelled "Cheap $4.99 bargain bin piece of crap".

    2. Re:Crappy Bot AI killed Ion Storm... by Anonymous Coward · · Score: 0

      Taken from #daikatana on Efnet in 1998:

      <k3nny> Also, for all of you wondering...they are giving away Daikatana and Q3A in #2,000
      ùíù Romero [romero@john.johnromero.com] has left #daikatana []

    3. Re:Crappy Bot AI killed Ion Storm... by nEoN+nOoDlE · · Score: 2

      I think it was the robotic frogs that killed Diakatana. Those were bitched about way more than the crappy team AI. Oh, and coupled with the poor level design, poor weapons, poor AI, poor graphics, poor storyline, etc.

      There was not one thing that killed it - it did just as badly with the whole product without having to specify one thing that led to its demise.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  4. Romero left after Quake2? by reaper20 · · Score: 2

    The article states that Romero left id after Quake 2. If my memory serves me correctly, didn't he leave after the original Quake?

    1. Re:Romero left after Quake2? by Judas96' · · Score: 4, Informative

      Yes he did leave after the original Quake. The lead designer for Quake II was Kevin Cloud I believe. He is an artist along with Adrian Carmack. The two of them made founded id software with John Romero and John Carmack.

    2. Re:Romero left after Quake2? by Anonymous Coward · · Score: 0

      The article also implies that id was founded after Wolfenstein, which I believe is also in error.

    3. Re:Romero left after Quake2? by mlong · · Score: 2, Informative
      Yes he did leave after the original Quake. The lead designer for Quake II was Kevin Cloud I believe. He is an artist along with Adrian Carmack. The two of them made founded id software with John Romero and John Carmack.

      Nope...from id's own page:

      id unofficially started in September of 1990 when John Carmack, Adrian Carmack, John Romero, and Tom Hall created the first game in the Commander Keen series, Invasion of the Vorticons. One month after Commander Keen was released into shareware, John Carmack, Adrian Carmack, and John Romero left their jobs at Softdisk Publishing and officially began id Software, on February 1, 1991.

      --
      //m
    4. Re:Romero left after Quake2? by Judas96' · · Score: 1

      Thank you for the correction.

  5. stupid ads.. by juju2112 · · Score: 3, Informative

    For those junkbuster users out there, like me, that get nothing but a blank page when clicking on that link, this link willget you past the ad:

    http://www.salon.com/tech/feature/2002/01/02/ion_s torm/index.html?x

    1. Re:stupid ads.. by snubber1 · · Score: 2, Informative
      --
      I don't really mind double posts on //..
    2. Re:stupid ads.. by kaisyain · · Score: 1

      Or you could just not read the content if you aren't willing to pay the price they have set for it.

    3. Re:stupid ads.. by Anonymous Coward · · Score: 0

      Or you could just shut your filthy gob.

    4. Re:stupid ads.. by Anonymous Coward · · Score: 2, Insightful

      For those junkbuster users out there, like me, that get nothing but a blank page when clicking on that link, this link willget you past the ad:

      Yeah! If it weren't for those damned ads, we could be absolutely positive that they make no money off of their efforts! How dare they try and stop us from viewing their work without making the slight effort of reading their ads! They are infringing on my rights as a consumer to not only receive completely free news, but to take active measures to make sure that the publisher gets paid precisely dick for their efforts! Those bastards!

    5. Re:stupid ads.. by Anonymous Coward · · Score: 0
      Eat my wet pussy.

      -John Carmack.

  6. Re:Wait a minute.... by ImaLamer · · Score: 3, Funny

    Yeah, remember before they actually did anything.

    The gaming mags jumped all over them and said they were the second coming... goes to show what they know about things.

  7. I read through the article. by Henry+V+.009 · · Score: 3, Interesting

    The article took five pages without going into much relevant detail.

    At the end, he tells us that Daikatana flopped and Deus Ex was awesome, but fails to say why.

    Deus Ex was an awesome game. I think that the first person shooter has a tremendous amount of potential to surpass its origins, and Deus Ex is a glimpse into the beginnings of that future.

    1. Re:I read through the article. by ergo98 · · Score: 2, Insightful

      One thing that I really question from the article is this statement: Daikatana and Deus Ex were finally released in 2000. Predictably, Daikatana was slammed while Deus Ex received many awards. Both made money for Eidos, but the walk-outs, firings, lawsuits and general bad blood doomed Ion Storm..

      To say that I highly doubt that Diakatana "made money" is an understatement (note that "made money" means returned more money than it cost to produce. Eidos isn't sitting pretty if they dumped millions in and "made money" selling 20 copies).

  8. Me too! by Anonymous Coward · · Score: 0

    Attention! Any surviving idiot VCs out there : I have a revolutionary new plan to blow a hundred million dollars, ending up with no tangible return.
    All qualified investors, please contact me

  9. They should have called it "meiken." by Rank+Amateur · · Score: 4, Informative

    What's most ironic about the Daikatana fiasco, the millions spent, egos dissolved, and promises broken, is that the game's title is an *egregious* mistranslation of a Japanese word.

    Basically, the designers erroneously believed that the characters for "big" (dai) and "sword" (katana), when slapped together, are pronounced "Daikatana." That's lunacy: this combination would be pronounced "Ogatana," (with an elongated "o.")

    It gets worse. Daikatana, or Ogatana, don't exist as accepted descriptions of famous swords in Japanese. The best translation would be Tachi (using the characters for "fat' and 'sword,') but a preferred way of referring to a famous sword is just that: "Meiken," or famous sword.

    If the Daikatana team had looked in the history books, or consulted a Japanese expert, they could have avoided this travesty, and dumped the tongue-twisting word "Daikatana" in the rubbish heap. A small investment for quality. But I suppose that hubris had already instilled itself in their minds.

    Hubris. That's a Greek word, by the way. As in "classical Greek." Its roots are . . . (continue ad infinitum).

    1. Re:They should have called it "meiken." by banky · · Score: 2

      They could have called it "Quake 2 1/2" and it would have still sucked sweaty donkey balls.

      --
      ZOMG I WOULD LOVE TO KNOW ABOUT YOUR FEELINGS ON MACINTOSH VERSUS WINDOWS, VI VERSUS EMACS, AND HOW YOU'RE NOT A DORK
    2. Re:They should have called it "meiken." by Snarfvs+Maximvs · · Score: 1

      Ach, the horrors perpetrated upon the Japanese by the ignorant pig-American game developers!

      Clearly you've never seen Zero Wing. THAT was "*egregious* mistranslation".

      "Daikatana" was simply taking a word most Americans were familiar with ("katana") and putting a cool-sounding modifier on it. Do you really think Americans CARE if it's a poor translation??

      --
      -----------------------

      To understand recursion, one must first understand recursion.

    3. Re:They should have called it "meiken." by Anonymous Coward · · Score: 1, Funny

      Hubris. That's a Greek word, by the way. As in "classical Greek." Its roots are . . . (continue ad infinitum).

      You got beat up a lot in high school, didn't you.

      Actually, I bet you still get beat up a lot.

    4. Re:They should have called it "meiken." by buckeyeguy · · Score: 1
      Do you really think Americans CARE if it's a poor translation??

      No... in fact, we'd probably think it was pretty damned amusing.

      As for Ion Storm and their games, while Xmas shopping I saw a small pallet-full of Daikatana sitting unbought at the local computer store... guess it was still overpriced, at $9.99 a copy.

      --
      I'd have a personalized plate on my car, but "toxic bachelor" won't fit into 7 letters.
    5. Re:They should have called it "meiken." by mosch · · Score: 0, Troll
      What the fuck are you talking about? There was no ego dissolved, the article specifically notes that Romero didn't have the inflated ego that "whiny little bitches" such as yourself imagined.

      "People" like you are the reason Ion Storm is gone, despite making Deus Ex, which is a fucking cool game, and Daikatana which isn't nearly so bad as everybody likes to pretend. If I heard somebody talking about "Meiken" I'd think they were talking about their boyfriend named Ken. Daikatana at least sounds like something where I kill shit with a sword.

      Congratulations on proving that slashdroids would rather read useless nitpicking than engage in useful, interesting or constructive behavior.

    6. Re:They should have called it "meiken." by Blackheart2 · · Score: 1
      "Oogatana"? I don't think so. I have two dictionaries ("Shinkokugo Ziten" from Kadokawa, and Hadamitzky and Spahn, "Kanji & Kana") that list "daitou". Nelson doesn't mention either reading under "tou(katana)".

      Though it's reasonable to assume that words relating to Japanese swords would be read with the Japanese reading, it isn't always the case. These things are not readily predictable, and there are plenty of exceptions. Besides, there are plenty of words which mix Chinese and Japanese readings of characters, particularly among words starting with "dai". (OTOH, it is a good rule of thumb.)

      --

      BH
      Fools! They laughed at me at the Sorbonne...!

    7. Re:They should have called it "meiken." by jnik · · Score: 2

      "People" like you are the reason Ion Storm is gone, despite making Deus Ex, which is a fucking cool game,
      Deus Ex kicked ass. And was the product of Ion Storm Austin, a mostly independent studio run by Warren Spector. ISA was an entirely different animal from the Dallas office, although still drawing from Romero's vision of design above all (and doing a much better job of it).
      ISA, incidentally, still exists, and will probably be renamed if it hasn't already. (My vote for the new name is "Looking Glass," since they have many of the old LG staff and seem to be drawing from that heritage)

    8. Re:They should have called it "meiken." by Blackheart2 · · Score: 1
      Oh, BTW, it's pretty funny to hear someone object to English-speakers making a travesty of Japanese, when anyone who has lived in Japan knows that the Japanese take far, far greater liberties with English (though mostly unintetionally)!

      This reminds me of a story someone told me a once about a certain banner they had raised in Tokyo, soon after the war during the occupation. Apparently MacArthur was running for some public office, and some Japanese who were supporting him hung a banner across a street. It read:

      We pray for MacArthur's erection.

      True story, or so I hear. :)

      --

      BH
      Fools! They laughed at me at the Sorbonne...!

    9. Re:They should have called it "meiken." by Anonymous Coward · · Score: 0

      If I'm not mistaken, isn't Japan the place where they sometimes name a product using English words that sound good to them, ignoring meaning completely?

    10. Re:They should have called it "meiken." by Anonymous Coward · · Score: 0

      Considering all the engrish out there I think the name was suitable =)

    11. Re:They should have called it "meiken." by Anonymous Coward · · Score: 0
      For what it's worth, I've had my balls sucked off by none other than your mother.

      -John Carmack

    12. Re:They should have called it "meiken." by BitwizeGHC · · Score: 2

      Basically, the designers erroneously believed that the characters for "big" (dai) and "sword" (katana), when slapped together, are pronounced "Daikatana." That's lunacy: this combination would be pronounced "Ogatana," (with an elongated "o.")


      I looked the kanji up. The reading edict gives is "taitou", meaning just a longsword. The name "Daikatana" comes from an RPG session the id guys had one time: Romero's character had a sword called "Daikatana" equipped. It is pretty silly and asinine, but it stuck.
      --
      N4st0r, trixx0r h0bb1tz0rz! Th3y st0l3 0ur pr3c10uzz!
    13. Re:They should have called it "meiken." by palo0019 · · Score: 1

      Finally we're getting even!

      www.engrish.com

    14. Re:They should have called it "meiken." by MrResistor · · Score: 4, Informative
      Whether it's a real japanese word or not, it's been floating around in gaming circles for a long time, from D&D to Daggerfall to the game in question, and undoubtably many stops in between. In every case it has meant, simply, "big sword", sort of a Claymore Katana, rather than some specific sword of legend as you seem to suggest it should.

      The meanings of characters when slapped together, is largely dependent on context, though, so I'd say you've got a bit of hubris yourself declaring the word invalid, at least by the somewhat fractured arguements you present. I won't argue pronunciation since I don't speak Japanese, but my wife's boss is Japanese and she's frequently approached by people who want Kanji Tattoos. She says it's tricky business weighing all the possible alternate meanings against the intended one and picking the combination that is best overall.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    15. Re:They should have called it "meiken." by HerbieStone · · Score: 1

      Thank you so much. Really. I allways thought only Japanesse would use those dead-wrong english words in my favorite mangas. I'm so glad someone made the same error the other way 'round. Maybe now some japanesse people understand what I am going through. (Sindbad, Kamikaze Joan of Arc, Checkmate..... ARGHHHH!!)

    16. Re:They should have called it "meiken." by theridersofrohan · · Score: 1
      Hubris. That's a Greek word, by the way. As in "classical Greek." Its roots are . . . (continue ad infinitum).

      As in "modern greek" as well :) ?????

    17. Re:They should have called it "meiken." by Anonymous Coward · · Score: 0

      "All your base are belong to us."

      This is the last word in any argument about the linguistic wonkiness of computer games.

    18. Re:They should have called it "meiken." by Apostata · · Score: 1


      Buddy, you're the last person who should be accusing others of hubris.

      The differnce between the guys who developed Daikatana and you, is that they did something with their lives, and you merely sit at home and wait for mistakes.

      Have a great life.

      --

      This wasn't just plain terrible, this was fancy terrible. This was terrible with raisins in it. - Dorothy Parker
    19. Re:They should have called it "meiken." by DRoot · · Score: 1

      A dai-katana is a perfectly valid, though less common, type of sword.

      A katana is over 2 shaku (60 cm) in length and less than 3 (90 cm) in length. Occasionally you see a regular katana referred to as o-dachi (long sword), but that's fairly rare.

      Between 1 and 2 shaku (30-60cm) is generally considered a kodachi and wakizashi. The terms are generally interchangable, though technically a kodachi has a smaller range of acceptable sizes, towards the upper end of the scale (1 shaku and 8 sun to 2 shaku, or about 50-60 cm).

      Below 1 shaku (30 cm) is usually considered a tanto, unless it has no guard, in which case it's usually an aikuchi.

      As part of a formal dai-sho pair (which sets apart a samurai from a commoner), the katana is known as the daito, while the wakizashi/kodachi is the shoto.

      A tachi is an older form of the blade that eventually became the katana, usually used from horseback, and is usually right around 70cm in length and notable for having a much deeper curve to the blade than a katana and for being worn with the edge down when on the waist, rather than face up as a katana-style blade would be. They were also frequently hung from cords the way a cavalry saber is, rather than stuck through the belt.

      A dai-katana, also known as a no-dachi, is a katana-style blade that exceeds 3 shaku and can reach up to 5 shaku (150 cm) in length. They are almost always worn on the back as opposed to the hip, and are an exclusively two handed weapon, as opposed to regular katana which could be used in one or two hands, depending on the situation and the style of the sword school. Dai-katana have also been refered to danbira, o-danbira, dai-tachi, and daito. However, daito is also used as a more general term, and is often applied to any blade over 2 shaku in length, especially when part of a dai-sho pair as mentioned above.

      There. Today's little pedantic primer on the basics of distinguishing the types of Japanese blades. There's a lot more to it than just that, as there are many unique swords and dozens of variables that can be used to classify them, but those are the broadest outlines.

    20. Re:They should have called it "meiken." by Travoltus · · Score: 2

      I can't believe this bald faced insult against someone for being multilingual and intelligent and well spoken, got modded up.

      Getting beat up in school for being smart. Harharhardyharhar. Man I laughed so hard it came out like a disgusted groan.

      Maybe slashdot should post a warning. Sounding intelligent will get you flamed. w3 st00pid d00dz r00l th3 w0r1d w3rd up t0 D4 N 2 D4 4 2 D4 T 2 D4 4 2 D4 1 2 D4 I 2 D4 3 b4yb33!! (and I bet y'all l33t d00dz can't decode that, haha)

      (I wonder if the moderator rating this post is thinking, 'oh school violence is funny, get over it d00d.')

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
  10. Ion Storm IS alive... by FortKnox · · Score: 3, Insightful

    FYI, Warren Spector's (*humble bow*) Austin branch of Ion Storm is alive and well. So don't fear, Deus Ex 2 is still churning.
    Deus Ex, of course, is the reason Ion Storm Austin is in business. I'm sure you know why the other branch is closed.

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:Ion Storm IS alive... by JWhiton · · Score: 1
      Didn't you read the beginning of the article? Warren Spector's branch of Ion Storm is going to be renamed. Admittedly, they announced they were going to rename it several months ago in PC Gamer, but apparently they still have yet to do it. Last I heard they were considering the name "Manifesto Games".

      I sure hope the reason they haven't renamed themselves yet is that they're focusing on something more important, like maybe making games. :P

    2. Re:Ion Storm IS alive... by Anonymous Coward · · Score: 0

      I'd also like to see more from the team who produced Anachronox. I found that game to be pretty good as well.

      John Romero's game was the only one that sucked.

  11. To summarise by Violet+Null · · Score: 5, Insightful

    The article says, in summary, "Ion Storm was a great place to work, and everything was good, until people started attacking them, and then it all went to crap."

    Which is, well, debatable. I mean, Daikatana didn't get bad reviews because people wanted to slam Ion Storm; it got bad reviews because it bit. If it had been good, it would've gotten good reviews, regardless of people's like or dislike of Ion Storm. They overreached and failed, end of story.

    Of course, my personal dislike of Ion Storm comes from the (admittedly irrational) belief that the money Eidos gave for Daikatana would've been much better spent on Looking Glass Studios.

    1. Re:To summarise by Matthew+Weigel · · Score: 2
      Of course, my personal dislike of Ion Storm comes from the (admittedly irrational) belief that the money Eidos gave for Daikatana would've been much better spent on Looking Glass Studios.

      Preach it brother, preach it! It's kind of interesting that Salon has published articles lamenting Looking Glass's demise at Ion Storm's hands despite great games, and then publishes a lament about the demise of Ion Storm despite a really, really bad game. I guess someone has to give everyone their voice...

      But you really have to be amazed by John Romero's hubris, when you see

      In any event, Romero adds, Ion Storm's fortunes are now fully golden: "With Daikatana riding high in the charts and Deus Ex about to hit the streets," says Romero, "Ion will have successfully transitioned into a profitable venture and has long ago ceased to be a financial burden on its publisher."
      in Salon's eulogy to Looking Glass. `Daikatana riding high'?

      Oh well. LG Studios, and Ion Storm as it was first envisioned, are both gone. More of the older gaming scene is gone, and it is a new year. Maybe there will be a really new game, or even a really creative and skilled studio, this year.

      --
      --Matthew
  12. Off topic but related - Prey by ben_degonzague · · Score: 1

    I remember awhile back hearing about a game called Prey. One feature advertised about it (if I remember correctly...) was the "portal" technology, where you could be looking at a teleporter that would move you somewhere else on the map and actually see that location in real time, while if your character physically looked behind the actual transporter drevice, you'd still see the room. Has this game died yet or have died already. I'm sometimes curious about games that take forever to be developed and are talked about alot but haven't or never make it to the shelf (*cough* Duke Nukem Forever *cough*).
    Anyone remember Prey?

    ben

    1. Re:Off topic but related - Prey by cburley · · Score: 1
      Anyone remember Prey?

      Yeah, best sci-fi TV show ever!!

      ;-P

      --
      Practice random senselessness and act kind of beautiful.
    2. Re:Off topic but related - Prey by Anonymous Coward · · Score: 0

      IIRC, Prey was a game engine. It was supposed to be used for Duke Nukem games that have not yet appeared. AFAIK, the Duke Nukem projects were eventually switched to a different engine (Unreal?), and the Prey engine is history.

      The Quake III engine can do portals similar to what you describe, but they do bog the framerate down quite a bit.

    3. Re:Off topic but related - Prey by flacco · · Score: 2
      Anyone remember Prey?

      Yeah, I remember waiting for it along with Unreal. (same timeframe I think).

      Now, here's a challenge - how about:

      LifeBane

      Anyone remember that? It wasn't even a game, I don't think - a guy just started posting screenshots and messages about how the game was coming along or something - it had a number of the "waiting for Quake" crowd interested :-)

      Or how about:

      Into The Shadows

      Had that impressive skeleton demo footage. Also came to nothing (they were writing it in assembler - is that the best choice for a game??)

      --
      pr0n - keeping monitor glass spotless since 1981.
    4. Re:Off topic but related - Prey by ymgve · · Score: 1

      The producers of Into the Shadows are a alive and well, but has renamed themselves to Starbreeze Studios. They have yet to release a game at all, so they could be the next Ion Storm, but if they haven't lost their previous skills (They designed Crystal Dreams I and II (very good demos from a technical point of view) and the awesome FastTracker II composer software) they could still surprise a bit.

      Or, they might end up like their companions in Future Crew who formed a hardware company which for several years now have promised that they'll make a graphics chip that can outperform everything else on the market.

      But I hope both of them (Both Starbreeze and Bitboys) manage to deliver. That'd be awesome.

      Oh. About Prey? Well, rumors are 3DRealms are working on a second game to come after Duke Nukem Forever - even if it's not Prey, I bet it's something based off the Prey engine.

    5. Re:Off topic but related - Prey by Quintin+Stone · · Score: 1
      • One feature advertised about it (if I remember correctly...) was the "portal" technology, where you could be looking at a teleporter that would move you somewhere else on the map and actually see that location in real time, while if your character physically looked behind the actual transporter drevice, you'd still see the room.
      Heck, Serious Sam and Quake III have been doing that for a long time.
      --

      "Prejudice is wrong; you should hate everyone the same."

    6. Re:Off topic but related - Prey by beatbox32 · · Score: 1

      Oh. About Prey? Well, rumors are 3DRealms are working on a second game to come after Duke Nukem Forever - even if it's not Prey, I bet it's something based off the Prey engine.

      Excellent! I will have my grandson tell me what it's like when he dies and meets me on the other side.

      Beatbox32
      You don't wear the monkey...the monkey wears you.

      --
      "The purpose of learning is growth, and our minds, unlike our bodies, can continue growing as long as we live." - M.J. A
    7. Re:Off topic but related - Prey by flacco · · Score: 2
      The producers of Into the Shadows are a alive and well, but has renamed themselves to Starbreeze Studios [starbreeze.com]. They have yet to release a game at all,

      Probably too busy entirely flashifying their site. Christ, tell them to offer a non-flash alternative.

      --
      pr0n - keeping monitor glass spotless since 1981.
    8. Re:Off topic but related - Prey by ymgve · · Score: 1

      Well, the page's not developed by them, so I guess they're mostly working on the game.

    9. Re:Off topic but related - Prey by Anonymous Coward · · Score: 0

      Anyone remember Golgotha? Where'd that go?

  13. State of the Art by adamy · · Score: 2, Interesting

    I have to agree with what he said about the way FPS need to evolve, but it seems to me the way to do that is not with killer new technology, but better usage of what is out there. I've recently finished thief-2. I think the concept of you go toe to toe, you die lead a lot to the interest I had playing the game. Let's face, a real human is pretty easy to kill. If some one starts shooting at you, chances are it is already too late. A single bullet, arrow, what ever, takes you out. Oh sure, I love quake and rune as much as the next guy, but some how thief really grabbed my interest.

    As I post this the majority of replies are below my (1) threshold. Guess angry feelings over ION storm still exist.

    --
    Open Source Identity Management: FreeIPA.org
    1. Re:State of the Art by NonSequor · · Score: 2
      Let's face, a real human is pretty easy to kill. If some one starts shooting at you, chances are it is already too late. A single bullet, arrow, what ever, takes you out.


      Try telling that to Max Payne. By the end of that game, even if he hadn't been shot several hundred times, he shouldn't have even been able to stand up due to all of the painkillers that he had taken.

      --
      My only political goal is to see to it that no political party achieves its goals.
    2. Re:State of the Art by Wrexs0ul · · Score: 1

      I'm just waiting for technology to evolve so I can run around downtown with a HUD system embedded into my brain :).

      -Wrexsoul

      --
      --- Need web hosting?
  14. Deus Ex and Anachronox by Anonymous Coward · · Score: 0
    I loved Deus Ex and Anachronox. Games driven by the story rather than "find the rail gun behind that post, and kill everyone you see"

    Of course I think I'm the only one who liked Anachronox (and probably the only person who actually paid money for it too). People complained about how it wasn't Quake. After all, everything these days is "where do they hide the railgun".

    1. Re:Deus Ex and Anachronox by Xanlexian · · Score: 2, Interesting

      Actually, not many people seem to have heard of Anachronox, much less played through it. Of all the games I've played over the years, it has the absolute best storyline and plot I've EVER played! There was (suspossedly) something like an extra 4-6 HOURS of dialog cut from the game to make everything fit onto the two CD's. I'd pay money just to be able to read the script.

      Interesting to note, Anachronox has also won "Best Story Award" from Gamespot (http://gamespot.com/gamespot/features/pc/bestof_2 001/p2_03.html) (I don't follow awards anymore. There's one for EVERYTHING nowadays... "Best use of a red pushbutton in an elevator in a FPS centered in futuristic Chicago".. It's coming... we've got 'em for everything else)

      Anyways, Anachronox was created using a heavily modified Quake2 engine. And, sadly enough, it seems that games tend to sell on pretty graphics, rather than gameplay.

      Also, practically everybody I know that has played through Anachronox has agreed that it definatly ranks wayyy up there on their list of all time favorites. It definatly does mine. (and yes, I know quite a bit of people that have played it through)

      Do yourself a favor -- go pick this game up. You'll be very glad you did.

      --Xanlexian

      --
      "Congratulations, Boots. Your robot has become self-aware. You're a daddy now." -- Dr. Rho Bowman
    2. Re:Deus Ex and Anachronox by Anonymous Coward · · Score: 0

      ahh.. anachronox..
      since monkey island 1 on my atari st i never piled up that much food next to my computer to play 30 hours straight.

    3. Re:Deus Ex and Anachronox by Anonymous Coward · · Score: 0
      The stupid thing is that everyone who wants to be critical seems to latch onto this "uses Quake 2 engine" thing. Anachronox looks nothing at all like Quake 2 (it's third person to boot), and it looks absolutely beautiful. People seem to fixate on the wrong thing, but I suspect that's because nobody actually played it.

      "uh-nah-cruh-nox.... MAN you guys are dumb"

    4. Re:Deus Ex and Anachronox by JonahFalcon · · Score: 1

      Not true! We nominated Anachronox for Best RPG of 2001 at GamePen.

      It didn't escape our notice. :-)

  15. Hmmm. by sulli · · Score: 3, Funny
    The immediacy of online raving and ranting encouraged a perpetual, streaming critique of Ion Storm. Flame Thrower and Bitch-X were the most nasty and vociferous gossips, running daily doses of rumor, innuendo and even fact. It's a typical media paradigm: put somebody on a pedestal and then kick it away. Their venom made the news irrelevant; the point was to bring down Ion. Everybody at work read these critics, argued or agreed (or perversely sent them the inside scoop), and the attacks didn't contribute to an optimistic environment.

    I was disturbed by the hate and bitterness on the message boards.

    Doesn't read Slashdot, does he?

    --

    sulli
    RTFJ.
  16. A Word of Support for John by coupland · · Score: 5, Insightful

    One thing the article alludes to that I can definitely corroborate is that John Romero has always been tremendously approachable and friendly to fellow gamers. He has never failed to respond to an e-mail I've sent him and will cc: just about anyone in the game industry to answer a question if he doesn't have one. He's sent me copies of his old Apple games on request and provided all kinds of info on old games, history, trivia. When he says "I'll check my old diskettes and send you an e-mail when I get home from work" he does, no exceptions. I'm not even in the media -- I just like games!

    In some ways the Ion Storm / John Romero situation reminds me a bit of the Microsoft / Bill Gates situation. While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question. While the very mention of Ion Storm and John Romero make some people hopping mad, very few people who have met John hold him in such disregard. Maybe people need to make a better distinction between a "company" and a "person." They aren't the same thing.

    1. Re:A Word of Support for John by tswinzig · · Score: 5, Funny

      While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question.

      Uhhh yeah dude, maybe because they are scared of his power? Why burn a bridge with BG if you want to do well in the industry?

      As for Romero, I agree. When they were working on Quake, and all the hype going with it, I decided one night to try a 'talk jromero@idsoftware.com' (or whatever his address was at the time). A few seconds later I was chatting with him at work. I think the conversation went something like this:

      JR: Hello
      Me: Whoa! Are you the real John Romero?
      JR: Yes
      Me: What are you doing at the office this late?
      JR: Dude, I just got in to work.
      Me: Cool.

      Ahh yes, those were the days.

      --

      "And like that ... he's gone."
    2. Re:A Word of Support for John by juju2112 · · Score: 2

      While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question. While the very mention of Ion Storm and John Romero make some people hopping mad, very few people who have met John hold him in such disregard. Maybe people need to make a better distinction between a "company" and a "person." They aren't the same thing.

      I think you're right. This reminds me of the whole Wil Wheaton thing -- where people bash on him for years only to find out here that he's actually pretty cool. Personal attacks suck, and they're especially ignorant when you don't know anything about the person.

      In addition, it seems like most people are attacking the Daikatana hype, and trying to say that the programers have 'hubris' -- when really, all the hype was just a function of the marketing department.

    3. Re:A Word of Support for John by coupland · · Score: 3, Interesting

      Speaking of which, Brian Goble and Jason Hall of Monolith were equally as nice. I e-mailed them to ask how they first got involved with Microsoft and they told me it was by sending them a demo CD of their work. Then they asked for my address and mailed a copy of the CD directly to my home. WOW...

    4. Re:A Word of Support for John by Chibi · · Score: 2

      One thing the article alludes to that I can definitely corroborate is that John Romero has always been tremendously approachable and friendly to fellow gamers. He has never failed to respond to an e-mail I've sent him and will cc: just about anyone in the game industry to answer a question if he doesn't have one. He's sent me copies of his old Apple games on request and provided all kinds of info on old games, history, trivia. When he says "I'll check my old diskettes and send you an e-mail when I get home from work" he does, no exceptions. I'm not even in the media -- I just like games!



      Well, first of all, I think it's great that he does stuff like this, but think about it this way. A lot of people are talking about how approachable he is...maybe this is in a way, a bad thing. I mean, if you're trying to get some work done, and you have to go through 500 e-mails a day or people are sending you chat requests non-stop, it'll affect your productivity. I guess the lesson is to be able to try to balance these things (well, not the only lesson...).

      --
      If all you have are silver bullets, everything looks like a werewolf.
    5. Re:A Word of Support for John by sheetsda · · Score: 2

      There seem to be quite a few people like this in the game industry. While working on a Half-Life mod a couple years ago I emailed the several people over at Valve Software a number of times, they always responded, sometimes within an hour and where applicable even sending me the code they used to achieve an effect I was looking to recreate (which was probably proprietary). John Carmack has also been known to post to slashdot from time to time especially on game and 3d rendering related issues. I have to wonder if there aren't quite a few people prowling slashdot who we've all heard of.

    6. Re:A Word of Support for John by kilonad · · Score: 1

      Maybe that would explain why Daikatana took so long and was so bad... it was the distractions, people! ;)

    7. Re:A Word of Support for John by Hard_Code · · Score: 3, Funny

      Nope, John is probably just getting what is coming to him for selling his soul to the devil for that wife of his.

      --

      It's 10 PM. Do you know if you're un-American?
    8. Re:A Word of Support for John by Osty · · Score: 1

      You should be careful around Jason Hall, King of the Monstars. He might eat you, RAAAAARRRRRR!

    9. Re:A Word of Support for John by Anonymous Coward · · Score: 0

      Maybe John Romero would have done a better job if he spent his time on work and not on mailing his old games and answering questions.

      For all the millions he wasted giving BS promises that forced Eidos to invest money into IonStorm rather than into Looking Glass Tech, he should burn in hell. FYI Ion Austin is being run by the guy who worked for Looking Glass Tech.

    10. Re:A Word of Support for John by coupland · · Score: 2

      Well, on this topic I see Carmack as the "Anti-Romero". While johnc is always polite in e-mail, he won't respond unless you ask a really well-thought-out question. Johnc's love is for programming and I really admire the fact that he will amputate any part of his life that takes time away from his true passion.

      Romero's love is for gaming and that's why he responds to e-mails, runs his web site, and is a walking encyclopedia of dates, releases, and trivia. But to compare him to Carmack is probably to do justice to neither. Slagging Romero because he doesn't have the single-mindedness of Carmack is counter-productive, as is complaining that Carmack has poor social skills. Take those qualities away and you'd have... well... an ordinary schmuck like me. :)

    11. Re:A Word of Support for John by coupland · · Score: 2

      You are an idiot. The failure of Daikatana can be pointed to some very business-specific issues, it's not because john was "nice" or slacked off. I hate to say it but his business acumen was horrific which made the promise date for Daikatana completely laughable. When things went sour at Ion (mostly due to Todd Porter) the onus fell on John to deliver. With a mutinous crew bent on the destruction of ION, John could not hope to succeed. He seems to have "started over" with completion taking precedence over quality. "Just to get the game out." I suggest the finished product was poor because it was created only momentarily before the game was published. With no programmers or artists it's hard to publish a game...

    12. Re:A Word of Support for John by Juln · · Score: 1

      No, they don't call Gate's character into question..
      Uh, he has been shown to be a dishonest, obsessed, immature, petty, grudge holding, backstabbing, ruthless, and otherwise distasteful individual... not to mention evasive under oath to the point of being ridiculous.
      I don't think John Romero is anythign like that, except maybe when playing Quake.... probably if he was, Ion Storm would be doing great!

      --
      Juln
  17. No Sympathy by .milfox · · Score: 3, Interesting

    Sorry - The company that got the funding that could have gone to Looking Glass - Which made the *BEST* ever first person shooter, 'Thief', deserves none.

    But that's a nice long torrid soap opera in itself. And yes, they got the money because one team had a 'superstar', and the other dev team didn't.

    I perfer the one that actually shipped some incredible games which pushed the FPS genre to its limits, thanks.

    1. Re:No Sympathy by Anonymous Coward · · Score: 0

      Bitter much?

    2. Re:No Sympathy by Anonymous Coward · · Score: 0

      Publisher like to support winner. John Romero was successful in Id so he looks more like a winner than Looking Glass.

      Everyone who invest in stock market will understand the winner mentality. You can't blame them for supporting John Romero.

    3. Re:No Sympathy by Lordie · · Score: 1
      Bullshit.

      Funding ION Storm was a sound business decision at the time. EIDOS has 3 of the top game designers forming their own company, and a 4th bringing a "nearly finished" game that expands on the gameplay styles of Starcraft/Warcraft, which at the time were selling like mad. $30 Million was money well spent at the time.

      Flash forward a few years, and a little company that has had VERY little commercial success comes looking to be bought. Why the fuck would EIDOS throw more money @ Looking Glass? Let them crumble, and once they do, let Warren Spector (who obviously has a little knowledge of the situation) hand pick the gems from the group. There were a lot of shitty titles that came out of Looking Glass, you know...or does it break your heart that you won't see another Looking Glass golf game?

      Time will tell if the fall of Looking Glass was the best thing to happen to the Thief series or not. IMHO I'm happy to see it back under Warren's control.

    4. Re:No Sympathy by ivan256 · · Score: 2

      Sorry, but Theif was selling and Diakatana wasn't done. Someone inside could have looked at Diakatana and seen it wasn't going anywhere. Instead Looking Glass and Theif died and the world was blessed with Diakatana that looked like ass, wasn't fun, and was in the bargain bin in weeks... Sure funding Ion was a good idea in the begining, but when Ion had blown the initial cash, and still hadn't produced they should have dropped the Dallas office and canned Diakatana instead of dropping Looking Glass and flushing their money down the toilet.

      Then again, Looking Glass should have been able to get funding elsewhere....

    5. Re:No Sympathy by Anonymous Coward · · Score: 0

      and a 4th bringing a "nearly finished" game that expands on the gameplay styles of Starcraft/Warcraft

      Are you referring to Dominion: Storm Over Gift 3? If so, it should have been obvious even then that that was a crappy game.

    6. Re:No Sympathy by UnknownSoldier · · Score: 2

      > Funding ION Storm was a sound business decision at the time

      What ignorance!

      Let's see, Eidos could support a company with a PROVEN track record (System Shock, Ultima Underworld, Thief) or a bunch of upstarts.

      Sound business decision my @$$.

    7. Re:No Sympathy by rcs1000 · · Score: 2

      Well. Funding ION Storm probably did Eidos no favours. The failure of Daikatana - launched (conincidentally) when Eidos's stock was at an all-time high - has meant people miss one of the greatest games of all time.

      Whenever anyone thinks of casting aspersions at ION Storm, they should think of Deus Ex. Few games have had the critical acclaim it had. I can only hope its succesor is as impressive.

      Nothing out Looking Glass - even the masterful Thief 2 - came close.

      Remember that. The $30m+ wasted on Daikatana and Dominion:etc. did produce one of the greatest games of all time.

      --
      --- My dad's political betting
    8. Re:No Sympathy by Anonymous Coward · · Score: 0

      Are you kidding? Thief was utter garbage compared to the likes of System Shock and System Shock 2.

      When I first played Thief, I got it as a freebie toss-in game with a soundcard. I wasn't impressed by the game in the least. Actually I was more disgusted with the nature of the game. It wasn't that you had to be stealthy, it was more like you had to be a coward _constantly_ hiding. If you want a real stealth action game, I suggest you pick up a copy of Metal Gear Solid 2.

  18. Why not call it "Daikatana"?? by Lordie · · Score: 2, Interesting
    As the story goes, Romero was introduced to the term "Daikatana" being used to describe a large, powerful sword during a game of D&D being DM'ed by John Carmack.

    "meiken" sounds like a shitty name for a videogame. "Daikatana" at least implies to the casual listener that a sword is involved.

    1. Re:Why not call it "Daikatana"?? by Skuld-Chan · · Score: 1

      And its the name for a deamcast game already - and it was pretty crappy too.

    2. Re:Why not call it "Daikatana"?? by sammy+baby · · Score: 3, Funny
      "meiken" sounds like a shitty name for a videogame.
      Right, whereas "Tekken" just screams "ass-kicking action" to the casual listener.
    3. Re:Why not call it "Daikatana"?? by Anonymous Coward · · Score: 0

      No, the game's called Maken X, not Meiken.

    4. Re:Why not call it "Daikatana"?? by Skuld-Chan · · Score: 1

      And you obviously never learned Japanese in school :) - the amount of desparity when people "romanize" japanese words is amazing. There are standards, but people rarely adhere to them. Maken/Maiken - big deal - its pronounced may-ken either way - and it means the same thing.

  19. Re:My Opinion by ImaLamer · · Score: 2

    I don't know what is more funny? But yes I will reply.

    IT WAS A JOKE! I in fact am very white. But 1/4 is not.

    It's like a pun, you know.

    "Come to Cincinnati - You'll have a riot!"

    Joke
    Joke
    Joke
    Joke

  20. Jump off the bandwagon by phil_atk · · Score: 1
    This article is very interesting - although there are a number of insider reports out there, this one gives the opinion of someone who, on the surface at least, didn't get bogged down in all the politics.

    I think it is disappointing that the majority of people will jump on the bandwagon and knock Ion and/or Romero. As the old adage goes, you are never as good as they say but never as bad as they proclaim.

    Yes, Daikatana was crap, and it was a great waste of money and a temple of excess. So? You could probably argue that the only money wasted was the money of those industry luminaries who have made their millions on the back of underappreciated tech workers and overpriced games. Personally I also think Ion would have been a great place to work at the start - pool tables, hard-core office etc. It was just the politics that fucked up what was probably a flair call on the part of the founders.

    Knock the company for making a crap game yes, but when it comes to personal stuff and how companies operate I say to each his own.

    1. Re:Jump off the bandwagon by telbij · · Score: 2

      Knock the company for making a crap game yes, but when it comes to personal stuff and how companies operate I say to each his own

      Agreed. Google likes to provide nice facilities for their employees, and it doesn't look like it has hurt their product.

    2. Re:Jump off the bandwagon by Anonymous Coward · · Score: 0

      I agree. I distinctly remember all the reviews about how Unreal was crap and such. Luckily, that didn't kill the company and they managed to bring out Unreal Tournament.

  21. What really sucks is... by Dikarika · · Score: 0

    my name is all to similar to the title "Daikatana"
    That REALLY pisses me off when people ask me if that is my name!
    I hope John Romero rots for that :)

    BTW: My nick is my old nick backwards (heh, it was once a "trolling" nick for IRC, now i'm always a bastard...)

    --

    Peace, Love, Games
  22. Great Article!!!! by the_2nd_coming · · Score: 0, Offtopic

    WOW!!! that article should be expanded and turned into a made for TV movie....Like "Pirates of Silicon Valley"

    --



    I am the Alpha and the Omega-3
    1. Re:Great Article!!!! by JWhiton · · Score: 1

      Yeah, after my friend and I saw Pirates of Silicon Valley we thought it would be the coolest thing in the world to make one based on John Romero and John Carmack.

      I think it really would be great. You could start back in the days of SoftDisk and work all the way up to the Quake games and Daikatana. It would be great to see the wacky environment that was Ion Storm Dallas in a movie.

  23. "Romero" gets a bad rap? by Havokmon · · Score: 2

    No wonder it was so hard to find a job..

    And here I thought it was just goofy Doom'ers on IRC that thought I was related..

    Rick Romero

    --
    "I can't give you a brain, so I'll give you a diploma" - The Great Oz (blatently stolen sig)
  24. The Katz-Notes™ version by Unknown+Bovine+Group · · Score: 0, Troll
    I know it's not a Katz article, but this story cries out for a Katz-Notes style summarization:

    Romero rubbed elbows with the technical and creative mastery at iD software. He thought he learned all the tricks.
    So he breaks off after 'creative differences' and wrenches the rudder of Ion Storm into a freefall, shitting out Daikatana on the way down.
    Oh but he had SOO much fun and got to shtup Stevie Case. Whee.

    --
    m00.
  25. Hmmm... by Raymond+Luxury+Yacht · · Score: 4, Funny

    From the looks of Stevie "KillCreek" Case, she's been working in *cough* silicon valley quite a bit since hooking up with Romero...

    --

    Ceci n'est pas une sig.
    1. Re:Hmmm... by mav[LAG] · · Score: 2

      Aha! I was wondering what this comment from the article meant:

      There were ... only 2.5 women at any given moment; it was good to have them around.

      --
      --- Hot Shot City is particularly good.
  26. Salon's really outdone themselves this time. by Da+w00t · · Score: 1

    TV Commercial style - interruption advertisements are LAME. Salon.com has just lost a reader, of you ask me.

    --

    da w00t. mtfnpy?
    1. Re:Salon's really outdone themselves this time. by Anonymous Coward · · Score: 0

      So buy Premium then.

    2. Re:Salon's really outdone themselves this time. by NonSequor · · Score: 2
      You're complaining about an ad that is on the screen for less than 10 seconds. Quite frankly, I think you're a dick. Nothing's free. You do realize that don't you? Salon has to pay their writers. Salon offers you two ways of paying for their content, by paying for a subscription or by paying with a little bit of your time. Time is cheap.

      You are free to view these advertisements as a travesty against all that you love, but I think you are overreacting just a bit. Have you noticed how many advertisements there are in an average magazine? Advertisement is the way that magazines make money. Salon may be published online but it is still a magazine. You implied that you had been a Salon reader in the past. If you like their articles, why don't you calm down a bit and just not let the ads bother you?

      --
      My only political goal is to see to it that no political party achieves its goals.
    3. Re:Salon's really outdone themselves this time. by Anonymous Coward · · Score: 0

      And I suppose The Onion is lame now for doing the same thing when you go into their AV Club?

      Why is it that writers get such little respect? They have to be paid - freelance writers make their living off of every word. And sometimes that's a nickel or dime a word.

      I would rather subscribe to Salon (and I do, and I live outside the US yet) then be left with homogenous media on the web. Salon's writers are good; for the cost of a month's newspaper you get a whole year of it.

      I suppose you don't complain either when there's a big two page ad in your newspaper?

    4. Re:Salon's really outdone themselves this time. by SomeOtherGuy · · Score: 1

      Ahh...My time is cheap...But I pay for my bandwidth.

      --
      (+1 Funny) only if I laugh out loud.
    5. Re:Salon's really outdone themselves this time. by Anonymous Coward · · Score: 0

      I did not see a single ad when reading that story. Images from salon are disallowed, along with javascript. I'm running a recent mozilla build on linux.

      In my opinion that is the only way to consume salon articles -- someone else direct linking them and with everything turned off. Several years ago they redesigned their web page and pissed me off so much I swore never to read them again, but I relented and make exceptions for articles people link to. Besides, they are such a bunch of whiny self-absorbed Californians, all secretely dreaming of being cool enoung to live in NYC, I hope they all go out of business and end up struggling to be alternative in some tiny midwestern town that closes at 5 pm and smells like chemicals.

      The only ad based revenue method that has a future is one like google's, where the ads are unobstrusive and relevant. Otherwise, you are depending on the presumption that most people will never be as smart as me, to figure out how to turn them off. Take it from the source, that's a bad presumption.

    6. Re:Salon's really outdone themselves this time. by Anonymous Coward · · Score: 0

      Heaven forbid that Salon should lose _you_ as a reader who didn't even pay for anything. What ever will they do now?

  27. Yet more self-serving revisionism by Doktor+Memory · · Score: 3, Funny

    Ah, once more with the same tune: "everybody who was talking trash about Ion Storm just wishes they could have worked there!!!"

    No.

    I suggest that anybody who is actually interested in the reasons why Ion Storm became an industry synonym for mismanagement and failure dig up the original articles by BitchX and Flamethrower that started off the whole public meltdown. Ion Storm did not fail because people were jealous of how well John Romero treated his friends. Ion Storm failed because Romero, Porter and Hall were incompetant managers who treated their talented employees like dirt, and focussed on creating a cult of personality rather than actually completing a game.

    Unfortunatly, as revisionist screeds like Divine's article prove, that cult of personality is Ion Storm Dallas' most lasting legacy, long out-living their forgettable games.

    --

    News for Nerds. Stuff that Matters? Like hell.

  28. While many people hate Microsoft and make Bill Gates the butt of every joke, very few people who know him ever call his character into question.

    Well I suppose this may be true, the same way you'd never call into question the character of a shark. "He just came up and chomped my leg off. I guess he was hungry."

    --
    m00.
  29. I want my 10 minutes back by ellem · · Score: 5, Funny

    Reading that self-serving tripe was not anyfun; it was neither fun, not funny.

    Let me summarize all 5 useless pages.

    I knew Romero. He gave me a job. Everything you read was true but it was fun. Despite our best websurfing Ion Storm went under. I love John. I need a job.

    I want my ten minuutes back.

    --
    This .sig is fake but accurate.
  30. Some good lessons learned by Ooblek · · Score: 5, Insightful
    I believe Gamespot had an article come out right after Daikatana was released that chronicled what was going on at id and Ion Storm up to the release. I believe the lessons learned at Ion Storm are actually quite valuable, especially when someone is thinking about starting up *ANY* type of software company.

    I believe it was Carmack that made the observation that, "I can write software on a computer set on a cheap desk just as well as one set on an expensive desk." (I'm sure its not an exact quote, but the this is the gist of what he said.) As I have been going through negotiations to spin off a product from my current employer into another company run by a few of us employees, this type of wisdom was really needed. All the engineers are for renting a hole-in-the-wall and putting banquet tables in the cubicles, and the marketing person wants to rent a posh execuive office suite. Nevermind that our clients would never come to visit us or that we can't afford to employee anyone at a market wage. I'm sure she didn't read the story, even though I sent the URL.

    I think the bottom line is that software's largest cost is labor, and it should remain the largest cost. Making the company support the lifestyle of the employees or the partners is a mistake.

    1. Re:Some good lessons learned by Anonymous Coward · · Score: 0

      "I think the bottom line is that software's largest cost is labor, and it should remain the largest cost. Making the company support the lifestyle of the employees or the partners is a mistake."

      As an owner of a small web dev company, I couldn't agree more. And I'd like to have that quote pinned to my wall.

    2. Re:Some good lessons learned by tino_sup · · Score: 1


      Opt for the most inexpensive option to start. Think function and form, not frivolity. Bang for the buck. Marketing is important, but with a quality product/service, your initial clients will market you. Rather than a mediocre marketer , find yourself a good sales rep.

      Best of Luck!

      --
      I am me...I think
  31. My favorite quotes by jslag · · Score: 2, Insightful
    Daikatana and Deus Ex were finally released in 2000. Predictably, Daikatana was slammed while Deus Ex received many awards. Both made money for Eidos


    Misleading at best! Daikatana 'made money' in the sense that some copies were, in fact, sold, but you also need to consider how much was SPENT in the making...

    I envisioned the apocalyptic San Francisco as a psychedelic wasteland. But I learned how valuable my ideas were when I excitedly approached a designer about making a psychedelic level in Haight/Ashbury. "Yeah, man, sure, that's gay," was his arctic response.



    So, is the designer just the typical moronic FPS-playing homophobe, or is he positively affirming San Francisco demographics? The mind reels...

    1. Re:My favorite quotes by tehramero · · Score: 1

      I haev learndd hwo to code and progrom and make my onw artwrok now. Pleaes visit monkeystone.com for are NEW FREE PLAM PALOT GAMES and see hwo i learnd to test my idaes first adn nto smoek so much weed wehn i am DEVELAPING GAMES.

      TEH RAMIRO

      ps you need a credat card to play are gaems - dont worry i am not teh haxor!

      ps we are not gay taht is why we dont maek teh gay gaems. thikn zelda but nto gay!!

      ps we have kilkreek so we aer not gay plus we have fast cares

      ps if we was gay are games would be gaye and say liek "be the boy" and haev a lto of stuff abuot boys

  32. Killcreek? by tommck · · Score: 2, Offtopic

    How can he babble on about distractions and such inside the company and fail to mention KillCreek's new breasts and their subsequent display (along with the rest of her body) in Playboy!?

    --
    ---- It puts the lotion on its skin or else it gets the hose again. It does this whenever it's told.
    1. Re:Killcreek? by ellem · · Score: 1

      <William_Shatner_Voice-Over>She...plays games...My joystick hand...I can't control it...pumping, pumping...I can not stop masturbating...</William_Shatnet_Voice-Over>

      --
      This .sig is fake but accurate.
    2. Re:Killcreek? by tehramero · · Score: 1

      Kilkreek is teh hottee huh. We could aford teh hottest fat chix in teh day at Iown Strom. Taht is becase we haev teh fastets cares whti teh shinest cromes and we had hela monye in teh day. Remembar quake from that lamar companee IT software? I rote thta! We hda hela money and cares and chickes.

      Plaese visti are web sight for are NEW FREE PLAM PALOT APPES - THAT MAENS GAMES TO YUO LAMARS. Brign yoru CREDAT CARD if yuo watn TO PLAY ARE GAEMS. You HAEV TO BE A PLAM PILAT TO PLAY ARE GAME. Its liek ZELDA but not as dum becaus we haev storey and imaginashun and sexsy chixors - i maen chickors, i aem not teh haxor - sexsy chixors like kilkreek.

      FREE PLAM PILAT APPES AT HTTP://WWW.MONKEYSTONE.COM - CREDAT CRAD REQIRED.

      TEH RAMIRO

      PS brign teh weed

    3. Re:Killcreek? by keflex · · Score: 0

      Hahaha... someone mod this up to "Funny".

      --


      My karma is -1 because I don't use AC posting. LOL.
    4. Re:Killcreek? by tommck · · Score: 1
      I'm not quite sure how this is Off Topic... I understand that I phrased it in (at least what I consider) an amusing way, but it really WAS a distraction for them, I'm sure!

      Imagine if your company is embroiled in this much crap like they were and everyone shifts from talking about how much Daikatana sucks to how the company's trying to run interference by having Romero's chick pose nude for publicity!

      I bet that was really annoying for them.

      I think OffTopic was unfair. MetaModerate that guy! :-)

      Tom

      --
      ---- It puts the lotion on its skin or else it gets the hose again. It does this whenever it's told.
  33. sounds like by Anonymous Coward · · Score: 0

    the conditions of va linux systems before the great fall....

  34. Prey was canned years ago. by Win-Developer · · Score: 0

    Hate to tell you, but that game was canned a few years ago.

    1. Re:Prey was canned years ago. by ben_degonzague · · Score: 1

      Ahh, well that explains it. Thanks to all, I wondered what happened to this. Yes, duke was switched to the unreal engine, still don't know why dukes taking so long. Are they making their own OS with it?

    2. Re:Prey was canned years ago. by Anonymous Coward · · Score: 0

      obligatory: "Can it run linux?"

  35. Overambition killed Ion Storm Dallas... by Zach+Baker · · Score: 2

    I think Daikatana and Anachronox were massively ambitious games of the sort you can expect when designers are given free rein to be truly bold (see also Black and White). But as the first game the team had worked on together, for many the first they had worked on at all, it would have been difficult even without the political shenanigans. I think we've all heard about the Third Law incident, and let me remind you that there were a total of five lead programmers, the last of which (Shawn Green) being the only programmer to span the length of the project. For another thing, as you seem to have noticed, the programmer who was working on sidekick AI left six months before the game went gold...

    1. Re:Overambition killed Ion Storm Dallas... by JWhitlock · · Score: 2
      I think we've all heard about the Third Law incident

      No, we haven't. Care to elaborate?

      Personally, I think what killed Ion Storm was that Valve was able to pull off Half-Life on the Quake II engine while Ion Storm was unable to pull off Daikatana. They both tried to do similar things (plot-driven first-person shooter), but Half-Life pulled it off without annoying AI bugs.

    2. Re:Overambition killed Ion Storm Dallas... by Osty · · Score: 2, Informative

      Valve was able to pull off Half-Life on the Quake II engine

      Let's make that statement both more impressive and true, all at the same time. How about "Valve was able to pull off Half-Life by starting with the original Quake I engine"? Half-Life was not based on Quake 2. There's no way it could've been (the two were released too close together for Valve to have had time to modify the Q2 engine). Valve did have a license to some of the Q2 code, and thus brought some of that into their engine, but the majority of the code began life as Quake 1. Just to prove my point, here is a quote from id's Technology Licensing Program:

      For teams that don't want to operate under the GPL, we're now offering a "non-GPL" QUAKE engine license for a flat fee of $10,000 per title ... Remember this engine is the foundation for what Valve did with Half-Life ...

    3. Re:Overambition killed Ion Storm Dallas... by icemind · · Score: 2, Informative

      There are so many reasons why ION died, you can't attribute it to one thing. For one, Daikatana was terrible. Utterly dire, and I'm not just following common opinion, I had to review the thing and complete it. The game was abysmal and would have been far better, maybe even *gasp* playable, if they had done the following:

      - Stopped doors killing your sidekicks
      - Stopped sidekicks shooting you
      - Removed the stupid tiny robo-bugs at the start
      - Removed the overkill "top slot" weapons (which 90% of the time killed you too) or make you invulnerable to your own shots
      - Muted the stupid friggin' sidekicks, or at least re-record them with decent voice actors.
      - Removed the stupid and out of place save gem system

      That would only have gone half way to making the side kicks useful though - every reviewer I know, including me, just told them to stay put at the start of the level, completed the level, then dragged them to the exit. They were just such a stupidly ill-conceived idea from the start. If you're doing sidekicks, make them invulnerable or expendable, not a liability.

      The hugely ambitious and overstretched development cycle didn't help either, people were sick of hearing about it by the time it finally came out, but the core of the problem was the above fundamental flaws in the game. I'm just stunned that they failed to spot and fix these hair tearingly annoying features. Romero was just given free rein to throw in a stupid amount of content (pointlessly - it would have been no better or worse with half the number of guns, levels or monsters). I'm sure in his pride he wilfully ignored the criticisms of the game too (as outlined above). It was a disaster waiting to happen. Even the excellent Deus Ex and Anachronox couldn't save ION Dallas (though Warren Spector and ION Austin still exist, thank goodness - eagerly anticipating Deus Ex 2 and Thief 3). Still, at least the games industry got this wake up call early, we shouldn't be seeing such blindly big spends again any time soon.

      In response to your question about Third Law, they are a games company formed largely from Ex-ION people who walked. Their first game was KISS: Psycho Circus (yes, as in the band, not as corny as it sounds though) which was a competent, decent enough shooter with some nice ideas, certainly a lot better than Daikatana. I think one of the guys who left said to Romero "you can't polish a turd" in response to a comment from Romero. Love that quote. :)

      -icemind

    4. Re:Overambition killed Ion Storm Dallas... by Zach+Baker · · Score: 3, Informative
      I don't think John was trying to make Daikatana a story-driven FPS. It was more like making a game that integrated RPG elements into a first-person shooter. That was really the source of the epic scope, sidekicks, leveling-up character and Daikatana attributes, save gems, time-traveling, multiple themed worlds, etc.

      And here's more about the Third Law drama (Third Law Interactive was the company they went off to start).

    5. Re:Overambition killed Ion Storm Dallas... by Zach+Baker · · Score: 1

      Well, obviously Daikatana was intended to be story-driven, so just join those first two sentences with a "not so much as" somewhere.

  36. There was a rise? by Sarcasmooo! · · Score: 2, Funny

    It's sad, really. I always hate to see bad things happen to pretty girls like John Romero.

  37. Don't be so serious by denjin · · Score: 1

    Have you ever been to Japan?

    Even in Japan, it's not like they follow grammatical rules to the RULE. Especially in movie titles and the such. They also like to do plays on words using characters.

    Anyway, the point is that while word such as 'daikatana' doesn't exist, but THIS IS A BLOODY GAME. You can make up anything you want for a game title. :) Plus, most people can figure out what the heck they mean when they use those to Kanji together...

  38. Snoooze by The+Panther! · · Score: 4, Interesting

    I kept reading, waiting for anything insightful in the five pages worth of descriptive melodrama, and came up empty.

    As a programmer in the game industry, I've had many friends work at Ion Austin over the years and all of them think very, very highly of Warren Spector. I'm really glad they have proven to be capable under his leadership.

    What I really disliked about Ion Dallas and John Romero's public image was the inherent cheapness. I liken it to a trailer trash lottery winner, embarassing everyone else in the industry with his grand standing. Sadly, Mr. Romero may be a fantastic designer, but all Ion Storm proved was his inability to run a company. There are some people who can do both, and he's not one of them.

    --
    Any connection between your reality and mine is purely coincidental.
  39. Romero deserves what he's received. by Multiple+Sanchez · · Score: 3, Interesting

    As this story illustrates, Romero thought he could hire anyone who might remotely fit into the company. He wasn't interested in building a successful business: he was interested in building a company that was fun go to every day. But despite his puerile, myopic goals, he was given an outrageous amount of resources.

    In short, the existence of Ion Storm exemplifies the core philosophical flaws that led to the bursting of the "internet bubble." Companies like Eidos appropriated funds on the basis of hype rather than sound business ideas. By any objective standards, Eidos, John Romero and Ion Storm deserved to fail at every level.

    1. Re:Romero deserves what he's received. by Havokmon · · Score: 2

      There's nothing wrong with that. I agree entirely with the philosophy and I do the same, just not as 'big'. I enjoy my work. I like going to work. Had I the money, and the projects, I would hire my friends.

      But in making the workplace fun, you CAN'T lose your perspective. I think that's what happened. And from my personal experience, while I'm a good tech, I'm passive, and generally non-confrontational. Maybe John is similar..

      (Why is MY brother Romero a druggie, while other Romero's are doing cool things? *sigh* )

      --
      "I can't give you a brain, so I'll give you a diploma" - The Great Oz (blatently stolen sig)
  40. And you people keep pissing on them by Anonymous Coward · · Score: 0

    Give it a rest already!

  41. Re:The 2001 Troll Awards Nominations! Please Vote! by Anonymous Coward · · Score: 0

    goddammit, how dare you slight our enourmous contingent of AC trolls! Every single nomination was for some troll with a UID!!! Those people are in it for the glory! The poeple who are in it for the love of art and who freely give back to the troll community routinely post as AC! Time to recognize the raucous majority!

  42. Killcreek's dual roles at Ion by Multiple+Sanchez · · Score: 2, Interesting

    Killcreek, Before and After. Or: how a woman can succeed in the gaming industry -- a story in pictures.

  43. Comments by John+Carmack · · Score: 5, Informative

    From the article:

    >But with great success came great antipathy, not just for John, but also for many of his
    >employees.

    The employees did sort of get a raw deal by association, but to ascribe all of the antipathy towards Romero to jealousy is really missing the point.

    >Daikatana and Deus Ex were finally released in 2000. Predictably, Daikatana was slammed while
    >Deus Ex received many awards. Both made money for Eidos

    Deus Ex made money. Daikatana lost an immense amount of money. We followed the PC-Data sales numbers for a little while, and it was really, really grim. It might have made a comback when it went to the bargain bin, but even if it had turned into the best selling game of the year, it wouldn't have covered the sunk costs at Ion.

    My view:

    Ion storm failued due to lack of focus, which came from the top. They had some great employees (we hired some of them!), but games don't get done without someone in a position of authority forcing everything together. Romero's primary mistake was believing that abstract creative design was a primary, or even significant, part of a successful game. The "strategic creativity" in a game is less than 1% of the effort, and if you put that on a pedestal, you will deephasise where all the real work needs to be done.

    I think Romero has a chance at a comeback with his current foray into handheld games. I don't think he ever lost the enthusiasm for games, but if he can recapture the personal work ethic that he had early on, he can probably still do some pretty cool things.

    John Carmack

    1. Re:Comments by JWhitlock · · Score: 3, Interesting
      Whoa - it seems a little unfair to have John Carmack reply. Still, I'd love to see Romero's response, if he feels up to it.

      I have to admit, lack of top-down leadership seems plausible. How else can you explain Half-Life being so good, and Daikatana being so bad? Same basic engine, but one lacked the ability to pull off the added extras.

      Still, there's a great book to be written on game design theory, from concept to box. I'd love to see some insight into id, which seems to have done well from shareware like Commander Keen all the way into the present, vs. the other teams that didn't quite make it. I'd love to hear what happened at Origin after Ultima 7. Anyone else have favorite untold game design stories?

      In my line of work, the boss has a saying - There's a time to shoot the engineer and ship the thing. Maybe in game design, there's a time to shoot the designers and let the programmers get it right.

    2. Re:Comments by ewhac · · Score: 2

      I have to admit, lack of top-down leadership seems plausible. How else can you explain Half-Life being so good, and Daikatana being so bad? Same basic engine, but one lacked the ability to pull off the added extras.

      I think your analysis may be a little simplistic. Half-Life originally started out as a Quake total conversion project. The designers began to get the sense that the end product wasn't going to be all that good.

      Ordinary business sense would say to simply focus the team, get the game out the door ASAP, and try to recover sunk costs. But that's not what they did. Instead, they admitted to themselves that the game they had so far wasn't that good, and either needed serious re-design, or to be abandoned completely.

      As part of this soul-searching, someone in the company made a new map that incorporated all the really cool elements they'd developed for all the other maps they'd made so far. It played exceptionally well, and everyone loved it. Someone said, "Great! Now all we need to do is make thirty or forty more of these." Half-Life was the result.

      The point I'm trying to make is that the team recognized that the direction in which they were headed wasn't leading anywhere. So they took stock of what they had, kept the best pieces, threw out the rest, and started over. Not an easy thing for anyone to do.

      Schwab

    3. Re:Comments by mondoterrifico · · Score: 0

      No wonder games never ship on time. People like John Carmack are reading Slashdot! This explains many things.

    4. Re:Comments by JWhitlock · · Score: 2
      I think your analysis may be a little simplistic. Half-Life originally started out as a Quake total conversion project. The designers began to get the sense that the end product wasn't going to be all that good.

      &lt Interesting stuff removed &gt

      The point I'm trying to make is that the team recognized that the direction in which they were headed wasn't leading anywhere. So they took stock of what they had, kept the best pieces, threw out the rest, and started over. Not an easy thing for anyone to do.

      Thanks for that insight - again, we could learn a lot if a good journalist asked the folks on successful projects what went right, what went worng, and what lessons were learned.

      I also wonder how many times Daikatana "started over" - wasn't it originally on the Quake engine, then they decided to start over on the Quake II engine? That would have been an excellent moment to do what the Half-Life team did...

    5. Re:Comments by Anonymous Coward · · Score: 0

      It seems as if the company was having too much fun, and smoked a little TOO much weed.

    6. Re:Comments by Anonymous Coward · · Score: 0

      You might want to look at gamasutra.com's postmortems - they have exactly what you're looking for.

    7. Re:Comments by EnVisiCrypt · · Score: 1

      Pardon, but I have to ask why you feel that "strategic creativity is less than 1% of the effort"?

      Perhaps I'm misunderstanding here, but success can be borne of creative development being primary thrust in a gaming project. Certainly technical issues/successes are paramount to keeping a game cutting edge and therefore buzzworthy, but to completely denigrate the role of the creativity in a game is to ignore an entire subsect of gaming.

      Surely ID games will continue to find success with it's fantastic engines, but I think that you guys could stand some of the creativity exhibited in games like Deus Ex and to a lesser extent Anachronox. Don't misunderstand, I'm a huge fan of ID and I will play all three Quakes until my fingers bleed, but if I'm looking for an story based, consuming game, I know I won't find it at ID (for now).

      That's not to say that idle creativity does anyone good. Standing around saying "Boy that would be cool if..." or "gee wouldn't this be great..." doesn't ship games, but a certain measure of that, I feel, is good for the process.

      I tremendously respect ID and what you do, and I'm a huge fan, but I have to take exception as it sounds like the ID way is the only way.

      I think I may be missing something, but as it stands, that's how I see it.

      --


      *everything* is Orwellian to cats.
    8. Re:Comments by jjohnson · · Score: 1

      I read his comment about creativity being less than 1% of the battle along the lines of Edison's line about how invention is 1% inspiration, 99% perspiration. In other words, a great idea needs a hell of a lot of work to get onto your computer in a form that's fun and useful. You can brainstorm all you want, but if you won't put the sweat into a professional game development program, then your product will suck.

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    9. Re:Comments by EnVisiCrypt · · Score: 1

      And I agree with that: idle hand wringing over the creative process gets you nowhere, and implementation is %100 of what ships. What I take issue with is if the implication is that creative design is somehow less worthy than technical or production process.

      --


      *everything* is Orwellian to cats.
    10. Re:Comments by nrc · · Score: 1


      Huh? You mean a company run by slackers, for slackers isn't a good business model? Rats, there goes my whole business plan.

      The sad irony is that the idea of bringing a cinematic story line into the FPS genre was good, but Valve executed faster and better. Maybe as a new company Ion Storm should have figured out how to take a few steps forward before they got so caught up in the idea of a making a quantum leap.

    11. Re:Comments by cappy4 · · Score: 1

      Agreed. What Romero and others fail to realize is that creativity for its sake alone is nice but will rarely result in a finished and cohesive product without focus. group of creative people benefits from having someone focus their efforts toward a conclusion. Picture an orchestra without a conductor or someone to decide which piece of music they will practice or perform, venues, etc. Or, picture an IT department isolated from its end-users which doesn't meet deadlines or complete products that are useful. I've been fortunate enough to work with IT staff that produce unbelievable amounts of finished products in short time with limited staff, simply because they remain connected with the end-users and recognize that it's a synergistic effort. Romero got into a and as such his primary responsibility was to ensure that he played by the rules of the business, which is to complete products. If he wanted to play around with cool ideas and produce nothing, simply basking in the act of creating (like the first three weeks of a new romance) he shouldn't be wasting other people's money doing it.

    12. Re:Comments by Anonymous Coward · · Score: 0

      All this talk of creativity leads one to believe that diakatana was something other than a steaming pile of poop.

      Did any of you actually play the game all the way through? It was FAR from good. WTF were gnalie(sp?) Healing fruits anyway???

      Truly inovative games will always sell well. Look at max payne. I was really pissed that it was not first person view, but after getting around the feel, the game was damn near perfect.

      As far as CS goes... OGC = the end of counterstrike.

    13. Re:Comments by NelnoTheAmoeba · · Score: 4, Interesting

      >Ion storm failued due to lack of focus, which came from the top.

      As someone who knows firsthand, I just have to say that John couldn't be more correct on that point.

      After devoting nearly every waking hour of my life to Daikatana for a year and a half I found that in the end it's goes nowhere if the effort was not applied toward a consistent goal.

      Imagine a single point with hundreds of random vectors originating from it. Add them together and they essentially cancel one another out.

      That point is Daikatana and those vectors represent the effort myself and others put into it over several years.

      Direction is important.

      And to maintain direction, you need focus. And that, truly, is what Ion lacked.

      Jonathan E. Wright

    14. Re:Comments by Angrycoder · · Score: 1

      I love John Carmack and all, he is without a doubt a brilliant man, but....He reminds of the Silent Bob of the gaming commmunity. Everytime he has something to say everyone just flocks to it.

      Jay: "He thinks just because he don't say anything, it'll have, like, this huge impact when he does open his fucking mouth."
      -- Chasing Amy

    15. Re:Comments by AbortRetryIgnore · · Score: 1, Insightful

      >>Truly inovative games will always sell well. Look at max payne. I was really pissed that it was not first person view, but after getting around the feel, the game was damn near perfect.

      Tell that to the developers who go out and try to make anything other than yet another FPS or RTS and go bankrupt because they either sell poorly, or the publisher wants them to revamp the game to become more of the same.

      Tell that to Bungie who had to rape the original idea of what Halo was intended to be to fit Microsoft's plans and have it be yet another FPS game.

      Tell that to any developer that has to fall back onto making more of the same in order to try and bankroll something truly original, just to have it die miserably because damn it, it's not another version of WarCraft/C&C/Quake/whatever.

      And then you bring up Counterstrike which is just a variation on more of the same (HalfLife meets rainbow six). Way to bury your own argument there.

    16. Re:Comments by Anonymous Coward · · Score: 0

      Game Developer Magazine does exactly this once a month. They interviewed the people at lionhead, the people who worked on deus ex etc etc. Check them out.

      They also run www.gamasutra.com and you may be able to find stuff there.

    17. Re:Comments by YourGarbageMan · · Score: 1

      I have the feeling I'm responding to a troll but wtf.

      1st off, Nali Healing Fruits were from the game Unreal not Daikatana. I have to wonder if you actually *did* play Daikatana.

      2nd, you praise innovative games but you were "really pissed" that Max Payne wasn't 1st person? Can you only appreciate innovation retroactively?

    18. Re:Comments by rune2 · · Score: 1

      With both Carmack and Romaro at id the games were that much better and neither is the same without the strengths of the other.

      Carmack has always been about the drive and focus of getting the game done (especially from the technical side of things) while Romero has been all about the design and experience of a game.

      I think that the games that each one have released since Romero left id speak for themselves. In id's past few games it noticibly felt like something was missing. The feel of the game wasn't quite the same without Romaro.

      Similarly the problems Romero had with Daikatana showed that free form design in and of itself does not necessarily make a good or complete game.

    19. Re:Comments by Wumpus · · Score: 1
      Oh, come on - few people are as vocal as he is, on techincal matters. From his .plan files, detailing every bug fix during development, to his public attempts at blowing himself up, he's always very open about what he does, how he does it, and why he does it.

      If people flock to his words, it's mostly because he tends to make sense, and back his words with hours upon hours of coding. Much of that code ends up being released under the GPL, so you can actually see for yourself whether it's any good.

    20. Re:Comments by Julian+K · · Score: 1

      Well, all my respect to J. Carmack, but his statement leaves a shallow taste. You don't have to be a genius to figure that no however great and creative idea isn't worth much if it the lacks the work and focus to get it executed. But it really takes both, the creativity, the " vision" and the patience, discipline and work to do it. I have worked 90 % of my life in all kinds of different creative , even artistic areas, from doing paintings on my own, working in teams in the theater, doing performances and now more and more working on games. One thing I sure have learned ( and often the hard way) is that if you don't have a decent idea, if there's total lack of creativity then you are also in trouble. I have seen to many productions in every area falling apart in front of an audience because they had just the body, but no "soul". well executed, hard worked on, but with no interesting original concept, no capturing idea, leaving the public completely unimpressed. Yes of course, you can have a hit with a rather shallow game that delivers great technology. Dish out another " Aliens_have_taken_over_our_planet_and_you_gotta_ki ck_their_ass" game or the next CS Clone (which already cloned rainbow six) and it might be selling well with a great engine, delivering super duper visuals. But.. how long will this go on? More and more Games, more and more Movies are one and the same idea beefed up with "special fx", being showcases of technology. Maybe I am wrong but I can't get rid of the feeling that it starts to wear off. People get used to things looking better and better with every hardware generation, it will become harder and harder to impress. I'm already bored by just another load of great looking screenshots of whatever upcoming game and mind you I am a very visually oriented person. I think it's creativity which will be a higher value in the future . Look at Hollywood, they are paying incredible amounts for a good script and they are desperate for it. And again, of course the best script doesn't do shit without the hard work needed to make it a finished product that actually brings the idea to life. It simply needs BOTH and to value creativity with less than 1 % ( ?????) is not a bit shortsighted IMHO. Sure John C is right with "... the good dev team could make a good, fun product out of a bad design,..." , but it will probably be a very mediocre fun product and how many more of those do we need? How many can we sell??

    21. Re:Comments by Anonymous Coward · · Score: 0

      All the same, do yourself a favor, and instead of putting Daikatana on your résumé, just say you had AIDS or something that year.

    22. Re:Comments by Julian+K · · Score: 1

      correction : " It simply needs BOTH and to value creativity with less than 1 % ( ?????) is a bit shortsighted IMHO "

    23. Re:Comments by abdulla · · Score: 1

      When's Jay and Silent Bob Strike Back coming out in Australia?

    24. Re:Comments by Anonymous Coward · · Score: 0


      we could learn a lot if a good journalist asked the folks on successful projects what went right, what went worng, and what lessons were learned.

      The website Gamasutra has an archive of what they call "Postmortems", which detail exactly the sorts of things you're on about.

      These include Unreal Tournament, Black and White and, interestingly, Warren Spector's postmortem of Deus Ex, which alludes to some of the goings on between Dallas and Austin.

      Alistair Baxter, programmer, Rage Games Scotland (too lazy to create a profile)

    25. Re:Comments by Anonymous Coward · · Score: 0

      Well, lets look at it this way.

      Quake 3 - Sold very well, is very fun, released on schedule, cutting edge 3D engine.

      Daikatana - Sold very poorly, isn't very fun, released years late, old crufty Q2 engine.

      You tell me who knows better, John C. or John R.?

    26. Re:Comments by Wumpus · · Score: 1

      Actually, I did look at it. It's pretty good, for a piece of production code.

      Can you point to a good piece of code, so I can understand what your standards are?

    27. Re:Comments by wilf+1970 · · Score: 1

      Without truly knowing the sorded internal affairs of Ion Storm it's difficult to pass any kind of judgement on a personal level.

      All I know is that the product was damaged long before it hit the shelves. (Little wonder that Deus Ex followed it shortly after. Presumably some kind of damage limitation excersise from Eidos.)

      The more Romero et al exposed themselves to the public the more they got shot!
      You either learn from this or you fail.

      I liken it to the success of some of the biggest bands we've seen in recent years. Following an overnight success band members are forced to respond in the way that they know best. Those that handle this situation (usually by hiding) continue to create quality. Those that don't fade away. Occasionaly such forgotten types re-emerge and create something stunning and unexpected. I hope that this is the case for Romero.

      I still believe in his ability as a designer as he had a hand in 2 of the games that I still play regularly. What I think he misses is the single minded focus and genuine talent from a team such as id.
      Finally, he's got Tom Hall with him. That has to be a good thing. Doesn't it?

    28. Re:Comments by Julian+K · · Score: 1

      1.) you don't get my point. I am not talking about Romero or Carmack in specific. 2.) I like Q3, more or less, I like it's look and feel, but the gameplay is not somthing that gets me very excited. Sure, that's also a matter of taste and preferences, but IMHO Q3 is not a very interesting game at all. 3)There are console Games with 10 times more ideas and concept behind which also sell a lot more than Q3 . Then again, the recently mentioned Deer Hunter is a very poor game, but oh boy did THAT sell. So ??

    29. Re:Comments by Jesse+Miller · · Score: 1

      >> the next CS Clone (which already cloned rainbow six)

      Actually, CS isn't cloned from Rainbow Six. Minh Le's first creation (that I know of) was a mod called "Navy Seals" for Quake 1. For the time, it was fantastic, featuring all kinds of neat stuff like location-based damage and weapons with semi-realistic recoil, etc. Unfortunately, it got killed. I can't remember the reason why, but it's still very hard to find (the glQuake version is even harder to find). To get back to the point, the foundations of Counter-Strike were well in place *long* before Rainbow Six was even considered as a theme for a video game.

      >> More and more Games, more and more Movies are one and the same idea beefed up with "special fx", being showcases of technology.

      As for creativity, well we'll leave that up to the Japanese. From what I understand, Pikmin is pretty unique.

    30. Re:Comments by Cuthalion · · Score: 2

      I also wonder how many times Daikatana "started over"

      Well, an excellent account of the history of Daikatana is on the "news" site The Smoking Gun.

      Hey, it's on the internet, it must be true, huh?

      The Article

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
    31. Re:Comments by Wumpus · · Score: 1

      Your third example seems to be mangled. As it originally appears in the code, it will actually compile.

      Compared with most game code I've seen, though, this is golden. Take your third example, and follow through: I got suspicious seeing that the for loop doesn't test for iMAX_GLTEXTURES. It turns out that the test is done when trying to increment numgltextures, which is fine. I have certainly seen worse.

      Funny that you missed that numgltextures doesn't appear to have been initialized anywhere, which is a genuine bug, though.

    32. Re:Comments by Anonymous Coward · · Score: 0

      There is a difference between working with someone who is lazy, and working with someone who believes in a game having a strong design.

      It is possible to find game designers who believes strongly in good design and who works hard to bring said design to completion.

    33. Re:Comments by Panajev2001a · · Score: 1

      Game design IS imporatnt... I agree with John that initial game design isn't SO significant but I also have to say that looking at what the kinds of designers like Miyamoto that they can do much better than what common gamer a bit clued in can put together... that is also because they're able to have this vision and being able to communicate it to the development team... the capability of following progresses and difficulties of the developers and adapt your vision to the platform you're targeting... the capability of studying how the game is playing and how it can be even more enjoyable and not a frustrating senseless technological demo which many games nowadays are( a good game designer is also a gamer, he enjoys games )and to tigthetn the controls to be just perfect... Mario 64, Yoshi's Island are examples of that...

      I'm not taking anything away from the developers/coders, they put a lot of hardwork and patience into the game and they have to be intellignet to take the good game design and bring it into reality ( a good game designer helps them and make sure they get as close to the initial vision as possible )... An enjoyable game can also be a beautiful one ;)

    34. Re:Comments by spaanoft · · Score: 1

      I think the point was that Mr. Miyamoto is very focused in his development. He has a solid, but general goal it seems, then fleshes it out over time. Think of how Mario 64 would have been in his head. My guess is it'd be "3D mario game with lots of exploration and stars used to open up new areas". But what made the game was how he got there, such as the puzzles, the mechanics, etc. By staying very focused he reached his goal very well.

      Yoshi's Island is an even better example. It's essentially simple at it's core, a platformer where your hit points are time it takes you to rescue mario, and you can shoot eggs. The creativity came along in how he went along the journey. Some of the puzzles were brilliant and the entire feel of the game felt unified.

      I think what Mr. Carmack was stating was exactly that. It starts with a direction, less than a total 'game' in mind. The personality of the game is fleshed out during creation. Much like a journey, the general idea is set and over time it is created and certain different paths are taken to get to that final goal, but if you don't have a strong inspiration to always keep going in that direction, it will seem vague and in disarray.

      If you take a game like Yoshi's Island and shake it down to a couple bullet points, it'd sound almost exactly the same as any other platform game. But it still stood out.

      When programming, a team with drive but constantly changing back-end goals will get nowhere. A strong base goal and open-ended body for it produces the best results. I think of apache, which is only trying to be a solid, stable http server, does it's job very well, but is flexible and the apache team could easily program things the best way for each situation that arose. Whereas IIS is torn between being an http server, an e-commerce centre, and whatever else, and it always seems in constant, utter disarray.

    35. Re:Comments by Panajev2001a · · Score: 1

      I agree with you, being focused is a key toa good product... but you're oversimplifying the two games... sure they're both platformers we could say if we want and we could stop there... What I mean about vision and creativity is being able to either start a new genre ( like Mario 64 did... Crash wasn't a pure 3D platformer and, in all its beauty, not even was Nights ) or to bring an existing genre to a new step and that's what he always did with the Mario series ( Yoshi's island ) or with Zelda ( Zelda: the ocarina of time )... he knows how to challenge the player, how to let him enjoy the experience and immerse in the game... he's the one who direct the effort of the programmers in the right direction. People who work under him are left in parts of the projects to experiments and he, like a good designer, chooses what path is best for the game and try to help the people under him to learn how to do that... Mario 64 was a challenge: bringing the series in full 3D was a huge step and there was the danger of killing the series... the game had to be just perfect... As I said before, he must have put a lot of work also in the initial design of the game, he had a view of how Mario should move around and the basic puzzles and the structure of the game sure he had an open mind and he was able to move accordingly with the progresses of his team... so in this sense I strongly disagree with John Carmack on the initial design issue ( it might not be the most important thing, but it is not THAT unuseful )

    36. Re:Comments by Anonymous Coward · · Score: 0

      For a great detailed description of the perfect balance between design, and execution, read the Post Mortem on Deus Ex.

      If you're creating a mindless shooter, you don't need much design.

      If you're creating a game that pushes the boundries of the genre, you need a great design.

    37. Re:Comments by Anonymous Coward · · Score: 0

      > Still, there's a great book to be written on game design theory, from concept to box.

      Absolutely! In fact, one has already been written, but I'm sure we could use more. There may be others, but the one I've read is called Game Architecture and Design, and it's pretty interesting.

      As for Mr. Carmack's take on game design as being 1% of the creative process, I think his perspective is skewed. No offense intended, but the volume of game design required to produce a Quake-alike is minimal. The games that Id Software produces are long on technological innovation, but short on design. There's nothing wrong with that, but they're not the be all and end all of computer games.

      Games in other genres require far more effort in the design phase. You think the design for a game like StarCraft took only 1% of the effort? Unit balancing alone must have accounted for 5-10% of the entire work they did, which is quite a lot. Just my two cents...

      Derek X

    38. Re:Comments by Wumpus · · Score: 1

      You still fail to point out what you object to in the Quake 2 code you posted. Is it the O(n) time complexity of the search loop? (the same thing can be done in O(1)) It is rather simple, and appears to be optimized for development time, rather than run time. Whether this is a valid tradeoff or not depends on the context.I'll argue that this is a perfectly acceptable implementation when the function isn't called very often.

      I think I'd understand your point of view better if you pointed out code you think is good.

      Having worked for a couple of game companies myself, I'm at least somewhat aware of the pressures under which such code is written. While Mr. Carmack is at least partially immune from some of these pressures, being part owner of his company, and being considered indispensible by his partners (I'm extrapolating from rumors here), but he's not immune from the need to develop a working engine, in sync with the content developers, while trying to provide enough bells and whistles to feed the hype machine, and keeping the product entertaining to play with (for people who like this kind of games, at least).Considering that, I think he's doing OK, and improving (look at the Wolfenstein 3D source, if you don't believe me, and bring a barf bag).

      So, he's no Knuth. I don't know many people who are, but I certainly know that producing compact, elegant, well designed code, but taking 15 years to do it is not an option for most companies. Perfection has its cost.

    39. Re:Comments by Satori80 · · Score: 1

      I have to admit, lack of top-down leadership seems plausible. How else can you explain Half-Life being so good, and Daikatana being so bad? Same basic engine, but one lacked the ability to pull off the added extras.

      It's more than plausible. Here is a quote from an email I received from an old friend from back in March of 98 while he was working for the Daikatana team:

      "Understandable. I worshipped Romero too -- and I still have a hell of a lot of respect for him -- but after you're around him for a while, that wears off, and pretty soon he actually can be a bit annoying. You sort of hope he'll go away or be quiet so you can get some work done. :) He's like a big kid, and you have to shoo him off every now and then."

      Sounds amusing at first, but when you read this in light of the demise of ION Storm and the miserable failing of Daikatana.... When I read that the first time I began to have doubts about the future of ION Storm.

      NOTE: I apologize to the author of the above quote if I've offended you by not asking permission to post this, but we've lost contact over the years and I couldn't find any current contact info. This is the first and only time I've quoted you without permission.

  44. But dude... by Doktor+Memory · · Score: 2, Funny

    ...didn't you hear? Design is law!

    --

    News for Nerds. Stuff that Matters? Like hell.

    1. Re:But dude... by Cuthalion · · Score: 1

      Nice try, John. No game, no weiner.

      --
      Trees can't go dancing
      So do them a big favor
      Pretend dancing stinks!
  45. The real reason Ion Storm failed... by SilLumTao · · Score: 4, Funny
    --
    "He was a wise man who invented beer." -- Plato
    1. Re:The real reason Ion Storm failed... by Anonymous Coward · · Score: 0

      and don't forget Lowtax's wonderful review of Daikatana.

    2. Re:The real reason Ion Storm failed... by ellem · · Score: 1

      I swear to God I am wiping tears from my eyes this is the best review I have ever read.

      I am buying this game tonight.

      --
      This .sig is fake but accurate.
  46. cheap desks and expensive chairs... by simpl3x · · Score: 1

    and a great monitor. nothing kills productivity like tired eyes and a sore behind.

  47. My Office is Better than Yours by PingXao · · Score: 2

    I worked in the same building for a time. The law office I worked for was on the 49th floor, at the top of the keyhole. Here's a picture of the Chase Tower (formerly known as the Texas Commerce Tower). Arguably, space at the top of the keyhole was more prestigious than the floors above, including 54, where you couldn't even see the keyhole space. Maybe that was part of their problem. Their office space wasn't cool enough.

    Another point of view regarding the Ion Storm office space was written up in 1998 here.

    Coincidentally, the lawyer I worked for had a thing for style and appearance. He spent too much time worrying about that and not enough about his cases. As a result he ended up losing a HUGE case, filed for bankruptcy, lost his house and his wife and Mercedes, and had to move to a low-rent district in Dallas. Lawyers seem to always land on their feet, much like cats, however, so now, 3 years later, he's doing quite well again. I wish the Ion guys the same good fortune.

  48. A rose by any other name... by why-is-it · · Score: 2

    What's most ironic about the Daikatana fiasco, the millions spent, egos dissolved, and promises broken, is that the game's title is an *egregious* mistranslation of a Japanese word.

    Never mind the booring gameplay, sub-standard graphics, pointless AI, the fact that it was such a resource hog that it could bring a top-notch PC to it's knees, and it was 2+ years late coming to market, it was the title that was the most obnoxious error!

    If the Daikatana team had looked in the history books, or consulted a Japanese expert, they could have avoided this travesty, and dumped the tongue-twisting word "Daikatana" in the rubbish heap. A small investment for quality.

    Naturally, a better title would have made all the difference in the world.

    Not!

    The Daikatana team could have avoided this travesty and dumped the whole project in the rubbish heap! It would have been a small investment for quality!

    I don't think that Daikatana has any positive lessons for the software or gaming industry. Just lots of bad ones...

    --
    *** Where are we going? And what's with this handbasket?
  49. the real problem by daVinci1980 · · Score: 1

    > Daikatana lost an immense amount of money.

    As both a player and programmer of games, I can suggest four words that caused this: electric powered gas hands.

    That's it.

    --
    I currently have no clever signature witicism to add here.
  50. Ion Storm coverage by Gogo+Dodo · · Score: 2

    One of the best (IMHO) stories about the mess that was Ion Storm was by the Dallas Observer. It was covered in this old (1999!) /. article Ion Storm has Financial and Personnel difficulties. The story link is out of date as the Observer changed their website structure. The story is located here.

  51. Re: Design by Rocketboy · · Score: 2

    The "strategic creativity" in a game is less than 1% of the effort

    Goes a long way toward explaining why so many games are loser copies of old shit, doesn't it? Coding is easy; coming up with a worthwhile, original idea -- that's harder.

  52. Day of Defeat by sheetsda · · Score: 2, Interesting
    Anyone else have favorite untold game design stories?

    I suppose some might find this interesting, and it does demonstrate some of what John is saying. First a bit of background: Day of Defeat is a Half-Life mod, I was part of the original team with Lil Squirel and Das Juden. Today, the mod has been released and is mildly popular. Lil Squirel and Das Juden came up with the concept somewhere around October 99. Lil knew I was a programmer, so asked me to join, I gave him some ideas, but refrained from joining until December because I was busy with school. I left the team in late April 2000.

    DoD's initial design was killer. It had character classes, realistic damage, radar (yes, DoD had radar before CS), vehicles (jeeps, tanks), flame-thowers, grenades that you could dive on or throw back at your enemies, deployable tripod mounted machine-guns, and maps reminiscent of Saving Private Ryan, just to list a few; and this was just for version 1. We had all these incredibly cool concepts for effects and so forth but the team was so disorganised that nobody knew who was doing what; as John put it, there was no "someone in a position of authority forcing everything together". I was told to code the Thompson, I did and a short time later found out that it's code had already been written. I eventually got fed up with the whole thing and left the team. Apparently some time afterward the team underwent an overhaul and, to my surprize, eventually released Day of Defeat, I believe, over a year after its conception and with a different design altogether.

    1. Re:Day of Defeat by Hard_Code · · Score: 2

      Wow that would explain my confusion waiting for all the various and sundry exciting WWII vintage weapons and gameplay to appear. Even without all these cool features, it's a decent mod though.

      --

      It's 10 PM. Do you know if you're un-American?
    2. Re:Day of Defeat by Matt+Boone · · Score: 1

      > DoD's initial design was killer. It had ..

      Yeah, I suppose the design did have all of those things. The problems were that many of them were impractical to implement in a Half-Life mod, it greatly exceeded the time frame we had to do it in, and the team was not organized or even skilled enough to implement it. ( the solution to the programming not getting done was to hire more and more programmers - it didnt help that some of them didnt know how to code, they just wanted to be there for the thrill )

      I couldn't put it better than this post:
      http://slashdot.org/comments.pl?sid=25551&cid=2775 698

      The 'overhaul' you mentioned involved completely scrapping and redoing all work that had been done so far and creating a new design, a new team and new leadership. That's essentially an entirely redone game and is the only reason dod was ever able to be released.

      I'm not trying to slam anyone for their involvement in the first iteration of dod, but a 'killer' design must also be doable by the team that you have, in the time that you have.

      Matt Boone
      Day of Defeat Programmer

  53. Definitions of terms by robson · · Score: 1, Interesting

    I'd like to know exactly how J.C. defines "abstract creative design" and "strategic creativity". I'm a game designer, and most projects I've seen suffered from a *lack* of a clear, comprehensive design up front. I don't know if that's what he means or not.

    1. Re:Definitions of terms by John+Carmack · · Score: 5, Insightful

      To elaborate a bit:

      Probably everyone reading this has done some "game design" while talking with friends. In an evening, you can lay out the basic character of a game -- what the player does, what the environments are like, what the obstacles are, what the tools in the game are like, what the plot is, what the style of the game is, and a few unique hooks for the game.

      There is not a hell of a lot of difference between what the best designer in the world produces, and what a quite a few reasonably clued in players would produce at this point. This is the "abstract creativity" aspect. This part just isn't all that valuable. Not worthless, but it isn't the thing to wrap a company around.

      The real value in design is the give and take during implementation and testing. It isn't the couple dozen decisions made at the start, it is the thousands of little decisions made as the product is being brought to life, and constantly modified as things evolve around it. If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.

      The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions.

      Putting creativity on a pedestal can also be an excuse for laziness. There is a lot of cultural belief that creativity comes from inspiration, and can't be rushed. Not true. Inspiration is just your subconscious putting things together, and that can be made into an active process with a little introspection.

      Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

      John Carmack

    2. Re:Definitions of terms by Osty · · Score: 1

      If you aren't sure which way to do something, do it both ways and see which works better.

      Pure, unadulterated genious, I say! So many development teams (in games or otherwise) tend to ignore this. They implement it one way, and then maybe perf test and tweak that implementation, but rarely do they ever try two approaches at once to see which is better. I can only assume this is learned behavior, probably pounded into our brains from that CS degree -- that empirical evidence is rarely correct, and we should find a real answer through mathematical mumbo jumbo rather than just trying out some assumptions and seeing what works. That's great in academia, but it's folly in the Real World (tm, MTV).


      Would that we had more Carmacks out there in the world, not necessarily just in game programming (or even programming at all).

    3. Re:Definitions of terms by DeathTongue · · Score: 1

      Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

      My new mantra. Thanks.

    4. Re:Definitions of terms by Rick+Genter · · Score: 2, Interesting

      John,

      First let me say that I agree with your position for the most part. However, when we were developing Millennium Four: The Right back in 95-96, we ran into a problem that we were an unknown house with some commercial game dev experience, a killer idea, and no game engine. The only way we were able to get a publishing contract was by developing that 500 page design document; it was faster to do that than it was to put an engine together that showed our vision. It cost us 4 months, but allowed us to work for the next 14 months on the game.

      Unfortunately, our project got cancelled just as the game got interesting. Our publisher started going through hard times and cancelled a number of projects (I believe ours was one of about 15 that were cancelled), and we couldn't find alternative funding in time to keep going.

      "Focused hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better." Wise words, but only doable with the resources to back you up. In today's AAA-class game development business environment, only the well-funded can survive.

      Rick

      --
      Don't underestimate the power of The Source
    5. Re:Definitions of terms by tasq · · Score: 1

      There is no substitute for a good game design doc. In the games that I have been a part of making, the ones with a ill-defined 20 page doc suffered greatly from feature creep, indecision and miscommunication. The hashing out period resembled a firefighting crew cutting down an entire forest to protect one tree.

      However, the projects with a good doc, that had a dedicated "vision keeper" (in this case, a game designer) and kept the doc "live" to adapt to the inevitable give and take were and are a great pleasure to work on, and inevitably birthed excellent games.

      As for the comment between the difference between a great designer and reasonably competent amateurs, I think this is pretty off-base. Considering the huge amount of details that go into a game, it takes a great game designer to know what is realistic to ask their team to accomplish, what is unrealistic but doable, and what is plain impossible. It takes a great game designer to either write or recognize good story, plot and dialogue, to recognize the strengths and weaknesses of the development team, and, most importantly, to have a strong mental grasp of the vision of the game. Although I don't disagree that there are many amateurs out there that have a great amount of creativity, they would be hard pressed to come up with a game that had a minimum of reworking, in-process research and a resistance to the ever-present disolution that a concept suffers under when interpreted by even a minimal team of artists, programmers, mission builders, producers and business people.

    6. Re:Definitions of terms by Jagasian · · Score: 2

      No, actually, the logical and hence mathematical way to go about such a thing would be to do just what Carmack said, "Do both".

      It could be argued that what Carmack is preaching is a generalization of the elimination rule for the disjunctive logical connective ("or") in intuitionistic logic. You know "A or B" are options for constructing "C", and therefore you construct "C" assuming "A" as your choice AND you construct "C" assuming "B" as your choice. Either way, you are covered as far as constructing "C" is concerned.

      I realize Carmack isn't going by formalized logic or anything, but he is a very logical guy... so you can extract such things from his decision making. After all, formalized intuitionistic logic is supposed to reflect the thinking of the "creative subject". Of course, in the USA, students are usually only exposed to classical logic, which isn't "constructive" in the mathematical sense... so I am probably just pissing in the wind here.

      Also, who said that doing math excludes testing assumptions? When you are writing a computer program, it can be argued that you are writing a constructive proof (search for "constructive mathematics and computer science" on google). Several famous proofs have shown that constructive proof and program are the same thing (search for "curry howard isomorphism and computer science"). Surely you don't think that mathematicians sit in a meditation position, and then all of a sudden start writing a perfect proof proving what they were after. Just like writing programs, writing proofs requires many many many failed or partially successful attempts before a satisfactory proof is created.

      I mean, I doubt Carmack sits in his office and "divines" perfect code the first time. Though, I could be wrong ;-) Maybe he will take the time and write a "Mythical Man Month" type of book, where he tells us how he does it.

      Writing formal constructive proofs and writing computer programs are very much similar in how you go about doing the actual work. A computer scientist is another name for a mathematician. If you can't see the marriage between the two, then you have more learning to do.

    7. Re:Definitions of terms by Anonymous Coward · · Score: 0
      I mean, I doubt Carmack sits in his office and "divines" perfect code the first time. Though, I could be wrong ;-) Maybe he will take the time and write a "Mythical Man Month" type of book, where he tells us how he does it.

      Or perhaps a "Mystical Man Month".

    8. Re:Definitions of terms by Anonymous Coward · · Score: 0

      WTH??? "Mythical" is correct.

    9. Re:Definitions of terms by Anonymous Coward · · Score: 0

      "The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions."

      Bullshit. Every adventure game or linear RPG ever made belies that argument.

      What's the difference between Quake 2 and Deus Ex? A solid design document.

      Game design, like any complex endeavor, is not wholistic. You make a plan and you complete portions individually. You are never looking at the entirety of the production, except in the conceptual stage. It is there and only there that you can see the threads that hold the peices of the project together. If you're making your design ad hoc, you can't necessarily see where you're going and where you came from and the entire design is going to get confused.

      No architect would ever construct a house without a blueprint. No director would dare film a movie without a screenplay. Hell, no programmer would make any complex system without a solid design document.

      In a day and age when the gaming audience is clamoring for a coherent single player experience, the disconnected jumble of Doom and Doom 2 isn't going to cut it anymore. And you can't get a System Shock without a detailed plan and a detailed design.

    10. Re:Definitions of terms by Anonymous Coward · · Score: 0

      "In a day and age when the gaming audience is clamoring for a coherent single player experience, the disconnected jumble of Doom and Doom 2 isn't going to cut it anymore"

      Bullshit. The success of Serious Sam is a recent example to the contrary.

    11. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Oh? Is Doom 3 selling at bargain-bin prices?

    12. Re:Definitions of terms by robson · · Score: 1

      There is no substitute for a good game design doc.

      I agree with your points here. I talked with a few of my co-workers about this thread, and we arrived at the tentative conclusion that J.C. is talking about sort of pie-in-the-sky speculative design work rather than concrete, plan-game-elements-out design work.

      Likewise, I think he's probably coming off harsher than he means with regard to design documents. I could be wrong, but I think he's mainly concerned with the inflexibility that may accompany a design doc -- a design must be a living, adaptive thing that grows to meet the needs of the project. Unfortunately, it's easy to get attached to work you've done and cling to ideas that may no longer be appropriate.

      I sincerely hope that Carmack doesn't just feel this way because he doesn't want some damn designer telling him what his priorities should be. That would be pretty disappointing, because that interdependency is part of the fundamental teamwork necessary to ship a game. Design sets priorities for the Art and Engineering groups, and likewise, they set priorities for each other and for the Design group. That's just the way it is.

      Damn. I had to open my big mouth. Now I'll never get a job at id. :)

    13. Re:Definitions of terms by Anonymous Coward · · Score: 0

      As for the comment between the difference between a great designer and reasonably competent amateurs, I think this is pretty off-base.

      John Carmack == Doom + Quake.

      Your credentials are...?

    14. Re:Definitions of terms by Anonymous Coward · · Score: 0

      This attitude is certainly reflected in id's recent product, isn't it? While brilliant technically, the gameplay continues to be the same one-trick pony they've used, with minor variations, since Doom. Meanwhile they leave it to the licensees and mod makers to introduce some _real_ gameplay.

      John's right on one front: Great ideas are a dime a dozen. Great implementations of those ideas are like gold. Finishing a successful product is what seperates the men from the boys in this industry. What John doesn't realize is that a talented designer is a crucial part of that mix. He has since lost his way, but the id team's successful designer is still the John Romero of the past.

      -Anonymous Game Programmer Coward

    15. Re:Definitions of terms by riant · · Score: 1

      Game design, software design and Christmas present wrapping all have this one thing in common: Sure they can be done without preparation and come out magically good, but if you sit down and evaluate and think and re-evaluate before implementing anything, the end result usually suffers from less errors and involves (in many cases much)less work. Mr. Carmack is at the point in his career where he can afford to spend as much time as he wants working and reworking design decisions during implementation, but most comapnies do not have id Software's ressources. RPGs tend to depend on lengthy design docs and they tend to ship nearly bug free. Bioware's Baldur's Gate series combined shipped less patches than Quake3 alone. Could this lack of proper documentation and design be the reason that software project and games *cough* are so often late and/or bug ridden?

    16. Re:Definitions of terms by Anonymous Coward · · Score: 1, Insightful
      If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.
      Clever design + bad dev team = Deer Hunter, so there is an argument to be made for both sides.
    17. Re:Definitions of terms by John+Carmack · · Score: 4, Interesting

      > Clever design + bad dev team = Deer Hunter, so there is an argument to be made for both sides

      That is a really good example. I might quibble that that was market creativity, rather than game design creativity, but it is still a good point.

      John Carmack

    18. Re:Definitions of terms by robson · · Score: 1

      Clever design + bad dev team = Deer Hunter, so there is an argument to be made for both sides.


      To be fair, I recall reading somewhere that the Deer Hunter team only had about three months to make the entire game. Rather than a "bad dev team", that may simply have been rough circumstances.

    19. Re:Definitions of terms by Anonymous Coward · · Score: 0

      I believe you're generalizing too much, and giving hard work and focus a little bit too much credit.

      Hard work and focus are great, but too much can cause quite a bit of stress. The first 'part' of design that you deem as 'not important' as the rest of the process is quite a bit more important to me, as it is the beginning of a creative process. There are roots of a tree, just as there are figurative 'roots' to a game design.

      From what I've read, Quake started out as a Hexenish game, but ended up with rocket launchers and grunts. I'm just curious if the game found its way there throug hard work, creativity, or a mixture of both?

      This creative 'part' you speak of can be considered just that: a part of design that ends once you're satisfied with what you've come up with. Or it could be considered as continuing througout the design and creation of the game, which is a mindset that I believe would contribute to the creation of a much more enjoyable game.

      Or maybe I'm talking out of my ass due to one too many beers.

      Brandan Bragg (seven)
      http://www.xsreality.com

    20. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Ah, there are too many reply links on one page, all of this confuses a drunk man. I've basically lost my inspiration to write a reply, but I will anyway, due to boredom. What I said in my original reply (that is lost somewhere in the void) was something along the lines of:

      I feel that you're giving too much credit to hard work and focus. They can be great, but too much can cause a bit of stress. If you cannot enjoy creating the game, how can you expect anybody to enjoy playing it?

      Your whole post seems to be generalizing a bit, sort of watering down the whole design, and game creation process. There is much more to it, and a post like this can probably lead to misunderstanding by some people.

      I believe that this first creative process you spoke of, that can be 'done in one evening', should last throughout the entire 'game creation' time. Such was the case with Quake, I believe, as I read that it began as a Hexen-like game (axes and swords), but ended up being the rocket launching game that is still more popular than the latest Tomb Raider. (Correct me if I'm wrong, please. I've read that the game started out that way)

      The roots of a tree don't lose their function once the tree has gained its full height. So the creative process shouldn't lose its luster during the design. If everything were all work and no play, the games would be much more uniform.

      Maybe I'm just talking out of my ass due to way too much beer. I take it back, I most likely am talking out of my ass.

      Brandan Bragg (seven)
      http://seven.clanspot.com

    21. Re:Definitions of terms by Anonymous Coward · · Score: 0

      test

    22. Re:Definitions of terms by Dehumanizer · · Score: 1

      Actually...

      John Romero = Doom + Quake + Daikatana.

      John Carmack = Doom + Quake + Quake 2 + Quake 3.

      (I'm not mention the Keen games, or Wolf 3D, or the rest of them)

      Now, I think Doom and Quake are better games than Daikatana, Quake 2 or 3, which makes me keep my belief that Carmack and Romero "belong" together. :)

      --
      The Tlog - a technology blog
    23. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Nice statements! I'm a beginning writer (and comp freak :) ) and I feel Carmack is only too right; thanx for reminding me of the essentials of ALL forms of creations. Thus, all you godlike CREATORS: hear ye hear ye! Carmack has spoken!!

      Gweetz, hermit

    24. Re:Definitions of terms by Anonymous Coward · · Score: 0

      At least Ion Storm tried. If they had a better handle on how to run a business, they could have been players in the industry. Id is still doing the same thing since Doom. Id is a well run business with exceptional technology, but a poor game-developing company. Its too bad the industry kills companies that try (see what happened to Looking Glass) and rewards companies that put out the same stuff, but just wrap it in pretty graphics.

      "The "strategic creativity" in a game is less than 1% of the effort, and if you put that on a pedestal, you will deephasise where all the real work needs to be done. "

      I guess that explains why Q3TA is pretty much the same game as Q3A, Quake 2, Quake, Doom 2, Doom, etc. I predict that Doom 3 will be more of the same.

    25. Re:Definitions of terms by RagManX · · Score: 1

      Quote from AC:
      The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions."

      Bullshit. Every adventure game or linear RPG ever made belies that argument.


      Have you been reading anything about neverwinter nights (http://nwvault.ign.com/ is my preferred source)? Frequently, the people from Bioware have made reference to the fact that they have had to make numerous changes to their original design for the game. Most recently, they've had to totally change the entire single player campaign presentation, because the original design felt disjointed and awkward, IIRC. This isn't the first time a development team has had to change an RPG, either, I'm betting.

      For an adventure or RPG, you certainly need a well detailed story line, but you absolutely cannot create a design document for the entire game and not change any of it during development. I'm pretty sure all Carmack is saying you'll find some things that sound great in a design document but don't pan out in actual play. When that happens, you can either stubbornly (and idiotically, I assert) stick to the design document, or tune the idea to something that is fun to play and then update the design document to reflect the change.

      RagManX

    26. Re:Definitions of terms by Anonymous Coward · · Score: 1, Interesting

      Although I am no involved in the game industry I have had the chance to meet both John Carmack and John Romero at the diffrent game tournys over the years and have found the following to be a fact:

      John Romero: always cheerful, great guy to talk with genuinly enjoyed taking the time out to talk with his fans and answer their questions, quickwit and even quicker with a pen to sign an autograph or two when asked. Overall a very nice man who UNDERSTANDS that his fans are the ones who pays his rent.

      John Carmack: arrogant prick, who will only speak to fans if he stand upon the stage and addresses them as if he is some spirtual leader of the flock. I asked him to sign a copy of Quake I had and after stating "I don't want to get locked into signing these all day....he finally....finally signed it."

      Has no clue of the importance of the people that made him rich....i.e. FANS...it appears he tends to look at us as bothersome when he sweeps into an event for his 2 hour drone of technical drivel that only 2% of the attendees really give a shit about.

      Carmack is certainly good at what he does....and it's sad that a man with a mind like his...doesn't have enough intelligence to take a look at Romero and see that technical genius is not what makes a man successful....but a good attitude and an appreciation of the people that got you there does. Carmack will still continue to churn out great games....this im sure...and maybe one day they will actually have a story....and a plot....and a reason for being other than a technical showpiece of his latest creations...although without the creativity and mind of Romero to develop the story...I doubt it.

      Get off your high-horse Mr. Carmack and party with the peasants sometime...it might make you a better person for it.

      Sincerely,

      Digital Morphine
      thequaker@mindless.com

    27. Re:Definitions of terms by Anonymous Coward · · Score: 0

      I really hate to disagree with you John, but honestly, the creative and the technical must meet. It's not 1%. Hard work is NOT enough. Sometimes you absolutely need creative inspiration and technical ability in equal parts.

      The big problem with PC gaming right now is not lack of big design ideas or lack of focus or lack of focused hard work. The big problem is the constantly changing technology. And it's a problem that affects both the technical and the creative.

      Engines must be cutting edge. New techniques are implimented and thrown away at a breakneck speed.

      In the film world, the basic way that film images are placed on film has barely changed. The film world is about to become all digital, but even that change is being implimented at a snails pace. Not because the tech isn't there. Because equally important to the technical process of film making, is the creative/design aspect.

      In the film world, it take YEARS to develop a script. Years. Massive 'design docs' are created, and tossed away, and built from the ground up over and over again. Sometimes you have to force inspiration, most often you simply have to wait, and wait, and wait until all the creative elements come together; story, script, visual design, sound, music... it's a pain in the butt. But sometimes it literally takes years for a project's design to come together, but it does, eventually.

      You can say all you want about focus and hard work, but some of the greatest films ever made, were made in TOTAL CHAOS. (Now mind you, that's not the way I work, nor is it the way I want to work) but if you were to look at four great films; Citizen Kane, Gone With the Wind, Apocolypse Now, and Casablanca. Four great legendary films. Massively over budget, over schedule, completely lacking in focus. Great films.

      The reason why I bring these movies up, is because one thing they had was the resources to take the time to get it right. To go back, and throw things out. Casablanca reshot the ending after the entire movie had already been shot. David O Selznick hired and fired writers at will, at times patching together the script himself by hand.

      They didn't have to worry about the type of film they were using suddenly becoming obsolete. They didn't have to worry about what version of operating system or graphics API the viewer has at their local theatre.They had the money and the power to be able to attempt to create greatness. And they did.

      Now for every Citizen Kane, there is a Heaven's Gate, or Ishtar. And PC game developers are forced to deal with changing technology. It's a fact. But at the same time, developers need time and resources to at least attempt to create GREAT ART. That's what you guys do. You create art. And you could learn a few tricks from the film world to at least help deal with some of the frustrating aspects of making great art.

      The longest and most detailed aspect of film making is creating the final draft of the script, or 'design doc'. This stage should be the least expensive. Spend the least amount of money on development, the most on production.

      And take time with the script. Give it lots and lots of time. Fill it with as much inspiration as you can. A film with a hundred inspired moments (Matrix) is better than a film that is technically well executed, on time and on budget. (SW Episode One) Same with a game. The final level of Doom II when you walk into the room and you hear a demonic voice speaking backwards to you is worth ten or twenty well executed, technically perfect un-inspired first person shooters.

    28. Re:Definitions of terms by Anonymous Coward · · Score: 0
      John Carmack: arrogant prick


      Pot, kettle, black?

      The world has too many people who try hard to be your friend but have neither the clue nor the focus required to get things done.

      Regardless of how Carmack acts towards people (I've never met him, so I can neither confirm nor dispute your accusation), he gets things done, and in a manner that earns the respect of his peers in the industry.

      I'd pay through the nose for 10 arrogant pricks who can get stuff done rather than lend a quarter to a "nice" guy who can't cork his pie-hole.
    29. Re:Definitions of terms by Reality+Master+101 · · Score: 3, Insightful

      I've always been amazed by people's reaction to fame. Why was it so important for Carmack to waste his time signing your box? Why isn't it enough for you to just go up, say how much you enjoy his games, maybe shake his hand, and leave it at that? What is up with this autograph thing? Are you disappointed that you couldn't sell it or something?

      I recall a quote by a famous author, I don't remember who it was or the quote, but it was something like, "Why must they pursue the author? Why aren't my works enough?"

      Cut the guy some slack, and remember the celebrities are human.

      --
      Sometimes it's best to just let stupid people be stupid.
    30. Re:Definitions of terms by Anonymous Coward · · Score: 0
      Wise words, but only doable with the resources to back you up. In today's AAA-class game development business environment, only the well-funded can survive.


      Yes, but even the well-funded can screw things up (see: Daikatana). I'm certain Carmack's post was prefaced with an implied "All things being equal".
    31. Re:Definitions of terms by Anonymous Coward · · Score: 0

      i agree on most of the points here, but just as any work of art can be completed in the artists own fasion, a game can be completed on the developers own terms. i think what we're looking at here is J.R. might have been getting tired of the same old thing. perhaps he needed a break or some type of change to get some creative energy back. it takes alot to focus on such things. i'm making a game with my friend, and he is practically an idiot when it comes to these things. i'm handling all of the game logic and design. that to is draining, but from both of our points of view, a great thing emerges.

      what ever the case, i'm sure he's happy doing things his way and feeling independent and everyone else likes their way of doing things.

    32. Re:Definitions of terms by 19Buck · · Score: 3, Insightful
      No one is ever going to read this because it's buried so far down now, but here goes anyway:


      JC makes himself VERY accessible to the community. Not only in his .plan updates (which are currently far and few between, probably to try and minimize hype for "DOOM3"), but he also regularly attends conventions and LAN parties, along with also giving workshops at them as well. And also appearing at keynote speaking events, then you have interveiws, written interviews, slashdot postings, not to mention the videos and blurbs on www.armadilloaerospace.com[armadilloaerospace.com] etc. etc. etc.


      Celebrities give up a good measure of anominity and privacy, the same is true for the people that develop the games we play and lovel. I'd bet dimes on the dollar that JC (or any of the Id staff for that reason) probably can't go out to dinner without at least one person wanting to stop them to talk. It's alot of pressure to be under, so I wouldn't at all be surprised if he gets a little aggrivated now and then. Romero is known to be a very good natured, and accessible person, but do you think he doesn't get aggrivated at times and just wishes that people would leave him the heck alone? Of course he does, but him and JC are different people. They will react to different circumstances in different ways. Neither you, nor I have any qualification to say which is right or wrong until you walk the miles in their shoes


      I've never met the man myself, but you've only met him once. Don't presume that can really sum him up by one short meeting in a crowded convention hall, where there is serious pressure to give attention to as many people as possible, which could be hundreds during events like that.


      "I don't want to get locked into signing these all day"


      Perhaps you failed to consider that maybe he simply didn't feel it would be fair to sign yours for you, and then ignore other people due to simple lack of time. It was very gracious of him to sign it for you, he would probably feel a bit guilty if he didn't sign something for everyone after that as a result.


      TROLL MODE ON - in summary: Stop being a selfish and judgemental prick. You don't know anything about the guy.TROLL MODE OFF

    33. Re:Definitions of terms by Anonymous Coward · · Score: 1, Interesting

      I know a few of the developers/leaders of the Deer Hunter project and, believe me, these people are not a bad development team and have gone on to awesome things.

    34. Re:Definitions of terms by XombieWire · · Score: 1

      heh. It seems to me like you only said one thing to him. And that was "can you sign this?". And then he made one valid statement (one signature CAN easily turn into hordes of people asking for signatures, allowing him to be nothing more than a hand with a pen for an hour), and you were quick to judgment. This may surprise you, but Carmack IS a human being, and will act like one. If he even DID happen to be pissy, ever think maybe he was having a bad day?

      I will agree that Romero seems like a very nice guy. But I would find it hard to believe that he doesn't enjoy having some sort of a "rock star" quality to his fame. Backstage drugs? Groupies? Long hair? Expensive parties? Extravagant surroundings? It sounds like a VH1 biography.

      It just seems to me that you don't enjoy being around people with the demeanor of Carmack, but do enjoy the demeanor of Romero. That's perfectly fine, but it's no reason to judge them so harshly on a few words.

    35. Re: Definitions of terms by Anonymous Coward · · Score: 0

      I really hate to disagree with you John, but honestly, the creative and the technical must meet. Hard work is NOT enough. Sometimes you absolutely need creative inspiration and technical ability in equal parts.

      The big problem with PC gaming right now is not big design ideas or lack of focus or lack of hard work. The big problem is the constantly changing technology. And it's a problem that affects both the technical and the creative.

      Engines must be cutting edge. New techniques are implimented and thrown away at a breakneck speed.

      In the film world, the basic way that film images are placed on film has barely changed. The film world is about to become all digital, but even that change is being implimented at a snails pace. Not because the tech isn't there. Because equally important to the technical process of film making, is the creative/design aspect.

      In the film world, it take YEARS to develop a script. Years. Massive 'design docs' are created, and tossed away, and built from the ground up over and over again. Sometimes you have to force inspiration, most often you simply have to wait, and wait, and wait until all the creative elements come together; story, script, visual design, sound, music... it's a pain in the butt. Sometimes it literally takes years for a project's design to come together, but it does, eventually.

      You can say all you want about focus and hard work, but some of the greatest films ever, were made in TOTAL CHAOS. (Now mind you, that's not the way I work, nor is it the way I want to work) but if you were to look at four great films; Citizen Kane, Gone With the Wind, Apocolypse Now, and Casablanca. Four great legendary films. Massively over budget, over schedule, completely lacking in focus. Great films.

      The reason why I bring these movies up, is because one thing they had was the resources to take the time to get it right. To go back, and throw things out. Casablanca reshot the ending after the entire movie had already been shot. David O Selznick hired and fired writers at will, at times patching together the script himself by hand. There are of course examples of films that were made on schedule, and on budget that have been succesful, but what makes a film great, as well as a game, is pure, un adulterated inspiration. Something that takes all the elements and brings them together and creates something truly entertaining.

      In the film industry, we don't have to worry about the type of film we're using suddenly becoming obsolete. We don't have to worry about what version of operating system or graphics API the viewer has at their local theatre. Those film makers had the money and the power to be able to attempt to create greatness. And they did.

      Now for every Citizen Kane, there is a Heaven's Gate, or Ishtar. And PC game developers are forced to deal with changing technology. These are facts. But at the same time, developers need time and resources to at least attempt to create GREAT ART. That's what you guys do. You create art. And to create GREAT ART, to create the kind of game that will live forever in peoples memories, you need creativity, inspiration, and TIME.

      The PC game development world could learn a few tricks from the film world to at least help deal with some of the frustrating aspects of making great art.

      The longest and most detailed aspect of film making is creating the final draft of the script, or 'design doc'. This stage should be the least expensive, and it should take as long as is necessary. Planning out every aspect of the Matrix took YEARS. Every hand movement, every special effect was experimented with. Sometimes you can try something two ways, and see which one is better, sometimes you can only afford to do something one way and cross your fingers. Above all, spend the least amount of money on development, the most on production.

      And take time with the script. Give it lots and lots of time. Fill it with as much inspiration as you can. A film with a hundred inspired moments (Matrix) is better than a film that is technically well executed, on time and on budget. (SW Episode One) Same with a game. The final level of Doom II when you walk into the room and you hear a demonic voice speaking backwards to you is worth ten or twenty well executed, technically perfect un-inspired first person shooters.

    36. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Wonderful post!

      There's a place for design documents, if someone is willing to keep them current, but yeesh, approaching game development as R&D is a perfectly valid approach to, um, game development.

      A driven bunch of reasonably clued players, combined with some talented developers (and hopefully the two sets overlap) can produce magic.

      The dissonance occurs when one tries to perform magic on the tightrope of funding and milestones.

      In this case, both the developers and the backers need a higher level of understanding than those writing games for the sake of writing games.

      In the end, quality usually takes too long, so either you give up predicting when things will end, and remain happy as long as there is constant and predictable progress, or you cut features and quality until you meet the ship date. Either approach works, madness arises when you lose focus or you cut too much.

      And therein lies the difference between a glorified suit and a manager.

      Another mantra: no great work of art is ever finished...merely abandoned.

    37. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Putting creativity on a pedestal can also be an excuse for laziness. There is a lot of cultural belief that creativity comes from inspiration, and can't be rushed. Not true. Inspiration is just your subconscious putting things together, and that can be made into an active process with a little introspection.

      I could not disagree with you more.

      The guys who made 'Half Life' put creativity on a very very high pedistal, and the result was a truly inspired, highly entertaining game. They hired a writer. They created an environment where everyone could comment on everything. Don't discredit creativity. Ever. You may be at that point where you don't play games anymore, but many of us are not. And those of us who do play games, look for creativity. We depend on it.

    38. Re:Definitions of terms by Anonymous Coward · · Score: 0

      design is life. you, mr. john carmack need to get a life. if technology alone was the deciding factor, the quake series would always fall short of #1. gamers don't play quake because you're some sort of code poet, it's a combination of atmosphere and design. perhaps frustration due to lack of creativity has left you bitter.

    39. Re:Definitions of terms by Anonymous Coward · · Score: 0

      I think you contradict the statistics John, since Quake engine games sell more than the Quake games themselves. They take your bare game engines and fill them with the creativity that you lack and seem to believe is irrelevant in the industry.

    40. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Exactly,

      but th eindustry is still young, and most likely is not ready for such attempts yet.

      I am myself sure this will happen in the future, and we will see when.

    41. Re:Definitions of terms by iainl · · Score: 1

      Actually thats why I'd go further than Carmack on this one. I don't just think the abstract creative design (as he has just defined it) is 1% of the total effort in creating the game, its only about 1% of the effort for the design team. Creating the basic scenario for the game is something anyone thinks they can do, so 'anyone' thinks they can be a games designer. Its when working out how that would be implemented, constantly keeping things structured while knowing when to break with that design document when the code shows it failing that a top designer makes their keep. Otherwise the original, infamous, version of Half-life would have been what we got, rather than Valve junking everything that was shown to be failing and trying again.

      Basically, what I'm trying to say is that perhaps Daikatana wouldn't have been so bad if someone would have said "I don't care what the design plan says, this bit isn't fun - make it not suck".

      --
      "I Know You Are But What Am I?"
    42. Re:Definitions of terms by Anonymous Coward · · Score: 0

      The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions.

      It's still better to have a 500 page outline of a specific idea of what you want to achieve, that's well thought out and executed, than nothing at all. At least it's a place to start.

      I would rather hear that the new DOOM game has a writer who has written a 500 page outline of the story and the characters and plot, than 'We're just going to wing it and see how things interact.'

    43. Re:Definitions of terms by Gelfin · · Score: 1

      Thank you, John. That post is going to be hanging on my wall for a while now. As a "split-class" programmer/artist (they pay me for the programming) I can appreciate both sides of what I've come to see as a completely unnecessary war that is waged in the offices of every creative software project. I've seen it literally tear companies apart, especially with weak, naive direction from the top.



      There's certainly a place in the world for lying on your back in the grass and playing "what if," but unless you can take something away from that and turn it into a concrete task list, then all you've done is entertain yourself for a while. Anything you intend to accomplish will require concrete goals and a hard-edged mindset.



      Contrary to popular belief, this is just as true for creative, artistic endeavors as it is for technical tasks. Every artist I've ever known who was more than a pretentious dillitente has spent far more time perfecting the concrete details of his chosen medium than on the ideal of self-expression. Self-expression comes naturally to people. Doing it effectively requires intensive goal-directed labor.

    44. Re:Definitions of terms by Anonymous Coward · · Score: 0

      I know what Mr Carmack was trying to say.

      Without saying it directly, he very deftly made it clear that he felt that JR was lazy.

      I never worked with JR, but from what I can tell he's not a project leader, that's for sure. If his greatest sin is being lazy, then fine, he deserves what ever he gets. But that does not mean that his belief in placing a high value on the design of a game is a faulty conclusion.

      The size and type of design document needed for any particular project varies. Depending on the type of game, creating a very detailed design doc is either essential, or a waste of time. And I find it impossible to believe that a group of buds sitting in their basement could come up with a design as sharp and polished and professional as Warren Spector could over a period of months.

    45. Re:Definitions of terms by Anonymous Coward · · Score: 0

      Is that why Quake 3 was a great as an engine demo and sucked as a game?

      Hmm...

    46. Re:Definitions of terms by IQpierce · · Score: 1

      First, I agree with Carmack and I'm glad I read his take on this. I don't claim to know the definite answer on this issue, but I'll play the devil's advocate a bit.

      "Keep your eyes on the goal, and just keep taking the next step towards completing it."

      But isn't the "goal" in question nothing more than the original design? In game design, isn't every piece of "work" nothing more but a sacrifice on the altar of the design, in hopes of making that design a reality? Thus, one could say that putting creativity on a pedestal is what the whole process it about.

      Looking at (and attempting) the game design process has caused me to realize that the old quote "genius is 1% inspiration and 99% perspiration" is not as trite as I always thought it was; it's intensely profound. But isn't the 99% subservient to the 1% ??

      End transmission.

    47. Re:Definitions of terms by Anonymous Coward · · Score: 0

      No wonder we're looking at Doom 3 and Quake 4 coming down the pipes. Carmack, I give you madd technical props, but your games are as vanilla as can be, stick to building game engines.

    48. Re:Definitions of terms by Anonymous Coward · · Score: 0

      If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.

      It is also possible that a good dev team could easily make a bad game from a bad design.

      X-Com Enforcer.

      And it is also possible that a very clever design can be made into a very enjoyable game, in the middle of a chaotic and fractious development environment.

      Duke Nukem 3D.

      I understand his concern about using creativity as an excuse for laziness, but as far as I can see, that's a personal issue that has to do with an individual he no longer works with. Warren Spector was able to create a highly enjoyable game with a very clever design that shifted and changed throught the development process and it paid off.

      I think the reason why I get concerned, and why others get concerned when John C starts to downplay the contribution that creative design makes in a game is because we all like and respect John C but we have been concerned with a lack of creativity in some of the games he has released recently. We want to continue to buy games made by ID, but only if they offer something that we haven't seen before. Something creative. Something fun. If they don't, then we will just wait for someone to rent thier engine, and give us the creativity we want.

      Personally I'm a little worried that ID is starting to take their position for granted. What I want, and I'm certain that I'm not alone, is an excellent developement team with an excellent game design. ID already has the excellent dev team. And with Doom III, they really need a creative, inspired design, that offers something new, that entertains, that is fun to play. That's what a game is meant to be. Fun to play. If they can't offer that, then they will become an engine development house, creating great tools for others to use. And that would be unfortunate.

    49. Re:Definitions of terms by UtherP · · Score: 1

      Whilst this definition has some validity to it, it really has to be examined in terms of the environment in which people like JC and JR work.

      The software industry has changed immensely in the last few years. It has gone from garage-tinkering to multi-million dollar companies. And this is where the problem lies.

      If you have a firm financial background and complete executive control then you can choose to approach a problem in whatever way you see fit. If you don't, like 99.9% of developers out there, be they game developers or real-world developers, then the essence of creativity is taken away from you.

      All of your decisions end up being made by whoever has the finger on the purse-strings. I've worked in the software industry for over 10 years now as initially a real-time software expert but in the last five years as a JAVA technology guru, and countless times I've ended up doing things the crap way because of the financial weight of the higher management types.

      I think Ion Storm failed not because of a backlash towards JR and his miss-timed adverts, but more because of a certain naivety of the development team towards the actual financial side of the business.

      The problem is simple - in most cases now the people who have the money and power to commission and terminate software projects often have little or no experience of managing projects or user expectations. They are driven simply by figures. Its why we no longer see the plethora of radical new gaming ideas, as the management see development only as a way to make money, not to be creative.

      Just my opinion of course ;-)

      Ian 'Uth' Lawson
      Managing Director, Pendragon Internet Consultancy Ltd.

    50. Re:Definitions of terms by drinkypoo · · Score: 1
      But isn't the "goal" in question nothing more than the original design?

      I thought the goal was to turn out a fun game.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    51. Re:Definitions of terms by Anonymous Coward · · Score: 0

      As a matter of fact, Ion's demise had as much to do with incopetence from those in charge of production. ID has a top notch production team. John Carmack doesn't have to worry about money, he can just focus on what he does best.

      But it seems that John C feels strongly that John R's work ethic was sorley lacking. And in that case, it's not about the money people, or the suits, it's about getting someone who's talented to execute. And in my opinion that's a personal issue that has nothing to do with design, or coporate culture.

    52. Re:Definitions of terms by Anonymous Coward · · Score: 0

      im not a game developer or any of that just a gamer. i play the games you guys make. for me, i enjoyed quake, 1,2 and 3, and ive enjoyed most of the games that came out using the quake engine. looking at this thread and jumping in midstream, without knowing what initialized it, one thing seems obvious, and that is most people cant agree on alot of stuff. you guys act like your either republican or democrats. same damm thing. nobody wants to actually solve problems, you just want to point out fault and blame and slam. why dont you try working on solutions and just recognizing the differences and instead of trying to make somebody else look worse than yourself, find out what really make your industry tick and implement it into your daily routine. as for the one point, you can have all the creativity in the world, but if you dont have focus and a plan for working it out and discipline to keep you there, well that aint a whole lot is it? this was just a gamers view...

    53. Re:Definitions of terms by Anonymous Coward · · Score: 0

      I agree. You can't just blindly wander into something and hope it comes out all good at the end. It's like running through a map on CS (I wanted to use Quake, but it doesn't work).

      It's also a known fact that improper documentation slows down dev and introduces bugs. There are a few dev teams in the world, none I'm aware of in computer games, that can anticipate bugs before they happen, then avoid them. If one slips through the cracks, they know where to look.

      Somehow I doubt Carmack and co. have this magical and rather handy ability.

      It's interesting though. If anyone decides to visit Gamespot, they've got two archived specials, one on Daikatana, one on Half-Life. It's surprising how similar Valve and Ion Storm are. Both started of with key members having some former development (in the case of Valve, from Microsoft), both had ambitious ideas and both were using the same engine (Quake II). Valve, however, turned out a Game of the Year. Daikatana is memorable for a different reason.

      I'm sure that Valve wanted something better, but the difference between Half-Life and Daikatana is that the former's dev team worked their arse off. The latter's was playing the Quake III test a few days before their last opportunity to show off the game at E3.

    54. Re:Definitions of terms by cadallin451 · · Score: 1
      Hey now, why all the Quake 3 bashing?

      I have to say I honestly liked Quake 3. Quake 3 Deathmatch was most certainly fun. I think it depends on your expectations. If you're getting sick of DM, CTF, and all the other basic fragging fun, I seriously doubt one could enjoy Unreal Tournament either.

      If you want profound plots go play an RPG (Planescape: Torment). If you want an edge of your seat thriller play System Shock 2 (Why did nobody buy that game?!). There is nothing wrong with games that are simple, addictive, and fun, who trashed pacman, tetris, gauntlet, etc for these reasons?

    55. Re:Definitions of terms by Tokens · · Score: 1

      A lot of what mr Carmack says sounds nice and may very well be true, but in my view Carmack masters technology in game design, not content. Technology alone does not make a good game (although it is almost true in Carmack's case). For good game content look a companies like Valve and Bioware, I bet they actually do a lot of planning in advance.

    56. Re:Definitions of terms by yifin · · Score: 1

      Yes go and name one of the best rpgs to suck peoples time in recent memory. I might respond by mentioning another rpg but I won't because that would demean all the hard work that went into making it. cough cough pool of radiance cough cough. Now this unnamed rpg was released in such a state that it managed to do what so few games have done, mess up windows so much more than it already was. Never have I had windows uninstalled by Quake III. Or for that matter any game in the Quake series. Now that I think about it Doom I&II never did that either. Hmmmmm...

    57. Re:Definitions of terms by Anonymous Coward · · Score: 0

      For a really instructive description of the amount of design work it takes to create an exceptional game, before you even get close to implimenting tech, and creating code, read the Post Mortem on Deus Ex by Warren Spector over at Gamasutra.

      There is actually a HUGE difference between what a professional designer can come up with, and what you and I can come up with, as long as that designer is a professional, works hard and can execute in a relatively timely manner. Warren Spector took SIX MONTHS to just hash out the background, plot, characters and themes of Deus Ex. That's NOT laziness. Before they even approached a single line of code, they had a solid basis from which to create a story. Many things changed in the implimentation of those ideas, but they had a vision, an idea of where they wanted to go. It worked and the game sold well.

    58. Re:Definitions of terms by Scott+Warner · · Score: 1

      Disappointing that M4 didn't find it's way to the finish line. Dave Konieczny is a very good friend of mine, and I followed the progress of your project through plenty of phone calls to the 5D offices. :)

    59. Re:Definitions of terms by Scott+Warner · · Score: 1

      Pretty much every game I worked on at Black Isle had a gargantuan design document attached to it pre-implementation. This being said, in some cases this didn't prove to be a problem and was actually quite inspiring for the team (Torment), and in other situations we were definitely kidding ourselves. This being said, we were an experienced developer and publisher with management that had a fair amount of experience in what it takes to get something out on time and make some money. When internal projects failed, it was because the attention to keeping the talent focused, working, and motoring along schedule wasn't there like it had been on other projects. I'll be the first one to admit that without a clear idea of what I we were contributing to a particular end goal, my attention and focus derailed. You get that vibe going team wide, and you've got a real problem. There's a real talent that lies in managing creative people in the game industry. You have to give them enough room in the box to explore and devise fun/clever/exciting things while making sure that they understand it's a business and shit needs to get done. While it's unreasonable to expect that people have the same kind of work ethic as Caramack, it's foolish to assume that all you need to set up is a big kid's paradise to foster the kind of creative buzz a project/studio needs to bust out a AAA title. Producers (and other leads) who can find the right balances and manage appropriately are fairly unique people.

  54. Romero's figured out how to make games fast.... by Schnapple · · Score: 1

    Withess Hyperspace Delivery Boy. That took what, a week?

    1. Re:Romero's figured out how to make games fast.... by Osty · · Score: 1

      I see theRomero is still sticking with the frog theme captured so well by Daikatana ....


      Nothing makes a game more fun like frogs!

  55. Daikatana = sucky team = sucky game by XombieWire · · Score: 1

    "i know, let's throw some mechanical frogs here, a stereotyped sidekick here.. yeah. that works! we're rich and stuff!" I agree with Carmack that it was partly Romero's loose-fisted approach to management. But it seems like the team didn't make any attempt at managing themselves. Daikatana, the game, makes no goddamned sense, and failed. There didn't seem to be any organization. But it's obvious that it's not entirely the fault of only Romero or Hall, since Anachronox is a great game. But then, it's their fault that it was released. That they let the entire project degrade so much. But in the end, Ion Storm begat Ion Storm Austin. Warren Spector got a chance to really show how much he's worth. And for that, I'm thankful.

  56. good christ almighty... by Anonymous Coward · · Score: 0

    Link down after you bastards abused the hell out of my piddly 128k upstream.

    1. Re:good christ almighty... by iansmith · · Score: 1

      Well, don't put a page with 14 huge pictures equalling several megabytes on a 128k link and be suprised when people looking at it clobbers the connection.

      Also don't be suprised when a site with few links to it gets bombarded when people (guys) discover it's featuring the rise of cleavage. No matter how obscure, eventually ALL pages like that get hammered as the URL spreads exponentially.

      Now.. is there a mirror anywhere? Only a few pictures loaded for me before the page was turned off and I feel cheated somehow. :-)

  57. Let's not forget... by RobertFisher · · Score: 2
    This article seemed to be missing the most critical element in its analysis of the fall of Ion Storm. We all know that Daikatana would have been praised as a smash success had it included nude pictures of John Romero's girlfiend.

    Bob

    --
    Science, like Nature, must also be tamed, with a view turned towards its preservation.
  58. Rise and fall? by SCHecklerX · · Score: 3, Funny

    Shouldn't that be "Fall and Sink?"

  59. Ion Dallas by AbortRetryIgnore · · Score: 1

    The main problem I have with the article is that in the nine months I spent employed/indentured at Ion Storm Dallas, I never once saw or heard of the author coming into the building, much less working on actually developing the so-called "plot" of Daikatana. (I realize that may not be a huge deal... after all, if anything in game development can be done remotely, it's hacking together a story for the action to take place in light of, but it's still rather interesting to me to note that...)

    As far as Daikatana making money, there's no way it could have without being by FAR the best selling of all PC titles to date. I remember tossing numbers around with a few other colleagues, and based on a very generous $8 per-unit-sold profit, to break even Daikatana would have had to have sold somewhere near 4.5 million units (at full launch price mind you) to have broken even, based on the amount of money fronted to IS by Eidos for startup costs and such. Those are insane numbers in the PC market as I'm sure you all know, even with the best-selling flagship titles.

    As for Romero being without ego and a level-headed individual, that had a lot to do with how far you were willing to debase yourself in order to be allowed into his little inner-circle. Many of us simply weren't willing to do that I suppose.

    I can say that my time there was well-spent, if only as a way of teaching myself that not all is wine and roses in the industry, and to allow myself the knowledge to look for red flags before getting into a similar situation later down the road. I'm glad to see that Ion-austin survived and flourished on its own, and didn't get mired down by the crap that happened in its brother to the north. They did it the right way -- knuckling down, being quiet, and focusing on the job at hand, rather than the celebrity that those in Dallas seemed to want. I really think if the 'Storm in Dallas had paid more attention to the way Warren Spector and Co. did things, Ion Storm would have been much different, and this article wouldn't need to exist.

  60. GameSpot had a better story by Anonymous Coward · · Score: 0

    GameSpot had a really long and good recap of what happened at Ion Storm and with Romero. It is a couple years old but was written after the game shipped.

    http://www.gamespot.com/features/btg-daikatana/

  61. I never got the standard Carmack/Romero view. by Lerc · · Score: 1
    This article repeats what I have heard often. Possibly because I have seen interviews with Romero saying pretty much this but, I don't think the view that Romero wanted game while Carmack wanted technology is accurate.

    After Wolf3d made a big splash Id were quite famous . When you get famous, if you talk people will listen. People were eager to hear about what would be in future games. Romero was eager to tell them, unfortunately there wasn't a great deal of correlation between what Romero announced and what turned up in the end. A similar thing happened with Quake. Romero's comments seemed to be rooted in a "wouldn't it be cool if..." style of thought rather than having a clear plan of the implementation of those ideas.

    Admittedly, it can be a bit of a tightrope. I am a game developer myself and there is a tendancy to only put things into a game that you already know how to do. When someone makes a suggestion saying "wouldn't it be cool if..." I know I can be very resistent if it would require going back and redoing a heap of stuff. Many times though, If you do go back the results are very rewarding. You have to balance things though. If you stay in the "Wouldn't it be cool if..." mode of thought you could end up with an absolutely amazing game that never gets released (or possibly even worse, an absoluletly amazing game considering the core technology used but that technology is several years behind everyone elses)

    John Carmack is in a better position than most. He is _extremely_ talented. I remember a few years back having a conversation with a mix of some of my programmer and gamer friends. The average (serious) gamer has heard of Carmack these days and thinks he makes really cool rendering engines. That wan't the bit that impressed us programmers. It was the structure of the _rest_ of the game that impressed us. Almost everything is done the _right_ way. This meant that not only could the game show pretty pictures but it was flexible. John Carmacks strong technological focus has allowed far more "wouldn't it be cool if..." things to be added than if he had done things the far more common expedient way.

    John Carmack has also gone on record in saying that the gameplay is the most important part.


    It is also a mistake to think that Id's games ride on technology alone. DOOM and Quake aren't just the minimum work required to make a 3d and networking engine a game -- they are the right game elements as well.
    - JohnC in an interview


    I think Romero was mistaken when he thought that Carmacks focus was in the wrong place. It may just be that he didn't want the game to be going in the same direction.

    That is the key thing about Carmack though. I consinder myself to be a programmer of similar capablilities to John Carmack, I know several others at a similar level. That's not the thing that makes Carmack great. It's that he has a much clearer idea of his vision and the focus to keep to that. He seems to know where hes going so much more than me anyway. Of all the programmers I know I only know one other that I consider equally talented in that respect.

    Romero seems an ok Programmer and a talented level designer, but I'm not sure if he has what it takes to be a game design or programming great.

    Quake 3 and From the looks of it Doom 3 are good examples of games with a good clear direction. Between these two games ID has actually made a concious effort to focus distintly differant game styles for the benefits of each style. It's things like that that make me anticipate a game so much more than anything I heard about Diakatana. They focus on what they want to have rather than what they want to put into it. There is a diffrance, and I believe it is an important one.

    [The article is also a bit misleading by starting the Id story with Wolf3d rather than the people emerging from Softdisk]
    --
    -- That which does not kill us has made its last mistake.
  62. Cult of Personality by HiThere · · Score: 2

    "Cult of Personality". That has a ring. Just imagine the game scenarios you could build around that game...

    This is actually sort of half-way serious. I can't really imagine the play, but it's certainly a popular theme in history and politics.

    --

    I think we've pushed this "anyone can grow up to be president" thing too far.
    1. Re:Cult of Personality by Anonymous Coward · · Score: 0

      it's certainly a popular theme in history and politics.

      You mean like Josef Stalin? And Gandhi?

  63. I am John Carmark. by Tide · · Score: 1

    Please mod me up five points.

    :)

    --

    People think Microsoft is the answer. Microsoft is just the question, "No" is the answer.
  64. Please, lets keep our thumb where it belongs by dacloo · · Score: 1

    ps: this post is ment as a general statement. Pleaaase, pleease. Everytime when John Carmack makes a post, there are always posts about he is a god, a genius, blahblah. fact: he is a genius. so please shut up about it. And do not agree with him because you think he is your god, but also try to give your own opinion once in a while.

    1. Re:Please, lets keep our thumb where it belongs by Anonymous Coward · · Score: 0

      My opinion is this:

      John Carmack is the king of lords directing servents serving gods amongst men.

  65. I used to work with John Romero... by Gandalf_007 · · Score: 1
    No, not *the* John Romero. But it was still kinda cool to say that.


    I asked him if he ever got emails mistaking him for the Quake guy, and he said occasionally, and he forwarded them to the correct John Romero, who kindly thanked him, so I don't doubt your tale one bit.

    --

    "It's better to keep your mouth shut and be thought a fool than to open it and remove all doubt."
  66. Hmmm, interesting article by UnknownSoldier · · Score: 2

    Before ION Storm crashed and burned (20 million down the drain which caused Looking Glass to close, the bastages) I thought John (Romero) was kind of arrogrant. His "Design is Law" quote did it for me.

    No, Design is NOT law -- Design *along with* Technology should dictate the game. Too much of either one, and you get a bad game.

    It's interesting to see it told "from the inside." I guess John is a nice guy after all, but it's hard to know that, when the media loved to put him on a pedestal, and then tear him down again.

    Unfortunately the damage has been done, and John has lost credability in the public. It will be interesting to see what he does next.

  67. Less eye strain by UnknownSoldier · · Score: 1

    Stop looking at p0rn. ;-) (Just kidding.)

    Serisously, I agree that a good chair and monitor are a godsend.

    I just picked up this AOC LM-700 LCD. It's bright, clear, easy on the eyes, lightweight, and takes up little deskspace. It's a perfect monitor for coding & LAN parties!

    1. Re:Less eye strain by Anonymous Coward · · Score: 0

      "LAN parties"? You don't get laid much, do you?

  68. Dig this excellent point counterpoint by Anonymous Coward · · Score: 0

    The guys over at Netslaves bashed him a new one with some great firebacks to all his whining check it out

    http://www.netslaves.com/cgi-bin/yabb/YaBB.pl?bo ar d=005&action=display&num=1010008190

  69. A few corrections to the article by idealego · · Score: 1

    "But the Romero-Carmack collaboration didn't last -- after the release of Quake 2, John Romero left id."

    Romero was let go from id, it wasn't voluntary.

    "Todd Porter also came onboard with his strategy game Dominion"

    Ion bought dominion from another company, got it semi working and sold it to burn up one of their game commitments they had to Eidos, even they knew it was shit. This is all very clear in the leaked emails.

    "Daikatana and Deus Ex were finally released in 2000. Both made money for Eidos"

    JohnC already mentioned this but Daikatana brought in far less then what was spent on making it.

  70. Re:They should have called it "meiken�" by El_Koba · · Score: 1

    Further proof that any game based on the designers old role-playing games inevitably suck©

    --
    "Freedom in cyberspace'd be fine and dandy if we happened to live there."
  71. The whining of a woman by chiQmilla · · Score: 1

    I don't think I'm replying to anything/anyone in particular so welcome to my own personal rant.

    For a start I think the whole "Stevie as Romero's whore" thing has been done to death. The fact that she's continuously held up as some kind of template for those of us without external genitals wanting to get into the industry is fecked enough, without her being dropped into discussions like this. She is one of a group of people who formed a team at Ion Storm. There are a lot of people who worked there and they have lost out badly because of the company's demise. She was not a cause of the collapse, and she has no bearing on the outcome as it pertains to Romero or anyone else involved.

    Let her alone, and don't propagate the myth that women spread their legs to get into the industry. I myself am deadly serious about turning my art into a career in gaming and I don't want to be perceived as a 'cult of body', whether potentially, because I'm a woman with ambitions on that direction, or in fact, because I don't intent to screw my way into gaming. I game, I skin, I model, and I want to be paid to do the latter two. Those of you who see chicks in gaming as some kind of PR exercise or pet can get knotted. The whole Engrish/metaJapanese thing isn't really contructive either...

    As to the relevant stuff, I think Carmack's read on this is strong. Aside from the fact that he knows the particulars and the parties involved, teams are the foundations for all development projects. It doesn't matter how talented a crew is if they aren't coherent as a group, and that coherence takes solid leadership, and robust lines of communication. Once you lose those no amount of talent will make things work.

    And that's just leadership within each team. Ion Storm had more than one team, and the DE team obviously did something very right, but that means nothing if the blanket management of all the teams isn't working well. A company doesn't succeed because they have one team working smoothly, and a game house isn't just development in a box. Sound administrative management, good financial direction, and realistic business models play in as well.

    I'm no expert but it seems to me that Ion Storm was a house of cards, built with some quality cards, but by a shakey hand in a high wind.

  72. Hey, I love Romero... by eexlebots · · Score: 1

    After all, without him we couldn't have great jokes like these at his expense!

    --
    ***
  73. Stevie is an easy target (and a legitimate one?) by Anonymous Coward · · Score: 0

    I totally agree that "Stevie bashing" has been overdone, BUT, wheather she deserves it or not, she has become an easy target.

    Why? Well, from the way I look at it - it's hard to believe that shes worked her way up the proverbial ladder on talent alone. I mean, she won a Quake tournament against Romero, and thats how they met each other. Ok, fine. After that, she's a QA tester at Ion - thats cool too. QA testing could be considered entry-level by some standards. (I don't believe she had any industry experience at this point.) But after that, shes designing levels for Daikatana?!?! As far as I know, she had no experience mapping whatsoever at that point. (A sign, perhaps?) Ironically, at this point she's dating one of the owners. (Romero!) So, the game finally ships, reviews are negative (especially some scathing reviews about level design) and Daikatana bombs. Somewhere in middle of it all she decides to get breast implants and start a modeling career. As far as I can tell, she makes her website out to be some sort of semi-personal diary/soapbox and she makes mention of her career in the video game industry (how much she loves it, etc.) but she has nothing to show for it. All of the downloads there are softporn pics and winamp skins. (IMHO, it's more of a resume for her modeling career) Now shes vice president at Romeros new company.

    Interesting to say the least!

    After looking at all the "facts" it's easy to see why she gets ripped apart so much.

    As an aside: As for the collapse of Ion and her relation to it - well, I'm sure she wasn't "the cause" per se. But the fact she was dating the head-honcho at the time couldn't have helped!

  74. "raping" Halo by Doktor+Memory · · Score: 3, Informative

    Tell that to Bungie who had to rape the original idea of what Halo was intended to be to fit Microsoft's plans and have it be yet another FPS game.

    For some reason this idea that Microsoft imposed by fiat radical gameplay changes on Halo keeps coming up here. At the risk of repeating myself... there's really just not a lot of evidence for the theory. Rumors of a change from 3rd-person to 1st-person perspective in Halo predated the Microsoft buyout by at least three months, and the basic storyline and gameplay mechanics of Halo appear to be largely unchanged since the E3 2000 demos. (Inasmuch as we knew what they were even then -- Bungie was smart enough to play it very close to the hip to give themselves room to work out playability issues as development progressed.)

    Obviously, internet multiplayer went out the window when Halo moved to the XBox, but Bungie apparently felt that was a reasonable sacrifice to make in return for being given several metric tons of cash and a guaranteed audience of millions for their flagship game. Can't say I blame em for that choice.

    --

    News for Nerds. Stuff that Matters? Like hell.

  75. Re:Stevie is an easy target (and a legitimate one? by chiQmilla · · Score: 1

    Oh yeah, she's an easy target. Any woman so blatantly sexual in gaming is always going to be either trashtalked by horney little gamer boys (inevitable), or despised for seeming to climb ladders while remaining horizontal (apparently incontrovertable truth - pffft!). The truth is though that she was mapping before she got into QA (at least I understood she was at the time), and I doubt she or any other individual Ion Storm team member outside of management played any role in the death of the company. How much do most of her antagonists know about her? They see sex, and assume whoring. If I happened to be cute and succeeded in my ambitions would you assume I'm a slut? As to her development of a Killcreek cult of body, that's not really relevant either. She did it for God knows what reasons, and it's earned her some very unpleasant attention, but it's nothing to do with the demise of Ion Storm. The reason I criticised the inclusion of her in this discussion was more because I resent that her perceived ethic (no matter how inaccurate it may be) seems to carry over to other women in the eyes of the gaming public. I've had to work really hard to earn respect and avoid the sexual posturing of the testosterone-soaked gaming mass, despite the fact that I game, talk about gaming, and don't flirt with my opponents. It's bullshit, and this trotting out of the "Killcreek slept her way into the industry" line is not helping at all. Whether you think it's true or not it's counterproductive to regurgitate the KC legends. They've all been heard before, and have never been anything but an outpouring of malice. I just want that whole image of womenin gaming as unprofessional to go away.

  76. I liked the article by Anonymous Coward · · Score: 0

    I thought what he had to say had heart, something that is in severe lacking on the internet. Too many people have become used to being synical while hiding behind their screens.

  77. lamars bewares, i am back, download my free APPES by tehramero · · Score: 1

    All these lamars who sya i am a stonar and haev crayz ideas aer just lamars - hwo mayn games haev you maed lamars? I haev teh imaginashun adn storylien it taeks to maek it in tihs indsutry.

    Grate ideas can not be limmited to a lamar codar or mappar's gay limmitashuns. All taht mattars is what i see in my dreems when i am stodned. Taht is why i haev learned to code progroms myself adn teh art to, so my grate vishons can be reel and make me mroe money for fast cares that teh chickes liek.

    So fi you want ot see i am nto a lamar anymor PLEASE DOWNLODE MY NEW FREE PLAM PALOT APPES AT HTTP://WWW.MONKEYSTONE.COM. Remembar ZELDA on teh GAY NES (Nentindo Extra Suck) systum? Well if u are a PLAM PALOT or jsut want to be a PLAM PILOT get ARE NEW GAME THAT IS NTO GAY "HYPERSPACE DELIVERY BOY". Be teh boy!

    Do not downlode are gaem if you aer gay, we like chickors and have fast cares. When i go to town, poeple know who i am, becuase i haev a fast care. Be teh boy!

    TEH RAMIRO

    ps i am nto gay i haev a fast care and killcreke

    ps u need ur credat card to play aer free games lamar. Don't wory, i am not teh hackor.

    ps u need ur credat card for killcreke to

    ps brign teh weed adn u can haev a ride in my fast care.

    ps no my gaem is not gaye! hyperspace delivary boy gets all teh chixors. downlode teh APPES and see!

    ps remembar that gaem Quaek from IT softwaer? i rote that for tohse LAMARS. i sued to be rich befoer teh lamars i hired rewened my good ideas and stroylien

    ps brign a pizza for killcreke

    ps bring teh weed

  78. Re:Stevie is an easy target (and a legitimate one? by tehramero · · Score: 1

    yeah i aem getting angery abuot teh trashtlak abuot killcreke, she is a niec layd and we highard her on her own merrits. Beleive me, on hre merrits. if yuo had money and was nto a gay lamar yuo would be abel to highar teh sexiest fat chickes to.

    All teh lamars jsut need to stop beign gay adn get a chickor liek me. But yuo will need a fsat car and a lot of money liek me!

    TEH RAMIRO

    ps i aem not a stonar and am definatly nto gay!

    ps were is teh weed u aer brigning lamar?we nede it fore are ideas to maek more millions and gte teh hottest fat chickes

  79. My favorite memory of ION Storm by rcs1000 · · Score: 2

    I was lucky enough to go to the Eidos party at E3 in 1999.

    These were heady days. Daikatana was about to be finally released. The PSX was at its peak. PC gaming was growing, growing, growing.

    And I was standing next to Warren Specter in the queue.

    He told me who he was, and I asked why he was standing with the plebs, rather than going through the VIP route he was no doubt entitled to.

    Warren laughed and said he was with his team, and no way was he leaving them.

    It is a rare thing to see someone with such a reputation prefer his team to his convenience, and whatever happened to ION Storm I wish him well.

    --
    --- My dad's political betting
  80. Todd Porter by Anonymous Coward · · Score: 0

    Anyone know what Todd Porter is up to these days? Dead? In hiding?

  81. Stevies experience & being a role model for wo by Anonymous Coward · · Score: 0

    I don't think she was ever mapping before ION. However, she did have experience doing QA on a quake mod of some sort prior to ION. (Produced by a company called WizardWorks, I don't believe it ever shipped though...)

    Anyway, her reputation is all but trashed. If you want female rolemodels in the videogame industry look elsewhere:

    GirlGirl Games - CEO Laura Groppe
    http://www.girlgames.com/girlgames/

    HER Interactive - CEO Sheri Graner Ray
    http://www.herinteractive.com/

    And as far as female quake players go, hasn't Kornelia been a developer for a bit now? These are a few what I percieve to be successful role models. Not as famous maybe, but still...

    In your post, you said:
    If I happened to be cute and succeeded in my ambitions would you assume I'm a slut?
    Normally, no I wouldn't. But if you were bed-bouncing with my boss with a brand new set of implants (and we were working on the same project), I might!

  82. MOD THIS ION GUY UP! by Anonymous Coward · · Score: 0

    Why is this still at 1?

  83. Re:Stevie is an easy target (and a legitimate one? by Anonymous Coward · · Score: 0

    When she did that photoshoot with Playboy, wasn't Daikatana development still in crunch mode? Weren't coders putting in 12+ hour days? So while a bunch of people are working their asses off, she's posing nude when she's should've been testing/mapping/whatever. Yeah, great role model.

    (Please note: it's not the flauting of her sexuality that bothers me, it's the timing with witch she chose to advertise those, um, particular talents.)

    Shit, I wish there were MORE female gamers. I'm fortunate to have a handful as friends. But I can live without people that ride on the coattails of others.

  84. Re:Stevies experience & being a role model for by chiQmilla · · Score: 1

    I don't look on Ms Case as a role model. I think I was coding BASIC and painting in oils when she was in kindergarten fingerpainting and unable to tie her own shoelaces. I don't need a role model. I just get sick of the way she's perceived reflecting on me and other female game artists/coders/designers.

    The trouble is she's very high-profile, but not because she's proven herself extraordinary in her field. She may be a complete sweetheart, and could be a whizz level designer - I have no way of knowing since I don't know her myself and didn't like the Q2 feel of the Daikatana demo enough to look further - but that means dick to my users.

    I'm a gamer and a game artist, and I specialise in skinning/modelling T&A, but my own inbuild T&A shouldn't be the concern of my users. The trouble is that because the T&A of one level designer are under such scrutiny it's become a factor, and I don't like that.

    Sorry to Stevie if she's reading this, because nobody likes to be attacked whether personally or professionally, but the truth is she's set a precedent that is a barrier. I hope she either turns out some damned good work soon, or ramps back the cult of body so she can be taken seriously or cease to be the most well-known female developer out there.

    It's not that she's a bad role model for women. It's that she's a bad example for gamers to see as the norm where female developers are concerned.

    re. "Normally, no I wouldn't. But if you were bed-bouncing with my boss with a brand new set of implants (and we were working on the same project), I might!", glad to hear it.

    In any case, whether she's a role model or not she has no place in the discussion of Ion Storm's closure, hence my first post. I'm sorry I posted now, because I seem to have started a whole new thread that's going in the opposite direction to what I'd like.

  85. Roberta Williams? by Anonymous Coward · · Score: 0

    Roberta Williams, Sierra-Online. Practically created the PC gaming industry. Worked with her husband too, if I remember correctly. Well-respected by everyone. Every 80s gamer knows and remembers Roberta Williams - one of the single most influental people in computer gaming, if not the most. John Carmack, Roberta Williams - I would place them as peers in slightly different realms of the industry. Nobody equates Roberta Williams with Killcreek.

    1. Re:Roberta Williams? by chiQmilla · · Score: 1

      I'm afraid I skipped the eighties and a big chunk of the nineties. I was using a Data General one with no HDD in 1981, then packed in gaming and PCs until the late nineties, when I was introduced to QW. There's a big gap. I've never heard of Roberta Williams. Apparently the people who use my work haven't either.

    2. Re:Roberta Williams? by tehramero · · Score: 1

      Roberta is still making games I think - it's a little surpising and sad that her name didn't come up in this discussion until the troll posted it.

      She did essentially create the PC gaming industry as we know it. She's responsible for the King's Quest series.

      Killcreek has made, to my knowledge, cleavage.

    3. Re:Roberta Williams? by chiQmilla · · Score: 1

      BWAHA! Says the other troll :) She's made maps obviously. It's one thing to start casting aspersions based on playboy shoots and choice in men, and quite another to blatantly ignore a fact.

    4. Re:Roberta Williams? by UCarbide · · Score: 1

      Killcreek has made, to my knowledge, cleavage.

      Technically, her plastic surgeon made that.

    5. Re:Roberta Williams? by tehramero · · Score: 1

      This point is, chiQmilla - let me see if I can say this as delicately and civilly as possible, with all due respect to the parties in question:

      Trash-glamour-attention-playboy-bleach-silicone sl*t "developers" like Killcreek divert so much attention away from other women developers that SHE is who everyone thinks of, SHE is who is a "role model" for girls who want to enter the industry.

      Teh ramero is a disease. It's sad (to say the very least) that he and his showgirl have taken so much attention that Roberta Williams doesn't even come up in a list or discussion of woman developers.

      When in fact Roberta is not only a great developer, and a good looking woman who lives a dignified public life - she is one of the greatest PC game developers of ANY sex. The themes, moods and imagery of the early King's Quests STILL stick in my mind! I think Roberta started in the 70s on Apple II BTW - she was there all along, molding the industry. She rightfully should be someone mentioned after the likes of Grace Hopper in a list of women in computing.

      Instead we're stuck with romero's playboy trash and steed's crackwhores as role models for how to get the attention of game publishers. This feeds directly into the minds of young women who may be interested in the industry, which is what you seem to care about. Not to mention that it compounds the already poorly formed conceptions of women that many young male gamers have.

      Like I said, romero and his ilk are a disease that damage the image of the whole industry. The message is, not only do you need to sell your body to get into the game, but that you probably need to color your hair and obtain grotesquely large fake breasts and pose for playboy to glamorize your impotent pimp.

      That's beyond nauseating. Salon needs to do a story about less-than-trashy developers who are less-than-destructive and less-than-self-aggrandizing-to-the-maximum-possibl e-degree. Except - as in anything, all the greats tend to be a little more humble.

      If you are at all a feminist, or even just interested in promoting female developers, I don't see why killcreek and teh romero are not your arch enemies. It's over the top. There's nothing wrong with meeting at work. This is not a sweet couple who found each other through gaming and have joined together to do great things. This is "sleaze".

      Come on. Guys who like their women to pose nude and get fake boobs and bleach their hair are more worried about impressing the public than anything else. Aggrandize this, Romero.

      (yep I'm just a bigmouthed jerk who's envious of the opportunities Romero squanders for auto-erotic potential and fake boobs - no real personal interest aside from despising what I see)

    6. Re:Roberta Williams? by tehramero · · Score: 1

      chiQmilla - I see that you are of the same position on this matter (noticed your other post about the cult of body).

      Glad we're on the same wavelength.

      Now back to teh romero

    7. Re:Roberta Williams? by chiQmilla · · Score: 1

      The name's milla - I just tagged chiQ on because that's my gaming handle.

      I'm a feminist, but not of the 'women are sacred', 'sex shouldn't be used to sell', 'if a woman augments her body it must be the doing of a man', 'women need their hands held' kind. I'm more of an equalist. I respect women for their ability to say 'no', make firm judgement calls, and control their own lives. Simply put I don't actually agree with you.

      Steed's crackwhore? I'm a firm appreciator of that art you seem so outraged by. Steed's work is along the same lines as my own, and I enjoy it.

      I think you're of the more militant feminist ilk, where I'm more moderate. I think to assume that a woman bleaches, bulges, and brazens because her man told her to is fairly patronising, and very much a case of self-righteousness gone bad, as is the case with the more extreme feminists.

      I'm pretty laid back, and I adore men. I have a lot of wonderful men in my life. Some of them are dreadful with women, and some are great, hell I even married one of them, but however they relate to chicks they're my loved ones and I'm not about to tell them it's wrong to like Hunter from Q3, or the chick in the black leather being used to promote U2. Not all women find sex scary, and a woman wanting a career in gaming is certainly not going to be put off by the levels of sex in the industry.

      I care about women in the game industry. I care about how users see us. As I've said, it'd be better in this sense if Case became lower-profiled, or distinguished herself the right way, but her actions make her an irritant, not an 'arch enemy'.

      Your venom towards Romero and Case is either totally disproportionate or caused my much more than strong equalist sensibility. Either way, that kind of heat will shorten your life. You should relax more and hate less IMNSHO.

    8. Re:Roberta Williams? by tehramero · · Score: 1

      Here's what it boils down to:

      You are an aspiring "feminist" female game developer and you've never heard of ROBERTA WILLIAMS.

      Right on, sweety. You go girl.

      Roberta will still be one of my heros and you may have yours. That clear enough? Maybe go study up on her history and realize what you've missed out on? Something that by your own descriptions you would've probably heard of if not for the overshadowing trashgirl steevie?

      There is this festering stinkhole of trashiness that keeps popping up on my screen and I would like to let it/them feel the burn of being so goddamned annoying and persistent. Go away, Romero. Your recurring schemes are getting annoying. There are a whole bunch of people who given half the chances Romero has had would've done something with their lives rather than squandering it all on fake-breasted skanks and pocket-freaking-pool. Your woman nauseates me, you nauseate me, your software is really gay. Do some damned work.

      NOW BACK TO TEH RAMERO

      Be teh boy.

    9. Re:Roberta Williams? by chiQmilla · · Score: 1

      Oh hell, if she's the mother of the modern gaming industry I'll be reading up on her. She's obviously worth knowing about.

      I just think you're a tad extreme in your views and in the degree to which you let things get under your skin.

      I don't aspire to be a feiminst female game developer. I just aspire to be a game developer without the feiminst female bit even being an issue. My heros have nothing to do with gaming to tell the truth, so I don't see how they are relevant to this discussion, but hey, if Roberta is yours then bully for you.

      And don't call me sweety please.

    10. Re:Roberta Williams? by Anonymous Coward · · Score: 0

      Please don't feed the trolls.

  86. Oh, quit apologising for shit, loserboy! by Anonymous Coward · · Score: 0

    You're probably the sort of dildo who thinks that Excite@home got a bad rap.

  87. Re:lamars bewares, i am back, download my free APP by tehramero · · Score: 1

    Plus lte me show yuo why i am nto gay. Poeple say i am gay becuase i make a game called "hyperspace delivary boysth" but i am nto gay becuase i have teh riceburner and teh hottee. Whta do you have huh? Did yuo write Quaek? I did.

    Click -Steevee is hot

    Taht's why I rule. To apprecaite how much i rule yuo haev to see teh before pictures to. This is what moeny will do for yuo if yuo have teh skills nad storyline.

    This si teh before: teh proto-hottee

    If yuo haev teh money and teh fast cares like me yuo can maek any scragg into a hottee in picteurs. Probably most of these poeople who takl the trash abuot me wuold haev to find a real hottee to taek pictures of and maek a killer webseit that showes how cool yuo aer like Stevee's. But i haev teh cares and teh money and teh chicks and teh PALM PILATE APPES. So kepe taklin yuor trash.

    Hwo cna trashtlakers sya steevee is not teh super game developer? Look at thoes pictuers! That si what I maed. See why i am eliet and yuo aer lamers? Wehn i go to town, poeple know me. They say look it si that guy with teh bleachie with teh groteskly (what deos that maen) large brests who always wants to show yuo teh game he has ni his pocket.

    Have soem respect fro steevee, she si a roll model for female develapers everywere.

    TEH ROMERO

    Be teh boy

  88. slighted insider's view by joeyliaw · · Score: 1

    I was a programmer on Anachronox for its first year (7/97-8/98) and its last year (9/00-07/01), and experienced both the early high-flying days of Ion and the final days of packing up our cubes. The article is pretty accurate about the early days. At around six, all work would stop, and people would whip out the Quake/Doom action. I learned a few new words for certain parts of the human anatomy and had a blast screaming them at my coworkers as we gibbed each other. Perhaps the ultimate moment was personally inciting Romero into busting his mouse and kicking up computer cases lying around, screaming in frustration and defeat :) What the article fails to mention is some of the crap we had to put up with, especially as the years progressed and there was no game visible from either team (Dominion does not count). But everybody has heard these things, although usually before the employees of Ion would, so there's no need to mention them again. What really bugs me is the way the article brushes the Anachronox team off the way you would brush half a stinkbug out of your Chipotle burrito -- Anachronox being the only well-received product to ship from Ion Dallas. This self-entitled "hardcore elegy" for Ion Storm is a disservice to the hardcore workers that managed to push Anox out the door despite the extreme lack of manpower, subsequent Loss of Any Life Outside of Work, legacy code from ex-employees that would make baby Jesus cry, and plagues of other internal problems that disheartened us every day. In the end though, we realized that Dark Pathing -- cube-talk consisting of how much the situation sucks, talk which escalates in desperation and bitterness as more people chime in -- is ultimately less productive (but more fun) than just Sucking It Down and finishing the damn project. More importantly, at least on Anachronox, we made the sacrifices and stuck it through, not because of the magnetic personality of John Romero, but because the main contributors shared a pride for their work, and mutual love and respect for each other. We actually enjoyed working with people who were our friends, and wanted to see the project to the bitter end. I certainly hope that all game employers make sure to read the article so they understand that we were all pot-smoking Lost Boys who thought it was "good to have women around." Certainly this Elegy to the Hardcore is no Speaker for the Dead.

    1. Re:slighted insider's view by joeyliaw · · Score: 1
      Well, as a slight correction, I got email from Christian saying that he DID praise Anox in his article:
      listen before you scream - the salon editors CUT OUT ALL my Anax references. i quite praised the game. so relax -- and look before u leap.
      So, I stand corrected on that issue.
    2. Re:slighted insider's view by Anonymous Coward · · Score: 0

      I discovered Anachronox in September 2001.
      Bought it off the shelf and was rewarded with a great game.

      Some minor issues, some were fixed with a patch, but to my dimay when thigs went down they dropped support.
      Still a kick ass game, and until I got Wizardry 8 the best damn RPG of the last several years.

  89. Re:Ion Dallas - the author by Anonymous Coward · · Score: 0

    i spent from 97-99 at ion dallas, from the quadrangle (ion's first digs) to my cube atop the 54th floor. i don't recall seeing you either, tho i don't know who you are. i never claimed to write the plot for daikatana -- the article is quite clear there. i did write the widely used synopsis, dialogue, and the cinematic cut scenes. development hell removed a lot of my work, but it happens. i'm glad you didn't "debase yourself to get into romero's little circle", you just happily took a phat paycheck to work for a company you didn't care for. that happens too. peace.

  90. Ion Storm died because of their stupid office by Anonymous Coward · · Score: 0

    I visited Ion Storm once or twice. The office suite was a triumph of hubris over practicality. The whole thing was essentially a giant skylight -- we all know how good those are when computers are around, right? It was also totally impractical to go in and out of (I think it actually required an elevator switch to get to the 54th floor).

    Anyone who's been around in tech or especially games knows that there's generally an inverse relationship between the swankness of the office space and the quality of the work done there/longevity of the place.

    That goes double for Ion storm. The rent on that place must have just been totally untenable, and yet it contributed to a feeling, among the employees, of "damn, we've arrived!" and not, what I think it should have been, which is "damn, we have a lot of work to do!"

    All your salaries and benefits and stock shares don't mean shit if you don't design your company to take in more money than it pays out, and wasting money on ostentatious office space may get you a page or two in TIME, but it doesn't, long term, pay the rent, so to speak.

    (And yes, my desk is a door over two saw horses in an office with 6 other people... but we make shitloads of money, and fairly good games)

    -AC

  91. Use Opera by DABANSHEE · · Score: 2

    I don't seem to have the problem when I use Opera

  92. Not that anyone cares... by Anonymous Coward · · Score: 0

    Not that anyone cares, but I took over a project five weeks ago; the project already cost four times the original estimate (yes, it is a governemental project).

    I'm willing to cut down the feature list just to get it through.

    The visions have been great but the reality check nil.

  93. Cost of Cubicles by SEGV · · Score: 1

    Any idea how much more cubicles cost than building simple small offices? Hint: wood and drywall is cheap.

    Why they continue to buy cubicles, especially when productivity is lower in them, is beyond me.

    --

    --
    Marc A. Lepage
    Software Developer
  94. Seriously: Roberta Williams? by SEGV · · Score: 1

    Seriously, even one of my books on game design has a chapter on Roberta Williams. Go research and learn.

    --

    --
    Marc A. Lepage
    Software Developer
    1. Re:Seriously: Roberta Williams? by chiQmilla · · Score: 1

      As I said, I intend to. It seems she's someone I really should know about :)

  95. Just a brief thought by JonahFalcon · · Score: 1

    I still have only this one thought, reckoning back before Daikatana:

    Daikatana is everything people were predicting Half-Life would be.

    This is why I trust Valve when they say they're still working on Team Fortress 2 and it'll be good.

  96. LookingGlass Studios by Anonymous Coward · · Score: 0

    LookingGlass Studios did everything Ion Storm tried to be. Check out the Thief series as well as System Shock 2. If only they hadn't gone under as well...

  97. Definition of an ID product by Anonymous Coward · · Score: 0

    "the good dev team could make a good, fun product out of a bad design."

    This sounds like a definition of ID's post-romero games. [though it's debatable whether Q3 ever became "fun"]

  98. ion storm dallas failed because people kept insult by Anonymous Coward · · Score: 0

    ion storm dallas failed because people kept insulting that company. Daikatana is a good game. i beat the shareware version i had on a PC Gamer CD and enjoyed it. good music, good graphics, the 2 sidekicks were an enjoyable addition.

  99. Re:Comments ("1%") by Anonymous Coward · · Score: 0

    EnVisiCrypt: 'Pardon, but I have to ask why you feel that "strategic creativity is less than 1% of the effort"? '
    Considering the amount of work that goes into a game, 1% is still a lot. And most types of creativity result in yet more work to get done -- and it sounds like a lot of Daikatana's ideas were this type. But I certainly agree that the creative aspect is all-important -- in fact, I think we're getting to the point that we should start seeing more games where cutting-edge tech is downplayed relative to the creative. It will take the true visionary to combine both again.
    The place in the article where the writer took the idea to the environment guy and was rebuffed also was telling about the real quality of the creative environment at Ion. Too chaotic, yep a lot got cancelled out.
    Someone's comment about Half-Life basically being a start-over was illuminating. The creative-first environment could have worked for Ion if it had really been effective, and someone would have put their foot down at a certain point not too late and sorted it out and made it so. Valve faced up to their problems, Ion didn't, or it was just too late.
    I hope I added something here, certainly an important subject as games go -- Bill Spencer

  100. Shoot whom? by Anonymous Coward · · Score: 0

    No, no, you have it all wrong. One ought to shoot the programmers and leave the designers to flop around like fish with no water, and eventually wander away like, um, designers without programmers....

  101. Re:Comments ("1%") by Anonymous Coward · · Score: 0

    I think we're getting to the point that we should start seeing more games where cutting-edge tech is downplayed relative to the creative

    If you pay attention to the PC game sales charts for the past few years, you'll notice a few things:

    - Most games there are either GREAT games or perfectly executed GREAT licenses (mostly sequels).
    - Most games there actually "downplay" technology in favor of gameplay. I mean, most of them are in fact 2D games (AoE, The Sims, Rollercoaster Tycoon, Commandos, Diablo 2...).

    The time you root for arrived a few years ago, but almost nobody has taken notice. I wonder why...

  102. Re: Design by The+Raven · · Score: 1

    Actually, that is exactly the opposite of what Carmack said. Coming up with an original, creative idea is easy... carrying that idea through with team building, product milestones, good advertising, careful budgeting, time management, quality assurance... THAT is hard.

    The Raven

    --
    "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
  103. Leaving creativity up to the Japanese by Anonymous Coward · · Score: 0

    Leave creativity up to the Japanese? I don't think it's a good idea. They're the ones who bring us Punchy and Kicky, Dance Dance Everybody, Drive Quickly Around Town and Evil Residential House w/Zombies every year. Christ, Pikmin? Gee, the computer players seem to like real-time strategy. Maybe the console players won't recognize that they're missing PC game complexity if we dazzle 'em with smooth, rubbery animations on big, colorful characters, the way we always do. Hey, let's play some Final Fantasy Who Gives A Shit Anymore, it's the BEST EVER--this time with even more unskippable animations. SIGN ME UP. Maybe you were being sarcastic about leaving creativity to the Japanese designers.

  104. John Romero by SkewlD00d · · Score: 1

    John Romero... yet another paultry twit.

    --
    The biggest trick the devil pulled was letting lawyers become politicians so they can write the laws.