Carmack: Lord of the Games
seer writes: "This article on Red Herring is a nice look at the interworkings of id software, most specifically their famous employee John Carmack. It delves deeply into the fact that id has stayed a very small company and dabbles with other topics such as Carmack's tendency to stay away from Microsoft 'standards' and the whole DooM ]I[ debacle. An interesting read."
And if you are reading slashdot, you are one of his loyal subjects!
Mr. Gates sent a video with congratulations that teased, "I just want you to know that I can write slicker and tighter code than John."
This is the funniest thing Bill Gates has EVER said.
a common code that can run on Windows, Linux, and Macintosh operating systems
Last time they did this we got Java. And look what it has done for our web browsing experience! Oh wait, you don't like lag?
ultimate case mod
Mr. Carmack is unique in another way. His success demonstrates an alternative path for entrepreneurs. Id Software, in Mesquite, Texas, started small and self-funded, and is staying small even as it rakes in tens of millions of dollars from its games and game-technology licensing fees. "All we could get out of growth is more money," says Mr. Carmack, a multimillionaire. "More money is not a major motivator for me."
Money not a major motivator? I wonder how honest that statement is. More importantly, where can Id be going with Carmack's other "attitudes?"
And what rough beast, its hour come round at last,
Slouches towards Bethlehem to be born?
JOhn carmack is the true lord of the games.. i mean there would be no gaming industry if it weren't for his genius..his graphics engine are amazing (though rather utilitarean...in a good way ) given some of the games accompanied with them sucked ie quake II they were always the stepping stone for some theing better (halflife) he is a god amoung men and is the main contributing reason as to why i no longer have a social life.. long live john carmack
his girlfriend has nice fake tits. oh wait isn't that the other id guy? which is which? i dunno anymore...
If this site gets slashdotted, here's the article text. Note, please do try the official link first -- if the site can handle the traffic it's polite to actually see (or block) their ads.
.plan, "the other shoe dropped."
.plan file. Mr. Cloud then posted a response online, writing that it seemed every Id game involved some "great conflict." It was a rare glimpse of the inner workings at one of the most admired companies in gaming as it prepared to rework one of the most admired games of all time.
Lord Of the Games
John Carmack, game-creator extraordinaire, runs a very small company that is an enormous success.
By Dean Takahashi
February 1, 2002
When Microsoft tried to launch a graphics standard for PC hardware in the early '90s, John Carmack, the ace programmer behind some of the hottest games ever created for the PC, stayed away from it. Eight years later, Mr. Carmack is still steering clear of Microsoft's standard as he cranks out the next version of Id Software's Doom.
"It's almost like a religious thing for him," grumbles Otto Berkes, a Microsoft program manager who until recently oversaw the company's DirectX graphics technology division. Unlike Mr. Carmack, many other game developers have adopted the technology.
Mr. Carmack, cofounder and lead programmer at Id Software, is sticking to his own graphics technology. He is an absolute techno-purist who seeks to produce a common code that can run on Windows, Linux, and Macintosh operating systems--something he can't do with Microsoft's technology. And by being such a purist, he delights hard-core gamers and graphics experts. Among programmers, he is lionized for his advocacy of openness, particularly for allowing Id Software's game engines to be used to create an infinite number of customized versions of its games. And among gamers, he is praised for unapologetically making the highly realistic and ultraviolent shooting games that delight young males and horrify parents and politicians.
Mr. Carmack is unique in another way. His success demonstrates an alternative path for entrepreneurs. Id Software, in Mesquite, Texas, started small and self-funded, and is staying small even as it rakes in tens of millions of dollars from its games and game-technology licensing fees. "All we could get out of growth is more money," says Mr. Carmack, a multimillionaire. "More money is not a major motivator for me."
This self-imposed restraint is rare in a world that believes, in the immortal words of Dr. Seuss, "business is business and business must grow." Id defies conventional business logic by maintaining a staff of only 17 employees, even though the company generates annual revenue of $20 million--more than $1 million per employee.
GRAPHICS PROCESSOR
Mr. Carmack is something of a hermit--at least he was until he met his wife, Katherine Anna Kang, at Id. "I begged him to be more social," she says. "I would say Mr. Spock is a good description."
He speaks with a nervous tick that makes him say "ahoom" in between breaths. A coworker was once astounded when the ultra-reserved Mr. Carmack said goodbye to him on his way out of the office. He doesn't talk much to other programmers, his wife says, because he figures they are like him and just want to be left alone.
Mr. Carmack works a highly organized day, targeting specific goals that usually involve rooting out nasty bugs in his software code. In years past, he would code 80 hours a week; now he is so on top of his game that he works regular hours and spends another 30 hours a week figuring out how to make rockets take off and land vertically. He is even delegating some programming work to others for the first time in years.
"I have no doubt John is wired differently from the rest of us," says American McGee, a game designer who worked at Id and is now the chief creative officer of his own company, Carbon6 Entertainment, in Los Angeles. "John is a perfectionist in everything he does," adds Dennis Fong, who made his name as the best tournament player of Mr. Carmack's games. "He picks the areas where he wants to concentrate his attention and then he goes at it hard-core."
Mr. Carmack also plays computer games in the office with his coworkers, but he frequently isn't the best player in the house. When fans ask if they can dedicate Web sites to him, he replies, "Please don't, please don't."
"I am proud that I can be a role model for young programmers," he says. "But I don't believe in the extremes of hero worship or cult of personality. I don't enjoy being a famous person."
Instead, he is bent on creating solid graphics code, which he then hands over to Id's artists and designers so they can create the best possible game with it. "People are surprised at how disengaged I can be from the affairs of the company and the games industry," says Mr. Carmack.
DOOM RAIDER
When Mr. Carmack steps into the spotlight, it's because of his purist ideas about technology. A few years ago, he publicly criticized Steve Jobs and Apple Computer in an Internet posting for failing to keep up with 3D hardware technology. That led to a tense meeting with Mr. Jobs and, ultimately, an attitude shift at Apple. More recently, Mr. Carmack tangled with Mr. Jobs's handlers, who wanted to censor his Doom demo for the Macworld trade show in January 2001. He kindly avoided showing any killing or blood, but insisted on keeping the ghoulish images of demons. The demo eventually won approval from Mr. Jobs.
Because his games spur PC sales and, consequently, operating system software sales, he commands the attention of Microsoft's Bill Gates. When Mr. Carmack complained that PC hardware and software people never met, Mr. Gates held a Windows Graphics Summit. When Mr. Carmack was named to the hall of fame of the Academy of Interactive Arts and Sciences last year--an honor bestowed on only three other individuals from the game industry so far--Mr. Gates sent a video with congratulations that teased, "I just want you to know that I can write slicker and tighter code than John."
In the world of gaming, Mr. Carmack's influence has been enormous. His team created the original first-person shooter game, Wolfenstein 3-D, in 1992. It legitimized the shareware movement, starting in 1993 with progressive releases of the Doom franchise, which generated more than $100 million in revenue (even though roughly 15 million copies of the original were downloaded for free). Presaging Internet business models, Id gave away a lot of stuff for free, hooking game addicts and then selling them upgrades. In 1996, Id created the first true 3D game, Quake, and since then the company has played a key role in the development of multiplayer Internet games. Having infiltrated everything from movies to art, such games have become a part of pop culture.
GOD OF SMALL THINGS
Instead of using this success as a springboard for growth, Mr. Carmack and his co-workers have adopted a conservative business philosophy, eschewing the "expand at all costs" attitude. Mr. Carmack notes that the art and programming tasks for today's games have become so overwhelming that he can never tell when his company will finish developing a game.
Nonetheless, the company is famous for rewarding employees for their Sisyphean labors. Thanks to profit sharing, some employees make $450,000 to $600,000 in a good year. With such pay, the company expects employees to put in long, hard hours, says Todd Hollenshead, Id's CEO. Even with demanding schedules, employees still have fun. Every day, there is a one-hour Quake death match in which even Mr. Hollenshead participates.
Id stays small because "company building" isn't part of its ".plan file"--Id parlance for a log on the Internet that fans can read to keep track of daily activities, says Kevin Cloud, an Id co-owner and artist. Creating more game titles would require more employees and would dilute the talents of Mr. Carmack and his brethren.
"We don't have to have big [development] teams," Mr. Carmack says. "We don't have to be like [major game publisher] Electronic Arts." Id simply does what it's good at. The development team is now headfirst into the new Doom, which will take computer games one step closer to perfectly lifelike animation--as long as antiviolence censors don't stop it along the way.
Mr. Carmack demonstrated the new Doom at the recent QuakeCon event in Mesquite, a Dallas suburb best known for its rodeo. He told a faithful crowd that the new Doom will have images comprised of 250,000 polygons, compared with only 10,000 or so in Quake III. That's not far away from the 1.5 million- polygon characters in the animated film Shrek, which set a new standard for realism for computer-animated cartoon characters.
Much to the audience's delight, the new game looks like a horror movie. Demons jump through glass windows, baring their hideous fangs. Zombies leap from shadows. It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot.
Yet even with a track record of multimillion game sales from Doom and Quake, Mr. Carmack can't do everything he wants. While he owns about 40 percent of Id, fellow artists Kevin Cloud and Adrian Carmack (no relation to John) hold more than 50 percent. Id launches new projects only by consensus. When the team was debating which project to pursue in 2000, Mr. Carmack and fellow artist Paul Steed wanted to remake Doom. Mr. Cloud and Adrian Carmack were against it. Mr. Steed organized a rebellion and threatened that, even if ordered not to, the employees would simply start work on the new Doom. Mr. Cloud and Adrian Carmack relented, but then, Mr. Carmack wrote on
Mr. Steed had been fired, "in retaliation, over my opposition," Mr. Carmack wrote in a June 2000 entry on the company's
The firing of Mr. Steed points to the limits of Mr. Carmack's power and the often-heard charge from industry executives that Id sometimes lacks adult supervision. Mr. Hollenshead handles business decisions, like publisher relations and licensing. But he stays out of the creative work and disputes among programmers, designers, and artists. The lack of a referee here and among the company's owners inevitably leads to clashes. "The ownership is a fairly fundamental problem at Id," Mr. Carmack admits. "There is not clear leadership on everything we do."
The owners have since made peace, and development continues apace. For the first time, Mr. Carmack says, it seems that nobody on the development team hates anybody else.
MARKET QUAKER
Mr. Carmack matters because no other game developer is pushing graphics technology the way he is--developing games that require not only the best graphics performance on today's machines but that will tax tomorrow's hardware as well. The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3. This puts him at the top of those who influence the technical specifications for the multibillion-dollar graphics-chip industry. The code that powers his games creates employment for generations of game artists. And many former Id employees have gone on to form a dozen companies in nearby Dallas, making that city the capital of some of the most violent and entertaining games on Earth.
But Mr. Carmack and his company have their critics. Their games are bloody and repetitive. Many former Id employees moved on because they tired of making the same game where players shoot anything that moves. Sales of each game usually top 1 million units, but they don't reach the lofty heights of less violent and more mainstream video games like Final Fantasy or Pokémon. Mr. Carmack may never be mainstream in the McDonald's sense of the word.
That's just fine with Mr. Carmack. He prefers to work in peace on the new Doom and is mum about its release date. He keeps toiling because he foresees a "golden age of graphics programming." He expects that game technology will be used to animate films in the near future.
But while he hopes such films will be a "little more stylistic than Friday the 13th," the wildly successful horror film, he cautions against classifying games as an art form. "That's not what we're doing," Mr. Carmack says. "We're doing entertainment. Saying it's art is a kind of sophistry from people who want to aggrandize our industry."
Write to Dean Takahashi.
"Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
There was a point in id software's evolution where John Carmack almost adopted Java as the "scripting language" for Quake 3. This got abandoned REAL quick when it wasn't fast enough.
Java is all about interoperability, then ease of design, then speed.
Id software's game engines are all about speed, then interoperability, then ease of use. All the same, they STILL tend to be pretty easy to use, since they aren't motivated by business decisions as much as they are by making a really, really cool game engine [while this has positive business ramifications, obviously, that's not why they do it].
Quake 3 is a SUPERB game engine on all platforms. I can write my own game as a Quake 3 mod, and without any recompiling, have it instantly work, at high framerate and with no bugs or glitches, on three different platforms. Show me how Java can do that.
Id software's game engines ALREADY surpass Java. It's not going to get worse from here; it's going to get better.
-Hentai [in vita non pacem est]
" The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3."
I am thoroughly confused...
from the i love to suck cock dept.
I was wondering if any of your readers have any experience in the professional cock sucking industry. See, I'm tired of having to work my way up my company's hierarchy with hard work. I'd rather just suck off the appropriate people and let the raises roll in.
If any of your readers have any experience sucking cock (like knowing whose cock to suck [damn that janitor]), I'd love to hear them.
( Read More... )--
the strongest word is still the word "free"
"He told a faithful crowd that the new Doom will have images comprised of 250,000 polygons, compared with only 10,000 or so in Quake III. That's not far away from the 1.5 million- polygon characters in the animated film Shrek, which set a new standard for realism for computer-animated cartoon characters."
So basically they only need a six-fold increase in polygons to reach what Shrek had- not to mention that the environment is constantly changing as characters interact with it, whereas Shrek was always the same. Oops.
No sig for you.
farp!
This is a comment from an obviously anti-american troll posted on this site. Retarded, but still amusing:
Jawohl liebe leute so ist es, wer wollte nicht schon mal in die USA reisen und da mal ein wenig auf anal machen?
Stimmt, jeder hat schon mal mit diesem gedanken gespielt.
Viele mögen jetzt abgeschreckt sein durch die verstärkten kontrollen an den Flughäfen bei USA flügen mit US-Fluggesellschaften. Diese wären ja äusserst gut geeignet um auch schon wärend der Reise in den genuss von hartem Analsex zu kommen.
Da mag man sich auch fragen, was machen denn die Amis sonst noch als Analpartys? Jaaa sie stopfen sich ihre us flagge in den anus! Da hat danach schon mancher gestaunt warum die sterne plötzlich braun anstatt weiss waren! Oh shit schreien die amis dann und setzten mal ein paar F-16 in die luft um zu zeigen das sie's auch in überschallgeschwindigkeit können...und das von hinten!
Dieser erfindergeist ist weltweit einmalig und sollte durch einen kräftigen ballerman im arsch belohnt werden. Aber doch nicht hier in Deutschland, warum auch, so ein zerfetzter Ami ist eine zumutung, und erst ab 18 jahren erhältlich. Im Verkaufsabteil hinter dem Vorhang, versteht sich. Für ganz fanatische gibts dieses modell auch mit einem Hakenkreuz, tätoviert auf den eiern, falls noch welche da sind.
Und wer nun noch keinen Analorgasmus durcherlebt hat der soll sich mal ins Telekom festnetz telefonieren und nach dem hintereingang des drachens links um die ecke fragen!
Euch allen coole festtage und haltet die eier warm, denn bald ist ostern!
To this reporter, Carmack isn't using OpenGL, an existing 3D graphics standard which Microsoft refused to adopt in favor of their (for years inferior) attempt to lock programmers in to DirectX, he's using "his own graphics technology" which is "almost like a religious thing for him".
can be found here. hilarious!
...since the eighties? I seem to recall that he has not, but I could be mistaken.
I'm the stranger...posting to
Jawohl dear people like that is it, who already did not want to travel times to the USA and make there times a little on anal? , everyone is correct already times with this thought played.
Many may be deterred now by intensified controls at the airports with the USA flights with US airlines. These would be to be come extremely well suitably over waerend the journey into the benefit from hard Analsex to.
There can one also ask oneself, what the Amis makes otherwise still as Analpartys? Jaaa it plug themselves their US fly a flag in anus! There thereafter some has been astonished why already asterisks suddenly brown was instead of white! Oh shit cry amis then and set times a few F-16 to air around to point sie's also in supersonic speed can... and from the rear!
This inventor spirit is world-wide unique and should be recompenced by a strong ballerman in the ass. But nevertheless not here in Germany, why also, such a zerfetzter Ami is a zumutung, and only starting from 18 years available. In the sales compartment behind the curtain, understands itself. For completely fanatische gibts this model also with a swastika, taetoviert on the eggs, if still which there are. And who through-experienced now still no Analorgasmus that is itself times in Telekom festnetz to telephone and after the back door of the kite left around hits a corner asks!
To you all coole holidays and keep the eggs warm, because soon is Easter!
This article is the most motivating article I have ever read. He not only tries to write code that will port well in order to insure his product gets to as many people as possible, but unlike other stupid software companies he refuses to overextend his company to more the 17 people.
I've worked at alot of companies and one thing is for sure. Everything starts to go to shit when you can't walk over and talk to all the other developers.
This would be the ideal company to work for and they make the ideal product. Then they let the community do the beta testing. I love this man. His ideas are harsh on the MS way to do things which is probably why they work so well. Instead of employing rediculous amounts of people inefficently turn a mediocre product and then either market it to hell and back to make everyone think they need it, or force all of their existing customers onto it.
They keep a small number of really smart people in one room and turn one of the best products out, and let the product practically sell itself. This is how things would be in an ideal world, but the idea of making the best product so that people will pick it over others is wearing thin, esspecially now that Microsoft has bought most of the GL patents from SGI.
ID Software is as strong as ever, and so is John Carmack. Thank you for everything, John!
For the ones that want to know more about John, here are some links:
John's .plan
John's biography @ ID Software
John Carmack Answers @ Slashdot
John Carmack was found dead in his Portland, Oregon home. Authorities have yet to release any details of the investigation, but sources say it appears to be from natural causes. Three of his Ferraris were found missing from his hangar.
Having seen Shrek, I know there is more onscreen at any given moment than a single character.
Those apples are nowhere near the size of those oranges.
I just inherited 20 thousand dollars and I live in my parents basement :)
Anyway, I'm looking to buy a new system, but I'm torn; Should I buy an SGI workstation or a Sun UltraSPARC2? Can I run Linux on either and how well?
I only drink tequila.
I want bells and whistels to go off on my computer whenever Mr Carmack posts a message to /. :)
:) :) :) :) :)
Seriously, this would be cool. Shoot, granted already his postings make front page news on many gaming news sites (yes the front page news thing is a joke, of course it is on the front page. ^_^ ) but I want to know RIGHT AWAY!
*IDEA!!!*
Hey, how about we all get some funds together and pay Mr. Carmack to develop the next version of Nethack?
Need help treating your acne? Come here!
I couldn't help but be distracted by the author's tendancy to introduce people, then refer to them as Mr Surname, as if we've stepped into some Charles Dickens novel:
..
Mr Carmack, Mr Spock, Mr Jobs, Mr Gates, Mr Hollenshead, Mr Steed, Mr Cloud.
They forgot Mr Ego, but then he has been missing from Id for a little while now
Ash OS durbatulk, ash OS gimbatul, ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-MS-ishi amal fauthut burgulli.
By the time Quake 3 Arena came out, I think a lot of people realized that id had basically become a brilliant game engine company that should just cast off the illusions that they were experts in creating innovative gameplay. Because I think, while you can debate the merits of the technology behind id's products until the end of time, it became clear to many that the innovative gameplay was happening somewhere else. While the engine was brillaint, Quake 3 the game was the same old, same old. Deathmatch in a brown castle.
While many people had not-so-kind things to say about the multiplayer aspects of the origional Unreal, when Unreal Tournamnet came out, Epic was pushing the bounderies of online gameplay, while id was left in the dust, cranking out the same thing yet again.
Not to say Quake 3 was a crap game, a hell of a lot of people enjoyed it then and enjoy it to this day. I'm just saying that it was part of a downward trend at id, one that they seem to have addressed, and I commend John Carmack for that.
Even thou FPS games dont make the level of sales of everquest or pokemon, ID game engines are the best for FPS shooters.
The norm at Lan parties are mostly ID engines based games. RTCW, MOHAA Demo, Q3A, Q3A Urban Terror, Action Quake2, the only 2 games that wasnt, where Counter Strike and Ghost Recon. The main game for money was CS, but we had so much fun playing Q3A UT, we had to push back the CS tourney.
-
Amiga OS is out for your x86
I am here to annonce that I have found out I am a homosexual... I love COCK!
While at a public swimming pool, I got a hard on when looking at young boys coming out of the pool with their tight shorts sticking against their bodies.
AND THE FUCKIN PATS WIN!!!
Boston rules, you jackoffs! bwahahahaha
Bill Gates, age 32, was found dead in his Seattle, Washington home today. Investigators have announced a very unusual cause of death. It appears that Mr. Gates was rolling around naked in a pile of money when he was suddenly crushed by his enormous ego. There is as of yet no comment from the Gates family on the circumstances that Mr. Gates was discovered in. Linus Torvalds announced sadness over the demise of his greatest nemesis and claimed that he would soon direct his attention to overthrowing Larry Ellison instead.
Catacomb Abyss Released: Dec 1991 The first FPS. All the rest are ripoffs of the gameplay, get key open door, see monster, shoot it.
develop the next version of Nethack? :)
With significant respect to mr. carmack... no. He's welcome to design supsersexy fps or whatever interface, but I (and I think a lot of nh players share the sentiment) like nethack just the way it is. The current interface really can't be beat for straightforwardness. Besides, we all know that it's not appearances that matter.
And the devteam does a damn fine job on their own.
:) Excuse me. I'm... easily excitable... about these things.
Karma: T-rexcellent.
Take a look at the FTP site: Wolfenstein 3D, Doom, Quake, and Quake 2 are all available. You still have to have the map files and other game data from a "real" copy of the game in order to play it, but all of Carmack and Co's magic is up there for study.
In short, they have quite a history of "giving back to the community." Even for games (such as Q3) where the full source isn't released, id always releases SDK's (for lack of a better term) to allow anyone that wants to the chance to create add-ons, extensions, and "total conversions" -- new games based on the existing code.
Very, very, cool.
Besides, there already is a graphic, SDL-based version of nethack: Falcon's Eye.
I quote, "Thanks to profit sharing, some employees make $450,000 to $600,000 in a good year. With such pay, the company expects employees to put in long, hard hours, says Todd Hollenshead." That's why no one ever wonders why John Romero no longer works at id.
My guess it that would be done like teh "loaders" where done in the doom/aliens total conversion.
Hey, at least it would still be portable. :) Ok not the same immense portability that the current Nethack has, but hey, it would work on at least 3 OSs. :)
:)
Make him keep the current game design, just have him write an underlying graphics engine, hehe.
Actualy the original Quake (and Quake 2?) have been shown to be able to run in text only modes, so hey, a Carmack version of Nethack may very well support terminals as well!
Need help treating your acne? Come here!
Carmack and Torvalds should have a child...
I actually thought Adrian Carmack was Johns brother as I remember reading it somewhere, one of the articles was obviously wrong. I'm sure someone will give an autoritive answer on that one.
A journey of a thousand miles starts with a brutal anal raping at airport security
Or at least that's what my local MSCE believes...
Turambar
------------------------------
Common sense is not so common.
--Voltaire
Patroits stuck an ICBM up their asses. They squealed like Osama bin Laden.
Mod me down. I don't freaking care right now.
PS2 showdown before this game had the Pats win this game. This also had the score pretty close to the real thing.
Nice IBM ad in the post-game show. Basketball player with the name Linux. Also a flash of Unix.
But I digress. Woohoo! Go Pats!
well mabe not
This sounds weird to most native English-speakers, but not putting in an appropriate address (Mr., Dr., Ms., etc.) may be construed as an insult in Japanese society. Dean Takahashi is probably just being polite.
Ash OS durbatulk, ash OS gimbatul, Ash OS thrakatulk, agh burzum-ishi krimpatul! Uzg-Microsoft-ishi amal fauthut bur
And speaking of politeness, it was rude of you to write this language here. (Even though it's completely true...)
Turambar
------------------------------
Common sense is not so common.
--Voltaire
By Dean Takahashi
February 1, 2002
...
The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.
I would argue that when it comes to tech matters, it often takes a nerd to write news for nerds. This guy's so far from any real understanding of the tech world that what he says, well, just doesn't matter.
"Microsoft tried to launch a graphics standard for PC hardware in the early '90s" We'd be talking 96 here, not early 90's.
"is sticking to his own graphics technology" It's called opengl.
I didn't bother to read further, obviously the article is written by someone who is clueless.
Althought, it may be more accurate to say "he programs governments now."
Anyone want to make guesses at how many hours Bill Gates has spent playing Carmack's games?
Tarsnap: Online backups for the truly paranoid
Hi, you're a karma whore. Don't even try denying it.
Also, I'd like to correct some of your points.
Q2 and Q3 were not great, they were 'bad'. Q3 especially so.
MOH is average, and one you get past the ten minute wow factor, you'll see its a bad linear shooter. It's 2002, games with zero interactions with your environments went out of style over a year ago.
Wolf is horribly, horribly, overrated, from the hacks who made such drek as "Kingpin" or "fucking fuck fuck".
Carmack supports Linux good for him, I think it's great. But people need to get their tongues out of id's asshole because Carmack is the only person in that company worth anything.
Deus Ex
Java, on the other hand, is a GENERAL PURPOSE PROGRAMMING LANGUAGE. You could use it to write ANY of the above kind of games, or a client-server application, or a spreadsheet, or pretty much anything else.
You also need to remember that the Java Programming Language and the Java Runtime Environment (JRE) are totally and completely different things. Java source code can be compiled into native machine code, which will run as fast or faster than comperable C++ code. Other languages ( like Python) can be compiled into Byte Codes and run under the JRE
Why is it that the proponents of "one nation under God" are so eager to get rid of "liberty and justice for all"?
GeForce4 is set to be announced at the 5th of February by Nvidia.
from Asia. But then again she looks like she has fake tits too.
...if I can find multiple things they got wrong on things I know about, then I seriously doubt they're getting the stuff right that I don't know about.
Mr. Carmack, cofounder and lead programmer at Id Software, is sticking to his own graphics technology. He is an absolute techno-purist who seeks to produce a common code that can run on Windows, Linux, and Macintosh operating systems--something he can't do with Microsoft's technology.
It's not his own graphics technology, it's OpenGL, which is used by many programmers around the globe. And he doesn't do it because he wants to have portable code. That's a part of it, sure, but he uses OpenGL mainly because it's easier to code, which means less development time and less debugging time. Also, it allows for greater flexibility. Not to mention, with Direct3D, can we say, "namespace pollution"? I thought so.
And by being such a purist, he delights hard-core gamers and graphics experts.
Oh yes, I get every id game simply because he "sticks to his own graphics technology". Did the author actually consider that he delights hard-core gamers simply because he creates realistic games that have fun gameplay and stunning visuals?
The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.
Newly released about a year ago...
He told a faithful crowd that the new Doom will have images comprised of 250,000 polygons, compared with only 10,000 or so in Quake III. That's not far away from the 1.5 million- polygon characters in the animated film Shrek, which set a new standard for realism for computer-animated cartoon characters.
Notice he said "images comprised of 250,000 polygons", and "That's not far from the 1.5 million- polygon characters in...Shrek". This isn't like comparing apples to oranges, it's comparing apples to Mack trucks.
No comment.
i bet he writes the most beautiful code around, and should share it with everyone else. his knowledge would probably inspire other programmers to follow him. more great programmers would drive innovation at the least.
and dont worry about getting a love life, if john got one, then its not all impossible.
Id can produce an action game with a minimum of man hours. I think once you start to move into say, the RPG genre the man hours increase significantly.
Think of all the media that comes with a Square game. CGI movies, voice acting, the presence of a script with dialogue, a plot, the list is very long. In order to do something like this Id would have to expand, which they're very much against. In short, don't expect Id to change genres anytime soon!
?-|||-----x<*))))><
I am a perl hacker, I spend at least 10 hours a day on the computer if not more, and I love playing Quake III. I also exercise 5 days a week religiously, because part of being a smart geek I think is knowing how to take care of yourself and know your body.
However, while I am athletic, I've never found a sport that involves men in tights pounding the shit out of each other and slapping each other's asses, (can you say homoerotic? not that I'm homophobic, but geez...jocks seem to be, and that seems ironic to me) with fans that apparently identify so strongly with teams that they will get in fights over it, appealing in the least.
I don't know, call me crazy.
The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3. Suppose that was a brain fart. I thought I was reading an old article for a second but the date said otherwise.
WRONG! Try Descent.
talk about supporting opensource tools/platforms, etc... what a hypocrite.
MOM
One cock in the mouth, one cock in the ass.
Pre-teen spitroast. Now that's where I'D want to spend my entertainment dollar!
"Why did they cancel my favorite Sci-Fi show? I downloaded ALL the episodes!"
The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3.
Did they mean GeForce4 or are all the GeForce3 cards on the market right now fakes?
"It legitimized the shareware movement, starting in 1993 with progressive releases of the Doom franchise, which generated more than $100 million in revenue (even though roughly 15 million copies of the original were downloaded for free). "
Now if only the RIAA and other places would read that and understand that sometimes when done properly that such things do work in a internet world.
-THIS SPACE FOR RENT!
I seem to remember SpectreVR came out before Stellar7.
...
Also, it was one of the first (if not the first) multiplayer LAN games, too
; -- the corruption of government starts with its secrets. a truly free people keep no secrets. --
this article does have a bit of a point. If GLQuake never came out we'd have seen an onslaught of Software REndered crap. GLQuake made the relatively big push to hardware rendered3D which gave us 3D chips in even the cheapest piece of junk today.
Although I think that's more of Romero's fault IIRC.
Non impediti ratione cogitationus.
Remember when they were talking about Quake coming out, and the battles were supposed to be akin to Virtua Fighter? That would be really wild! And you could supposedly pick up bodies, stack them, use them as shields...
Or when id software made Commander Keen, it took some wild imagination to come up with levels and ideas for that game.
id has a lot of imagination and I only drool at the possibilities, I wonder what their next game will be like after DOOM, since I'm sure they will have perfected the FPS genre! (Although a lot of us thought that when Quake 3 came out ;)
.sig: Open Source, Open Mind
And so the poor man who just wants to be left alone, and not a cult icon...
... is written about, and posted on slashdot.
Alright, all these replies telling me he concentrates on game engines. Fine. I know.
If Id's actually going to sell games to end users, though, then they should expect to face criticism for them. The engine's nice, no argument about that. But the game themselves are extremely repetitive, which is why so many people have left Id after getting bored with the Same Old FPS With Better Graphics©.
And to everyone complaining about how Carmack himself would rather focus on game engines, please note that I didn't name him in my post; I criticized Id.
It's good to see that Id is not going the way the fajjots at EA at taking games to.
I can agree that a business publication would want to avoid technical discussion, I think you're missing the tone that the article presented. Read it again:
The message is plain. Carmack avoids an industry standard developed by Microsoft called DirectX. Everybody else uses it. Instead, Carmack is some kind of technological religious zealot who uses his own system.
Granted... the article does go on to point out that his decission allows his software to run on many platforms. Something Microsoft's technology does not allow. But its possible that someone unfamiliar with the industry might miss this message and attribute Carmack's refusal of microsoft as another aspect of his ecentric personality.
It would be different if the writer had reported Carmack has adopted an open graphics standard over a more restrictive standard provided by Microsoft... despite Microsoft's professed incredulity over the choice.
Isn't Elite the first 3D game? It's the first i ever saw anyway
From the article: "That's not what we're doing," Mr. Carmack says. "We're doing entertainment. Saying it's art is a kind of sophistry from people who want to aggrandize our industry."
I totally disagree with this statement. I view coding (particularly coding for games) as something that straddles the gulf between work and art. It may not be 100% pure art, but it's certainly not aggrandizing to say that there is a fair amount of artistry in well conceived and written code. The first 25 years of my life was spent pursuing a variety of artistic endeavors (writing, music, visual arts) and I get nearly the exact same feeling in me when I'm writing code as when I'm composing music or drawing. There is definitely some link between those activities. I feel the same creative impulses firing when I'm programming as when I'm doing any other art form and I feel that same sense of artistic fulfillment or satisfaction when I'm finished with a project. It probably sounds a little fruit-loopy, but it's the truth. There is an element of artistry in writing code. I have no doubt about that.
--Rick
--Rick "If it isn't broken, take it apart and find out why."
From the article: In 1996, Id created the first true 3D game, Quake[....]
I guess this depends on your definition of "3D" in games. I was under the impression that true 3D meant that passages and rooms could exist on top of each other, creating true multi-layer scenarios. This is something that Doom could not do, but that Bungie's Marathon did. By that definition, Marathon should get the honor of being the "first true 3D" game. Marathon was released well before Quake, although I don't have the exact year at hand.
I suppose the author is probably referring to (or maybe being confused by) the fact that the monsters in Quake are models as opposed to sprites. IMO, true 3D would mean a true 3D environment not monsters. Oh well... nitpicking, I suppose.
--Rick
--Rick "If it isn't broken, take it apart and find out why."
Yes! Exactly!
Karma: T-rexcellent.
Maybe this belief expalains why he told IBM that 640k of memory was more then any one would ever want.
I have 640M of mem and still want more
-Trevelyan
by activision, in 3d fractal caveovision :-)
The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3
Obviously Nvidia is lying, when they claim to have already released this chipset. :)
Not quite. Descent was out before that, and it is even more 3-D than Quake.
There is nothing so silly as other peoples traditions, and nothing so sacred as our own.
For my graphics class in college we had to write an Asteroids program in OpenGL. I decided that it was kind of lame to do all the work to render asteroids and ships in 3-D only to shoot them in a 2-D plane. So I implemented a 3-D space shooter involving asteroids. It soon became apparent that in order for there to be enough asteroids to hit you there had to be A LOT of asteroids. The number that sticks in my head is 400. Since shooting 400 asteroids was pretty dumb I added some Tie-Fighters to the mix and had the objective be to shoot the Tie-Fighters.
All the work in this class was done on Macintosh computers. I was the proud owner of a Mac Performa 6200. It ran at 66 MHz, with no 3-D graphics card. I actually got my little game to run at a reasonable speed on it. Everybody else in the class wrote games that were played in a 2-D plane and many of them didn't run fast even on the brand new G3s that were showing up around campus.
Now for the point of my story. After graduation I went to work for a certain company and they gave my a nice laptop. It ran Windows. I decided it would be nice to try to play my game on it. The port was EXTREMELY easy. I had to add a crappy Win32 main and I had to replace the keypress codes since I hadn't used GLUT for kepresses since it didn't work with multiple keypresses. I also yanked the sound code out since it was Mac specific. But it took only a few hours to have the game up and running.
If you want to see the result you can get it here. Source is there too.
I later loaded Linux on my laptop and ported the game to Linux. It took a bit longer to find working keypress calls. I ended up using SDL without porting the whole game to SDL. The result was a little ugly but the game worked just fine. I haven't invested the time needed to polish up the Linux version is all.
Looking back I know that it would be very easy to write this OpenGL based game in such a way that it would run on all three of these platforms with a simple recompile if I had used #IFDEFs. Being lazy and busy with other things I haven't done that. But it is impressive how portable a game written in OpenGL can be.
Lasers Controlled Games!
he can do it all in 640k of memory, too!
"The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3. "
?? This is a *NEW* article?
I am utterly sick of these silly, superficial and sycophantic articles. There is simply no reason for them to exist. It seems that a pragmatic analysis of id and its employees has yet to be written. It's one thing to see stupid 'fanboyism' (E.g "UNREAL SUX0RZ!!!111") posted by the shallow morons who buzz around the VoodooExtreme comment boards like flies around shit, but another thing to see it on supposedly reputable and objective news sites.
I strongly disagree that John Carmack is id. What he is is a very intelligent and motivated individual that has been in the game industry for a very long time. Thus, he has a great deal of power and leverage over other companies. The fact that id created a great many 'firsts' (or at the very least evolved previously foetal genres to an acceptable level) compounds this. However, there are many other people in the game industry who are equally skilled. They, however, may not be in the position to fully exploit their talents. They may be employed by a company that has the technological ability to make 'quantum leap' titles, but a lack of inclination. Managerial oppression is epidemic wherever you look, much to the detriment of many companies. When you are management, things are much easier (Granted, id is more of a 'flat pyramid' than most companies. So, things aren't as simple as one might assume).
Indeed, the real 'computer graphics experts' don't work in the game industry. The best opportunities are actually found in disciplines like professional flight simulation or non-real-time graphics technology development (E.g Renderman), not game creation. People like Alan Watt, Jim Blinn and Eric Haines (Slap yourself if you said "Who?") work at companies like Pixar, SGI, Microsoft, Hewlett Packard, IBM and Autodesk. It is these people who develop new techniques, publish them at SIGGRAPH and provide game developers (among others) with algorithms with which to implement in their engines. That isn't to say that game developers simply perform implementations, innovation is essential for any kind of specialised task, but it is the work of many hundreds of individuals (most of whom the average Quake player has never heard of) that has produced the plethora of techniques that the game 'Gods' rely on.
When articles assume that 'John Carmack is id' blame and praise are grossly misattributed. Of course, there is a great deal of overlap in the roles of team members, but praising John Carmack for the finely balanced weapons in Quake3 is utterly ludicrous. In this case, id's creative team (Robert Duffy etc) miss out on the recognition they deserve. If John Carmack were really the hyper quick, hyper intelligent polymath that people make him out to be, id's employee list would be one person long. It isn't. id is (take a deep breath, this may shock you) a team of highly skilled individuals that when working in concert have the ability to produce great games. Each should receive the recognition they deserve.
Consider this, would people idolise John Carmack if id's games were terrible?
I remember seeing posted somewhere, maybe a on usenet or something, a long time ago. Pretty funny, I guess.
Subj: Wolf-3D Section: Action/Arcade Games
From: Ty Graham 72350,2636 # 191387, * No Replies *
To: Id Software 72600,1333 Date: 24-Jul-92 18:27:27
Jay, just thought I'd drop a note to let you know how popular Wolf3D is
here at Microsoft. It seems like I can't walk down a hall without hearing
'Mein Leben' from someone's office. I hope you guys are getting revenue
from all this.
Anyway, we were sitting around talking the other day, discussing games for
Windows, and someone said 'What are those cool guys at Id doing?'. So how
about it. Are you guys looking at Win games at all? Win32?
In a perfect world, I'd have you guys port the Wolf engine to a multiuser
maze game for Windows for Workgroups. We need a good M'user Win game.
Anyway some thoughts.
Ty Graham (Microsoft)
Wolf3D in Windows for Workgroups? Sitting next to the Microsoft Hearts Network? Hah.
J
Quake didn't have those degrees of freedom. You couldn't have overlapping passages, for instance. There was no true vertical dimension in the engine, it was only simulated.
Err..Nope. The vertical dimension _is_ there.
Think about this...in Q3A or UT, you have to point upward to shoot at someone standing on a platform. In Quake, you pointed towards the platform and the shots automatically went "up" to where the person was standing.
Did you turn off autoaiming? (a feature of the engine making aiming easer for those that use keyboard to play) Or are you thinking about Doom?
No corkscrew shaped tunnels in Quake, the 3D part was really just polygonal characters and walls instead of Doom's sprites, not a true 3D engine
Doom uses polygons for walls too.. But everything else is sprites.
On a related matter: What makes the walls in Descent if not polygons?
A few corrections to the article:
"My own graphics technology"
is OpenGL.
"Mr. Carmack also plays computer games in the office with his coworkers"
I played Q3 quite a bit, but not much since then. The team focus of TeamArena and Wolfenstein just isn't my favorite type of game.
"Polygon counts"
The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.
"It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot."
Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don't really expect most people to believe us at this point, but wait and see...
"The new Doom likely will require a no less powerful chip than the soon-to-be-released Nvidia GeForce3"
It is designed for full impact on a GeForce-3, but it still runs on a GeForce-1 or Radeon.
They didn't reproduce the graph of our revenues from the print version, but that was also way off base. I guess they estimated them based on our title sales, but while Doom II remains our best selling title, we have much better royalty arrangements now than we did back then, so we make more money today.
John Carmack
That's some very useful information. I feel more productive at work already.
I know the article is about Caramack, but it was such a good bedtime story, I was wondering whatever happened to the fired Mr. Steed.
Anyone know whether he was asked back, refused to come back, or still holds a grudge?
I PLAYED THIS! I PLAYED THIS!
You had to go around shooting zombies and such!
GODS BELOW!
In the PC game arena, No one other then Carmak really. GL would probably still be used in simulators and other high-end, non-pc apps. But I don't think SGI or anyone really, other then carmak, is really pushing GL on the desktop.
The success of GL on the desktop is really mostly because of what Carmak has done with it.
autopr0n is like, down and stuff.
You could write the games, they'd just be slower. Duh.
Now, lets see you write a webserver in QuakeC, how about a relational database, or a P2P app. And do it quickly. Yeh, you can make your own game in Quake. Who cares. In java, you can do anything.
autopr0n is like, down and stuff.
Id is famous throughout the PC gaming world. They have produced cutting edge games year after year. But frankly, their revenues are weaker than expected. From the article:
Year Title Copies(MM) Revenue (MM)
1990 Commander Keen 0.1 0.3
1992 Wolfenstein 3D 0.8 14.3
1993 Doom 1.4 10.4
1994 Doom II 1.7 44.1
1996 Quake 0.6 24.3
1997 Quake II 1.0 35
1999 Quake III 0.6 22.3
On a per employee basis (~$1MM), they're doing great. But they see a lot of variability each year. They rely on a single product line. The revenues are low for a mid-sized company (I know an infomercial entrepreneur hawking *toothbrushes* who makes more.) The low unit sales may be due to the type of game being produced, but this must be discouraging to the many independent studios.
Money not a major motivator? I wonder how honest that statement is.
Very honest. Id has stated in the past (Game Developer Magazine) that it doesn't make business sense to support Linux, that they do it because it is cool.
It's always best to get the straight poop. (I especially liked the idea :) that OpenGL=id proprietary!) Your plans sound great. As a misanthrope, I'm particularly glad that there will be less teamplay emphasis and more plot. Escapism is best when there's some discovery and surprise.
Keep up the great work!
-- We all have enough strength to endure the misfortunes of other people. La Rochefoucauld
Uhh, dude, this posting hasn't been moderated by anybody yet. Nobody 'levied' a score of 1, it's just the initial score. Try reading the FAQ about how moderation works.
carmack is cool in that he's one of the last bastions of hope for non microsoft controlled game development (i.e. he uses open gl).
long live open gl (hopefully)!
"I guess this depends on your definition of "3D" in games. I was under the impression that true 3D meant that passages and rooms could exist on top of each other, creating true multi-layer scenarios. This is something that Doom could not do, but that Bungie's Marathon did. By that definition, Marathon should get the honor of being the "first true 3D" game."
:)
You are right that Quake wasn't the first true 3D-game, or even the first true 3D-Shooter. If true 3D means objects and world made of filled polygons, games like Driller would surely qualify. It might even qualify as the first FPS.
Marathon, however, used a technique called Raycasting for the environment, and sprites for the characters/objects, and this is also the case for Doom, Wolf3D, Duke3D etc. Raycasting works by having a two dimensional map(or several maps above eachother, as done in Marathon and Duke3D to create rooms above rooms), and then scan what is within the players field of view from his current position/direction.
A Very simplyfied explanation:
Imagine a chessboard where all the black squares exept a small rectangle in the middle of the board are replaced with white squares. You are in one of the corners, and are facing the oposite corner. The engine scans what you can see within your 90 degrees field of vision , and whenever it "hits" a black square or the walls of the chessboard, it stops and put a wall-texture there. White squares are ignored. What you would see from your position in the corner is a square room with a small stonehengeish rectangle in the middle of the room. Ofcourse, the Marathon engine is far more advanced, but the Wolf3D engine actually used squares with either an CLOSED(wall) or OPEN-state.
I'm not sure, but I think I have read somewhere that John Carmack was the first to use this technique in the game Hovertank (minus textured walls) that was released in May 1991.
I wish my english was better... This page has working code for a raycasting engine, and explains the consept far deeper than I am able to.
I propose to organize a match between the two code champions Mr. Gates and Mr. Carmack, which would allow Mr. Gates to prove that he is neither a coward nor a liar.
Im 34 and still enjoy your games, thanks for all the
years of entertainment.Thanks for developing
and allowing developement on a cool platform like linux.
I know you've prospered from your efforts, but the games have
been well worth it. However, I do look forward to
some plot!
John: I'm currently working my way through Ivor Horton's Beginning C to learn the language. However, I learn much better when I have someone to teach me. Would you teach me C?
:)
Last night I shot an elephant in my pajamas. How he got in my pajamas I'll never know.
STratoHAKster
"The low unit sales may be due to the type of game being produced, but this must be discouraging to the many independent studios."
I don't think that shows licensing. For instance, there has to be a lot of titles licensing Quake 3. Elite Forces, Medal of Honor, Wolfenstein, Soldier of Fortune, Alice, etc.
If your not making The Sims, the latest Tycoon game, or Everquest in PC gaming your not breaking $100 mil. And none of the people working on those are getting $500k profit sharing, I guarantee it. Most of the developers with the exception of that Rollercoaster tycoon guy aren't even working at their respective companies, they all moved on because the corporate machine has a way of taking over when the money comes in.
So my point is, There is no money in PC studios unless you own it yourself and $20 mil is bank to you.
Inventing Wolfenstein 3D was a great excellent idea. I played this game a lot and it was among my favorities in early 90s. I Played your DOOM games and I loved them too because of the atmosphere. I was shitting under me when I played them at night because of the atmosphere ;) Quake was kinda brownish but these dark brown colors also created a great mood :) . Q2, was great and had great colors but I thing that it did not have such great atmosphere, however design of these cybernetic enemies was very original and great!!! However I did not like Q3 too much. Was it some kind of an experiment??? It had crappy user interface and crappy multiplayer Internet browser for servers. Character animation was poor, but this industrial techno music and level design was excellent however it still lacked something. You know I played practicaly all of your games and such people like me need more... ...More technology (Q3 is not interactive like Duke 3D and it is bad), animation of everything including characters and fire was poor in Q3, I could not break glass and use complicated elevators in Q3!!! There are no things to blow up and it took me 3 hours to beat the game and I got bored. I merely play it. Q3's atmosphere for me is not as fearful and moody as it was when I played DOOM and DOOM2 in mid 90s. I think that Wolf 3D was a great game (new cool idea for new genre), DOOMs were incredibly great because they had the most advanced engine ever (at the time) and the coolest atmosphere of all.
I hope that you are gonna look back at DOOMs when creating DOOM3 and that it is gonna be the best game ever because I rely on you. I want more blood, more horror, more fear and more gore in THE DOOM 3. I wanna also see Hi-tech looking large levels with big outdoor areas, bases, complicated machinery, glass and explosives to blow up, damn fearles monsters which can also fight against each other (like in DOOM, it was cool to see them fighting with each other)). I wanna see a lot of of bright blue flashes in dark rooms filled with monsters, I wana feel like the weakest and the poorest, and hopeless looser when playing DOOM3 (because of the mood). I wanna be amazed by graphics and cool engine tricks, colors (colorfull hi-tech base like in Q2) and I wanna see some shades and dark areas (like dungeons of the castle), I want to fight on the snow when breathing very cold air and I want to fight in the red center of crater breathing hot toxic vapors, I wanna see everything filled up with stinky dead bodies and gore, lava, fight in cold and hot, vacum of space, be amazed by colors and shades. I wanna feel like lonely looser in hopeless situation. I do not wanna hunt. I wanna be hunted with thought on my mind that I can be torn apart behind next corner. This is what I want in DOOM3, but I still wanna have a little chance with my new hi-tech weapons.(rocket launchers, plasma guns, and powerfull BFG 12K) I wanna have some very powerfull weapons (like 3 times more powerfull than original BFG9K with high battery capacity so I will be able to make like 100 shots out of it) but I want it to have it difficult to find, have it difficult to obtain an ammo for it. But if I have it, if I have plenty of batteries I would like to rule even on the toughest levels (the porblem should be to find it and to find enough ammo (it should have capacity for many (like 100) extremely very powerful shots)). If I have it it should be the half of the problem (another half should be ammo to make me happy enough to be able to blow up thousands of monsters with just 100shots). Make it disabled or optional or weaker in multiplayer so the multiplayer game will be more blanced or having an adjust option when setting (staring) up an multiplayer game so host can set up how powerful it should be. Every new connecting player should be imformed if this weapon is enabled in the level and how powerfull it is in order to know that if someone has it the game might be unbalanced.
OR
even put 2 kinds of BFGs in the game (11K and 12K)
where tihs BFG 12K is 3 times more powerfull than 11K with the same fire of rate and high battery cpacity. BFG12K is the one I am tlaking about.
In single player put this weapon just in few places in the entire game. Put it in the places which are difficult to get to and secret. When player gets it let him cary it through the most of the entire singleplayer game without ammo so player is gonna think, that he/she has a Big cool looking F#&^ing Gun but kinda useless without ammo. Put not to much ammo for it in secret places, and near the end of the singleplayer game in the last or almost last level put another one with a lot of ammo and a lot of (even tough) monsters to blowapart with it (let it be some kind of a prize for the player for beating a whole game. Make it difficult to get except for few last levels where user will be able to beat the game with fun when paying back for all the effort he/she had to take for going thru everything so it will be another reason to play not to give up the game).
Remember that BFG was one of the best game weapons ever because it kicked ass. Make new one which kicks ass even more so people wil not be bored with it. They are gonna be happy instead because of that BFG tradition is continued.
What about weapons? Can we expect some returners from the old Dooms? And enemies too? The Mancubus would be hella-sweet in true 3D.
Damn it, turn off the "smart" quotes. Either use html Unicode symbols if you must have curly quotes or just stick to plain ASCII.