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Tim Willits Interview: Lead Doom3 Designer

Joe writes: "PlanetQuake3.net has a interview with id Software's Tim Willits who is the lead designer and project manager of Doom 3. Tim talks about the new generation of level editing in Doom3, his favorite maps of all time, how designers and coders work together, and many other subjects. One of the most interesting parts of the interview was this question: 'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.'"

5 of 176 comments (clear)

  1. The sheer size is supposed to be staggering... by Spazholio · · Score: 0, Troll

    In a recent interview, they said that it would not be uncommon to see 80 MB textures in Doom 3. 80 MB for ONE texture! Now I think I finally have a need for that ATI 9700 I've been drooling over.

  2. I thought MP wasn't implemented yet by FortKnox · · Score: 1, Troll

    'PlanetQuake3: Will it be possible to adjust the speed of the game for between single player and multiplayer play?' 'Tim Willits: Yes, most of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer.

    Is this the same multiplayer that you haven't started yet.

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  3. Game logic by Plutor · · Score: 0, Troll

    "[M]ost of the game logic is outside the main executable, this gives us great flexibility in changing basic game parameters between single and multiplayer."

    Yeah this is so cutting-edge. Never before has a game put its game logic outside the main executable. I foresee this design paradigm spawning multiple "modifications" using the Doom 3 game engine. Many of them will be free and I imagine some may even use OSS licenses. This is truly a revolution for PC gaming!

  4. I don't get it by dh003i · · Score: 0, Troll

    I really don't get what's so great about these Wolfenstein/Doom/Unreal/Quake games. I mean, its all so repetitive. Same kill the baddies, destroy everything scenario every time. And it, of course, feels completely unrealistic because a computer is trying to emulate the motions/actions of a real person in first perspective, which is next to impossible to do.

    I really don't see why more people don't try out vehicular shooter games like Descent and Freespace, which feel realistic because your flying a ship, not moving a person, which means that collisions feel much more real (a real bump or knock). Also, they're alot more challenging and you're given a lot more freedom, as you can move in all different directions.

    How many times do we have to get the same old shoot-em-dead, destroy everything that moves, kill everything, watch stuff bleed and blow up guts all over the place type games like Doom? These are really the same games, but just with face-lifts.

    Do yourself a favor, try a game that doesn't involve mindlessly killing everything in sight. Try out Descent (1-3) or Tomb Raider (1-6), or Resident Evil, or (if you can emulate the GameCube using gCubix) Eternal Darkness. Might also be interested in games like "Of Light and Darkness".

    I'm not saying that the latest releases of Doom, Quake, Wolfenstein are bad games. They're great games. Only problem is they are unoriginal -- they were preceeded by many very similar games before them. And they don't really evolve from the previous versions, except in terms of graphics/sound/physics. The game-play is pretty much the same, with few wrinkles added.

  5. Re:Gamers unite by aussiedood · · Score: 0, Troll

    You mean this or this. I wish the readers of slashdot would get with the times. ;)