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Brian Hook Interview

A reader writes:"I just read this very in-depth interview with Brian Hook on a site called Curmudgeon Gamer. Hook used to work for id Software (Quake 2 and 3) and later for Verant (Everquest) and he apparently worked on Glide for the old 3DFX cards. Now he runs his own smaller game company called Pyrogon. In the interview he talks about development styles of Q2 and Q3, MMORPGs, the lessons of 3DFX, and development of cross-platform games like his Candy Cruncher (which is available for MacOSX and Linux!). He even gets into some criticism of modern games and the life of a smaller game developer. Lengthy read, but lots of stuff to think about there since he tells it like he sees it."

33 of 145 comments (clear)

  1. Brian Hook and GLIDE by barspin · · Score: 4, Informative

    Brian Hook didn't "apparently work on Glide" - he was the person responsible for initially implementing the GLIDE API.

    1. Re:Brian Hook and GLIDE by multibody · · Score: 2, Informative

      I did some Glide programming back in the Voodoo2 days. Glide had the flavor of a straight hardware interface. As I recall, it didn't even clip triangles around the edge of the screen. Think of Glide as a Voodoo wrapper rather than an API.

      Using Glide was a good learning experience, but I switched to OpenGL soon after.

  2. modern trends are too predictable by Anonymous Coward · · Score: 5, Interesting

    The first 3d games were new and revolutionary and such, and the first 3d accelerators were something big. Modern "innovations" like, ooh, new 3d games, and games over the Internet, seem pale in comparison.

    Give me a new game genre. Frankly, I'm bored with what I can get today. It doesn't cut it in the modern world. Why spend my spare time shooting people up when I can turn on the tv and see it for real? I'd rather do something peaceful to reinforce my feeble humanity.

    Innovation in games is a great thing; has been a great thing in the past. I don't think you'll see it from Brian Hook, though. Technical advances, sure. But for something new and better we'll have to look elsewhere.

    1. Re:modern trends are too predictable by Anonymous Coward · · Score: 5, Interesting

      I think that's why other genres like the life-building Sim City games have become so popular. Killing monsters is getting old for sure.

    2. Re:modern trends are too predictable by TheWickedKingJeremy · · Score: 3, Informative

      Give me a new game genre. && I'd rather do something peaceful to reinforce my feeble humanity.

      Here ya go

      --

      my religion lies somewhere between buddhism and super monkey ball - pamphlet?
    3. Re:modern trends are too predictable by RLiegh · · Score: 4, Insightful

      I think that's why other genres like the life-building Sim City games have become so popular. Killing monsters is getting old for sure.

      For some reason spending hours exploring dungeons and killing monsters is seen as adolescent; but spending hours making houses and watching simulated people is 'sophisticated'.

      That one has always puzzed me.
    4. Re:modern trends are too predictable by microTodd · · Score: 2, Informative

      - Harvest Moon
      - Animal Crossing
      - Dance Dance Revolution
      - SimAnything
      - Sports games

      --
      "You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
    5. Re:modern trends are too predictable by 10Ghz · · Score: 2, Funny
      spending hours making houses and watching simulated people... ...Is something else. Not sure what yet.


      One vote for "sad"
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
  3. Slashdot makes webserver spell not good by Anonymous Coward · · Score: 4, Funny

    Warning: mysql_connect() [function.mysql-connect]: Too many connections in /usr/local/etc/httpd/curmudgeon.linuxgames.com/gee klog-1.3.6/system/databases/mysql.class.php on line 104
    Cannnot connect to DB server

    1. Re:Slashdot makes webserver spell not good by Joe+the+Lesser · · Score: 3, Funny

      *sound of /.ing explosion*

      Server: What happened? Incoming message. Main screen turn on.

      /.: How are you gentlemen? All your connection are belong to us.

      Server: What you say?

      /.:You are on the way to destruction. You have no chance to survive, make your time. Ha ha ha.

      --
      "I only speak the truth"
      Karma: null(Mostly affected by an unassigned variable)
    2. Re:Slashdot makes webserver spell not good by Anonymous Coward · · Score: 3, Funny

      All your joke are belong to last year.

  4. Candy Cruncher. by 13Echo · · Score: 3, Interesting

    If you like puzzle games, Candy Cruncher is worth checking out. There are demos available. It's kinda like Sega Swirl meets Connect Four. The Linux port is very well done. It was another excellent Icculus job.

  5. candy cruncher file sizes... by babyblink · · Score: 2, Interesting

    why each file for each platforms are so different? windows 2.6mb osx 2.0 and gnu/linux (don't blame me but rms) 4.2mb?

    --
    [self dealloc];
    1. Re:candy cruncher file sizes... by critter_hunter · · Score: 2, Informative

      The windows version is coded for DirectX/Direct3D or whatever. The Mac version is coded for Carbon. Both of those are native Windows APIs. Their Linux port is made in SDL, and is probably statically linked, as opposed to the other two.

      --
      Karma: Could be worse (could be raining)
    2. Re:candy cruncher file sizes... by davidhedbor · · Score: 3, Informative
      As already mentioned. the Linux version is bigger primarily because it contains two binaries - one dynamically linked (to comply with LGPL) and one msotly statically linked (i.e no dependencies on LGPL or a specific libstdc++ for example). I should also add that the LGP retail release includes binaries for Sparc Linux and PPC Linux as well.

      Also for your information Ryan "icculus" Gordon did the initial SDL porting and I am the current maintainer of the SDL as well as Qtopia ports.

  6. They can do THAT on Linux?? by Anonymous Coward · · Score: 2, Funny

    If CandyCrusher is the best that an innovator like Hook can do for Linux, the future for Free is indeed bleak.

  7. This Post by Davgeary · · Score: 2, Troll

    Anybody else suspect that "A reader" was actually Mr. Hook himself?

    --
    /* No Comment */
  8. Someone is gotta do them by curtisk · · Score: 5, Interesting
    Candy Cruncher isn't cool, but it makes us money.
    Thats one of the best lines in the article...it really speaks alot about entertainment industry, gaming in particular, sometimes you gotta make the "turds" to make a living....

    If the "cool" games are the ones with the millions of $$ budgets and overhead, thus they have to sell outrageous amounts of product just to break even ...someone has to make the budget titles, and the smaller titles are alot less risk...a friend of mine works in such a studio, when he they first went down that path they were all like..."ugh! F-ing budget games?!?" But they quickly realized that they can still work at them to make them as cool as possible, and they're not sweating about whether more work is coming....it always does. Simply because if one of their titles bombs completely, they're only out $100k as opposed to $2.5M....alot easier to re-coup, and alot less sour taste in the publishers mouth

    --

    Sehr geehrter Toilettenbenutzer!

  9. OpenGL's parents by reidbold · · Score: 4, Insightful

    I think a good issue is (re)raised here with regards to OpenGL having no one really looking after it now. OpenGL is the crux of porting games to non-ms platforms. He mentioned that it was a reasonable task to write rendering code that works across different graphics api's, and IANA graphics developer so I'd like to know what other people feel about this. And by extension, is it really that important for a game to use OpenGL to be easily portable?

    --
    -Reid
    1. Re:OpenGL's parents by SScorpio · · Score: 4, Informative
      If you write your own graphics engine you can design it to support a plug-in architure.

      If you design your plug-in system well, it isn't surprising that you could write plugs for various API to make the most out of them.

      A normal Windows PC game would go like this: Game Engine -> Direct X -> Display Driver -> Graphics Card Internal Code

      A plug-in system would be: Game Engine -> Plug-in (DirectX,OpenGL,etc) -> 3D API (DirectX,OpenGL,etc) -> Display Drivers -> Graphics Card Internal Code

      This way when you are porting to another OS you don't have to worry about all the features your using be supported by OpenGL patches. With this system it would be possible to develope an engine that contained output plug-ins for the Windows (DirectX), Linux(OpenGL), OSX(OpenGL), PS2, Xbox, and Gamecube. The only place I see issues with running it on the PS2 due to having to stream textures rather than loading everything into video RAM.

      Why, you may ask this isn't done more? It's Simple. Most game are designed for a target platform and coded directly for it. Later when it is decided to have the game go multi-platform, then the issues appear. If you plan on going multi-platform from the start you can design more your routines more efficiently.

      Why not just plan to make all games multi-platform? Developing for multiple platforms is more difficult and takes more time and money. It's alot easier to say "I'm creating a Windows game" and then just have your engine output to DirectX. Later when you want to port to Linux or OSX and need to use OpenGL, you run into the difficulties.

  10. Any word on Stellar Deep? by eddy · · Score: 5, Interesting

    The article is thoroughly slashdot'ed now. Any word on their Stellar Deep and why it's been "hidden" on the site? I get the feeling that maybe they announced it a little too early.

    Follow the link and you'll see references to other games that may or may not be in production.

    Personally I didn't find Candy Cruncher all that fun.

    --
    Belief is the currency of delusion.
    1. Re:Any word on Stellar Deep? by BHook · · Score: 5, Informative

      Stellar Deep really does require a certain amount of financial and time committment we can't justify at this point. We're not particularly interested in finding outside sources of income for this, since the whole point of being independent is so we can pick and choose what we work on.

      So with that in mind, we're trying to build up a revenue base so that we can take 6-12 months to sit down and do something with Stellar Deep. It was originally mentioned on the Pyrogon site when we launched because it was a "Wouldn't it be cool if?" type of thing. Unfortunately it came off as a product announcement, and I hate vaporware, so we pulled it but kept it in the forums.

      We think it'll be a fun game, with all the aspects of Elite, EV:Nova, Subspace, et. al. that people really enjoyed, and hopefully with an added social and strategy dynamic lacking in those games.

      One day...

      -Hook

  11. Re:WHA?!? by Doc_XII · · Score: 2, Interesting

    He started making games he likes. He also went from being a bachelor to someone married with a kid. And, being an owner of Candy Cruncher, it's as addictive as Tetris ever was. Personally I play games because they're fun, not because of eye candy . . . which means it'll be a while until I get DoA Beach Vollyball ;-)

  12. Article Text -AC by Anonymous Coward · · Score: 5, Informative
    You should always post article text AC, otherwise baby Satan cries! Karma whores! - AC

    It's time for another interview here on Curmudgeon and this time we have with us Brian Hook, president of Pyrogon Games and former developer at id Software and Verant/Sony Online Entertainment. Before working on the seminal shooters Quake 2 and Quake 3: Arena, Brian was the original architect of the Glide API used by the 3dfx Voodoo line of video cards. After departing id, Brian worked as a Senior Technology Architect at Verant, concentrating on development of technology for next-generation massively-multiplayer online games (MMOGs). After founding Pyrogon in 2000, he created the puzzle game Candy Cruncher, which we reviewed earlier this year. Two additional Pyrogon games have appeared since then, NingPo MahJong and Letter Linker, both available for Windows and MacOS X. (A Linux version of NingPo MahJong will be shipping in the near future.)

    This interview covers a wide range of topics: game design criticism, OpenGL/D3D, making money as a smaller game developer, and the importance of porting software to different platforms. Indeed, something for just about everyone. It's quite long, so you might want to bookmark it and consume it in more than one reading.

    The interview questions were prepared with the assistance of regular CG authors ruffin and michael.

    jvm: What kinds of games do you enjoy playing the most?

    Hook: That's a tough question. I guess in some ways I just have very high expectations about software these days, so most games pretty much turn me off within the first 5 minutes when I spot egregious design flaws.

    That said, the games I've played and enjoyed the most recently have been No One Lives Forever 2, which I felt had some of the best production value I've ever seen in a game, and Ghost Recon, which is a hoot in multiplayer.

    jvm: So you play mostly on a PC, as opposed to a console?

    Hook: I should really get some consoles and play console games, but it's hard to justify the time.

    jvm: Could we get an example of a game with these egregious design flaws, complete with a breakdown of those flaws? The more popular the game, the better.

    Hook: That's dangerous ground =)

    But a typical example I have is what I call "simulations that think they're games". To me, a game should be fun and exciting, which means that I should be making interesting decisions that lead to success based on the data I have at that time. Too many games today STILL punish you by just killing you because that's "realistic".

    Hitman 2 is a good example of this. Starting with the very first mission, you can pretty much expect to go through and play that mission 20 times before you complete it, because there are timed events that you don't know about a priori. Which is a shame, because the actual mechanics in Hitman 2 were extremely fun. It was probably the one game in recent memory that I really wanted to like but which ended up being so frustrating and tedious that I couldn't enjoy it. Obviously it's a popular game, so I'm in the minority on this.

    I think the games that really got a lot of this down were the 1980s LucasArts adventure games like Lo

  13. Re:WHA?!? by treke · · Score: 2, Informative

    Candy Cruncher is actually a really fun game. Not th e sort of thing I could play for a couple hours like say quake, but fun. My preferred version of it is the http://eongames.com port to Qtopia.

  14. Brian Hook Speech by MrCode · · Score: 5, Insightful

    I attended a speech by Brian Hook at the University of Florida a few years back. He had once been a student there before dropping out to work at 3Dfx. As I recall he was still at 3Dfx at that time (which was well before 3Dfx melted down.) It was an interesting speech, relating how he went from a student half-way through his studies to the creator of the Glide API.

    One thing that is interesting is that I think has become much less arrogant as he has gotten older (he seems quite humble in this interview.) I mean he did create Glide almost single-handedly. Of course I imagine that getting humble with age is a pretty standard trend, especially among software developers. How many developers in the audience remember how arrogant they were when younger? I know I was. Ah, the ignorance of youth...

  15. Uh-oh... by Anonymous Coward · · Score: 4, Funny

    Incidentally, "Pyrogon" is a (poorly-disguised) anagram of "Porygon," the Pokemon that gave all those Japanese kids seizures in that infamous TV show. Do I smell a conspiracy?

  16. Sigh. Brian Hook. Sigh. by Junks+Jerzey · · Score: 4, Interesting

    I know this will come across as sour grapes, but if there was ever someone in game development who made a name for himself without much to back it up, it's Mr. Hook.

    He worked at 3dfx in the early days, and hats off for the Glide API (RIP), but that's not a game, of course.

    He wrote a book about writing game engines in C++, but hadn't actually written a 3D game when he wrote it.

    He worked at id for a bit, but he never shipped a title while there, and he never worked on a project start to finish.

    Then he worked for Sony Online, but never shipped a game there either.

    Then he started a little bedroom company--good for him!--and finally wrote a game: the 2D puzzler known as Candy Cruncher.

    Surely there are some more illuminated people in the game industry that are more worthy of interviews? Take away Spector and Meier and Wright and all the usual gods and there are still oh so many brilliant people out there whose names aren't even known. Who worked on Metroid Prime (hint: one of them is also ex-id)? Who worked on Splinter Cell? Who worked on GTA 3? You never hear about these people.

  17. Too large? by eddy · · Score: 2, Insightful

    If I might go ahead and speculate (which I love to do :-), then I'd say that Stellar Deep is Brian wanting to do something really big, but understanding intellectually that it's almost impossible to pull off.

    He's not out to create something as grand E&B, but he's trying to compress the essence of what makes those games fun, into one small product just large enough to realistically be pulled off by his small team.

    The problem might be that in his mind the game is still a little too large, and as more and more features are peeled off, the whole might not look as interesting any more. There's a certain reality to being a small developer that you must face.

    But I think it's great that he's trying. He's out there doing what I'm only dreaming about, doodling away my time with books and mailinglist, deluding myself into thinking that maybe one day, the game of my dreams will "spring" from my fingertips.

    --
    Belief is the currency of delusion.
  18. Re:Sigh. Brian Hook. Sigh. by MisterFancypants · · Score: 3, Insightful
    Quake2 shipped while Brian Hook was still at id, he was even around during a lot of the Quake3 development.

    In any case, I'd much rather hear Brian Hook speak than, say, Seamus Blackley... now THERE is a bloated ego for no reason.

  19. Reasons to port by IceDiver · · Score: 2, Insightful
    But I really think the reasons to port software are more subtle. First off, it really does help you spot bugs. Getting something running on multiple platforms really stresses code, and forces you to fix sloppy things.

    One of the best reasons for porting to alternate platforms I've ever heard. More Linux ports == Fewer bugs

  20. Re:Sigh. Brian Hook. Sigh. by davevr · · Score: 2, Interesting

    I have worked in games at various points in my career. One of the reasons you don't hear about a lot of game developers is that the bulk of people writing games are the same sort of professional developers who could just as easily be writing Oracle or Windows. In fact, it is not uncommon for people to migrate between such assignments.

    The idea that game programming is somehow a different field run by rock stars or teenage geniuses is largely an illusion. It is like thinking that the film business consists soley of small quirky indie filmmakers.

    Brian Hook, for better or worse, is a personality. That is why he makes a good interview.

  21. Re:Sigh. Brian Hook. Sigh. by BHook · · Score: 4, Informative

    I don't believe it's sour grapes at all, you bring up a lot of very valid points. I was primarily known for having a big mouth and a lot of opinions, and those aren't the types of things you base a career on.

    In fact, in my defense, if you look at publicity for "Brian Hook", there has been none, because I've reached the point where building something on my own is more important than self-aggrandizement and promoting a name or personality.

    At 3Dfx I was ancillary -- and, just to clarify, while I was a major influence on Glide, the Glide that everyone knew was actually significantly cleaned up and fixed by people after I left 3Dfx, so associating it strictly with me is a disservice. 3Dfx was about the hardware.

    At id, I came in late on Quake 2 and left early on Quake 3, and in hindsight, it was a blown opportunity for me because I didn't contribute as much as I could have. But then again, trying to code around John Carmack is fairly demoralizing because he makes everything hard seem too easy.

    I consented to this interview -- my first in THREE YEARS -- because I figured CG was a small enough site that no one would really notice. The questions that were asked I thought were extremely good and insightful and, frankly, I wanted to slowly start building awareness within the Linux community as we start pushing out more products.

    But anyway, I think you're pretty accurate on your assessment, but I feel obligated to post just so you (and others) understand that this isn't a typical washed up, pathetic developer who has lost his relevance looking for one last moment in the sun.

    I fully intend to build up Pyrogon into something important and fun. This is what is most important to me at this point, because the quasi-fame I had before was fleeting and, in the end, irrelevant to my own enjoyment of developing games.

    And when Pyrogon is successful, no one will be able to make a post like yours saying it wasn't earned, since only two people work at Pyrogon, and it's 100% self-funded. It lives or dies by our abilities.

    Of course, until Pyrogon has reached that stage, comments like yours will continue to be made, as they probably should.

    -Hook