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Doomed: How id Lost Its Crown

bonch writes "Steve Bowler, lead animator for Midway Games, has written an article for Next Generation called Doomed: How id Lost Its Crown. He talks about id no longer being the king of the hill in the FPS genre, losing the multiplayer gaming wars to Counter-strike and the engine licensing wars to competitors like Unreal 3.0, and focusing too much on rendering realistic environments at the expense of modern gameplay features. From the article: 'It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it, when you can shoot a light fixture and watch how realistically light dances around the room.'"

491 comments

  1. Dupes: How Slashdot Lost Its Crown by TripMaster+Monkey · · Score: 5, Funny


    Dupe...original article can be found here.

    Almost the same title, too.

    --
    ____

    ~ |rip/\/\aster /\/\onkey

    1. Re:Dupes: How Slashdot Lost Its Crown by HTH+NE1 · · Score: 2, Funny

      Just goes to demonstrate that the Taco hand doesn't know what the Zonk hand is doing.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    2. Re:Dupes: How Slashdot Lost Its Crown by Evro · · Score: 5, Funny
      --
      rooooar
    3. Re:Dupes: How Slashdot Lost Its Crown by ArsonSmith · · Score: 4, Funny

      I don't consider it a dupe. More like a rerun. Slashdot news at noon, 5pm and 10pm. Maybe again tomorrow and next week too.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    4. Re:Dupes: How Slashdot Lost Its Crown by sgant · · Score: 4, Funny

      Haven't you also noticed that it's mainly Taco that does the dupes? Sure, there are others but Taco makes most of them.

      It's like he wanders into the computer room in his bathrobe and slippers...shuffling in. Then when no one is looking he'll sit down and look at the story submissions...post the ones he likes...then shuffles out. Not knowing that the ones he's posting are all dupes.

      Then Zonk or whoever walks in and slaps his hand and leads him back to his room and ups his medications.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    5. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      and I was thinking zonk is timmothy's alter - cash earning thru hidden advertisement - ego

    6. Re:Dupes: How Slashdot Lost Its Crown by diggem · · Score: 4, Funny

      ... and this is why I don't read Slashdot every day anymore. Don't worry, if you miss one, it'll show up again in a week or two.

    7. Re:Dupes: How Slashdot Lost Its Crown by borawjm · · Score: 1


      Out of all serious though, sometimes a dupe, or "rerun" as you call it, isn't necessarily a bad thing. At the rate at which articles are posted on slashdot, it's almost impossible to have a decent debate with anyone. The article is forgotten within a few hours.

    8. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      Oh, I think Taco knows exactly where Zonk's hand is.

    9. Re:Dupes: How Slashdot Lost Its Crown by Pop69 · · Score: 1

      I don't mind, I was on holiday last week and missed it the first time around.

    10. Re:Dupes: How Slashdot Lost Its Crown by ArsonSmith · · Score: 1

      Exactly. Sometimes I think the highest commented posts should be run again as a dupe in the next week or two.

      Of course you'd have post duper trolls still, but at least they'd be more likly to be modded down rather than up if dupes were deliberate.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    11. Re:Dupes: How Slashdot Lost Its Crown by omeomi · · Score: 1

      Am I the only one that gets more annoyed by people saying "dupe" derailing a conversation than by the fact that it's a dupe?

    12. Re:Dupes: How Slashdot Lost Its Crown by ultramkancool · · Score: 0

      Then of course everyone shout's DUPE DUPE DUPE!!!! and noone can debate that :-)

    13. Re:Dupes: How Slashdot Lost Its Crown by paulkoan · · Score: 1


      The amount of pleasure that Slashdotters appear to get out of jumping on every dupe suggests that they would be missed if they weren't present.

      An element of /. culture.

      Here is an idea, if you are really that disappointed that a dupe appears, then *don't* contribute any thing to its comment threads. Stick to your guns and stick with the original.

      From now on, any one any posting "its a dupe" comments should be considered to be in support of dupes, and villified for it.

      Same as the frist psot idiots.

      --
      This signature intentionally left blank
    14. Re:Dupes: How Slashdot Lost Its Crown by soft_guy · · Score: 3, Insightful

      Here's what I don't get. Why do people care that there are dupes? Did Taco hold a gun to your head and make you read the article twice? Or read through and make comments? Why don't you just ignore dupes?

      --
      Avoid Missing Ball for High Score
    15. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      What we need to do is keep re-submitting a rolling rerun of the stories from three days ago.

      Once we've had a full week of reruns, we can all stop reading /. and start doing something useful with our spare time at work, like calculating pi, longhand. I'll look for digit 10e87... Who wants to get (10e87)+1?

    16. Re:Dupes: How Slashdot Lost Its Crown by Tim+Browse · · Score: 1

      Maybe Rob's on vacation, and he's just running "Best of Taco"? :)

    17. Re:Dupes: How Slashdot Lost Its Crown by MacGod · · Score: 1

      So what if it is a dupe? I missed the original (it wasn't in the RSS feed), and saw this one. So, I for one am glad it was duped.

      Nobody is forcing you to look at the dupes. If the title is the same, then just ignore it. In fact, by the time you see the dupe, identify it as such, load the article, hit "reply", type up the snippy "this-is-a-dupe" comment and hit "submit", you probably could have read the summary for a whole other article.

      --
      "Reality is merely an illusion, albeit a very persistent one " -Albert Einstein
    18. Re:Dupes: How Slashdot Lost Its Crown by Sfing_ter · · Score: 2, Funny

      We shall dub him, Taco Taco!

      --
      A computer once beat me at chess, but it was no match for me at kick boxing. Emo Philips
    19. Re:Dupes: How Slashdot Lost Its Crown by criquet · · Score: 1

      You know, I have no problem with dupes. I don't spend my life on ./ so don't get a chance to see every headline that comes up first-run. I'm glad for reruns.
      I missed the first several episodes of Lost but caught am all caught up now.
      Maybe instead of complaining about it being a dupe or rerun we can flag it as such and you people that do read everything that's posted can have a preference for skipping them.

    20. Re:Dupes: How Slashdot Lost Its Crown by SA+Stevens · · Score: 1

      The shareholders at hAndover.net or VA-what's-trendy-now (or whatever the 'boys in the back room' are calling it currently,) agree with your idea of re-running the highest hit-count troll-articles multiple times.

    21. Re:Dupes: How Slashdot Lost Its Crown by edwdig · · Score: 3, Informative

      Slashdot only posts a small percentage of the stories submitted each day. Each dupe posted is one less story you haven't read before that gets posted.

    22. Re:Dupes: How Slashdot Lost Its Crown by gunpowder · · Score: 1

      Haven't you also noticed that it's mainly Taco that does the dupes? Sure, there are others but Taco makes most of them.

      That's because he has a split personality, and every single one of his multiple personalities don't know what the others are doing ...

      ... kinda similar to some politicians I know.

    23. Re:Dupes: How Slashdot Lost Its Crown by sillybilly · · Score: 1

      Yeah even this place is controlled by an unelected gang. Not that public elections would help any, those can be perverted outschemed too. Just look at...

    24. Re:Dupes: How Slashdot Lost Its Crown by Darth+Maul · · Score: 1

      Because it shows how slack the editors are. They can't even read their own site.

      --
      --- witty signature
    25. Re:Dupes: How Slashdot Lost Its Crown by Guppy06 · · Score: 1

      On the other hand, I'm moderately proud of my fellow subscribers for catching a pending dupe of the "you can't affect the past in time travel" article.

      Of course, the fact that this is only one hit in how-many misses and that we're paying for this privelege of telling the editors their mistakes kinda mitigates this...

    26. Re:Dupes: How Slashdot Lost Its Crown by hellanacho · · Score: 1

      i think that people make jokes about it for a few laughs, but one really cares if there's the occasional dupe once in a great while.

    27. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      Why is it important to anyone, other than for people of your ilk, to be so fanatically concerned with a possibly replicated post? It's not like /. has lots n'lots of editors or moderaters or ordinary people who'd be a thousandth as concerned as you. Dupes. So f**king what? Why is this so important? Explain please? 'Cause I just done get it.

    28. Re:Dupes: How Slashdot Lost Its Crown by suttree.com · · Score: 1

      Two things - I doubt they have an office, my guess is they all work remotely (read, bedroom) so there's no face-to-face communication about dupes and posts, which is killer.

      Second, the is the second time recently that I've seen a dupe get *way* more comments than the original, even if 90% of them are 'dupe!' posts.

      Go figure.
      Playaholics - Wolf N Swine

    29. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      If this is his best, Slashdot's Doomed.

    30. Re:Dupes: How Slashdot Lost Its Crown by Anonymous Coward · · Score: 0

      If this is his best, Slashdot's Doomed.

      Get it? It's a dupe. How Slashdot of me.

  2. Dupe-aroo. by HyperChicken · · Score: 0, Redundant
    --
    Free of Flash! Free of Flash!
    1. Re:Dupe-aroo. by Dan667 · · Score: 1

      It would have been even better if they titled the story "Dupe 2".

    2. Re:Dupe-aroo. by Fussen · · Score: 1

      Or even better "Dupe II". Makes you feel like "YEAH ! LET"S READ IT AGAIN!!!@" :D

  3. So familiar... by funny-jack · · Score: 0, Redundant

    This sounds so familiar...

    --
    You probably shouldn't click this.
  4. Of course you have to keep shooting by Approaching.sanity · · Score: 5, Funny

    Zombies can remain animated independant of if their head is intact or not.

    Who writes these things anyway? Honestly folks.

    --
    RTFA again for the best results.
    1. Re:Of course you have to keep shooting by CDLewis · · Score: 5, Funny

      > Zombies can remain animated independant of if their head is intact or not.

      Indeed, they'll keep coming back almost as often as this story.

    2. Re:Of course you have to keep shooting by wankledot · · Score: 3, Informative

      Come on now, everyone learned in Zombie 101 that when you take out the head, the zombie is toast.

      --
      My sig is blank, I typed this by hand.
    3. Re:Of course you have to keep shooting by Approaching.sanity · · Score: 1

      Hollywood has brainwashed you! Zombies will keep coming! If you sever their limbs they will spring forth and crush your throat!

      Nothing stems their tide save burning their ashes and soaking them in Holy Water drawn from Jacobs Well. You can find it on Ebay pretty cheap nowadays.

      --
      RTFA again for the best results.
    4. Re:Of course you have to keep shooting by killtherat · · Score: 5, Funny

      Obviously somebody needs to bone up on their
      Zombie Survival Strategy.

      Top 10 Lessons for Surviving a Zombie Attack

      1. Organize before they rise!
      2. They feel no fear, why should you?
      3. Use your head: cut off theirs.
      4. Blades don't need reloading.
      5. Ideal protection = tight clothes, short hair.
      6. Get up the staircase, then destroy it.
      7. Get out of the car, get onto the bike.
      8. Keep moving, keep low, keep quiet, keep alert!
      9. No place is safe, only safer.
      10. The zombie may be gone, but the threat lives on.

    5. Re:Of course you have to keep shooting by SparksMcGee · · Score: 3, Insightful

      But some of the Doom zombies don't even have heads, they just rise headless off the floor. Therefore it stands to reason that the head is a non-critical part of a Doom zombie.

    6. Re:Of course you have to keep shooting by Jim_Callahan · · Score: 1

      I seem to remember the only way to stop a zombie in night of the living deat was to break every bone in its body of set it on fire.

      --
      ...it's really a sad day for America when we require a goddamn ACT OF CONGRESS to make our DVD players work properly. ~
    7. Re:Of course you have to keep shooting by Ceirren · · Score: 1

      Actually, i bought my copy at Barnes & Noble.

    8. Re:Of course you have to keep shooting by coaxial · · Score: 2, Informative

      Sorry nope.

      From Night of the Living Dead:

      Reporter: Chief, if I were surrounded by eight or ten of these things, would I stand a chance with them?

      Sheriff: Well, there's no problem. If you have a gun, shoot 'em in the head. That's a sure way to kill 'em. If you don't, get yourself a club or a torch. Beat 'em or burn 'em. They go up pretty
      easy.

      Reporter: Are they slow moving Chief?

      Sheriff: Yeah. They're dead. They're all messed up.

    9. Re:Of course you have to keep shooting by Jaysyn · · Score: 1

      Only if you have DM w/ no imagination.

      Jaysyn

      --
      There is a war going on for your mind.
    10. Re:Of course you have to keep shooting by Anonymous Coward · · Score: 1, Insightful

      A better place to get the book IMO. You might also want to check this out while you're there too. Ninjas and zombies whee.

    11. Re:Of course you have to keep shooting by Anonymous Coward · · Score: 2, Funny

      From Return of the Living Dead:

      Burt Wilson: I thought you said that if we destroyed the brain, it would die.

      Frank: It worked in the movie!

      Burt Wilson: Well it ain't working now Frank.

      Freddy: You mean the movie lied?

    12. Re:Of course you have to keep shooting by Maarek_1 · · Score: 1

      The only way to "kill" a Romero ("Night of the Living Dead" and all of the other "of the dead" movies) Ghoul (no they are not Zombies, Zombies have masters and are harmless unless commanded to kill. These are mindless killing machines.. the only word I can think of is "Ghoul"). Is to sever the head or destroy the brain. Break its bones, set it on fire and it will just wriggle after you (until the brain is destroyed at least).

    13. Re:Of course you have to keep shooting by Thud457 · · Score: 3, Funny

      Just cut off their thumbs with bolt cutters. They can't do much to you after that! Stuipd zombies.

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    14. Re:Of course you have to keep shooting by kurzweilfreak · · Score: 1
      --

      kurzweil_freak

      5th Kyu Genbukan Ninpo/KJJR student

      Be the darkness that allows the light to shine.

    15. Re:Of course you have to keep shooting by Anonymous Coward · · Score: 0
      Zombies can remain animated independant of if their head is intact or not.

      You state that like it's some kind of scientific fact or something.

    16. Re:Of course you have to keep shooting by jafac · · Score: 1

      4. Blades don't need reloading.

      apparently, you have not played Halo 2.

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    17. Re:Of course you have to keep shooting by Random+Data · · Score: 1

      when you take out the head, the zombie is toast
      As Peter Jackson (yes, that one) told us back in 1987, "The Hid shot's the only true stopper".

    18. Re:Of course you have to keep shooting by stinky+wizzleteats · · Score: 1

      I don't know. Every zombie I've shot seems to have required at least two high power rifle rounds to the head before they go down. I always go after zombies with my assault rifle, so I don't have much experience with their tolerance for pistol ammo.

      You'd think ID would do a little field research to make sure their zombies in the game were realistic.

    19. Re:Of course you have to keep shooting by Anonymous Coward · · Score: 0

      Those were back in the days of Zombie 1.0. These days the center of the zombie life-force is located in the abdomen with an auxiliary supply located in the skull. Therefore, it's now necessary to take out both before you can be sure.

    20. Re:Of course you have to keep shooting by eibon · · Score: 1
      You're thinking of Dan O'Bannon's "Return of the Living Dead" zombies, not Romero's. As others have said, Romero's zombies needed nothing more than a headshot, or, as the original script says:
      This situation is controllable. People must come to grips with this concept. It's extremely difficult...with friends... with family...But a dead body must be de-activated by either destroying the brain or severing the brain from the rest of the body.
    21. Re:Of course you have to keep shooting by Anonymous Coward · · Score: 0

      Ghoul (no they are not Zombies, Zombies have masters and are harmless unless commanded to kill.

      Do you think that the Cyclons in BSG aren't robots?

      After all, Robots have masters and are harmless unless commanded to kill.

    22. Re:Of course you have to keep shooting by AdmiralWeirdbeard · · Score: 1

      I call shenannigans.
      anyone who knows anything about zombies knows that destroying the head is the only way to kill them.

      "I never thought I say on tv. Removing the head, or destroying the brain"

      --
      Come read my stupid blagablog. Rants and Giggles
  5. Light? by DeathFlame · · Score: 4, Funny

    Light dancing around the room?

    We're talking about doom 3 right?

    Light?

    Umm.. maybe how nice it looks when you shine your flashlight around the room... unless you have your gun out...

    1. Re:Light? by gunpowda · · Score: 4, Insightful
      What annoyed me most was the "No Duct Tape on Mars?" concept. If you're striving for photo-realistic horror, then at least give players the opportunity to be able to see something. Or shoot. Maybe both?

      This is an ingenious mod. Seriously - in my view, the main reason Doom 3 was such a poor game was the fact that you could see *nothing* without the flashlight. Who cares about the super new graphics engine if you're barely given an opportunity to take a look at the environment?

    2. Re:Light? by afidel · · Score: 4, Informative

      I think that the guys over at penny arcade got it exactly right with this cartoon.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    3. Re:Light? by tgibbs · · Score: 4, Funny

      What annoyed me most was the "No Duct Tape on Mars?" concept.

      Actually, it would be amusing if there was a roll of duct tape hidden somewhere in the game. "Forget the BFG, where do I find the tape??!!"

    4. Re:Light? by Anonymous Coward · · Score: 0

      I I were logged in and had mod points, you'd get some, dude. The entire reason I did not buy the fucking game was that I had read a review talking about the damn flashlight. id software decides to annoy its fans and pays the price... Hope it was worth it, guys.

    5. Re:Light? by coolguyclay · · Score: 1

      I think this was the entire point of the game. You can't rush into a dark room you can't see into. You have to check around corners and, yes, things will pop out at you. I think the whole 'no flashlight and gun at the same time' bit was to add a little atmosphere . . . and possibly make you nervous while you play.

    6. Re:Light? by daikokatana · · Score: 1
      Indeed - I very rarely used the flashlight, the dark atmosphere of the game gave it that little extra to make you nervous while playing.

      Doom 3 is the perfect game to play in a dark room, no lights, no leds, and a set of surround speakers on the right locations around you. Awesome.

      --
      http://jcsnippets.atspace.com/ - a collection of Java & C# snippets
  6. Seriously- by Ieshan · · Score: 5, Insightful

    One of the real reasons Doom3 never took off is because I needed to buy a new computer to use it. And so did everyone else.

    Counterstrike runs on crap hardware, and basically, a crap internet connection. You'll get called a lagger, a newbie, and a lamer, but it will work, and you can play, and have fun.

    Gameplay is extremely important, but so too is availability.

    1. Re:Seriously- by suparjerk · · Score: 0, Troll

      Don't forget "fagort".

      --
      I caught the Mountain Wumpus! He gave me his treasure chest ($100) to let him go free again.
    2. Re:Seriously- by AviLazar · · Score: 5, Insightful

      That and you can't see whats going on. I didn't like Doom because I couldn't see crap. And in a space age enviroment, couldn't the guy have a light put on his helmet? Even minors in the days pre-electricity could do this.

      The sequence to Doom (someone else said this once).

      1. Move around corner
      2. Light turns off
      3. Loud noise
      4. Option - Load Saved Game
      5. Wash - Rinse - Repeat.

      --

      I mod down so you can mod up. Your welcome.
    3. Re:Seriously- by TripMaster+Monkey · · Score: 5, Funny


      Even minors in the days pre-electricity could do this.

      Yeah...amazing what they let children do back in the pre-electricity days, isn't it?

      Spellcheck will not save you. At some point you need to know what the hell you're talking about.

      --
      ____

      ~ |rip/\/\aster /\/\onkey

    4. Re:Seriously- by Anonymous Coward · · Score: 0

      Counterstrike runs on crap hardware, and basically, a crap internet connection. You'll get called a lagger, a newbie, and a lamer, but it will work, and you can play, and have fun.

      Then it died with Q3 as I had to upgrade to run Q3 and even with a broadband connection Q3 had a shitty "lag" experience.

      Lag should feel like lag and you should be able to compensate for it. The game should not make you think that you are continuing to move at the speed you were and then 5 minutes later allow everything to catch up and show that you died 5 rooms back.

      FPSs are dead. id used to be an innovator... Now they are just the status quo.

    5. Re:Seriously- by AviLazar · · Score: 1

      /. offers spellcheck? Where do I click.

      Do you play CS:Source? I know someone on CS: Source who has your name spelled like you do.

      --

      I mod down so you can mod up. Your welcome.
    6. Re:Seriously- by Anonymous Coward · · Score: 0

      Yo Additionally, you appear to have only used a single space after a period, this made the text hard to read. Please try to be more careful in the future.

    7. Re:Seriously- by LearnToSpell · · Score: 1

      "Never took off?" Doom 3? This is the Doom 3 that debuted at number one on PC, debuted at number one on consoles, became Activision's biggest seller EVER, and basically made a trillion dollars, as expected? That Doom 3?

      What the hell does "taking off" mean? Everybody on Earth (and half of those on Mars) bought TWO each?

    8. Re:Seriously- by Ahnteis · · Score: 1

      I didn't have much trouble -- but I had to find some odd console command to set the brightness far brighter then it was supposed to be. :P

      After that, I could usually see just enough -- and only had to use the flashlight occasionally.

    9. Re:Seriously- by badmammajamma · · Score: 3, Insightful

      In spite of its sales, it was pretty much DOA. Most of the people who bought it did so because of id's reputation. In the end, they were mostly disappointed. The game is terribly derivative of its own history. The scares are cheap with the flashlight swap crap and end up just being very annoying and not scary at all. All the areas are these narrow corridors and small rooms because the performance would be ass otherwise. This left me bored pretty damn fast.

      Other than new graphics, this game had nothing going for it. A total dud and that's that. Only a total fanboy could like it.

      Lets face it, Unreal and Half Life kick Doom's ass all over the place at this point. Although I admit that HL2 was disappointing because of Steam (I love waiting 5 minutes to play my game because of that fucking piece of shit). I will never by another half life that has Steam in it. The only online FPS I really like Is UT2k4. Everything else is pretty much ass these days.

      Finally, are there still people playing Counterstrike? rofl

      --
      Any man who afflicts the human race with ideas must be prepared to see them misunderstood. -- H. L. Mencken
    10. Re:Seriously- by ray-auch · · Score: 2, Informative

      In pre electricity days they sent small children to work in the mines.

      Miners or minors - either would be accurate in those days.

    11. Re:Seriously- by James_G · · Score: 1
      The sequence to Doom
      ...
      5. Wash - Rinse - Repeat.

      And that's just your underwear!

    12. Re:Seriously- by Anonymous Coward · · Score: 0

      The lights turn off?

      I can't resist the "Punch The Turkey" game in the lounge/kitchen. I've been playing that for months!

      The Sarge is gonna be pissed, but .... HIGH SCORE BABY!

    13. Re:Seriously- by enrico_suave · · Score: 2, Informative

      counterstrike *used* to run on crap hardware.

      feel free to dust off your crap hardware and load the latest version of non-source engine counterstrike via bloated/slow steam delivery platform.

      I used to love how CS 1.5 and older ran on modest hardware... not so much anymore =(

      e

      --
      Build Your Own PVR/HTPC news, reviews, &
    14. Re:Seriously- by swv3752 · · Score: 2, Interesting

      It appealed to an older generation. I loved the game and was one of the few solo games I have bothered to finish. I found the game immersive. The flash light could have been better handled.

      --
      Just a Tuna in the Sea of Life
    15. Re:Seriously- by SpryGuy · · Score: 1

      I agree. But the expansion pack has left me utterly cold. More of the same. When it isn't downright frustrating, it's downright boring. And the lame rip-off of HL-2's gravity gun is just pathetic.

      --

      - Spryguy
      There are three kinds of people in this world: those that can count and those that can't
    16. Re:Seriously- by Khyber · · Score: 1

      Unfortunately, minor would be an appropriate word.

      Two words for you. Coal Mines.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    17. Re:Seriously- by SpryGuy · · Score: 1

      You left out step 6...

      1. Move around corner
      2. Light turns off
      3. Loud noise
      4. Option - Load Saved Game
      5. Wash - Rinse - Repeat.
      6. ... PROFIT!

      --

      - Spryguy
      There are three kinds of people in this world: those that can count and those that can't
    18. Re:Seriously- by TroyFoley · · Score: 1

      I don't suppose it helps him any, in your eyes, that minors were sometimes miners back then, does it?

      --
      After I have received the wisdom of good teaching, I will untiringly teach all people. - The Teachings of Buddha
    19. Re:Seriously- by swerk · · Score: 1

      I'm with you. When the original Doom hit, you could run it pretty comfortably on mediocre hardware. It would run better on top-of-the-line stuff, sure, but it was no less fun at half resolution or in a slightly bordered window.

      Part of that, I think, was that its big fancy new "3D" graphics were done through really clever software tricks, taking advantage of the 386's general-purpose nature. Of course, nowadays we've got specialized 3D processing hardware as a given in any machine that's going to be used for gaming. That started out as a great thing, giving us the ability to see Quake in high resolution, but has now become something that limits the way graphics are done. Clever software tricks for rendering NURBS or funky new camera styles or the like don't map to the functions presented in 3D acceleration hardware, or if they do, they map only to the highest-end boards out there.

      Even if it ran on my Radeon 9200 (I guess I don't know that it doesn't, but it's an old card so I never tried) I would probably complain about the darkness. So there are reasons lined up for folks like us why Doom 3 never really had a chance.

      It's really too bad. I'd have loved to see a relatively low-tech Doom 3 (think the original Unreal Tournament in terms of polygon count etc) that had the excellent level design and hoards of baddies of Doom 1 and 2. With something like that, I think ID could have gotten away with having no head shots or the occasional not-enough-ammo situation. But what do I know, I'm just a gamer. Gamers don't know what we want, right? ;^)

    20. Re:Seriously- by Kallahar · · Score: 2, Insightful

      You do realize that in a true combat environment, having a light on yourself is a big "shoot me" target, don't you?

    21. Re:Seriously- by Sheepdot · · Score: 1

      1. Move around corner
      2. Light turns off
      3. Loud noise
      4. Option - Load Saved Game
      5. Wash - Rinse - Repeat.


      Bzzzt. It was actually this:
      1. Move around corner
      2. Light turns off
      3. Loud noise
      4. Turn 180 degrees to kill the demon that spawned behind you.
      5. Wash - Rinse - Repeat.

      I hate to break it to iD, but Doom2 killed Doom3 in setting up a scary story. Spawning demons behind the player works for about two maps/levels. After that, you get used to it.

    22. Re:Seriously- by mrscorpio · · Score: 1

      You need reading comprehension training. He said spellcheck WOULDN'T help even IF /. had it, as you made a grammatical error: Minor vs. Miner.

    23. Re:Seriously- by Monte · · Score: 1

      Whem I was a kid, I thought the sign on cigarette machines (yeah, back when they sold'em from machines) that said "Not for sale to minors" was because of Black Lung.

    24. Re:Seriously- by StillAnonymous · · Score: 2, Insightful

      It's not like all the enemies in the game don't see you anyways. You can't hide from them, so you might as well be able to fight back, right?

    25. Re:Seriously- by FlyingCheese · · Score: 0

      Actually the Gravity Gun was supposed to be in the original version of Doom3 but was scrapped due to time restraints. You can actually use it with a few fancy hacks but it's missing all the fancy graphics to go along with it (including the gun itself) but it does work with many objects.

    26. Re:Seriously- by istewart · · Score: 1

      But minors WERE mining in the pre-electricity days. Before child labor laws and all that. I know the humanities do seem kind of imposing, but at some point you need to take a history class, man.

    27. Re:Seriously- by Anonymous Coward · · Score: 0

      Spellcheck will not save you. At some point you need to know what the hell you're talking about.

      Amazing, one could even say he's on topic

    28. Re:Seriously- by RexDart · · Score: 2, Interesting

      You do realize that in a zombie/undead/demons of hell environment where they can sense you by your very soul, not having a light on you is a big "eat me before I even know you're there" invitation, don't you?

      --
      "Yes, Jayne, she's a witch. She's had congress with the beast..."
      "She's in Congress?" - Firefly, "Objects in Space
    29. Re:Seriously- by Trejkaz · · Score: 1

      One of the real reasons Doom3 never took off is because I needed to buy a new computer to use it. And so did everyone else.

      I didn't. I had a reasonably middle-end Athlon XP 2500+ CPU, and a Radeon 9600 graphics card, and that worked more or less fine. Maybe people who don't already upgrade their hardware every three years would have had to buy a new computer. The rest of us... the gaming MAJORITY... did not.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    30. Re:Seriously- by pegasustonans · · Score: 1

      A good portion of miners in Britain were minors until various laws were passed to prevent the hiring of children for such work.

      Though, there are still plenty of countries that don't have such laws and still employ children in these dangerous professions.

      --
      And all our yesterdays have lighted fools The way to dusty death. --Will
    31. Re:Seriously- by Anonymous Coward · · Score: 0

      And that's worse than lowering your weapon to shine a tiny flashlight?

    32. Re:Seriously- by Da+Fokka · · Score: 1

      One of the real reasons Doom3 never took off is because I needed to buy a new computer to use it. And so did everyone else.

      The same holds (even more) true for BattleField 2, which literally doesn't run on 2 year old hardware. Yet, it's very successful.

    33. Re:Seriously- by mrchaotica · · Score: 1

      That rule was valid in the days of typewriters (with fixed-width fonts). With the advent of modern typesetting capabilities, the Powers Who Be deprecated that rule. One space is sufficient (unless you're using like you are).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    34. Re:Seriously- by Darkling-MHCN · · Score: 1

      The real problem with ID's engine is the networking, which has progressively gotten more bloated with every release, the best game ID ever produced for game play and network ability is Quakeworld...

      What many game manufacturers don't get is that it doesn't matter how much bandwidth people have, the less bandwidth your game needs to be networked the more people who can play without network degradation, the more people the more fun your game could be online.

      When playing a game online the graphics become irrelevant very quickly.... you generally play maps which are common, stock standard and familiar to alot of people... so familiar that graphics and the quality of those graphics is inconsequential.

    35. Re:Seriously- by cozziewozzie · · Score: 1

      It's a fucking horror game. It's supposed to be dark.

      You probably think that "silence of the lambs" is a crap movie because somebody didn't turn the light on in the end.

      The game had an overreliance on triggers, which got tiring after a while. but apart from that, and a few other minor squibbles, it was the most perfect horror game ever made

    36. Re:Seriously- by daikokatana · · Score: 1
      It all depends - games are a matter of taste.

      I absolutely loved Doom 3, whereas I got bored of Unreal after ten minutes.

      I've played Half Life, but I got bored after the demo. Half an hour into Half Life, I got even more bored.

      --
      http://jcsnippets.atspace.com/ - a collection of Java & C# snippets
    37. Re:Seriously- by covertbadger · · Score: 1

      Are you suggesting that Silence of the Lambs was a good movie *because* the lights were off in the final sequence? It takes a lot more than darkness to make something scary, and Doom was a one-trick pony.

    38. Re:Seriously- by soceror · · Score: 1

      i totally agree.

      though i love doom3 so much. john carmack is god. as to the developers for hl/ut i dont even know your name :P

    39. Re:Seriously- by neko9 · · Score: 1

      it was the most perfect horror game ever made

      nope. most perfect horror games ever made is Resident Evil and Silent Hill series. Resident Evil zombies is teh r0x0rz.

    40. Re:Seriously- by Anonymous Coward · · Score: 0

      you made a grammatical error: Minor vs. Miner

      No, that is a spelling error, not a grammar error. He mispelled the word he wanted, although by luck the mispelling lead to another valid word. The sentence is objectively correct both in grammar and spelling, but it was a spelling mistake that caused it to have a meaning different from his intent.

    41. Re:Seriously- by AviLazar · · Score: 1

      Yes because the thing I most fear is that nasty ugly monster with huge claws and teeth, hiding in the corner (mysteriously he wasn't in that corner a moment ago) pulling out a glock and aiming for my head.

      Besides there are many ways around this: Infrared, nightvision, holding the light about an arms length to your right (to your left if you are left handed), putting the light source on a pole that stands above your head (yea you look stupid but hey). And most importantly, I would get to enjoy the wonderful scene :)

      --

      I mod down so you can mod up. Your welcome.
    42. Re:Seriously- by AviLazar · · Score: 1

      I agree Resident Evil sent shivers up my back. I was in my off-campus place, all my roomates were gone, and I was constantly looking over my should. Resident Evil is by far the best game for scariness factor imho. SIlent hill...i bought silent hill 2 or 3 and gave up on it after 30 minutes of trying to get used to the play control.

      --

      I mod down so you can mod up. Your welcome.
    43. Re:Seriously- by AviLazar · · Score: 1

      I am pretty sure it wasn't that, I don't recall the turn 180 degrees. Probably there were multiple similar posts.

      As for spawning behind you -- eh you get used to walking backwards :D....that and saving every 10 feet.

      --

      I mod down so you can mod up. Your welcome.
    44. Re:Seriously- by Equinox · · Score: 1

      Seriously, id is nothing but an engine company pretty much since the original quake. When will you guys figure that out?

    45. Re:Seriously- by object88 · · Score: 1

      1. Move around corner
      2. Light turns off
      3. Loud noise
      4. Option - Load Saved Game
      5. Wash - Rinse - Repeat.
      6. ... PROFIT!


      Unfortunately, with that infinate loop at step 5, you'll never get to profit...

    46. Re:Seriously- by Tekgno · · Score: 1
      Just FYI, I managed to run it on my Radeon 9200 / Athlon Tbird 1.2GHz / 512MB SDR.


      "Run" may not be the best word for it BTW, but it was playable in the sense that you could use it, just not in the sense of any fun :P

    47. Re:Seriously- by swerk · · Score: 1

      Well how about that. :^) Thanks for the info. You don't happen to know of any card faster than the Radeon 9200 that's supported by Free-as-in-speech drivers, do you? That coupled with my cheapness has kept me using those trusty old things all this time...

  7. doop by Evro · · Score: 3, Insightful

    Duped story so I'll dupe my comment.

    Doom 3 was a great game, imo, however people's complaints about the whole flashlight mechanism were justified, and I can see how it would detract from the entertainment value. Id's goal was to make a scary game, and if you played the game with the swapped-in flashlight as they intended, it was indeed scary. The lighting was better than in any game I'd played at that point and created an unparalleled atmosphere of creepiness.

    That being said, the idea that in "the mysterious future" you wouldn't be able to hold both a flashlight and a gun hurt the game's credibility. And going for the cheap scare so many times did tend to get old.

    They were also determined to make D3 a single-player game in a field now dominated by multiplayer and massively-multiplayer games. I would have thought that they'd have realized this better than anyone, given that they practically created the market for multiplayer FPS gaming, but they chose to make Doom 3 a single player game, and between that and the whole flashlight deal, many people decided the game was a dud, and thus its fate was sealed.

    I still thought it was a great game though!

    --
    rooooar
    1. Re:doop by Soul-Burn666 · · Score: 0, Redundant

      This parent post is also a dupe, word-for-word. ^_^

      --
      ^_^
    2. Re:doop by wuie · · Score: 1

      You also duped his comment about his comment being a dupe. Hooray! :D

    3. Re:doop by Anonymous Coward · · Score: 1, Funny

      One of these days, someone's going to discover the secret area in Doom 3... and there, they will find a roll of duct tape, which our young hero will use to duct tape his flashlight to his gun. Or better yet ... his forehead ... would suck to pull out your shotgun and be in the dark again because the flashlight was duct taped to the pistol.

    4. Re:doop by Anonymous Coward · · Score: 0

      Believe it was Carmack's arrogance on that one.. I read somewhere he made some comments to the effect that he didn't really didn't care about multiplayer and was just going to focus on the single player for D3..
      he's grown out of touch with what the market really demands.

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

      I thought Doom 3 was a great game. But I wasn't really looking for good gameplay. I mean, come on it's ID Software we're talking about :-) That said, I don't think the flashlight is what killed the game, it was clearly the AI and the lack of shitloads of monsters on the screen. Doom 3 is about fighting one dumb monster at a time, which is lame, but I thought the atmosphere was awesome and made it a fun game for vegging out on when you're all stoned and shit.

    6. Re:doop by Blakey+Rat · · Score: 1

      Don't forget that you're wearing an environment suit and, when you go onto the surface you have 1 minute of air before you suffocate. THE HELL!? I can hold my breath longer than 1 minute, easy, and surely the suit would have SOME air in it when you started. That was dumber than the flashlight issue, IMO, but both were dumb.

    7. Re:doop by jafac · · Score: 1

      Better still, was the Halo flashlight.

      You have a personal force shield generator that can repel bullets, but your flashlight batteries would last about 30 seconds. . .

      --

      These are my friends, See how they glisten. See this one shine, how he smiles in the light.
    8. Re:doop by Snaller · · Score: 1

      Good for you, I thought it was too damn dark and generally unimpressive.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    9. Re:doop by gl4ss · · Score: 1

      too bad the light scare got quite old quite fast and after 15 minutes you end up just being frustrated with not seeing anything and backpedaling to lighted areas, it also ate a friggin lot from the immersivity of the game as you ended up just swearing how dark it was.

      in doom 1 it was a 'scary' effect when the room went dark and enemies ambushed you, but it didn't happen _all_the_fucking_time_. like spawning enemies behind you for the scares/difficulty darkness gets so crap if you overuse it.

      the engine was mighty fine though(system shock type of game with that engine.. droool). and the later levels where you had more light were better, too.

      though, did it really sell _that_ badly? i still think it was a better game overall than hl2, with a lot better told story to boot.

      --
      world was created 5 seconds before this post as it is.
    10. Re:doop by ad0gg · · Score: 1

      Spawning guys behind is only scary the first time it happens. After that its just annoying. Much like jumping puzzles. Also all the levels looked exactly the same.

      --

      Have you ever been to a turkish prison?

    11. Re:doop by FortranDragon · · Score: 1

      Duped story so I'll dupe my comment.

      Cool! Now I can be a real /.ie and dupe my reply to your duped comment in a duped story. ;-)

      :prays the mod gods have a sense of humor today or my karma's going to die like a zombie...:


      Doom 3 was a great game, imo, however people's complaints about the whole flashlight mechanism were justified, and I can see how it would detract from the entertainment value. Id's goal was to make a scary game, and if you played the game with the swapped-in flashlight as they intended, it was indeed scary. The lighting was better than in any game I'd played at that point and created an unparalleled atmosphere of creepiness.


      My problem is that if you played the game the way id intended the scenarios became obnoxious. It was also insulting to the player. I mean, if I'm playing a Marine capable of wading through hell why am I such a stupid mouth-breather as to be unable to hold a pistol in one hand and a flashlight in the other?

      Making a game design decision that forces the player to do stupid things isn't scary, it is irritating. Let me play as smart as I can and then surprise me. That's scary. (A good example, for me, of a scary and atmospheric game is System Shock 2.)

      --
      "All the darkness in the world can not quench the light of one small candle."
    12. Re:doop by tiberiandusk · · Score: 1

      i got tired of the same crap over and over again so i just put in the codes and BFG9000ed my way to the end.

    13. Re:doop by Anonymous Coward · · Score: 0

      Personally, I enjoyed the single-player content. These days it seems that everyone focuses entirely on the multiplayer to the point where single-player is just a botmatch. I like having a storyline, a goal, a sense of progress through the game.

      Having said all that, I was fairly disappointed with D3 in the end. The flashling/gun thing was creepy the first dozen times...after that it just got annoying. Everything looked shiny and nifty...but it really didn't have that "Doom" feel to it - you know, getting mobbed by a swarm of demons from hell. I guess these demons were tougher, but I liked the swarms in the original.

      Plus, the gameplay itself was just plain boring. There was no location-based damage...so it really didn't matter if you aimed very well. The critters were largely stupid, so you could deal with the worst of them quite easily. The game was very linear, very predictable...you generally knew what to expect before it happened. There really wasn't a whole lot of challenge to it. Sure, I guess if you cranked the difficulty high enough it'd get challenging...but that just makes the monsters harder to kill. It doesn't do much about the simplistic layout of all the levels.

    14. Re:doop by Anonymous Coward · · Score: 0

      And another thing...

      I think the whole staleness of the FPS genre is because combat with guns is just boring because it's so simplified. Although, there are many places a bullet could hit someone, there's only one way to pull a trigger. Compare that with the variety of ways there are to punch someone. Look at Mortal Kombat. Could you imagine how boring that game would be if it were a duel with pistols instead a karate match? That where we are with the FPS games. We're still at the stage of gameplay. We don't need a damn story. Read some Dostoevsky if that's what you want. What FPSs need is more complex combat systems, like they have in Mortal Kombat. I think it would rule to make Doom 3 more like a Kung-Fu movie. That would be kick ass. What an awesome idea that is I just came up with. God I rule. Id should make me CEO.

    15. Re:doop by Anonymous Coward · · Score: 0

      Whoops, I meant to say "We're still at the Outlaw stage of gameplay"

  8. Not to mention... by Ledneh · · Score: 0, Redundant

    --insert obligatory bit about being able to hold a one handed weapon and a flashlight at the same time, or perhaps using duct tape, here--

    --
    "We are the Dyslexia of Borg. Your ass will be laminated. Futility is resistant."
  9. It's the multiplayer, stupid. by FireballX301 · · Score: 1, Insightful

    FPS games that are single-player only never last. The last good multiplayer FPS that id put out was QIII, which was put out over 5 years ago. Doom III's multiplayer was just...bad.

    Everyone plays ut2k4, hl2, CS, whatever because it's fun either sneaking around and sniping people, or jumping around flinging rockets. Doom III kinda mixed them, and failed to create a fun multiplayer experience.

    I'm still looking forward to Quake 4, however.

    1. Re:It's the multiplayer, stupid. by superpulpsicle · · Score: 1

      Id is 90% graphics and 10% gameplay. Their next Quake needs to have by default....

      1.) multiplayer
      2.) teamfortress
      3.) real coop mode
      4.) single player with real missions not more deathmatch

      So far UT2k4 has eaten Quake3 and Doom3 alive in terms of replay value. But for those who want eye candy, yeah they bought Doom3 anyways.

    2. Re:It's the multiplayer, stupid. by ivan256 · · Score: 3, Interesting

      FPS games that are single-player only never last.

      And you know this because? Based oin the lack of a available servers to log into? What? I know lots of people still playing Morrowind a year later.

      Everyone plays ut2k4, hl2, CS, whatever because it's fun either sneaking around and sniping people, or jumping around flinging rockets.

      I'll bet money that there are still more people playing Quake 3 than all those games put together. Tens of thousands of people every day on their office LANs. It's not generating any new revenue for Id, but Id is still the king by far if you're counting numbers of current players. "Hardcore" gamers and the gaming rags are so far out of touch with the mainsteram that it's rediculous.

    3. Re:It's the multiplayer, stupid. by Ford+Prefect · · Score: 1

      Tens of thousands of people every day on their office LANs. It's not generating any new revenue for Id, but Id is still the king by far if you're counting numbers of current players.

      Meanwhile, in the non-LAN world...

      --
      Tedious Bloggy Stuff - hooray?
    4. Re:It's the multiplayer, stupid. by ivan256 · · Score: 1

      Yeah....

      Too bad the non-LAN world probably isn't even half the picture. Game playing is blocked at the firewall of almost every tech company in existance.

    5. Re:It's the multiplayer, stupid. by MynockGuano · · Score: 2, Insightful
      Half-Life 2......25316 players
      UT2k4............ 6611 players
      Half-Life........30964 players

      Total............62891 players

      Quake 3 Arena.... 2444 players
      Maybe it isn't half...but to say that the office LAN world accounts for 25x more than the online play is stretching it, I think.
    6. Re:It's the multiplayer, stupid. by Anonymous Coward · · Score: 0

      Are you really so insecure that instead of admitting that you have no idea what you're talking about, that you will--despite the fact than Unreal Tournament, Half-Life, and Half-Life 2 have all outsold Quake 3--ignore actual evidence that you're wrong? Wow, WPI really got a winner when they got you, didn't they?

  10. The Article Text (ICOS) by Anonymous Coward · · Score: 2, Informative


    Veteran animator Steve Bowler (pictured) got pretty angry when he bought Doom 3. And he's still a mite agitated...

    What was it, 12 years ago, that we first laid eyes on the original, the dark new 3D world that was Doom? Even before that, a select few of us recall with wonder the revival of one of our favorite gaming franchises, in a bold new direction, when Wolfenstein 3D hit the shelves.

    For a dozen years Id has been the top dog, the guy to beat, the pater familia to the first-person shooter. It can look back on a legacy of six games, each one an unstoppable sales juggernaut, a technological milestone. You didn't need to know what the review score was for an Id title. You only knew that you needed to buy it.

    But one day, the industry changed. The consumer changed. It's hard to put one's finger on it. Maybe it was Counter-Strike. Maybe Unreal Tournament. Something happened to the genre between Quake III and Doom 3, and Id somehow didn't take it into account. Call it braggadocio, or hubris, but Doom 3 is no longer the top dog in the FPS market.

    Yes, it's upsetting. I tried not to admit it either. But it's undeniably true.

    Some have even argued that Doom 3 is a step backwards in FPS gaming, that even when it hit the shelves we were already years past where it hoped to position itself.

    The problem, it seems, lies at the core of where Doom came from, and the hopes we had for Doom 3. It was a tale of gameplay, graphics, and mistakes.

    Zombie shuffle

    We're all familiar with the helter-skelter breakneck balls-to-the-wall pace that the original Doom set. So where is it in Doom 3? I can appreciate the slow zombie shuffle as much as the next guy, but when Halo's Flood race existed years before Doom's sequel, one has to ask why exactly we're experiencing only one or two imps at a time.

    Obviously, there's a reason why we don't have a dozen imps chasing us down a corridor, and I'm inclined to say that it's because of the graphics engine. So much attention has been paid to rendering a realistic environment that there just isn't a lot of room left for that many bad guys. This left the guys at Id with a bit of a conundrum: How could they still make the game tense and as terrifying as the originals?

    The answer, evidently, is to have shit jump out of the dark at you.

    Yes, I jumped. I was scared. And then I got tired. Tired of having secret panels open behind me after I'd already cleared the room of any possible beasts from hell, only to get clawed in the back. Who knew demons were capable of such stealth and chicanery? Hey, maybe I'll open this door and--surprise!--here's yet another instant 25 hit points removed from my health because an imp was waiting patiently for me to open a door. This isn't gaming. This isn't the Id I know. This is scripted nonsense.

    And yet, in the face of such scripted trickery, the A.I. then proceeds to fall flat on its face when given an empty room and a box to hide behind. If it doesn't have a gun, the A.I. just comes straight at you trying to claw your eyes out. If it does have a gun, it hides behind corners and boxes, but since the game lacks a headshot--something which has become so common in FPSs now that it's no longer a boastable feature--it takes an implausible amount of time to dispatch them.

    Maybe I'm crazy, but I recall levels in the original Doom where you were downright encouraged to trick the A.I. into fighting itself. Yes, it was a primitive A.I., but I recall being impressed by it. Hell, even the famed Reaperbot for the original Quake is still 10 times more entertaining than fighting drones in Doom 3.

    I guess what it all boils down to is the fact that the gameplay is just too simplified for the graphics. It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it, when you can shoot a light fixture and watch how realistically light dances around the room.

    And don't

    1. Re:The Article Text (ICOS) by squiggleslash · · Score: 1
      So what this boils down to is. "I played Doom 3. It sucks. There are, like, monsters that hide behind doors and other unfair things. Therefore, ergo, one can deduce from this that the entire technology behind Doom 3 is a complete catastrophe and it's no wonder Unreal 3 is so popular."

      I don't really get it. The observations don't really match the conclusions. I mean, it could well be that Unreal 3 will be better than Doom 3. I don't know. It's just, well, criticising the Doom 3 engine on the basis that the game wasn't set up fairly is like blaming cardboard for Ludo.

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:The Article Text (ICOS) by Anonymous Coward · · Score: 0

      "Therefore, ergo, one can deduce.."?

      Don't use the fucking words if you don't have a clue how to use them, concordantly, you are a prick.

    3. Re:The Article Text (ICOS) by vorm · · Score: 1
      Thanks for the article.

      Apparently it takes fewer shots to /. their server than it does to kill a Zombie.

    4. Re:The Article Text (ICOS) by Anonymous Coward · · Score: 0

      Here's a better idea: try to understand something before you respond, idiot.

  11. Top dog??? by Radres · · Score: 1

    "Doom 3 is no longer the top dog in the FPS market." I never realized it was ever top dog. It came out, I played it, then it went on the shelf. It wasn't really that impressive and it certainly wasn't good enough to be called top dog. My kids watched me play it for about a half hour and that was enough for them. They never felt the desire to play it. Yeah it was pretty and it had some nice eye candy, but what's that got to do with the value and quality of a game? If you don't have the desire to play it more than once then it can't even be considered top-10. I'm lost on the point of this article.

    1. Re:Top dog??? by Anonymous Coward · · Score: 0

      Correct me if I'm wrong, but wasn't Quake3 the last game prior to Doom3 to orignate our of id?

    2. Re:Top dog??? by Anonymous Coward · · Score: 0

      If you are wondering why i modded you troll, it's because you have copy pasted verbatim a comment from the original story (this is a dupe). http://games.slashdot.org/comments.pl?sid=155266&c id=13016717/

    3. Re:Top dog??? by Anonymous Coward · · Score: 0

      > I'm lost on the point of this article.

      Yes, you really missed the point. The author made a poor choice of words for that sentence but if you'd bothered paying as much attention to the rest of the article as you did that sentence, you'd see that is not the point. The point is that id's games were as fun to play as they were pleasing to the eye. These days, they've focused way too much on the technology.

      For those of us old enough to remember, there was a really long stretch of time where id and 3d realms reigned supreme and we all know what happened to 3d realms right?

    4. Re:Top dog??? by Anonymous Coward · · Score: 0

      So, is it my fault that slashdot sucks and can't avoid postiing dupes?

    5. Re:Top dog??? by Anonymous Coward · · Score: 0

      http://games.slashdot.org/comments.pl?sid=155266&c id=13016726

      [siren]
      karma whore, karma whore, karma whore
      [/siren]

  12. really? by intmainvoid · · Score: 4, Funny
    It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it

    And this is based on your real world experience with Zombie's I presume?

    1. Re:really? by CupBeEmpty · · Score: 1

      Uhhh maybe you missed "Shaun of The Dead??"

      "...removing the head, or destroying the brain."

    2. Re:really? by strider44 · · Score: 1

      That's wrong btw. A head shot takes a doom 3 zombie down in one or two hits, it takes four or five accurate shots to bring him down shooting in the body. However the problem is that it's terribly hard to hit the head in this game especially because of the per polygon collision. You have to be quite accurate. The main problem with the game is that the monsters don't seem to react when you shoot them, they just keep on coming and suddenly fall down when you kill them.

  13. Doom 3? by rd4tech · · Score: 1

    For a dozen years Id has been the top dog, the guy to beat, the pater familia to the first-person shooter. But one day, the industry changed. The consumer changed. It's hard to put one's finger on it.

    Doom 3? Anyone who has played CS at a LAN party can tell him what's changed.

    1. Re:Doom 3? by Anonymous Coward · · Score: 0
      Anyone who has played CS at a LAN party can tell him what's changed.

      Which in turn is based on one of the engines of id. What was your point again ?

  14. I don't recall... by Slime-dogg · · Score: 2, Insightful

    Id hasn't really been a player on the FPS game market in a while. Their recent games (Quake 3, Doom 3) have basically been technology demos. They sell well because we nerds think it is cool, but the actual games leave much to be desired.

    We know that Id makes its money from licensing its engines to people. Half-life made Id some money. Keep that in mind. I'm not sure if the Source engine takes anything from one of Id's engines.

    --
    You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    1. Re:I don't recall... by garett_spencley · · Score: 1

      Quake3 was extremely fun IMO. I got completely addicted to the early tests that ID put out for free... and played it for years. I still play it every once in a while.

      But I never even got past the 1st level on Doom3. It just bore me to death... and that was a huge dissapointment considering I had been waiting for it ever since ID announced they were doing a Doom3 .. and I even bought my new computer in anticipation for it.

      What's really worth noting is that when we're talking about ID and it's "Crown" .. you have to realize that ID doesn't really have a big foundation to rest on at all. They have a grand total of 3 titles (Wolfenstien, Dooma and Quake) plus their sequels.

      ID desperately needs to come out with something completely new. Or if their business model is really just to sell engines then maybe they should start making just cutting edge engines with really good APIs that are extremely easy to use and expand and sell those to other game companies rather than making boring games to showcase them and letting other companies steal the engine market (last I heard the current Unreal engine is the big FPS engine being used rather than Doom3's).

    2. Re:I don't recall... by 88NoSoup4U88 · · Score: 2, Interesting
      I'm not sure if the Source engine takes anything from one of Id's engines.

      Interesting question imo, since Valve been spouting off how they've build the Source Engine themselves, yet, when the alpha-code-leak happened, various people found entries from the Quake-C code inside (either commented out, or still in use) :

      I wonder how much of that is still in there and, if it is, if id is getting something out of it.

    3. Re:I don't recall... by irc.goatse.cx+troll · · Score: 1

      Valve has said a few times that its a ground up rewrite, which is a lie. Valve has always been bad at keeping their story straight, like what features of condition zero were going to be in the final version.

      Even from just hunting through binaries you can find tons of quakec in both cs and cs:s (and I assume other mods). Its downright bad that some of its still in the mods, like for example everyone in counterstrike still has cell/rocket/shell/nail ammo values. What a waste.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    4. Re:I don't recall... by Ford+Prefect · · Score: 1

      Interesting question imo, since Valve been spouting off how they've build the Source Engine themselves, yet, when the alpha-code-leak happened, various people found entries from the Quake-C code inside (either commented out, or still in use) :

      I'm fairly sure that it's QuakeC (or a derivative) that's extensively used in Half-Life and Half-Life 2's model animation system. It seems a bit coincidental that they'd choose the '.QC' extension for a simple, compiled-to-bytecode scripting language...

      From the point of view of a mapper like myself, the Source engine has many design ideas in common with the original Quake engine, but they've been extended so far that it's a near-complete rewrite. I imagine the only aspects left unchanged, if any, weren't worth changing anyway.

      --
      Tedious Bloggy Stuff - hooray?
    5. Re:I don't recall... by Chosen+Reject · · Score: 1

      I only bring this up because my cousin and I had this exact conversation a week ago. I called it id (as in the id and the ego), he "corrected" me and said it is ID (as in "Do you have any ID?"). I told him that they're named after the id, he said then why do they always capitalize both letters. and I said they don't. http://www.idsoftware.com/business/ Find any place where they do and I would be glad to hear it.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    6. Re:I don't recall... by Anonymous Coward · · Score: 0

      Right, doom3 is the only game I bought in the last 5 years and the only game I bought for linux... ever. What ID should have done was to spend the time wasted on game development writing user-centric authoring tools and some decent documentation. I'm a casual gamer and by that I mean that after the 5th level of the same shit, there's no point in going further. I was very clear that I was buying the engine when I bought Doom3, with better developer tools I may have gotten around to actually using it for something.

      John Carmack's gotta know this so what is the reason to ship without a low poly modeler, shader editor or animation app for cutscenes, machinima / whatever? Adrian?

    7. Re:I don't recall... by Haeleth · · Score: 1

      What's really worth noting is that when we're talking about ID and it's "Crown" .. you have to realize that ID doesn't really have a big foundation to rest on at all. They have a grand total of 3 titles (Wolfenstien, Dooma and Quake) plus their sequels.

      You're betraying a rather limited knowledge of gaming history there. Think back to the early 90s. Think back to the days when ID made games that weren't FPSes. Classics like the Commander Keen series. Hell, I bought a couple of those for my mother. I really don't see many people doing that with Doom 3.

      Basically, I couldn't care less about Doom. What would make me happy would be for ID to drop all the horror crap they've been doing for the last ten years and go back to their real roots: humour, gameplay, value for money.

      And that doesn't mean they have to stop pushing hardware to its limits. Those EGA scrolling routines were pretty damn impressive in their day. ;)

    8. Re:I don't recall... by snorklewacker · · Score: 1
      they don't capitalize either. This is straight from their website (doesn't look like they don't update their corporate blurb that often)


      id - Freud's primal part of the human psyche and one of the hottest game shops on Earth - has been rocking the gaming world from Mesquite, Texas since 1991. As a renowned leader in the industry, id Software forged such frenetic titles as Wolfenstein 3D, DOOM, DOOM II, QUAKE and QUAKE II. With intense graphics and mind-blowing action, id's games have helped redefine the modern video game, continually setting industry standards for technology and gameplay. And, in keeping with tradition, id Software has amplified the world of adrenaline pumping 3-D gaming with the release of their latest action titles, QUAKE III Arena, QUAKE III: Team Arena, and Return to Castle Wolfenstein. id's advanced QUAKE III Arena engine is leading the next revolution in 3-D interactive games with both single and multiplayer technology.


      --
      I am no longer wasting my time with slashdot
  15. Headshot! by October_30th · · Score: 5, Funny
    'It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it

    Now that's something I've never understood in the movies or in the games. I mean, if you're a zombie, you don't have a brain. Period. It's all mush and all you want to do is to eat the brain of someone else for some obscure reason (protein content, perhaps?). So, why would a headshot be more effective against a zombie than a bodyshot? It just doesn't make any sense. If I were facing a zombie and I had a shotgun, I'd just shoot his bloody legs off and run away bravely.

    --
    The owls are not what they seem
    1. Re:Headshot! by HTH+NE1 · · Score: 1

      all you want to do is to eat the brain of someone else for some obscure reason (protein content, perhaps?).

      It makes the constant pain of being dead go away.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    2. Re:Headshot! by zenneth · · Score: 5, Funny

      If I were facing a zombie and I had a shotgun, I'd just shoot his bloody legs off and run away bravely.

      Sir Robin?

      --
      The Chronic *WHAT* les of Narnia!
    3. Re:Headshot! by Anonymous Coward · · Score: 0

      No, they do have a brain, but it's dead. Zombies are infected with a virus that spreads easily among the newly dead. If you destroy the brain, you kill the zombie. Shooting the legs off doesn't (or shouldn't) kill it.

      They eat the brains of the living because it eases the pain of being dead.

      I kind of wonder if medical marijuana wouldn't do the same thing. ; )

    4. Re:Headshot! by TedTschopp · · Score: 1

      From the article...

      "And don't try justifying it with "well, the zombies obviously aren't powered by brains, because there's some zombies without heads," because you can still kill them by shooting them in the jaw six times. I'm sure they'd also die if I shot them in the foot six times, but honestly, I'm just too bored with the game to even try."

      --
      Fantasy remains a human right; we make in our measure and in our derivative mode... -- JRR Tolkien
    5. Re:Headshot! by Turn-X+Alphonse · · Score: 3, Interesting

      aww the common misconception. Most zombies (obviously each persons vision is different but still), have very basic brain functions. These are "Must feed" and "Must survive". Now you put the two together and you get a rabid dog in human form.

      So if you disable the brain it can no longer send signals to the main body or even "think" basicly. So a bullet to the brain disables their basic thought and movement in 1.

      Secondly, brains is the "common" thing, but if you notice they just want to eat flesh. Most humans naturally consider flesh the "best" food source (meat and 2 veg, shows this perfectly). So they go after flesh, human or other wise (Most zombie films will show you dead animals being eaten or at least being attacked).

      Of course each "universe" will have it's own way of making zombies and it's own rules, but the basic lay out if above.

      --
      I like muppets.
    6. Re:Headshot! by Holi · · Score: 1

      How is this informative. First in only ONE movie were zombies wanting to eat brains and that movie was a spoof of the Romero films (it was Return of the Living Dead) mostly they want to eat whatever part of you is closest. In most Zombie movies (Lets disregard the Return of the Living Dead movies as they were never meant to be horror flicks) a head shot is what is required to kill a zombie, just one to the head will stop it, Taking out it's legs just means it's gonna be crawling after you. Hmmm... run away bravely, I didn't know you could do that.

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    7. Re:Headshot! by Spez · · Score: 2, Interesting

      In fact, i think the therory of a zombie is that the brain can continue to function basically without the heart pumping blood. The only way a physical living (or undead) creature can move its arms/legs is by the brain sending impulses to the muscles to do their job. But since the brain dies when its out of oxygen, the rest of the body becomes useless. When a beeing becomes "undead" (or zombie), the brain keeps functionning basically, so it can still send impulses to the limbs. Theorically, the body would not be able to stay in functionnal state for too long, since the muscles would decay without their share of oxygen.

      But thats only the theory ;) I don't think the muscles could move without their share of oxygen anyway...

      So, to answer what you said, why shoot the head? Because if you blow up the brain, there's no way the body can still continu to work, or to be coordinated, so it should fall to the ground after that.

      --
      I wouldn't mind you in my head, if you weren't so clearly mad -Lews Therin Telamon
    8. Re:Headshot! by October_30th · · Score: 1

      For your information, I'm a fan of Romero's original films. Relax man. You need a rest.

      --
      The owls are not what they seem
    9. Re:Headshot! by servognome · · Score: 5, Funny

      Great. A debate on zombies, with logical explainations and references to source material.

      I can't imagine why more women don't participate in these kinds of discussions. :)

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    10. Re:Headshot! by freshman_a · · Score: 1

      You know you've played too many FPSs when you see the word "headshot" and hear that deep voice from the game saying it in your head...

      ...followed by something like "Double Kill!" or "Quad Damage".

    11. Re:Headshot! by nb+caffeine · · Score: 1

      I always hear the one from the original UT. Wondered up till now if i was the only one :)

      --

      "Something's wrong with you...and I hope we never do meet again." - Deftones When Girls Telephone Boys
    12. Re:Headshot! by elrous0 · · Score: 1
      only ONE movie were zombies wanting to eat brains

      Well, they actually made three movies in that particular series. And, yes, they were very tongue in cheek.

      The first one was funny to see it at a theater in Lousiville, though. And "Project Greenlight" fans might look for Clu Gallahger as the boss in that one too.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    13. Re:Headshot! by OglinTatas · · Score: 1

      In some prehistoric cultures, trepanning was done to cure certain ailments by making a hole in the head to allow (presumeably) evil spirits out.

      If the zombie is not animated by virus, army chemical warfare experiment or some strange radiation, but rather by a good old fashioned malevolent spirit, then a shotgun blast to the head will evict that spirit with a vengeance.

    14. Re:Headshot! by coaxial · · Score: 3, Informative

      Now that's something I've never understood in the movies or in the games. I mean, if you're a zombie, you don't have a brain. Period. It's all mush and all you want to do is to eat the brain of someone else for some obscure reason (protein content, perhaps?).

      Return of the Living Dead said the reason zombies eat brains is, "because it's the only thing that numbs the paaaaaiiiiin! The paaaaaaiiin of death!" But that's not a very serious zombie movie.

      If I were facing a zombie and I had a shotgun, I'd just shoot his bloody legs off and run away bravely.

      Well in that same movie, even the dismembered parts continued to move.

    15. Re:Headshot! by Monkey-Man2000 · · Score: 1

      You've probably heard the term "running around like a chicken with his head cut off." It is possible to have motor control of your body without most of your brain since much of your basic motor control is in the brainstem and spinal cord. Here's an interesting story

      --
      This post was generated by a Cadre of Uber Monkeys for Monkey-Man2000 (603495).
    16. Re:Headshot! by Anonymous Coward · · Score: 0

      So, why would a headshot be more effective against a zombie than a bodyshot? It just doesn't make any sense.

      I enjoy speculating about zombie attack as much as anyone. But if you want to do a good job, you have to include in your speculation that wild variance in zombie physiology may be possible.

      Sure, sure, you can talk about the functionality or lack there of in their brains. You can talk about the fast or slow zombie question. How many times do you have to shoot them? Where?

      When zombie attack comes, you won't know any of these things. Sure, you may have some really logical reasons why this or that would work on a zombie, but don't bet too much on it.

      As the gibbering mass of cadaverous flesh bears down on you - if you manage to keep your shit together - you will know that everything you thought about the way the universe workes is way, way off base.

      What you know about zombies:
      1. Zombies don't exist
      2. other stuff here

      Thus, if you are attacked by zombies, then what you know about zombies is not correct.

    17. Re:Headshot! by miyako · · Score: 1

      There are actually a few possible explanations to your questions.
      First of all you must realize that in most portraials of zombies (* of the Dead series, etc) the zombies are not focued on eating brains. The zombie is driven to consume human flesh, but focues primarily on the viscera and later muscle tissue.
      If you suscribe to the idea that zombies rise due to an infection of Solanum (see The Zombie Survival Guide by Max Brooks), you would find that destruction of the brain is indeed most efficascious due to the fact that the primary area of reproduction of the solanum virus is in the frontal lobe of the brain. The virus is found in other areas of the body inorder to reanimate it, but it's central location is in the brain.
      If you look instead to the Rage virus (see 28 days later), I would remind you that victims of the Rage virus are infact humans and not zombies. In this case the destruction of the brain has the safe effect as it would have in a non-infected human.
      If instead you wish to look at zombies who have been revived through the use of Trioxin (Return of the Living Dead series) then I would point out that destruction of the brain is not effective in destroying the body. In fact, there is no known way to destroy a corpse that has been reanimated through the use of Trioxin. The zombies in this case are lead to consume brains (primarily of humans, though they will also consume cow brains, see Return of the Living Dead II) in order to supply themselves with Neurons (see Return of the Living Dead 3). This is said by one zombie to stop the "pain of being dead".

      --
      Famous Last Words: "hmm...wikipedia says it's edible"
    18. Re:Headshot! by Anonymous Coward · · Score: 0

      Now that's something I've never understood in the movies or in the games. I mean, if you're a zombie, you don't have a brain. Period. It's all mush and all you want to do is to eat the brain of someone else for some obscure reason (protein content, perhaps?).

      Are you seriously inviting a discussion of the physiology of zombies? That's right up there with in depth discussion of Star Trek warp technology or why Star Wars blaster bolts are easily visible and somewhat less easily dodgeable.

      George Romero rose up one night and spoke "Shoot them in the head and they're really dead", and it was so. Romero infallibility.

    19. Re:Headshot! by Anonymous Coward · · Score: 0

      Well in that same movie, even the dismembered parts continued to move.

      I was all set to launch into one of those zombie-brain controlling zombie-body posts, with lord knows what other rationale supporting my theory of dead-thing physiology, until I remembered that little point (it's of course in multiple movies).

      Why is a zombie-body without an intact brain dead but a zombie part with no brain undead?

      Bah. They're monster movies. Take your type A personality and count grains of sand on the beach.

    20. Re:Headshot! by Anonymous Coward · · Score: 0

      I can't imagine why more women don't participate in these kinds of discussions. :)

      Well it's either this or I actually do some work.

    21. Re:Headshot! by Anonymous Coward · · Score: 0

      why would a headshot be more effective against a zombie than a bodyshot?

      According to http://www.neuroskills.com/index.shtml?main=/tbi/b rain.html

      A headshot could damage many parts of the brain:

      - damaging the brain stem could impair balance.
      - damaging the cerebellum (base of skull) would hinter coordination of voluntary movement, balance and equilibrium.

      Damaging more of these could lead to paralysis, and a bunch of other useful things.

      So: Blow their head off, and chances are they will fall down, and effectively immobile. They might flail around like a dead chicken, but shouldn't come after you.

      Shouldn't. ;)

    22. Re:Headshot! by Otter · · Score: 1

      Apparently, zombies are the one topic that's more appealing to posters than bitterly complaining about dupes...

    23. Re:Headshot! by Elwood+P+Dowd · · Score: 1

      I disagree. If your zombie explanation is biological in nature, then there's going to be brain function. The zombies in 28 Days Later will have brain function and die from a blow to the head.

      If your zombie explanation is supernatural, there doesn't have to be brain function. You can just say that the zombie is animated by an evil spirit or a lost soul, and there's no reason your zombie has to have a head. In Doom III, for example, the zombies were created by opening a portal to Hell. Some of them don't have heads. Fine with me.

      --

      There are no trails. There are no trees out here.
    24. Re:Headshot! by agrippa_cash · · Score: 1

      The topic (zombies, not Doom3) is discussed at some length here: http://www.thesneeze.com/mt-archives/000386.php

    25. Re:Headshot! by Anonymous Coward · · Score: 2, Funny

      When danger reared it's ugly head
      he bravely shot it's legs and fled
      brave brave brave brave Sir Robin...

    26. Re:Headshot! by Anonymous Coward · · Score: 0

      In fact, there is no known way to destroy a corpse that has been reanimated through the use of Trioxin.

      How about burning it?

    27. Re:Headshot! by Propaganda13 · · Score: 1

      A zombie should have an mostly intact neurological system whether the zombification is due to voodoo, radiation, chemical or biological agent. Zombies are all about the recently deceased coming back to life. All the half-rotted corpses rising is just Hollywood BS, or magical or supernatural based. In that case, the shotgun to the legs would be as effective as anything else.

      Shotgun to the legs is also an effective means to slow down a T-1000 that's chaing your car.

    28. Re:Headshot! by courtarro · · Score: 1

      You've got a point there. Maybe next time you guys should leave out the logic and references.

    29. Re:Headshot! by Pulse_Instance · · Score: 1

      I actually now here the voice of FPS doug, from http://www.purepwnage.com/ Episode 3 - FPS Doug, going "BOOM! HEADSHOT!" whenever I hear headshot now.

    30. Re:Headshot! by DudemanX · · Score: 2, Interesting

      Double Kill!
      Multi Kill!
      Ultra Kill!
      Mon...
      Mon...
      Monster Kill!
      Mon...
      Monster Kill!
      GODLIKE!

      That's what it would sound like when sniping one of the bot spawn points on CTF-Face. There would also be an "Unstoppable" in there somewhere from being alive for so long.

      Good times.

    31. Re:Headshot! by Anonymous Coward · · Score: 0

      So, why would a headshot be more effective against a zombie than a bodyshot?

      Perhaps because it takes out their ability to see ? Or better yet - to bite :)

    32. Re:Headshot! by Tim+Browse · · Score: 1

      Of course, the thing to do is take advantage of all of this :-)

    33. Re:Headshot! by Anonymous Coward · · Score: 0

      > It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it

      I don't think it's true either. I noticed that in D3 monsters tend to go down pretty quickly if you aim for the head.

    34. Re:Headshot! by miyako · · Score: 1

      yeah, I misworded what I was saying. What I was trying to point out was that if you take a trioxin zombie and cut it up into little peices, all of the little peices will still try to attack you.

      --
      Famous Last Words: "hmm...wikipedia says it's edible"
    35. Re:Headshot! by Da+Fokka · · Score: 1

      aww the common misconception. Most zombies (obviously each persons vision is different but still), have very basic brain functions. These are "Must feed" and "Must survive". Now you put the two together and you get a rabid dog in human form.

      So why did 'must mate' get lost on the way?

    36. Re:Headshot! by Anonymous Coward · · Score: 0

      http://www.rit.edu/~smo4215/monty.htm

      [battle sounds]
      [Black Knight defeats a worthless-piece-of-crap-knight]
      ARTHUR: You fight with the strength of many men, Sir knight.

      I am Arthur, King of the Britons.

      I seek the finest and the bravest knights in the land to join me in my Court of Camelot.
      You have proved yourself worthy; will you join me?
      You make me sad. So be it. Come, Patsy.
      BLACK KNIGHT: None shall pass.
      ARTHUR: What?
      BLACK KNIGHT: None shall pass.
      ARTHUR: I have no quarrel with you, good Sir knight, but I must
      cross this bridge.
      BLACK KNIGHT: Then you shall die.
      ARTHUR: I command you as King of the Britons to stand aside!
      BLACK KNIGHT: I move for no man.
      ARTHUR: So be it!
      [hah]
      [parry thrust]
      [ARTHUR chops the BLACK KNIGHT's left arm off]
      ARTHUR: Now stand aside, worthy adversary.
      BLACK KNIGHT: 'Tis but a scratch.
      ARTHUR: A scratch? Your arm's off!
      BLACK KNIGHT: No, it isn't.
      ARTHUR: Well, what's that then?
      BLACK KNIGHT: I've had worse.
      ARTHUR: You liar!
      BLACK KNIGHT: Come on you pansy!
      [hah]
      [parry thrust]
      [ARTHUR chops the BLACK KNIGHT's right arm off]
      ARTHUR: Victory is mine!
      [kneeling]
      We thank thee Lord, that in thy merc-
      [Black Knight kicks Arthur in the head while he is praying]
      BLACK KNIGHT: Come on then.
      ARTHUR: What?
      BLACK KNIGHT: Have at you!
      ARTHUR: You are indeed brave, Sir knight, but the fight is mine.
      BLACK KNIGHT: Oh, had enough, eh?
      ARTHUR: Look, you stupid bastard, you've got no arms left.
      BLACK KNIGHT: Yes I have.
      ARTHUR: Look!
      BLACK KNIGHT: Just a flesh wound.
      [Headbutts Arthur in the chest]
      ARTHUR: Look, stop that.
      BLACK KNIGHT: Chicken! Chicken!
      ARTHUR: Look, I'll have your leg. Right!
      [whop]
      [ARTHUR chops the BLACK KNIGHT's leg off]
      BLACK KNIGHT: Right, I'll do you for that!
      ARTHUR: You'll what?
      BLACK KNIGHT: Come 'ere!
      ARTHUR: What are you going to do, bleed on me?
      BLACK KNIGHT: I'm invincible!
      ARTHUR: You're a loony.
      BLACK KNIGHT: The Black Knight always triumphs! Have at you!
      Come on then.
      [whop]
      [ARTHUR chops the BLACK KNIGHT's other leg off]
      BLACK KNIGHT: All right; we'll call it a draw.
      ARTHUR: Come, Patsy.
      BLACK KNIGHT: Oh, oh, I see, running away then. You yellow
      bastards! Come back here and take what's coming to you. I'll bite
      your legs off!

    37. Re:Headshot! by MochaMan · · Score: 1

      Don't be so quick to deny the value of intellectual debate on zombies. There's plenty of research money to go around!

    38. Re:Headshot! by PlacidPundit · · Score: 1

      I think that was too subtle for most of the /. crowd. Which speaks volumes.

    39. Re:Headshot! by paragon_au · · Score: 1

      "Most zombies... have very basic brain functions.These are "Must feed" and "Must survive"."

      But there are things out there that don't have brains and yet have the same functions, jelly fish for example.

      There is no reason that something that only walks, grabs and eats needs a brain. Doubly so in a fantasy world.

      And I wouldn't say "Continue walking at the guy shooting me very slowly so I can bite him" goes with a "Must survive" brain function.

    40. Re:Headshot! by peterhoeg · · Score: 1
      But that's not a very serious zombie movie.

      Oh, so you would normally base your statements on some of the more serious zombie movies?

    41. Re:Headshot! by Anonymous Coward · · Score: 0

      > Now that's something I've never understood in the movies or in the games. I mean, if you're
      > a zombie, you don't have a brain. Period. It's all mush and all you want to do is to eat the
      > brain of someone else for some obscure reason (protein content, perhaps?). So, why would a
      > headshot be more effective against a zombie than a bodyshot?

      "The enemy can't push a button if you disable his hand like this" - Starship Troopers.

      IOW how's a Zombie going to eat your brain after you've blown off it's head with a sawed off shotgun?

    42. Re:Headshot! by Anonymous Coward · · Score: 0

      Zombies want to eat human flesh (or brains). How are they supposed to do that without their heads?

    43. Re:Headshot! by syberanarchy · · Score: 1

      "Must mate" = "Must reproduce," and I think zombies do that quite well, at least by Romero rulesets.

  16. Silly by RickPartin · · Score: 3, Funny

    It's hard to stomach having to shoot a zombie in the head the same number of times as in the body (six rounds from a pistol, thanks for asking) to dispatch it, when you can shoot a light fixture and watch how realistically light dances around the room.

    You are forgetting about the BLOOD SUCKING LIGHTBULB MONSTERS!

    1. Re:Silly by Anonymous Coward · · Score: 0

      its not blood that they suck... it should be the DARK SUCKING LIGHTBULB MONSTERS

  17. How Slashdot Lost Its Crown by TopShelf · · Score: 1, Funny

    In a startling development, /. has run today's story just last week.

    Almost the same title, too.

    Am I qualified to be a /. editor now?

    --
    Stop by my site where I write about ERP systems & more
    1. Re:How Slashdot Lost Its Crown by PHP+Addict · · Score: 2

      No... you caught the dupe, and most likely would've rejected it. You are not qualified. :p

      --
      Laziness, check. Impatience, check. Hubris, double check!
    2. Re:How Slashdot Lost Its Crown by Al+Dimond · · Score: 1

      http://science.slashdot.org/article.pl?sid=05/06/1 7/1728230&tid=14

      You see, /. was just trying to test whether they could go back in time and change the article that they had previously posted, this disproving the article whose URL is up yonder.

      However, they forgot to travel back in time first. Oops.

  18. duped from games anyone? by shoptroll · · Score: 0, Redundant

    from the duped-from-our-own-department department...

    --
    Insert Sig Here
  19. You keep using that word, "Demon..." by DrunkenTerror · · Score: 1

    FTA:"Who knew demons were capable of such stealth and chicanery?"
    I did. I don't think the author has much experience with real demons. Wouldn't one expect a little stealth and chicanery from an extra-dimensional being? I mean, the fangs and claws are just the parts of it that happen to land in the easily-perceptible parts of the EM spectrum. Demons fuck with you. It's what they are. Extradimensional beings that fuck with us.

    I wonder what could cause a person to suddenly flip out for no reason and kill a bunch of people they have loved their entire life.

    1. Re:You keep using that word, "Demon..." by Foolomon · · Score: 1
      I did. I don't think the author has much experience with real demons. Wouldn't one expect a little stealth and chicanery from an extra-dimensional being? I mean, the fangs and claws are just the parts of it that happen to land in the easily-perceptible parts of the EM spectrum. Demons fuck with you. It's what they are. Extradimensional beings that fuck with us.

      Having problems with the wife again, are we?

  20. body shot by Anonymous Coward · · Score: 0

    headshots are the worst thing ever to happen to multiplayer gaming.

  21. Re:Doom 3 by MyLongNickName · · Score: 1

    Or perhaps there really IS more to a game than just how good it looks.

    .
    .
    .
    .
    (you too can be part of history, and help reconstruct the entire first thread under the original story)

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
  22. Cool.. I'll dupe some old comments then... by Anonymous Coward · · Score: 0

    "Doom 3 is no longer the top dog in the FPS market."

    I never realized it was ever top dog. It came out, I played it, then it went on the shelf. It wasn't really that impressive and it certainly wasn't good enough to be called top dog. My kids watched me play it for about a half hour and that was enough for them. They never felt the desire to play it. Yeah it was pretty and it had some nice eye candy, but what's that got to do with the value and quality of a game? If you don't have the desire to play it more than once then it can't even be considered top-10.

    I'm lost on the point of this article.

  23. Unpopped kernel of corn by Anonymous Coward · · Score: 0

    That's how I lost mine. They'll shovel anything into a bag of microwave popcorn these days.

  24. At least it takes more than one round in torso... by netcrusher88 · · Score: 1

    It seems somewhat better than, say, Delta Force (Novalogic), where you can kill with one round to the foot from a .45, anyway.

    --
    There's an old saying that says pretty much whatever you want it to.
  25. He's right you know by Willeh · · Score: 1

    While the game looks incredible, id's not hiding the fact that they're just selling you a glorified SDK anymore. It looks nice though. And it has zombies. yeah. zombies. think about it.

    --
    Will wank off Linus Torvalds for fame.
    1. Re:He's right you know by Anonymous Coward · · Score: 0

      ^^^Lame anti-id post^^^

      id software has ALWAYS made more money from game sales than it has from engine licensing. teh Carmack has stated this numerous times.

  26. Re:Doom 3 by jacen_sunstrider · · Score: 1

    HA! I caught you! View Original Comment

    I mean, really, the editors don't dupe on purpose, so why dupe a comment on purpose?

  27. My DOOM3 would have been... by defkkon · · Score: 1
    What I was hoping from DOOM 3 was the graphics and physics they delivered, but the gameplay style of a reaction-based shoot-em-up like Serious Sam.

    If any of you miss the fast-paced action of the original DOOM games, give Serious Sam a try. It was exactly what I was looking for. The graphics aren't up to DOOM 3 standards (although they're damned good!), but the gameplay is more what I was hoping for.

  28. Re:Doom 3 by Anonymous Coward · · Score: 0

    Even when using the flashlight I couldn't see what was going on half the time.

  29. Comment removed by account_deleted · · Score: 0, Offtopic

    Comment removed based on user account deletion

  30. realism? by SolusSD · · Score: 1

    Its hard to stomach how unrealistically the environment acts to shooting a light when you can shoot a zombie in the head and have a more devestating effect than just shooting him in the arm.

  31. The point of the artcile? by AviLazar · · Score: 1

    Doom 1 was the game that made FPS what it is today. Doom 2 was still awesome and one of the best games when it came out. Doom 3 lacked due to - lighting (whats so hard about a flashlight mounted helmet) and no real multi-player.

    Hard core gamers tend to finish these games in one-three nights - after that they want to play their friends...People play games like CounterStrike all day long (sometimes on servers dedicated to only one type of board) and do it over and over and over...why? cause multi-player games are more fun then single-player.

    The point of this article was to help prove that /. is still king when it comes to dupes

    --

    I mod down so you can mod up. Your welcome.
    1. Re:The point of the artcile? by Anonymous Coward · · Score: 0

      whats so hard about a flashlight mounted helmet

      They're cumbersome to carry in your hand.

      Now a helmet-mounted flashlight....

    2. Re:The point of the artcile? by poopdeville · · Score: 1

      I personally think that Doom 2 had far better gameplay than any id game after it. If you ran forward and strafed left or right at the same time, you'd move at 90 scale miles an hour. You could even out run rockets. It was completely unrealistic, but it made the gameplay very intense. Deathmatch was terrific because of this (especially in tiny maps like dwango5), but even the single player game had tremendous replay value. Running into traps is unavoidable when you're going 90 miles an hour.

      Imagine my surprise when I could only run at 12 or so miles an hour in Quake. :-(

      Half Life picked up on this unrealistically fast model, justifying it with the HEV suits. And that game had great gameplay (and sales) too.

      --
      After all, I am strangely colored.
  32. The problem I have with Doom 3 by Sycraft-fu · · Score: 3, Insightful

    Is that the engine only seems to be able to do dark well. Something always seemed wrong when I played the game, it seemed too dark. Yes, I know it's supposed to be dark, but something was off. I couldn't put my finger on it, but later someone pointed it out to me: The game doesn't have any kind of radiosity.

    Radiosity is the property of multiple light reflections. When a light shines on a surface it reflects, of course. However that light can then further reflect off another surface and so on. That's what leads to soft shadows, and is the reason why when you turn on a flashlight, the whole room is slightly illuminated, not just what oyu are pointing at.

    Doom 3 doesn't do this, a light hits a surface and will reflect to the screen, but there's no multple levels of reflections. The net effect is hard shadows, corners that are always dark. You can't get a good brightly lit scene.

    Now I don't fault them on this, doing radiosity in realtime isn't feasable at this point on most cards. However other games can deal with this, the don't do all their lighting in realtime. Some is done in realtime, some is a precomputed light map. That allows for a global illumination, but one that doesn't have to happen in realtime.

    That is my big problem with the engine. Sure it's more accurate than the UT2004 engine, technicly speaking, but it doesn't look as good. UT is "faking" the lighting and shadows, but they look good, and you can have a nice brightly lit outdoor map, or a dark indoor map, and they both work. You can have a light source that casts light on to all surfaces, even those it doesn't directly hit, since it's calculated before hand.

    Personally, I'd rather have a game engine that looks good rather than one that is more accurate.

    1. Re:The problem I have with Doom 3 by snorklewacker · · Score: 2, Funny

      Quake 2 had radiosity. People pissed and moaned about "fuzzy shadows", so it was taken out for Quake 3. Then they got rid of that pesky "ambient light" stuff for Doom 3.

      I look forward to their next game, which can be enjoyed by the blind equally as well as the sighted. Talk about an untapped market, and Id is really cracking into it.

      --
      I am no longer wasting my time with slashdot
    2. Re:The problem I have with Doom 3 by babybird · · Score: 1

      Radiosity is the property of multiple light reflections. When a light shines on a surface it reflects, of course. However that light can then further reflect off another surface and so on. That's what leads to soft shadows, and is the reason why when you turn on a flashlight, the whole room is slightly illuminated, not just what oyu are pointing at.

      ...

      Personally, I'd rather have a game engine that looks good rather than one that is more accurate.


      Actually, it sounds like you'd rather have a game engine that's more realistic, even if that means being less dynamic. :)

      --
      Keith D.
    3. Re:The problem I have with Doom 3 by Jerry+Talton · · Score: 5, Informative

      *sigh* I wish people wouldn't post drivel like this (or mod it up, for that matter) when they clearly don't know what the hell they're talking about.

      No, that's not what radiosity is. The effect you're referring to is called diffuse interreflection, and radiosity is a finite element method for simulating it based on heat transport. Of course, in the real world most surfaces aren't totally diffuse, and radiosity would have been a bad choice for simulating global illumination effects in Doom in particular since there's an awful lot of metal and other surfaces with strongly specular BRDFs.

      More to the point, all global illumination algorithms are too slow to use in real-time game engines, and so level designers typically precompute these effects and store them in textures. This has nothing to do with the choice of engine: if your engine can display textures, it can approximate these precomputed effects. I don't know whether id decided to do this in Doom or not, but if they didn't it isn't because the engine is fundamentally limited in some way.

    4. Re:The problem I have with Doom 3 by Anonymous Coward · · Score: 1, Insightful

      Radiosity adds very little to soft shadows, but I see your point. The game was very dark and I bet it would have looked a lot better if some radiosity would have been calculated and rendered.

      The reason Doom 3 didn't use it was because of 2 big reasons:

      a) realtime radiosity is very hard to render (in realtime) and Carmac insisted that every light should be fully dynamic and cast fully dynamic (realtime) stencil shadows. That was (as we know now) a mistake. In fact even Carmack _almost_ amits it in his QuakeCon 2004 keynote. The reason for this is, of course: Why would you want all lighting to be done in realtime? 90% of lights in Doom 3 couldn't be destroyed - meaning they casted (the same) shadows every frame. So every frame rendered the engine had to re-render every shadow. Caching helped some things move a little faster here, but for the most part it was unneccessary and it costed a lot of CPU (read point b).

      b) Carmack made, what I believe to be, the fatal mistake of trying to support older cards by transfering stencil shadows to the CPU. For a game of this technology, I think this was a very bad move, because you couldn't even play the game on a GF3 because of the stuttering, so why even bother? Carmack often said he would rather see people lowering the res than lowering detail - he absolutely wanted everyone to display those damn shadows (and TBH the game would have sucked wihtout them). Now, realtime radiosity is one of the things I really want to see used in games, but I imagine you'd need at least 4-8 light bounces to even start speaking about radiosity and probably 16 bounces (I speak this from the top of my head, maybe you'd need even more) to start seeing good results. Now if you put 16 extra light passes on the CPU, then you're really pushing it. Of course it would have been much, much faster if he would have put the shadows on the GPU and used a lot of static lights with precompiled radiosity, then IMHO the game would really show in its full glory.

      To sum it up; Carmack was ahead of his time, but was too worried about old hardware. For example, even Unreal Engine 3 doesn't use all dynamic lights and it still looks great. I really believe Carmack is the guy to pull of some amazing graphics but he should start using some advanced shaders and forget about legacy hardware. But then again, id believed they can ship D3 in 2002/03(?) or something, when those restrictions would have mattered.

      If anything id can take a note or two from the Epic guys and the work they're doing on Gears of War - old skool FPSs just don't matter much today. No one wants to shoot, reload, shoot,... for the whole game. People expect more than this from a game with such technology. Last year, Carmack didn't want to show off with his new technology at QCon, but I think he promised to give a peak this year. This should be interesting, but AFAIK he's still sticking with the all-dynamic-shadows thing, but he's adding soft shadows on top of that. IMHO yet another mistake.

      btw, Carmack if you're reading this please stop caring about 3 year old hardware and just give us some eye candy. If I buy a GF7/8 I at least want to see some cool shaders in action. Not the same thing my neighboor with a R9200 is seeing, just faster.

    5. Re:The problem I have with Doom 3 by Ford+Prefect · · Score: 1

      a) realtime radiosity is very hard to render (in realtime) and Carmac insisted that every light should be fully dynamic and cast fully dynamic (realtime) stencil shadows.

      I think the Doom 3 engine route is definitely more 'elegant' than many other engines (it seems all content has normal maps, specular maps and so on and is rendered using the same pathways, and all lights are treated the same - correct me if I'm wrong!) but that apparent elegance doesn't really compete too well against the hacky, everything's-a-special-case engines from various other developers.

      I reckon a prime example of the latter design is the Far Cry engine. When I played it, I got the sense of it almost being multiple engines glued together in a not-particularly-seamless manner. It was ideal for the game, however - I don't think there's any indoors, dynamic-shadows engine that could render miles-across desert islands (and vice versa), for instance.

      Unfortunately, the 'elegant' route doesn't necessarily look all that great if stuff like radiosity has to be left out. Some weird hybrid using pre-calculated lightmaps for ambient lighting and dynamic, stencil lights for characters could look pretty cool and have the performance benefits you mentioned, but is it 'clean' enough? ...

      --
      Tedious Bloggy Stuff - hooray?
    6. Re:The problem I have with Doom 3 by glyph42 · · Score: 1

      Ooh, but remember that some engines have built-in support for spatially varying "radiosity" maps for lighting the dynamic (moving) objects, complete with bump mapping support. This is a separate step from generating dynamic shadows, and it approximates the interreflected light (diffuse or otherwise). The Source engine comes to mind. They've even published the source code for their pixel shaders for it online. So you get dynamic shadows plus dynamic radiosity. Well, the radiosity isn't actually dynamic; it's stored in a kind of map. But its application to the moving objects is definitely dynamic, and pretty.

      --
      Music speeds up when you yawn, but does not change pitch.
    7. Re:The problem I have with Doom 3 by Blakey+Rat · · Score: 1

      What is a "BRDF?" Please define your acronyms.

    8. Re:The problem I have with Doom 3 by Anonymous Coward · · Score: 0

      To be blunt, id doesn't give a shit if you spend $150, $300, or $500 for a video card. They receive no more money for their trouble, only nVidia or ATi do. So if they can sell their game to 900% more people by supporting 3-year old hardware (and making the engine workable on the much-more profitable console market later as a result) or helping you justify the purchase of a $500 video card, which do you think they should do?

    9. Re:The problem I have with Doom 3 by Anonymous Coward · · Score: 0

      The roblem I tried to expose was that most of the time you don't need all lights to act the same. In D3 even the lights that absolutely don't need to be dynamic, are static and are treated so (i.e. eat away CPU time). It doesn't need to be a hack-job to boost frame rate. Imagine a switch to set lights as static or dynamic in D3 editor. Then you could set those lights that you want static and vica versa. As a rather primitive but very obvious example; imagine a boxed room with 1 light at the top. The light is static and can't be destroyed. In D3 that light is treated as a fully dynamic light that casts fully dynamic shadows. As I already said there is some caching done in D3, but fps's could be boosted even more if you could set this light to be static in the editor while making the map.

      FarCry is actually (from my point of view at least) a very powerfull engine. It can do both, clostrophobic indoor areas, as well as extremely large outdoor areas. It can handle liquids well, supports HDR, but has some problems with shaders (is it just me or do all the models look plastic?).

      Crytek has released a technology demo of their latest engine which will be used for their next title link.
      This sceene looks pretty much like a scene in D3. Compare it with D3.

      I think I know what you mean by 'clean'. To be honest I'm allways torwards the 'clean' route rather then doing a hack or a workaround. But in the case of D3 it is really too much, too soon. Of course 5-10 years from now, every engine will support fully dynamic lighting, because it will the best performance/quality ratio.

    10. Re:The problem I have with Doom 3 by Anonymous Coward · · Score: 0

      all global illumination algorithms are too slow to use in real-time game engines

      That is simply isn't true. Given a premade map, you can do all of the geometrical calculations beforehand, and with some reasonable approximations you can shine a flashlight in a dark room and have it look good.

    11. Re:The problem I have with Doom 3 by Snaller · · Score: 1

      Who cares about the technical guff, it just didn't look as good as UT2004 to me, and I suspect a lot of others.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    12. Re:The problem I have with Doom 3 by duckpoopy · · Score: 1

      BRDF : Bidirectional Reflectance Distribution Function. This allows a material to be defined in terms of its albedo given and input and output direction.

      --
      word.
    13. Re:The problem I have with Doom 3 by SlayerDave · · Score: 2, Interesting
      Given a premade map, you can do all of the geometrical calculations beforehand, and with some reasonable approximations you can shine a flashlight in a dark room and have it look good.

      Yeah, but that's not global illumination, it's local. You're simply computing the illumination on the visible polygons due to the light source (flashlight), which is quite easy to do in realtime. Global illumination, on the other hand, takes into account the fact that light from the flashlight doesn't always reflect off a surface directly into the camera, but also reflects onto other surfaces and eventually reaches the camera via a potentially long set of intermediate indirect reflections. That cannot be done in realtime, yet.

    14. Re:The problem I have with Doom 3 by RexDart · · Score: 1

      I liked the argument over zombie technicalities better. Less knowledge, more brains. :)

      --
      "Yes, Jayne, she's a witch. She's had congress with the beast..."
      "She's in Congress?" - Firefly, "Objects in Space
    15. Re:The problem I have with Doom 3 by Anonymous Coward · · Score: 0

      Not quite.

      Doom 3 uses dynamic shadowing /done on the cpu/. One of the effects of this choice is that all the shadows are hard-edged.

      Newer engines such as Unreal 3 render a depth map with depth blur (from point lights) and overlay the result as a pixel shader. This is how it gets soft shadowing AND dynamic lighting in one. It's freakin' slow though, and means surrendering either a few frames or a few pipelines to the effect. In my opinion however it's well worth it.

      What I found interesting is the way Doom 3 does bumpmapping. Each texture has three pre-rendered bumpmaps: top, left, and direct lighting. Depending on the angle of the light hitting the texture the engine blends the bumpmaps to varying degrees, and sometimes inverts them to obtain the right/bottom maps. A light coming from the top-left of a texture has a 50/50 blend of the top and left bumpmaps. This one nifty trick pretty much made the whole organic-looking-skin thing possible, since the models are actually quite low res. The models are low res so that the shadowing can be performed faster.

  33. Unfun by EXTomar · · Score: 1

    My general complaint about Doom 3 is that although one of the most breath taking pieces of technology available, it is an entirely unfun game. If a game is unfun what is the point of playing it?

    Doom 3 suffers from many of the problems stated in the article as well as too many other games are trying to follow suit. It is not fun to be constantly assulted by strange noises. It is not fun to die to things you can't see. It is not fun to die when when the player does nothing wrong. Players like to rise to a challenge but when a game so ludicras that you can count on being attacked from behind after you enter a room that you open the door and walk in backwards that just shows how idiotic the design turned out to be.

    I think id got too enamored by making the best looking game possible which they did in spades. They forgot to make the game fun. I shouldn't be too surprised though...game producers fell for the same trap Hollywood movie producers has for years now. Hollywood and the game industry know they can make some of the best SFX with the tools and talent available. The problem is they both seemed to have forgotten the story along the way.

  34. Re:Doom 3 by Anonymous Coward · · Score: 0

    Doom III was a very dark game

    lol flashlight joke

  35. Re:DUPE by rovingeyes · · Score: 2, Interesting

    I don't get it if its a dupe why is the site still slashdotted? Don't people trust any one anymore?

  36. Comment removed by account_deleted · · Score: 0, Offtopic

    Comment removed based on user account deletion

  37. Another whiny... by c0l0 · · Score: 5, Interesting

    ...and irrelevant rant about Doom 3. It's clearly not everyone's taste, but the hell, I really enjoyed playing id's final version of what the original Doom was meant to be, but could not become, due to technological drawbacks back in time. So this guy, while providing you mit wrong "facts" about "no headhsot in teh g4me 'n stuff dud3!12" (in fact, the Doom 3 engine FOR THE FIRST TIME EVER featured collision-detection based on the actualy polygonal structure of objects, NOT just el-cheapo-hitboxes, and definately recognizes different body-zones of its models!) basically just spills biased mud in the company's face that will get Enemy Territory: Quake Wars as well as the sequel to Quake 2 delivered soon, constantly innovates the industry in the field of real-time 3D-graphics, and sold its latest and greatest groundbreaking engine to be incorporated into some of the most eagerly awaited games in the genre.

    Yeah, I see clearly now, id is doomed.

    --
    :%s/Open Source/Free Software/g

    YTARY!
    1. Re:Another whiny... by Foolomon · · Score: 1
      id is indeed doomed because Carmack is going to die in a freak space plane mishap.

      In all seriousness - I can't believe I get to use this example twice in one day - the Microchannel Architecture that IBM touted was orders of magnitude better than the existing ISA architecture (BetaMax vs. VHS, etc. drek etc.) but still lost to ISA because IBM made it too expensive to license the architecture, meaning that card manufacturers doubled the prices, meaning that no one wanted to use it for cost reasons.

      If id is making games that require people to spend $500-$1000 or more on new hardware or complete systems just to play the game then they are doomed. GGs to Carmack and crew though for some great technology. Now, pass me my HL2 CD, thanks.

    2. Re:Another whiny... by prockcore · · Score: 1

      definately recognizes different body-zones of its models!

      I remember standing over a dead body and noticing how if I shoot it in the face, not only does it flop in a certain way, but the face gets special damage.

      This guy seems too quick to blame design decisions on engine limitations.

    3. Re:Another whiny... by Have+Blue · · Score: 1

      Doom 3 was FAR from the "first time ever" that games had accurate collision detection. Descent 3 did it in 1999, and I'm sure there were many games between then and Doom 3 that also featured it.

      The article isn't claiming that id's dead, but they are no longer the leader of the pack. Doom, Doom 2, Quake, and Quake 2 literally had no peers- they were so far ahead of the rest of the industry in every way. Quake 3 was matched by Unreal Tournament. Doom 3 was overshadowed by many games released around and even before its time. The Doom 3 engine made available for third party development is overshadowed by Unreal 3.0. id is just another studio now- maybe above average, but not #1.

    4. Re:Another whiny... by Blakey+Rat · · Score: 1

      Uh, Tribes (1998) featured accurate collision detection based on the polygonal structure of objects. That's before Doom 3 by quite a margin... but maybe you're referring to Quake 3?

      (Tribes is the earliest game I can think of that has this feature, but I'm sure there are dozens of other examples... Soldier of Fortune, for instance, or Red Faction, or Mechwarrior IV, or Serious Sam, all came out before Doom 3.)

    5. Re:Another whiny... by the_greywolf · · Score: 1
      Uh, Tribes (1998) featured accurate collision detection based on the polygonal structure of objects.

      hm. it's interesting you point this out. i was a long-time player of Starsiege (whose engine Tribes was to be based on, despite being forced out the door sooner). in Starsiege, it was a well-known fact that the toe was the most vulnerable point of an HERC, and a clean enough shot could even penetrate and bypass shields. (many Wolf Pack members, including myself, became quite good at this, though my preference for heavy firepower led to my rustiness.) but i'd always thought it used *very* tight collision detection boxes.

      do you have any evidence that it was actually a polygon-level CD system?

      --
      grey wolf
      LET FORTRAN DIE!
    6. Re:Another whiny... by PixelScuba · · Score: 1

      Last time I checked the new unreal engine isn't out and isn't DUE out for another couple years. The Doom 3 engine is unquestionably the most powerful 3D gaming engine available today, and will probably remain for a couple years perhaps.

      What I think the interviewer... and so many people are missing here is WHAT made id software ahead of the curve. It wasn't brilliant new gameplay styles, it was their ability to bring you the technology of the future today. Most of this is by and large due to one man at the helm, and I don't think he's lost his step. Like I said Doom 3 is probably the most powerful engine, whether you enjoyed the game or not is irrelevant.

    7. Re:Another whiny... by Blakey+Rat · · Score: 0

      I spent 3 years sniping with the laser rifle in Tribes. Trust me, it's precise to the pixel.

    8. Re:Another whiny... by Anonymous Coward · · Score: 0

      Don't be ridiculous. It is a well known fact that the tribes series utilized hitboxes. Your gameplay experiences do not qualify you to comment on the technical capabilities of an engine. Sorry. Doom3 was the first to do per-poly hit detection... Period.

    9. Re:Another whiny... by slaida1 · · Score: 1
      If it's so powerful, then where are large outdoor areas full of trees and foliage?

      Now it's like those realtime raytracing demos from various coder groups: sure there are beautiful effects but all in very confined space and limited options/maneuverability.

      --
      Preserve old classics: copy your collection onto all hard drives.
    10. Re:Another whiny... by Anonymous Coward · · Score: 0

      > If it's so powerful, then where are large outdoor areas full of trees and foliage?

      I didn't realize there were trees and foliage on Mars...or in Hell.

    11. Re:Another whiny... by Blakey+Rat · · Score: 1

      Prove it. Give me some evidence to support your claim.

      If Tribes' collision detection wasn't pixel-precise, then it was god damned close to it. But maybe I'm wrong... in any case, if you think I'll trust "anonymous coward" more than, say, a article on the subject that is so "well known," then you're wrong.

    12. Re:Another whiny... by the_greywolf · · Score: 1

      i could easily say the same thing about Starsiege, since it's an identical engine. but with my limited experience with modelling and mapping in Starsiege, i contend that it is not pixel- or poly-precise. it behaves much more like small axis-oriented collision boxes.

      give more evidence than "i sniped for 3 years." i did, too, but i won't say it's pixel-precise, because it isn't.

      --
      grey wolf
      LET FORTRAN DIE!
    13. Re:Another whiny... by slaida1 · · Score: 1
      ok then, large outdoor areas full of something, anything. just to show us that the engine is powerful.

      ..and there weren't duct tape in mars of hell, either.

      --
      Preserve old classics: copy your collection onto all hard drives.
    14. Re:Another whiny... by Anonymous Coward · · Score: 0

      Another whine from a wheener about a whiny rant.
      Some cheese for your whine?

  38. You know.... by suparjerk · · Score: 5, Interesting

    Even though the gameplay itself for D3 was far below what it should have been, I have to say I must give them credit for being able to create such a powerful and frightening environment as they did. D3 was the first game I've played since the Marine campaign of AvP that actually made me scream, jump out of my chair, and have to leave the room. (Yes, I'm a sissy.)

    Everyone craps on D3 so much, and it bugs me. Yes, gameplay is probably the most important quality in a video game, and I admit it was severely lacking in D3. But dammit, they really really excelled in other areas and did a few things other video games just don't do. They do deserve some credit.

    --
    I caught the Mountain Wumpus! He gave me his treasure chest ($100) to let him go free again.
    1. Re:You know.... by mottie · · Score: 1

      Try "The Suffering". It looks better, has a better story, is scarier, and the lighting doesn't suck.

    2. Re:You know.... by theendlessnow · · Score: 1

      I always thought Descent 3 (D3) was a good game. Even runs on Linux, just like Doom 3 does.

    3. Re:You know.... by lubricated · · Score: 1

      you don't need a super engine to be scary. Resident Evil was scary way back in the day.

      --
      It has been statistically shown that helmets increase the risk of head injury.
    4. Re:You know.... by Blakey+Rat · · Score: 3, Insightful

      Marathon and System Shock 2 both scared the crap out of me, and both were much, much, much superior games to Doom 3. So yeah, you're a sissy (Aliens vs. Predator? Wuss.) But if you had admitted to crying during System Shock 2, I'd be hugging you and saying, "ssh, I understand."

    5. Re:You know.... by antdude · · Score: 1

      All of those games were great.

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    6. Re:You know.... by typical · · Score: 1

      If Marathon was scary, Marathon Infinity was *very* scary.

      --
      Any program relying on (nontrivial) preemptive multithreading will be buggy.
    7. Re:You know.... by justins · · Score: 2
      Everyone craps on D3 so much, and it bugs me. Yes, gameplay is probably the most important quality in a video game, and I admit it was severely lacking in D3.

      The conjunction of these sentences kind of makes you sound like a retard. Just an FYI.
      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
    8. Re:You know.... by suparjerk · · Score: 1

      Ripping fractions of posts out of context doesn't make you look very smart either. Troll.

      --
      I caught the Mountain Wumpus! He gave me his treasure chest ($100) to let him go free again.
    9. Re:You know.... by justins · · Score: 1

      How much context would you need to see the two sentences are contradictory, you moron?

      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
    10. Re:You know.... by suparjerk · · Score: 1

      The sentence following those two, starting with "But..." was part of the thought as well. Maybe you didn't think to read that far.

      To clarify, I was stating to the general Doom3-bashing public that "Yes, you're right about the bad parts, but you're completely forgetting the good parts, too." Now please, go try to start a pointless Internet war with someone other than me.

      --
      I caught the Mountain Wumpus! He gave me his treasure chest ($100) to let him go free again.
  39. The next gen of good FPS's will be like Morrowind by Travoltus · · Score: 5, Insightful

    Morrowind, of course, was an RPG, but it wouldn't be impossible to remake Doom 3 or UT2004 to look and act like it.

    The thing is, non linear games where your actions determine your standing in the game, as well as its path and outcome, are the wave of the future. Especially games with thousands of mini adventures on the side. Also, in Morrowind you interacted with practically *everything*.

    If Morrowind were not done years ago and were done today through the Doom 3 *or* Unreal 2 Engine (either of which would imply far fewer bugs than Bethesda's own "engine"), it would eclipse all other games in popularity for 2 years. I say that because Morrowind appears to be almost the single player's equivalent of Starcraft in popularity and longevity.

    The lesson: forget the graphics arms race, achieve Doom 3 or UT2004 level graphics and leave it at that, and concentrate on a deep, complex, non linear, "easy to get into it quick" story lines, and endless paths of quest resolution. Give FPS players a world to explore, tweak the outcomes, and generally have fun in.

    ID somehow appears to be furthest behind in pursuing this goal, even though Doom 3 is no more linear than HL2 or Unreal 2.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  40. YOU know WHAT@ by TheRealMindChild · · Score: 0, Offtopic

    Ill TELL you how iD lost it's crown. One dark night when the moon was purple and the grass was shiny, iD decided to go bar hopping after work, but rather then visit the lavish establishments surrounding the workplace, he decided to meet some new people, and walked to the more shady side of the tracks. Passing many of the local, dirty, cross-dressing prositutes junkies, he wanders into a joint called "The Bitch Slapper". He sits down, orders a brew, and takes a swig, starting to realize that all eyes were upon him. This didn't bother iD initially, that is, until an obese, hairy fellow, who smelled of urinal cakes, sat at the stool beside him and started staring. Trying to ignore the stanky fellow, iD orders a shot of Crowne Royal. Meanwhile, Mr Gorilla kept inching closer and closer to iD until finally something had to be said... "YOU GOT A PROBLEM, FELLA?". "Your mouth am purty" replied the sasquatch. Knowing where this situation may eventually lead, iD got up and started beating the living bejesus out of the hygenically impaired patron. Not paying attention to his surroundings, as the final blow was coming down, iD smacks his undrank shot glass clear across the bar, having it shatter into pieces just inches in front of the bartender.

    When the turbulance of the former situation subsided, iD found himself without his drink... without his Crowne.

    The End

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    1. Re:YOU know WHAT@ by Anonymous Coward · · Score: 0

      You are a prime example of why retards shouldn't breed.

  41. Dupe... by aldragon · · Score: 0, Redundant

    I'll probably get modded redundent for this, but seriously, don't the editors read /. themselves! They should really at least put stuff about an artical they're about to make in the little search area and that would at least stop some duping. I'm begining to think I should start marking editors as foes every time they make a dupe, only I'm not that bored.

  42. To quote Galaxy Quest by quantum+bit · · Score: 1

    Could they be the miners?

    Sure they're like 3 years old.

    Miners, not minors!

  43. Another Dupe by MissingIntellect · · Score: 0, Redundant

    Another of many duplicates that seem to have been posted in recent weeks...

  44. An aspect not commented on before... by SuperKendall · · Score: 2, Interesting

    I read the other Slashdot thread. But one thing I found missing there (and in the article itself was) - how did ID really loose the crown of engine linsencing? As the article noted the Unreal3 engine is all over the press, but you see no sign of other companies moving to use the Doom3 engine for other products.

    Is the Doom3 really not as capabile of expansive environments, really not as easy to program? How did ID let that slide by?

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:An aspect not commented on before... by Ahnteis · · Score: 1

      Prey?
      Quake 4?
      Quake Wars: Enemy Territory?

    2. Re:An aspect not commented on before... by Anita+Coney · · Score: 1

      My guess, and this is purely a guess, is that it's because the Unreal3 engine uses D3D while the Doom3 engine is OpenGL. Let's face it, the ONLY PC games available in OpenGL are games made from id engines. Other than id, everyone one else has moved on.

      I'm not saying that D3D is better in anyway, I'm just stating a guess.

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
    3. Re:An aspect not commented on before... by Have+Blue · · Score: 1

      id focused on graphics. This is no longer enough on its own to differentiate a game- any upstart studio can hire a bunch of coders and modelers and/or buy some (non-id) middleware and match or beat id at their own game- see Chronicles of Riddick. Epic provides a wide, complete platform- it took longer for them to get there, but it's simply better technology than Doom 3.

    4. Re:An aspect not commented on before... by Anonymous Coward · · Score: 0

      Let's face it, the ONLY PC games available in OpenGL are games made from id engines. Other than id, everyone one else has moved on.

      I suggest you check your facts. To pull a counterexample out of the top of my head, the Aurora engine (Neverwinter Nights, KOTR, KOTR 2, and forthcoming titles such as The Witcher) is OpenGL. And ID never came near it.

    5. Re:An aspect not commented on before... by phantomfive · · Score: 1

      My guess, and this is purely a guess, is that it's because the Unreal3 engine uses D3D while the Doom3 engine is OpenGL.

      I don't think so.....on Linux anyway, Unreal uses OpenGL.

      --
      Qxe4
    6. Re:An aspect not commented on before... by Anita+Coney · · Score: 1

      Out of thousands of games released you came up with three. Thanks for proving my point.

      I'm NOT saying OpenGL is dead. I'm not saying it's bad. I'm merely saying that the vast majority of games come in D3D. Merely because a small minority of games come out in OpenGL doesn't change the fact that D3D has won the 3D API battle.

      --
      If someone says he and his monkey have nothing to hide, they almost certainly do.
  45. How they lost their crown by AtariAmarok · · Score: 3, Funny

    "And while id was looking down.
    Unreal stole its gaming crown..."

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:How they lost their crown by Cheapy · · Score: 1

      "I went down to the Gaming Store, Where I saw Doom 3 being played before, But the man there said Doom 3 couldn't be played..."

      --
      Would you kindly mod me +1 insightful?
  46. id's main problem by JeiFuRi · · Score: 0, Redundant

    id's problem has always been that they were a one-trick pony...i.e., graphics. John Carmack took what was at the time a largely theoretical specification, (BSP) first built two genre-defining games out of it, (Doom and Doom 2) and then went on to display an increasing level of technical mastery with it by adding full three-dimensionality. (Quake) As far as pure graphics are concerned, the man is without peer...he occupies a place fairly close to Einstein in my own head. (And he's a Texan, no less! ;-))

    However, problems eventually arose from the fact that graphics alone are not what make a truly engaging FPS. It might have been the first engine to utilise OpenGL, but from a *gameplay* perspective Quake 2 especially was complete crap in my book. The situation got markedly worse with Quake 3 as well, from the point of view that the base engine was the only part of it which id actually produced themselves. Everything else (the AI, the cutscenes) had to be outsourced. Q3's credits list is very long...and id's own staff do not occupy a very large part of it.

    Q1 was id's finest hour in my mind...I still don't think I've ever had a more immersive or atmospheric multiplayer experience since then. (and I've played my share of Q3 and UT 2003 online) I realise however that such is a completely subjective statement...but I've long tended to believe that the development of any technology follows a bell pattern, where it hits a peak of development/refinement, and then actually starts to come back down somewhat. (I don't include visual photo-realism as a criteria here either; quite the opposite, actually) For me, (purely in terms of multiplayer) the original Quake was the proverbial summit of the mountain.

    The release of Unreal and Unreal Tournament certainly didn't help matters for id though, either...because not only were they beautiful graphically, (the original UT is still a completely acceptable visual experience in my book) but they also included all sorts of innovations where AI and gameplay were concerned...not to mention an extremely discoverable and user-friendly editor, which made it easy for any net-dwelling 14 year old to create their own scenarios as well. Epic might have been ardent worshippers of id, but they were probably more responsible for their idols' demise than any other single factor from what I saw.

    So, yeah...that to me is the main issue. Carmack is/was a graphical genius...but they were only able to get away with graphics alone for maybe three releases. (Doom/2, Quake) These days, graphics alone aren't what sell a game...You need good level design, decent AI, and people generally like a strong storyline with a high immersion factor as well.

    id were the first, and they will always have that distinction...but they were not able to reinvent themselves...and the world has moved on.

  47. Queue Deluge... by Shadows · · Score: 1

    ... of sarcastic, obnoxious comments equating CmdrTaco with a zombie for posting a dupe.

    Seriously, though, Id lost it's crown the moment Doom 3 started to be more about hyped graphics than superb gameplay (enhanced by good graphics). I played the entire game without feeling the need to get the ducktape mod, and thought it was a decent experience (there are definitely a few well scripted sequences that'll make you jump, as Bowler notes, but the cooler parts for me were in general creep-out factor -- that disembodied voice asking for help for example) but nothing remarkable. Sure, the graphics were great for an indoor game, but as everyone and their mother knows, graphics are only a tiny part of a good game.

  48. What did you expect? by Ya+Bolshoi! · · Score: 5, Interesting
    Why are we all of a sudden complaining about the gameplay in an id game? That's like saying that there's little characterization in George Romero film: no shit.

    Carmack et al are on record as saying that games don't need story. Romero (that other one) was booted out of id after he tried to get them to focus on gameplay and design, not just graphics. Admittedly he failed spectacularly, but from that point one id was a one trick pony. They make pretty looking games where you kill zombies/cyborgs and collect keycards.

    Is this behind the times in terms of gameplay? Sure. Imo, Deus Ex and System Shock 2 both beat the pants off DOOM3 (and Painkiller and Max Payne) in terms of gameplay and design. And they're more than five years old!

    Frankly, DOOM was only "revolutionary" because it was the first game that really nailed how to do graphics good enough to make an FPS game work. Expecting fabulous gameplay out of id is like expecting a Terminator movie to bring you to tears.

    DOOM3 is about shooting things. Period. Don't like it, okay, I can relate, but don't try to act as if this is a surprise.

    1. Re:What did you expect? by bhalo05 · · Score: 1

      IMHO you're mixing things up. DOOM3 does not have and story. The original DOOM didn't have one, either, and I'm pretty sure it didn't need one. Both games are about shooting things, yeah. However, the original DOOM really had great gameplay? Why? It had far better designed levels than DOOM3, it was addictive, and it was _fun_ to play. DOOM3 has its moments, but for the most part is dull, it has mediocre level design, and it's boring to play.

    2. Re:What did you expect? by smozoma · · Score: 1

      Expecting fabulous gameplay out of id is like expecting a Terminator movie to bring you to tears.

      Am I the only one who had to hold back the tears when Arnie was being lowered into the molten metal in T2?

      Back on topic, and unrelated to the parent post, I never finished Doom 3. It was too stressful/annoying worrying so much about what wall the next monster would appear from as I walked past or picked something up.
      However, I really liked that one scripted part with 'Pinky' -- the part where you got locked in a room with a glass wall, then a robodog appeared, bashed in the metal door a few times (panic, panic), then came through the glass for you. (EAT SHOTGUN!)

      But other than that, I thought the game was rather unsatisfying.

    3. Re:What did you expect? by Arker · · Score: 1

      Am I the only one who had to hold back the tears when Arnie was being lowered into the molten metal in T2?

      Yes. Definately.

      --
      =-=-=-=-=-=-=-=-=-=-=-=-=-=-
      Friends don't let friends enable ecmascript.
    4. Re:What did you expect? by ubuntu · · Score: 1

      If you don't think a Terminator movie can make you cry, try paying full price for T3.

  49. As if the first slashdotting wasn't bad enough... by artemis67 · · Score: 4, Funny

    now they get slashdotted on the dupe, too.

    Holy cow, that's gotta suck.

  50. Dupe? Kinda dupe? Partial dupe? by gothzilla · · Score: 0, Redundant

    http://games.slashdot.org/article.pl?sid=05/07/08/ 1936236&tid=204
    Here's another article we just had 3 days ago with the same title but a different summary. Are we tryin to pump iD sales or something?

  51. Different != Better by strAtEdgE · · Score: 1

    Where did all these people come from the last few years, who think that just because you can make gameplay more realistic, that you should?

    I choose Doom 3 gameplay over Half-Life 2 or Unreal whatever-version-it-is-this-month any day. Some of us actually enjoy adrenaline being released into our systems while we play computer games. I've pretty much completely stopped playing FPS games these days because they're all so high on realism and short on fun that they put me to sleep. The slow, campy gameplay of Counter Strike and the random trajectory of the bullets makes me want to drop my giant CRT monitor on you, which I keep because of it's lack of motion blur at the speeds at which I like my gameplay to flow. That is, really god damned fast.

    Kudos to id software for choosing to make better games as opposed to pandering to the newbie masses, like the author of the article. That's what makes them the reigning kings of FPS games.

    --
    ----- sXe
    1. Re:Different != Better by Anonymous Coward · · Score: 0

      You must be hard-core ADD or something. HL2 online and CS require thought, planning, and strategy. Doom3 requires functional eyes and hands and no more than 5% of your brain functioning. Doom3 was great ONCE. HL and it's mods is still fun SEVEN YEARS LATER. There are tons of counter strike and natural selection servers online every day. How many Doom3 servers are there and how many people playing?

      How many people still play any iD game seven years after it's release and how many online servers are there hosting how many players?

      Yup. Definately hard-core ADD. Of course there's nothing wrong with liking a game that requires very little thought. If you've played the single player game more than 3 times then you should seek meds for OCD as well.

    2. Re:Different != Better by Ahnteis · · Score: 1

      Yes... because doom3 gameplay was so great.

      Now if you want run and gun blasting goodness, it's Serious Sam you want to check out. THERE is a completely unrealistic game.

    3. Re:Different != Better by RatBastard · · Score: 1

      DOOM3 scared the crap out of me until the Alpha Labs. I remember looking at a doorway and knowing that when I walked through it an imp or a zombie would jump out of a locker and bite me on the ass. And when I walked through that door the imp did just that. I realized that every third doorway was going to do that to me. At that point I lost all interest in the game. I got as far as the beginning of the Delta Labs and just gave up.

      Another part of this is that for as frightening the environment was, none of it amounted to squat. Those screaming voices? Decoration. The thumping of unseen monsters? Just effects. This was completely unlike DOOM/DOOM2 where what you heard was eventually going to try and kill you. It felt like a Holloween haunted house at a frat house: a lot of sound effects with the occasional frat boy hiding behind the door with a cricket bat waiting to whack you on the ass as you passed.

      I'm about as big a fan of DOOM/DOOM2 as you can get. I played both games for five years. I can play E1 and E2 in DOOM1 from start to finish in an afternoon, often without getting killed at all. I never bothered to finish DOOM3. Not even to see my favorite game monster of all time: the Cyberdemon.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    4. Re:Different != Better by Blakey+Rat · · Score: 1

      The problem is that there are better games to do what you want, and they all came out before Doom 3.

      Want exciting unrealistic multiplayer? There's Unreal Tournament 2003/2004. Want a frightening experience that'll make you wet your pants? There's System Shock 2. Want a mindless game where you shoot 50,000 enemies at once? There's Serious Sam.

      Doom 3 offers nothing new.

  52. Monsters fighting by Dethboy · · Score: 1

    I enjoyed the latest Doom. I do think though they could notch the engine back just a bit and increase characters. Serious Sam does it...

    And I am really PO that the monsters don't fight each other. That was the best part of the old id series...

    1. Re:Monsters fighting by Fly+Swatter · · Score: 1

      And I am really PO that the monsters don't fight each other. That was the best part of the old id series...

      I too loved playing with the ability to make the monsters turn on each other, but the problem is that only works when you can have tens of monsters on screen at once. In Doom 3 the simultaneous monster count is so low that if two monsters started to fight each other the remaining character in the room (you) could walk by unscathed.

  53. d3 sucks because creators grew up by Anonymous Coward · · Score: 0

    I remember when my gf brought home the shareware demo of Doom. I was blown away and played it until I finished it at the end of the weekend.

    But I grew up and married, started a career, bought a house, etc. and I don't play games anymore. i haven't upgraded my desktop in years. How could the original id team be much different? If you don't play something compulsively as its creator then you are probably not going to have compulsive fans.

    Hell, the id dude started a rocket company, right? Games are just an intellectual exercise in engine design for him now and a source of licensing revenue.

  54. Know your Zombies by Anonymous Coward · · Score: 0

    First you have to determine if it's a Romero zombie or one of the lesser known O'Bannon zombie's. Romero zombies will drop with one bullet to the head but O'Bannon zombie need to be hacked apart. Isn't there a Time/Life book about this?

  55. Ahh. gelously is fun. by Anonymous Coward · · Score: 0

    But not good enough.

    GG~

  56. Mmm, yummy! by PlancksCnst · · Score: 0

    Dupealicious! :-

  57. Ahh but... by JustNiz · · Score: 2, Interesting

    >> ..having to shoot a zombie in the head the same number of times as in the body.. ...In Doom3 you can also blow their heads right off and they still keep coming. Evidently a zombie's head isn't a critical organ, so the body should be more suceptible to damage than the head actually.

  58. Dupes - How Slashdot Guarantees Page Views? by Somegeek · · Score: 1, Interesting

    Perhaps some Slashdot editors are using Slashdot as a service to drive page views to sites? If they don't hit whatever the agreed upon traffic figure is the first time around they just repost the story until the desired traffic is met?

    They really can't be lame enough to consistently do this by accident can they? There must be some reason behind it. I wouldn't think it would be for the humor, surely that would have worn off by now?

    --
    And as you tread the halls of sanity, You feel so glad to be, Unable to go beyond. I have a message, From another time..
    1. Re:Dupes - How Slashdot Guarantees Page Views? by Somegeek · · Score: 1

      Modded troll? Troll?!?

      I guess that's a slashdot editor at work. Personally I could see flamebait, but troll? Methinks someone felt personally attacked.

      For what its worth, I was serious in raising the question.

      I would be interested in seeing if there is a common thread that relates to the dupes?

      For Example:

      If you came up with a list of sites referenced in slashdot articles, and calculated a ratio for commercial sites paid for by advertising as opposed to sites that have nothing to gain from a slashdotting, how would that ratio compare for the subset of sites referenced in dupes? What if you broke down the numbers by slash editor?

      --
      And as you tread the halls of sanity, You feel so glad to be, Unable to go beyond. I have a message, From another time..
  59. id makes engines, not games by sbma44 · · Score: 4, Interesting

    At least, now they do. The requirements for game development are increasing every day, stretching development cycles and requiring more resources.

    id's games have always been about groundbreaking technology, so it's not surprising that as development costs expand, gameplay filligrees in id titles suffer (relative to the competition). id uses its games as technology demos. Don't get me wrong, I love 'em, but their focus is not on the sort of game logic that distinguishes the experiences this story refers to (no, I haven't RTFA yet). Let's face it: AI is an interesting area that needs improvement, but programming headshots is boring. Making realtime rendering engines as good as they can be is a real technical challenge, and something that id can do better than anyone else. That's what makes them unique, and consequently it's also what makes them money -- not from game sales, but from engine licensing.

    1. Re:id makes engines, not games by Kaorimoch · · Score: 2, Interesting

      Let's not forget this John Carmack gem -

      "Story in a game is like story in a porn
      movie. It's expected to be there, but it's not
      that important."

      Such an attitude will lead to "dumb" games that provide about 20 minutes of fun and 3 hours of boring monotony. Running, shooting and getting scared is all that Doom 3 is. There are no advances on enemy positions, creeping around and no freedom on how to accomplish a task. There is no character development or storyline twists and turns. There was no room for a game player to develop their own story in the game, which is where the magic of modern gaming lies.

      System Shock 2 is a great example of an FPS that has a lot of gameplay factors that places like Id should emulate.

    2. Re:id makes engines, not games by PenGun · · Score: 0

      An FPS is an FPS. We play em' to have fun. I am used to id's games and love em'.

      I guess I expect stuff to jump out behind me, years of playing Doom & Doom2, I just kill em' as they attack.

      If a station was demonaicly possesed as in Doom3 you would expect weird stuff and monsters in the closet. Or I would anyway. If you just want to 'run and gun' (Black Debbie ;) play deathmatch online.

      Quake3 owns pure deathmatch, there is nothing that lets me spin and shoot on pure intuition like Q3. Most people don't like it because the people who play it are largly monsters and any newbie will be just chewed up.

      PenGun
      Do What Now ??? ... Standards and Practices !

    3. Re:id makes engines, not games by Neoprofin · · Score: 1

      Or because the best Q3 players are ritalin addicted 13 year olds with ADD. I'd have great reflexes if I was hopped up on speed too. Who needs a story if you can twitch the night away. Give me Far Cry or Half-Life 2 anyday.

    4. Re:id makes engines, not games by PenGun · · Score: 0

      Well this is funny. I am a 58 year old male. I don't do speed, in fact I hoot vast amounts of honey oil in my vapourizer. A hippy stoner from the good old days fool.

      FPS is a fast twitch experience. You may not be up to it ;).

      PenGun
      Do What Now ??? ... Standards and Practices !

    5. Re:id makes engines, not games by AliasTheRoot · · Score: 1

      Yet somehow Epic manages to make Engines and Games at the same time, and to better quality on both fronts than iD.

    6. Re:id makes engines, not games by Neoprofin · · Score: 1

      I'm not anymore. I used to play Unreal Tournament daily, and even with a 1000+ ping from the worst dailup imaginable I held my own on any TFC server. Then I started sleeping more then 3 hours a night and started playing RPGs and RTSs. I guess at 20 I'm already on the way out for videogames.

    7. Re:id makes engines, not games by PenGun · · Score: 0

      You probably have a life. That cuts into video game practice a lot ;). I have been semi retired for years and do pretty well as I please. I don't play much online anymore, it takes at least an hour a day just to retain your skillz. My 24 year old daughter, who was weaned on Doom2, takes about 3 - 4 hours to come up to speed in the Q3 world, but then she is insufferable, Lucretzia the humiliation queen ;).

      PenGun
      Do What Now ??? ... Standards and Practices !

  60. Re:The next gen of good FPS's will be like Morrowi by ivan256 · · Score: 1

    Bingo...

    Now if only we could convince more developers than just Bethesda Softworks that they should make a game like you describe that isn't online so people with, you know, jobs can play it at their own pace... It's also nice when the gameplay can be designed to reward something other than total hours played which is what seems to happen when the goal is to keep the monthly fees coming in.

  61. Parent = Stolen comment by Anonymous Coward · · Score: 0
  62. Re:The next gen of good FPS's will be like Morrowi by m50d · · Score: 1
    No, the data was what was *wrong* with morrowind. The engine was fine - sure it leaked memory like a sieve but as an actual engine it was great. I've seen people in the newsgroups say the best way to do TES 4 would be for Bethesda to use exactly the same engine (the hardware will have caught up to it by then) and just make a new set of datafiles. Partly they want better models and textures, but there's also problems with the gameplay.

    Morrowind failed because it was too open-ended. Daggerfall had that problem too, but the main quest was quite obvious at least for much of it. With Morrowind, much of the gameplay consists of literally wandering around looking for something to do. It might be realistic, but it isn't fun.

    Games need a certain level of linearity. I remember the developers of Jedi Knight saying they'd chosen to make a linear game because making one good story is a lot easier than a branching story that probably wouldn't be very good anyway. A game and particularly an FPS isn't the most accurate possible simulation of real life, it's an entertainment medium. A game that puts you in a movie script with monsters to kill, people to talk to and a princess to save can be more enjoyable than a game that says "you can do anything", which ends up meaning there's nothing that feels like you're doing what you should.

    --
    I am trolling
  63. Saying that Carmack doesn't... by Foolomon · · Score: 3, Funny

    Saying that Carmack doesn't know how to build a truly engaging game is like saying that Lucas doesn't know how to write a truly engaging script. [Rolls eyes]

  64. Simple Economics by ehaggis · · Score: 1

    I can afford a Corolla but not a Ferrari, no matter how much better and appealing the Ferrari is.

    Unreal T. runs on my machine. Doom does not.

    A little Doomed Poetry

    Doom requires a GPU
    that I can't afford anywho,
    Cycles and Ram beyond comprehension,
    Hardware upgrade is their intention.
    Perhaps when I get that fat raise,
    I will sing ID's Praise.
    Until that Day with my Pay
    I will stay with my current hardware array.

    --
    One ring to bind them - should probably have more fiber and less rings in their diet.
  65. When my doubts took over by Y-Crate · · Score: 1

    Never being the FPS partisan, I've found it extremely easy to enjoy a variety of games from a variety of developers because the fanboy trap was something I never wanted to fall into. You simply end up denying yourself too many good games that way.

    We all know how difficult it can be to sort through the junk and find the real gaming jewels, so I see no point in going into something intended to be relaxing and enjoyable as gaming with a ton of prejudices. (Though I do make a lighthearted crack about the new cutscene collection being released when I see a PS2 RPG released, but I digress...)

    I grew up on Wolf3D, Doom, Quake and Unreal. Enjoying them all, I was slightly disappointed when I discovered the next generation of games were going to be online-only. Sure, you could play the maps against bots, but that really isn't the same as a nice adventure through some hellish landscape.

    Quake3Test had some issues with my computer, so I played the demo for Unreal Tournament instead. The demo stands to this day as one of the best demos for any kind of game on any platform...ever. They didn't give you a crippled experience, they didn't give you two maps and say "That's it", the developers instead adopted the philosophy that if you wow the shit out of people, they will buy your game. As opposed to the "Oops, you've been playing the demo for 3 seconds and have 1% of the features working, time to stop playing! Goodbye!" crap you so often get to this day.

    Sure, there were features disabled, but they were minor. All of the basic stuff was there for free. To make things even better, the game was quite a step up from the online FPSs I had played previous. UT offered a multitude of new game modes and the maps all felt unique and very, very different from one another.

    Fast forward a little bit and I start playing Quake 3: Arena. Things look nicer than they ever have, and the performance is superb even on my low-end machine. Then it hits me...it looks just a little too much like Quakes past. The maps, the textures...all of it seems like ground that id has covered before.

    The id vs. Epic fanboys had escalated their rhetoric into near full-scale war by this point and I tried to stay above the fray. Not wishing to get involved in the flaming, I quietly stopped involving myself in discussions about it. I knew something had changed though, UT had clearly (in my mind) offered much, much more than Quake 3 in the gameplay department from the get-go.

    From then on it seemed like id was never able to achieve the same level of quality in the content department. As I was told by many, their primary concern was the engine. However, when company had gone from offering so much across the board to a narrowly-focused operation that seemed to put out games just good enough to sell their impressive engines, it just left me feeling like something was lost. A design sensibility that I missed.

    1. Re:When my doubts took over by Anonymous Coward · · Score: 0

      one thing iD did get right over the rest is
      the games dont make me seasick, i'm no doctor
      so dont expect an explenation halflife makes me sick
      10 minutes in game gets me to the point where i have to hurry to the bath room
      unreal does the same thing the new engines still do this. not 1 of iD's titles make me sick
      for some reason SS doesnt either.

  66. It's just a test... by Raistlin77 · · Score: 0

    Maybe they post dupes to test us and see if we are on point at spotting them...

  67. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    I agree, one of the problems with linear FPS's - aside from being quite boring - is the long time it takes to make the art and textures for rooms that are only seen once, and usually for a very brief moment. By making a world to explore, players could be coming and going through the same area multiple times on different missions without the need for a constant barrage of new environments.

    Really, I'd like to see a GTA-style FPS. A story that drags you in, but also side-quests and free-form exploration available at any time. I like the idea of starting missions from the same HQ location each time, but with the action happening in a different area each time to which you can travel by foot, land or air etc (player's choice). New areas would unlock as you go, a la GTA, and familiar areas could subtly change along the way (bombed out, day/night etc..).

    I think the tech's there, you could almost do something like that with the Far-Cry engine. One thing's for sure though, such innovation isn't going to come from id or Valve...

  68. iD Still King by eno2001 · · Score: 1

    Sorry, but this article is pure crap. iD Software is king of rendering. Always has been, and probably always will be. That's what matters most if you are someone who uses FPS games for chat more than game play. The more interactive and realistic the environment, the better.

    --
    -"...bad old ideas look confusingly fresh when they are packaged as technology" - Jaron Lanier (Digital Maoism on Edge.o
  69. Are FPS games still as popular? by Mantus · · Score: 1

    I remember when Wolf and Doom came out FPS was all people could talk about. It seems like there are a whole lot of non-FPS games that are getting more attention now, like GTA and Morrowind (while it uses a FPS engine I wouldn't say it's a FPS because it's not a "shooter"). Sure Halo got a lot of praise, but Halo 2 was hardly any better (understandable becasue it's for a console)

    It just seems that FPS games haven't changed that much except for graphics while games like GTA push the envelope of whats acceptable and games like morrowind push gaming closer to a real world interactive enviorment.

    PS I never liked FPS games so maybe my view of the scene is off center.

  70. id isnt at the top? Uh.... by Ceirren · · Score: 1

    Actually, i remember reading a list of the top selling titles of the year in the newspaper. It said that D3 was above Hl2. However, they were all below the sims 2.
    Fuck.
    Besides. The shadowing and mapping effects in Doom 3 were awesome. Even on a ti4600. But i bought a 6800, and i was happier.

  71. Mod parent up! by Frangible · · Score: 1

    This guy tells it like it is. All id games have been pretty lame, and similar, in terms of single player gameplay... the reason id is legendary is their advances in engine technology and the cool multiplayer mods people made for their games. The same is more or less true of Doom 3. id makes the tools that other people use to make a good end product. Doom 3 had gameplay like every other id game created-- a shitty engine demo. Nothing more, nothing less.

  72. I disagree with that... by Demon-Xanth · · Score: 3, Funny

    #7 says get out of the car and onto a bike. Bikes can be tipped over easily and offer no offensive value. Now a truck with a suitably large bumper offers both offensive and defensive value. What better way to take out a dozen zombies in the road way than just making sure you got both hands on the wheel and preparing for a slight, momentary, loss of traction as you travel over crushed re-dead bodies?

    As Interstate '76 said:
    "Don't get out of the car, never get out of the car."
    (tactic worked well in many places of GTA3)

    --
    If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
    1. Re:I disagree with that... by Anonymous Coward · · Score: 0

      In a post zombie world it is assumed that the roads would have been in utter chaos during the outbreak. Having a motorcycle would make it easier to navigate wreckage, carnage, and large obstacles left along the way. However, I haven't read this book, so I don't know the author's reasoning.

    2. Re:I disagree with that... by cgenman · · Score: 2, Funny

      If you read the book, the author's primary point is that a bike is fast enough to outrun zombies while still being quiet so as not to attract attention. A truck or other motor vehicle will attract the zombie hordes from miles around, which can swarm over the vehicle in sufficient numbers to stop it.

      If you've ever attempted to drive through an Arbor day parade, you'll know what I'm talking about.

    3. Re:I disagree with that... by Demon-Xanth · · Score: 1

      I believe we have differences in what we're trying to do. A bike can work well when running from a group, but if there is a large concentration like you say, good luck getting a bike through. Other advantages to a truck is that you can have people in the back with guns, baseball bats, and other objects (I like flamethrowers) take them out as you drive by.

      I'm assuming a local town wide infestation. ...and no, I haven't tried to drive a truck through a crowd on arbor day. We're usually busy stacking firewood, clearing brush, and repairing fences that trees have taken out.

      --
      If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
  73. Morrowind and FPSes by SeanDuggan · · Score: 1
    The thing is, non linear games where your actions determine your standing in the game, as well as its path and outcome, are the wave of the future. Especially games with thousands of mini adventures on the side. Also, in Morrowind you interacted with practically *everything*.

    Actually, that's been one of the biggest complaints against it, that there is no real hand-holding through the main quest line, that it's easy to wind up with 50 simultaneous quests and losing track of which one you're doing. *shrug* Although, to me, that's the "Final Fantasy vs. Elder Scrolls" debate. You can also see the downside of such a massive world in that every Elder Scrolls game yet has been plagued with many nagging bugs. It's one of those games you have to play with console open to keep it on track. On the other hand, the sheer extensibility was simply amazing.

    If Morrowind were not done years ago and were done today through the Doom 3 *or* Unreal 2 Engine (either of which would imply far fewer bugs than Bethesda's own "engine"), it would eclipse all other games in popularity for 2 years. I say that because Morrowind appears to be almost the single player's equivalent of Starcraft in popularity and longevity.

    Check out TES4: Oblivion. No, Bethesda hasn't been sitting on their thumbs all this time. They just take a long time between games. I already know what my Christmas present to myself will be...

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Morrowind and FPSes by Anonymous Coward · · Score: 0

      Holy crap if they deliver on even 1/4 of their promises that will be a fucking awesome game! Having 'smart' NPCs will completely change all RPGs!

      I have Morrowind (for XBox) and I love it, though because its so huge I somewhat get overwhelmed and stop playing for long periods of time, I really should play it again because its so fun!

    2. Re:Morrowind and FPSes by LBt1st · · Score: 1

      Check out TES4: Oblivion [elderscrolls.com]. No, Bethesda hasn't been sitting on their thumbs all this time. They just take a long time between games. I already know what my Christmas present to myself will be... Damn that's looking sweet. But damnit if there's no dragon or something at the end of this one I'ma be pissed!

  74. this coming from Midway... by The+Lynxpro · · Score: 1

    ...uhm, when exactly was the last time Midway did anything cool?

    I mean really. This is the same Midway that bought out Atari Games Corp., ruined it, and then fled the arcade industry altogether.

    What exactly do they make that's cool on the Playstation2 or the Xbox? And what exactly do they have that's cool set for the Xbox360 or the PS3?

    Seriously, if it weren't for Sumner (Mr. Viacom himself) Redstone buying something like 70% of the stock, I wish Infogrames, ahem, Atari, would simply acquire Midway so *Atari* proper could be reunified. Maybe that would inspire something great. As it stands, the Infogrames Atari only owns the rights to the 1972-June 1984 Atari arcade titles, which was the time that Warner Communications severed the company in two (actually, three if you count Ataritel as another entity), selling the home division to Jack Tramiel and keeping a small stake in the arcade division while selling most of its stock to Namco (which was a brief tenure). Time Warner's later 1996 sale of Atari Games to WMS Industries (Midway) was a disaster which only contributed to the decline of the arcade industry into almost nothing today here in America. (Although most of the blame goes to all the clones that Capcom's Street FighterII ushered in and chased away all the casual arcade gamers for the hardcore tools in the process) which also led to chasing out the originality (which was the hallmark of Atari Games) from the arcade game scene.

    --
    "Right now, somewhere in this world, Scott Baio is plowing a woman he doesn't love," - Peter Griffin, *Family Guy*
  75. Re:The next gen of good FPS's will be like Morrowi by Halthar · · Score: 1

    I would really like a somewhat non-linear FPS. It's one of the reasons that I am really looking forward to the release of STALKER, based on what I have read, they are trying to make something that is at least somewhat non-linear. If they haven't changed their design goals, it should be a great game.

  76. Re:At least it takes more than one round in torso. by Jeremy+Erwin · · Score: 1

    It seems somewhat better than, say, Delta Force (Novalogic), where you can kill with one round to the foot from a .45, anyway.

    Not fond of the Ghost Recon games, are you?

  77. Re:The next gen of good FPS's will be like Morrowi by soccerisgod · · Score: 1, Insightful

    Excuse me? It sold several million copies, I'd hardly call that "failing". Obviously, many disagree with you.

    --
    If a train station is a place where a train stops, what's a workstation?
  78. Doom 3 is one of the best games ever. by master_p · · Score: 1

    I am sure I am a minority here, but Doom III is one of the best game ever. So what if the gameplay is stupid? I don't care. I had tremendous fun playing the game, simply because of its atmospheric graphics. For the mindless shoot'em'up game category, it's the best game ever.

    I must note here that I find multiplayer games incredibly boring. Competition of that kind is simply not stimulating enough. What is stimulating is trying to see the next level in games like Doom III.

    Play it with lights turned down and you will see it's one of the best games ever.

    1. Re:Doom 3 is one of the best games ever. by zO1inks · · Score: 1

      I used to play single & multi player games, however after becoming addicted to MP, I just can't play any more single player games anymore! The single player missions just seem too repetitive, and the AI predictable.

      MP Games can be repetitive too, but playing against real people compensates for me. Outsmarting a computer is one thing, but outsmarting (14 yr olds ...hehe) is even more fun! (Plus remember many of these scriptkiddies are l33t!)

      I wonder if slashdot had a pole what the results would be....

      Favortie FPS Genre?
      o Multiplayer Free For All (Quake)
      o Multiplayer Team (CS)
      o Single Player Strategy (Deus Ex)
      o Single Player Shoot Em' Up (Doom3)
      o Multi & Single (Strategy)
      o Multi & Single (Shoot Em' Up)
      o Everything, don't care

  79. Erm, please explain. by Spy+der+Mann · · Score: 1

    That and you can't see whats going on.

    You mean the game, or the website? :P

  80. Re:The next gen of good FPS's will be like Morrowi by Y-Crate · · Score: 3, Insightful

    I never understood how people got "lost" in Morrowind. From the moment you get off the ship, they tell you where to go and who you need to see to begin the main quest. All of the other quests are pretty self-explanitory, despite the fact they are not presented on a sliver platter. There is some work involved and that seems to throw some gamers off.

    Far more people are used to "On-The-Rails" RPGs, where you must do this, then this then this, etc. Playing a game like Morrowind requires a mentality shift. The game is not in control of the experience, you are. I firmly believe that is the better type of game, but opinions differ.

    The problem I see is that for too many gamers, the goals must be rammed down their throats before they can do anything. To suddenly say "Hey, we've created this entire world, have fun!" is too much for them to deal with. Not because they are stupid, but because it is so vastly alien to them.

    Personally, I will be far less likely to buy an "On-The Rails" game because it is too frustrating. I have this great world around me, but it is very much like being on a train. I can see all of the potential, but everything is predestined. No getting off to enjoy the scenery and explore the world rushing past my window. I must fight this guy, I must go here...I get pissed. If I wanted to be led around, I would have put in a DVD movie instead. I want to go off on my own and do my own thing.

    With Morrowind, I can slip in and out of the main plot at will, or ignore it completely. There is no forced-anything. From the moment I walk out into Seyda Neen, the options are virtually limitless. I can go anywhere, do anything and be any kind of character that I want to.

    Choice is good, replayability is fantastic and having the opportunity to simply walk away for a while and pick up right back where I was in my "other life" is priceless. I've done marathon sessions before, but only because I've had a night where I had nothing better to do. You get sucked so far into the game and your character, but unlike Everquest and World Of Warcraft, myself (and other Morrowind fans that I know) find it very easy to put the controller down and not let it consume our real lives.

    Being able to not just live one adventure, but continue on a lifetime of them, without it getting in the way of everything else (or costing money every month) just can't be beat.

  81. Thats a laugh by Anonymous Coward · · Score: 0

    Midway lost it's crown much longer ago

  82. Id Software won't grow by mrm677 · · Score: 1

    Id is still very small. Less than 10 programmers. Meanwhile all the big game studios have dozens of programmers.

    I think Id chooses to stay small so Carmack can focus on making his 3d graphics engines. But to make a game nowadays requires lots of artists and run-of-the-mill scripting people.

    1. Re:Id Software won't grow by eqkivaro · · Score: 1

      Very true. They've fixed their staff at ~25. They farmed off the Quake4 dev work to Raven so they wouldn't need to staff up for the project.
      -c

  83. id lost its crown? by Anonymous Coward · · Score: 0

    OK I agree Doom3 sucks but Quake3Arena is still the best FPS out there. Better than half-life, unreal, or any of the other cheapo knockoffs.

  84. IDDQD by SlinkyDink2004 · · Score: 1

    I'm still waiting for someone to top id's cheat codes. I mean common, who can forget IDKFA? I still remember doom and quake cheats and console commands even though the games are so old. I'd be hard pressed to remember anything codes from any game that I'm not playing right now.

    1. Re:IDDQD by Wizarth · · Score: 1

      IDDQD IDKFA IDDT IDSPISPOPD are the ones I remember. And as far as I am concerned, they are "classic". Any-one who played computers through the period of Doom and Doom 2 will know them.

  85. Linux ports by sucker_muts · · Score: 1

    Call me crazy, with all these critiques about ID having lost it, I still love them very much. At a time I did not realize that I installed Quake 1 every time I wanted to play it (it auto started after being installed, nice DOS GUI) it was the first game I really liked to play.

    However, in the current linux-destop general useable world (for me over 1 year now), I love ID for having Timothee Besset on board. This dude ported ALL of ID's engines to linux.

    I am happy to be able to download the doom 3 demo on linux, trying it, not buying it and spending my time playing RTCW:ET all the time.

    Everybody say thanks to the one game company having linux ports for ALL their game engines! Do not forget this!!

    --
    Dependency hell? => /bin/there/done/that
  86. I liked Doom3 by Anonymous Coward · · Score: 0

    And I have a crappy gfx card that can barely run the game at all. Everyone is so obsessed with multiplayer, strategy, console fps, and "innovation" that they've forgotten the good old single player fps that is supposed to drag you into the game and hold you down paralized in pleasure, fear, or just clicking fun.

    There are people out there who enjoy a good single player game. And Doom3 has that. You only play it once or twice, yes it sucks for replayability. But the game is so long; I only got to Hell and that took me a couple weeks.

    Anyway, is anyone buying the Doom3 engine? That's the major question.

  87. Feature Request... by abandonment · · Score: 1

    you'd think that the slash system would do auto-dupe checking for them at the rate that they are coming out these days...

    i smell a feature request...

  88. It's different from Doom and Doom II. So what? by Carnage+Pants · · Score: 1

    I rented Doom III. I played it. And I really really enjoyed it. Specifically because it's not like other FPS of the current day. It's not about that run and gun mentality.

    I would go so far as to put Doom III in a class of its own. It's a FPS, perhaps lacking in the typical conventions of a FPS. But I think if id had wanted to make a typical FPS, they are not lacking the talent to do so. They simply chose an alternative route. The goal, as I see it, of Doom III was not to provide a challenging run and gun atmosphere. It was instead to create an interactive cinematic experience designed solely for the purpose of scaring the hell out of the player.

    I spent a good deal of time playing Doom III at night, and it was one of the scariest things I've ever done. There aren't many things that make me yelp in fear. I don't think I can remember any movies that have scared me as much as Doom III. The atmosphere was crafted perfectly. The darkness, the sound effects, the great monster models and animation. Everything came together perfectly. I think id accomplished exactly what they set out to do. If you went into Dooom III looking for action like Halo, you were bound to be disappointed, but that's not what Doom III was ever supposed to be about. It was a change of pace that I would welcome again.

  89. Don't care anymore by wandazulu · · Score: 3, Insightful

    I know it's a dupe, but this time I get to respond instead of just giving mod points...

    I played D3 at a friends house for about an hour. Big screen, dark room, was fun. But the fact is, I'm not the gamer I was back in the early nineties; zombies just don't do it for me anymore. Doom was amazing because it was a technical tour de force; I still remember walking into some of those rooms and going 'that is so *cool*!' Frankly, the whole zombie/monster story was pretty old even then, but Doom was such a good game, I was happy to play the entire thing. Hell, I did the same for D2.

    Quake was pretty good, but seemed like pretty much the same thing with a slightly mideval twist to it. By the time Q2 came around, it seemed like I was playing the "same-old-thing", even though, id never disappointed in the graphics level.

    But in the intervening years I'd gotten married, had kids, played a lot of other games, and given the time I now have to play, I'm looking for something different and original. Id seems to think that they can coast on demonic bitmaps and licensing forever.

  90. foundation by Anonymous Coward · · Score: 0

    Wolfenstein was the first FPS with non-abstract graphics. Doom was the first multiplayer FPS. id software had the fps crown because the made the games that defined the genre. You can't have a foundation any deeper than that. Everyone that came after is an imitator (even if in some cases the imitation is better than the original), at least id did something new once unlike the majority of FPS game producers.

  91. heres how they lost their crown by thanew · · Score: 1

    they think graphics mean everything. lets see, doom 3 wasn't spectacular at all outside of the graphics, nothings changed except the graphics. now lets move on to wolfenstein, what happened here, instead of killing nazis you are killing nazi zombies, oh wait, and improved graphics. now lets see about quake. oh, they added a nice rail gun and improved the graphics, but that was about it, oh yea and they removed a real "singleplayer" mode with story (see: q3a) are you starting to see a trend here ? they seemed to be more obsessed with graphics than actual gameplay. they don't seem set on actually changing the parts where they fsck up, but rather putting up a graphical facade in hopes that players do not notice.

  92. Game release by kidtux1 · · Score: 1

    I think Doom3 would have rocked the industry if it wasn't delayed so long. If it had come out sooner sure the AI may not have been the best but the graphics would have made sure everyone bought it and loved it. When it did finally come out their were so many good innovative FPS games out there that it just couldnt stand up to them.

  93. Brave Sir Robin! (Re:Headshot!) by MexicanMenace · · Score: 1

    Brave Sir Robin ran away.
    Bravely ran away, away!
    When a zombie reared its ugly head,
    He bravely shotgunned its legs and fled.
    Yes, brave Sir Robin turned about
    And gallantly he chickened out.
    Bravely taking to his feet
    He beat a very brave retreat,
    Bravest of the brave, Sir Robin

  94. You've Been Cakfingered.. by RipTides9x · · Score: 1

    Look it up in Google Groups.

  95. Re:The next gen of good FPS's will be like Morrowi by TortelliniPasta · · Score: 1

    To Bethesda's credit they didnt write their graphics engine. They licensed the NetImmerse engine from NDL. Their usage/ability to work with the engine was the limiting factor in the initial release of Morrowind. This is the same engine used by Mythic in DAoC at its release. (Not sure if they still use it.)

  96. And I'm willing to bet the underlying problem is.. by demachina · · Score: 1


    Carmack was filthy rich after Doom 2. You really have to love your work to knock yourself out doing it if you don't need the money anymore, or alternately be really greedy so there is never enough. Most tycoons dabble at their work, and point and make other people grind code, they don't do it themselves.

    Carmack has been spending to much time playing with fast cars, rockets, etc. which is what rich people do when they have a lot of money to burn and are desperate to keep themselves amused.

    I also imaging after spending years grinding out the earlier versions it gets hard to gen up the enthusiasm for the third one.

    He also likes to play with graphics tricks and Doom 3 he just took his fascination to an extreme level, with no regard for game play or that it wouldn't run well or at all on the hardware most people have.

    So if Carmack was mostly a write off for Doom 3 you would need some talented and hungrier programmers to fill his shoes and maybe they didn't have that, especially in the area of compelling game play.

    --
    @de_machina
  97. FPS != Horror Game and Other Observations by Eighen+Indemnis · · Score: 1

    id Software had something very powerful in its hands - it had the idea of legacy. That's the reason we have Doom 3, Quake 4, etc. The more sequels you have, the more nostalgia you conjure up. What they did with Doom 3 is very simple, however: They took a game with a legacy of being a first person shooter, and they made it into a horror game. I played Doom 3 the night I got it for my birthday, and that was it. I didn't see the purpose of playing a game that was, literally, 50% black pixels. I missed running away from demons, planning an attack, things that made the first Doom games "fast-paced" - an adjective that seemed to have been lost when it came to developing Doom 3. People who work on 3D modeling and rendering faces will tell you something very interesting - the closer you get to achieving one hundred percent realism in a render of a human face, the worse it looks. It's all well and good that id is striving for something immersive, but if I want immersive, I'll play a Dreamcatcher game like Syberia or Rhem, or something. Now Quake 4 is being worked on, and it looks exactly like Doom 3 - to the point where the commandos on your team are basically wearing the same uniforms as the protagonist in Doom 3. Wonderful: another nostalgic legacy ruined by a quest to become something better and new.

    1. Re:FPS != Horror Game and Other Observations by tgibbs · · Score: 1

      What they did with Doom 3 is very simple, however: They took a game with a legacy of being a first person shooter, and they made it into a horror game.

      So that's why Doom 3 is the first game in the series that I've really enjoyed. After all, who needs realistic lighting effects for a shooter? But they make a big difference for a horror game.

    2. Re:FPS != Horror Game and Other Observations by Eighen+Indemnis · · Score: 1

      As far as I feel, horror games rarely are worth the effort - I'm against the horror genre in general, because I'm a little bit squeamish. Being scared in movies, games, whatever - it doesn't do much for me, and I've felt that it doesn't take *much* to make a game, or movie, scary. How many times can you play a Fatal Frame clone that uses a vibrating controller to make you jump at something on the screen? It's all a set of basic reactions, and it just makes me less willing to play a game.

      To each their own, I don't mind saying, but what id software did is the equivalent of Square making Final Fantasy 13 a rail-shooter. I can't think of a single succesful switch of genres mid-series. King's Quest 8 was a 3D RPG-shooter, and it had a disastrous result on the series.

    3. Re:FPS != Horror Game and Other Observations by Anonymous Coward · · Score: 0

      People who work on 3D modeling and rendering faces will tell you something very interesting - the closer you get to achieving one hundred percent realism in a render of a human face, the worse it looks.

      Oh shut up douchebag. You read it on slashdot a couple of weeks ago like everyone else. You don't know any 3D modelers.

      Good lord, you a douchebag.

      Did I say "shut up," yet?

    4. Re:FPS != Horror Game and Other Observations by ChopsMIDI · · Score: 1

      I can't think of a single succesful switch of genres mid-series.

      World of Warcraft

      --

      How could I say to men: "Speak louder, shout! For I am deaf!"? -Ludwig van Beethoven
  98. Re:As if the first slashdotting wasn't bad enough. by Anonymous Coward · · Score: 0

    Wow. What an original comment.

  99. MOD UP! by tachi_ · · Score: 1

    Parent post needs to be modded up, and grandparent down...

    1. Re:MOD UP! by Anonymous Coward · · Score: 0

      I second that

  100. Oh My God... by Anonymous Coward · · Score: 0

    ...I haven't laughed that hard in weeks!

  101. Back to basics. by MikeFM · · Score: 1

    Id should do some more Commander Keen games. Those were fun instead of dark and were excellent on gameplay. I'd like to see them do something new with the concept and blend it with their graphic pumping talents. It'd be a direction that they've done before and it'd be different than what the rest of the industry is doing. They could take the lead again.

    --
    At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
  102. Strange typo by Illissius · · Score: 1

    Assume you meant 'DARK SUCKING LIGHTBULB MONSTERS'? That's how they work, you know. Suck in the dark. You can verify this by looking at one that's gone bad, it has a darkish tinge to it. That's because it's full.

    --
    Work is punishment for failing to procrastinate effectively.
  103. Don't hate the playa, hate the game! by Anonymous Coward · · Score: 1, Funny

    In terms of gameplay Serious Sam was a better sequel to DooM than Doom 3.

    I didn't want it to be like that but I didn't want it to be a supremely boring "Flashlight, open door, get damage in the back, deal damage, flashlight" game either.
    The atmosphere was ok for about 1 hour but it got terribly boring for the remaining 7 hours (and that was on 'advanced' difficulty or whatever it was called).

    And without any mod projects taking off I couldn't justify buying the expansion at all.

    Sorry ID, you lost one of your most loyal fans with this horrible f'ing trainwreck of a game (which was fun to play for an hour mind you).
    A game THAT shallow just isn't acceptable anymore.
    One guy at work thought it was awesome. Incidentally, he's the least intelligent person I have met in my life.

    There are either the FPSs that are heavily scripted (HL2 is the gloriously shining grail of those right now) or the unrestrictive ones like Boiling Point.
    Doom 3 tried to go the former path but didn't manage to make the environment alive at all. Playing a couple of scary sounds now and then and having some scripted scenes of monsters tearing doors or people apart is laughable at best.

    I don't even want to imagine what they were doing during the "design" stage... brainstorming: "OH MAN! And then...! And then there are those 50 rooms and they are so dark that you have to use the FLASHLIGHT, and when you get to a certain spot... BOOM a horrible screeching MONSTER comes out and jumps you from behind! Oh yeah... you have to find red keycards for some of the rooms too! That's my game idea! AWESOME, INNIT?"

    WTF!

  104. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    And that's why "choose your own adventure" books are so much more popular than traditional fiction books. Oh wait, they're not.

    People don't talk about non-linear games. There's just no point to it. Everyone talks about that train sequence in HL1, the storyline of FF games, the end boss in DOOM, the bosses of Diablo 1/2 (but not the levels), etc. People wish to be entertained in a set story fashion.

    The more you talk, the more you should try a MMORPG. WoW for instance offers thousands of quests, quite literally. There are so many that if you finish them all, I would think you've dedicated months of your life to the game if not more.

    However, I think you're going to be disappointed that the majority of gamers don't care about non-linear gameplay. Even in a MMORPG setting with thousands of other players able to make each quest completition unique, most players powerlevel and grind their way to the top. After a while, you just don't care.

    Sure in concept, you want that game to last you forever, but deep down, you want a finale and a definite conclusion, and above all a great experience to it where when you tell others, they know exactly what you were talking about.

  105. doop by mattbot+5000 · · Score: 0, Redundant

    Doom 3 was a great game, imo, however people's complaints about the whole flashlight mechanism were justified, and I can see how it would detract from the entertainment value. Id's goal was to make a scary game, and if you played the game with the swapped-in flashlight as they intended, it was indeed scary. The lighting was better than in any game I'd played at that point and created an unparalleled atmosphere of creepiness.

    That being said, the idea that in "the mysterious future" you wouldn't be able to hold both a flashlight and a gun hurt the game's credibility. And going for the cheap scare so many times did tend to get old.

    They were also determined to make D3 a single-player game in a field now dominated by multiplayer and massively-multiplayer games. I would have thought that they'd have realized this better than anyone, given that they practically created the market for multiplayer FPS gaming, but they chose to make Doom 3 a single player game, and between that and the whole flashlight deal, many people decided the game was a dud, and thus its fate was sealed.

    I still thought it was a great game though!

  106. Article blatantly mistaken by VoidWraith · · Score: 2, Interesting

    Zombies die quicker with shots to the head than shots to the body, at least with the pistol. It takes two or three shots to the head, as opposed to the correctly mentioned six body shots. And this is on the Normal difficulty. But honestly, if you're going to dis DOOM3, don't rattle on something that actually exists! If I recall correctly, it has per-pixel hit detection too.

    1. Re:Article blatantly mistaken by dumpsterKEEPER · · Score: 1

      I was going to mention this myself. It is indeed exactly 3 shots to the head that will drop a standard zombie. I know for a fact as I enjoyed getting perfect headshot kills on the zombies with the pistol (good for saving higher caliber weapons for times of need). I even recall one of the pre-release interviews talking about how well the per-pixel hit detection code was working, to the point where the testers were complaining about how hard it was to hit anything.

      IMO, the entire article followed this trend: a mix of misinformation and heavily slanted personal opinion. Didn't like Doom 3? Fine. Leave it for those of us that loved the game (and the expansion) and have it installed long after other big name games have been played, beaten and uninstalled. The article title itself was both misleading and fabricated entirely from one man's personal opinion.

  107. thankyou captain obvious... by smash · · Score: 1
    ... I for one do not know anyone who buys id games for the game.

    You buy them for the engine, and the mods.

    smash.

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
  108. Oh, believe you me... by James+A.+D.+Joyce · · Score: 3, Funny

    ...both Taco's hand and Zonk's hand are doing the same things.

    --

    Ron dies in chapter 9 of book 7.
    1. Re:Oh, believe you me... by AcidPhish · · Score: 1

      ...this is slashdot... explain yourself... hands...? people from the opposite sex involved?

      --
      Beta Sucks
  109. Re:And I'm willing to bet the underlying problem i by NickFortune · · Score: 1
    The interesting thing, I think, is that Doom I & II were released shareware. Doom had to be a seriously good game or no one would ever have bought the full version. How many full versions of Doom3 would have been sold, I wonder?

    And what is it with Caramack and poor visibility levels anyway? My main impression of Quake I; brown ceilings and walls set off by tasteful brown highlights, and featuring hidden brown monsters throwing brown bombs at you. Didn't look at another Id game after that until RtCW

    After Doom 3, it'll probably be a while until I consider another one as well...

    --
    Don't let THEM immanentize the Eschaton!
  110. That's a good name for them. by khasim · · Score: 1

    "Romero" - n. An undead human that exhibits no outward signs of intelligence and exists only to menace the heros and eat the extras. No one has yet determined what causes outbreaks of "Romeroism" in corpses. No skeleton Romeros have been sighted leading investigators to believe that the "Romeroism" is somehow linked to the brain/central nervous system.

    Romeros initially appear to be regular zombies but differ in that they have no obvious master and can only be "killed" by destroying their head/brain.

    Romeros differ from "ghouls" in that they seem to ignore any damage that doesn't destroy their brains and, once again, they exhibit no intelligence.

  111. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    Oh no! Daikatana 2?

  112. FPS as a genre are "losing crown" by failedlogic · · Score: 1

    Overall, I find the FPS games as a whole aren't what they used to be: innovative.

    I had fun, for instance, with the first Soldier of Fortune Game (SOF). The plot, though far feteched (not from my mercenary experience ;) ), was at least kind of fun. SOF II, didn't have a great plot. The technology was just better but it didn't make a great game.

    Doom and Quake (all iD games) were always great for the technology. But they've never made fun games, IMO. SOF, which was based off Quake Engines wasn't all that fun either. Count (different engines here): Unreal Tournament, Delta Force and company in here too. In fact, its hard to tell the $20 to $30 budget games from their high-budget counter parts now.

    GTA 3 - I haven't tried the later ones, is fun. Its different and might still qualify as an FPS. Same with Max Payne (II maybe not so much).

    Frankly, Mario Sunshine is probably the best game I've played in years. This isn't to say the GC is better than the PC or vice versa. Simply, game designers have to *think* more before committing big money on a game. I admit too, that just because I don't think its fun, no one else will. But the FPS market is lacking innovation - except in the graphics department, which generally counts for less.

  113. Re:The next gen of good FPS's will be like Morrowi by MP3Chuck · · Score: 1

    "achieve Doom 3 or UT2004 level graphics and leave it at that"

    People seem to say that with every generation of graphics engines.

    Not picking on you ... but as long as NVidia/ATI are making the Latest and Greatest, programmers will take advantage of that. Why stop with realitime lighting, specularity, bump/displacement mapping and such when you can add subsurface scattering, radiosity, finer mesh tessellation, etc...

  114. Wrong by Cornflake917 · · Score: 2, Insightful

    "I'll bet money that there are still more people playing Quake 3 than all those games put together."

    Nope. CS has been by far the biggest multiplayer FPS. Unreal Tournament comes in a distant second.

    See for yourself.

    And from talking to other gamers, it seems that most of the Quake 3 players have moved on to either Painkiller, RTCW. And don't forget Call of Duty, Battlefield (1942,vietnam,2), and Day of Defeat...I think some one is a little behind on their FPS's :)

    1. Re:Wrong by ivan256 · · Score: 1

      I'm sorry, but Quake 3 is about as far as you can push the graphics on your standard issue office PC. Perhaps in your college dorm, or with all your buddies that have GeForce 4s or better you're right, but the game around the office has been Quake 3 for ages. And I'm not just talking about my office either.

      I'm not talking about 'gamers'. For every 'gamer' there are 50 people who play casually.

    2. Re:Wrong by epyT-R · · Score: 1

      None of those games have deathmatch gameplay anything like the quakes. Painkiller comes closest but its physics get in the way. Yes, you still shoot stuff, but the gameplay/movement/physics are closer to that of a reality simulator than a deathmatch game. It's true that many gamers have moved on, but the 'hardcore' deathmatch players tend to stick with quake. Despite what many seem to think, not everyone thinks 'realism' is the most important thing when they game.

    3. Re:Wrong by veritron · · Score: 2, Insightful

      Umm Counterstrike is based on the Half Life engine, which came out before Quake III did. Counterstrike has much lower system requirements than Quake III does.

    4. Re:Wrong by Cornflake917 · · Score: 1

      People who play games casually play Quake 3 at work? lol That sounds pretty hardcore to me.

  115. I remember... by Neurotoxic666 · · Score: 1

    One of the real reasons Doom3 never took off is because I needed to buy a new computer to use it. And so did everyone else.

    Actually, I remember playing Doom 1 on my 486 sx 25MHz. Without a sound card. I also had to switch the graphics to "Low". Boy was I happy when I upgraded to 8Mb of RAM, DX/2 66 and a sound card.....

    So, back then, some had to buy new computers too.

    --
    You are more than the sum of what you consume. Desire is not an occupation.
    1. Re:I remember... by SA+Stevens · · Score: 1

      I had to buy a new monitor (my first color VGA monitor after a long happy spell with a grayscale VGA monitor) for SimEarth, after seeing it on a friend's color display.

    2. Re:I remember... by rikkards · · Score: 1

      For the first 6 months of playing Doom I only played it at school. It was a completely new experience when my dad finally upgraded from an XT to a 486DX33 with SOUND!!! :o

      I was in heaven (sniff)

  116. Bowler misses the point... by daVinci1980 · · Score: 1

    I didn't see the article the first time it went around, so it was news to me.

    Bowler misses the point of Doom 3 though. Doom was a game, not an engine. Doom 2 was as well.

    Doom 3 is an engine. One that's available now (unlike UE3, which is what I believe he meant when referring to Unreal Tournament III). Is it as tech as UE3? No. However, it will be two years OLDER than UE3 when UE3 is available as in in-your-hands game.

    The penny-arcade guys really said it best, over three years ago.

    --
    I currently have no clever signature witicism to add here.
  117. the quake wars screenshots indicate otherwise by kcots · · Score: 1

    well, it may look like the engine is only capable of doing dark well, but from these screenshots, it looks as if it can do light outdoor environments: http://www.shacknews.com/screens.x/et_quakewars/En emy%20Territory:%20Quake%20Wars/1/thumbs/051705_et qw_1.jpg

  118. Exactly! by Anonymous Coward · · Score: 0

    Exactly. If you're tried "The Suffering", no other game seems scary anymore - honestly. "The Suffering" is the first game to *really* scare the shit out of me.

    Note, I tried "Doom 3" before I tried "The Suffering" and found it kind of boring, and definitely not scary. All you had to do, was to ready up your machine gun, shotgun or whatever weapon you were carrying whenever you were approaching a door. 4 out of 5 times there would be a monster behind the door, placed there to give you a shock effect. Well, I tell you. That just gets old really quick.

    "The Suffering" is *so* much better in this area. It has a really *really* creapy atmosphere, and wasn't trying to scare you with monster jumping in your face. Actually I only noticed *one* single time throughout the entire game, where I was shocked by a monster jumping from around a corner, and I don't think that was even meant to happen.

    To underscore my point, just look at the first time you actually see a monster in the game. The monster slowly crawls from around a corner with the camera slowly panning up. You won't be shocked, but it's certainly creapy.

    Now although "The Suffering" is a great game with great graphics, it's a bit of an exaggeration to say that it has better graphics than "Doom 3". I agree with all the other points though.

    // raz0

  119. Far Cry by -noefordeg- · · Score: 1

    I really really enjoyed Far Cry. It was everything HL-2 and D3 was + much more.

    Vehicle physics in HL-2 was so bad I almost cried. Levels where small with lots of loading.
    D3 was just not a good game in my eyes. *shrug*

  120. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    Hmm. Interesting talk about the engine, though I find it hard to believe. I have a medium-sized system (AthlonXP 2500+, 512MB RAM, R9800Pro) and whether I run the game in a low resolution of 640x480 or an ultra-high resolution of 1600x1200 I have the *exact* same number of frames per second? Also I only noticed a very small performace boost when going from a Geforce 2 MX to the Radeon 9800 Pro I have now. How can this engine be good if it doesn't utilize the hardware better?

    // raz0

  121. Doom 3 is more a demo then a standalone game by SillyNickName4me · · Score: 2, Insightful

    Back in the days of Doom 2 and Quake, there was no real competition to what ID made. In the days of Quake 2 there was, but ID was the one who made the best engine, and they were the first to sell a game based on it obviously. Quake 2 was just as bad a game as Doom 3 is when looking at the single player part of it.

    What was good about Quake 2 was its multiplayer mode. While Quake 1 allowed multiplayer as well, the initial DOS version required either external tools for IP networking, or a nullmodem cable or modem connection for multiplayer modes.

    Then came Quake 3, which never got a playable single player mode, rather, it concentrated on multiplayer mode almost exclusively. The engine however was capable of single player mode quite well as shown by for example Return to Castle Wolfenstein.

    By the time of Quake 3, it was clear that ID could create a good engine, but needed third parties for creating good content, and one can argue that Quake 3 served more as a demonstration of the graphics capabilities of the Engine then anything else.

    In the years to follow quite a few good games were build on this engine, including what I still consider one of the best multiplayer games so far, Enemy Territory. This resulted from finding a very good balance between complexity of gameplay (relatively simple) and realism (amazingly good for its time). You can get inmersed in the games without having to learn too much, and can quickly learn enough to have an enjoyable gaming experience.

    It seems to me the mistakes with Doom 3 are in 2 distinct areas. First of all, the balance between gameplay and realism is not right (as the article suggests also). Second, and imho even more important, ID can't create proper content, and rehashing the same old content in a new engine is just boring. They saw this when making Quake 3, and didn't even try, but failed to remember this for Doom 3. They were making a demo for the engine and confused it with making a complete game with entertaining content.

    To me this is quite evident from the fact that old (Doom 2) based games like terminal velocity and a game like Duke Nukem 3d are a lot more fun to play then anything ID ever made except maybe for the original Doom, Quake and Wolfenstein.

  122. ET:Quake by g00set · · Score: 1

    The Id/Activsion Return to Castle Wolfenstein series has spawned another creation: Enemy-Territory.

    Splash Damage developed the Enemy-Territory Wolfenstein multi-player game (free download, release of source for modders.) According the Id CEO (Guy who did the G4 TV interview?) ET: Quake will use the Doom 3 engine. The demo looks awesome and lighting does not appear to be an issue. Wow. I will upgrade my computer for this one.

    I have stuck with the RTCW and now ET series for online FP shooter/multi-player games for the last 5 years for two reasons:

    1. I think the ET, and previous RTCW, series of games are fantastic for public and clan play.
    2. They have always released/maintained a great Linux client.

    --
    ... and furthermore ... I don't like your trousers.
  123. blah by BRUTICUS · · Score: 0

    It always is annoying when someone spouts their opinion over and over again as if its fact.

    Id hasn't lost its crown, they still have Carmack.
    Id has made an awesome engine. Its nothing to dog. Ids games, even at their highpoints always had flaws. But the engines were the real power.

    I cant wait for Quake 4.

  124. Story and Control Thereof by SeanDuggan · · Score: 1
    Eh, as much as I enjoy playing Morrowind, I kind of agree with the ability to get lost, and pretty literally. While they'll give you the sequence of events to follow the main quest, getting there can be quite a chore. Just like in real life, directions are very vague, "Go south from Balmora. Take the second right from where the old oak tree used to stand..." and unlike real life, you can't clarify the directions. In some ways, I almost wish for Daggerfall's system where everyone in a town knew the location of the landmarks and would give you a helpful "It's just a bit North" or "It's about 50 feet South-East of here" that you could use to triangulate on a position.

    Personally, I think one think which would have allowed for a much easier game experience would be to borrow a game mechanic from Mordor and Demise. They had a seer in town. You could plug in a name of an item or monster, and they gave you vague directions as to where you might find the object or creature. Similarly, I think that it would be handy in-game to have some way of getting a charm that at least let you get warm or cold indications, maybe vague directions to a specific item or place. For that matter, if it were portable, it could even be somewhat vague. "Hello, I'm looking for a Chas Verandas. Oh. You're Charles Verndesch. My mistake."

    The other thing which I think Morrowind sorely needs is some environmental reaction. When I'm 25th level and sporting the Daedric Crescent, I want people to react. Sure, once you become the Nerevarine, greetings change, but as a legendary figure I want more. Heck, when you're carrying a named artifact, you should start having bands of adventurers assaulting you to try to "liberate" it. It would be annoying if it always happened, but if it only happened in cases where you'd been flashing it around publically... maybe start out by hearing about people asking around about it so that you could get the heck out of dodge, change clothing styles, start wearing a closed-face helm. If Bethesda manages their NPC AI they're promising, we might actually see this kind of thing. I'm certainly hoping we will, at least...

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Story and Control Thereof by Y-Crate · · Score: 1

      As you said, a lot of this stuff is being fixed In Oblivion. For example, if you do something like clear out a dungeon and show up in a town a few days later, you will hear people talking about your exploits and they will act differently towards you.

      I have faith in Bethesda to make all of these features actually work.

  125. Re:Seriously- Oblig. Galaxy Quest: by Blakey+Rat · · Score: 1

    Sir Alexander Dane: Could they be the miners?
    Fred Kwan: Sure, they're like three years old.
    Sir Alexander Dane: MINERS, not MINORS.
    Fred Kwan: You lost me.

  126. Wolfenstein by Kent+Recal · · Score: 1

    Just to do ID some justice: they have proven that they *can* do
    proper (pretty awesome actually) gameplay with wolfenstein - enemy territory.
    It's a free download (full version!) and there's even a linux version.

    Oh and it's definately one of the best balanced out shooters ever - definately worth a try if you haven't ever played it.

  127. Re:And I'm willing to bet the underlying problem i by SillyNickName4me · · Score: 2, Interesting

    The interesting thing, I think, is that Doom I & II were released shareware. Doom had to be a seriously good game or no one would ever have bought the full version. How many full versions of Doom3 would have been sold, I wonder?

    The original versions of Doom 1 and 2 were called shareware, but they were not proper shareware. A possitive name for them would be 'demo', a less positive name would be 'crippleware'. ID used a shareware like method by lack of a proper and widespread distribution channel, but for the rest very little changed.

    If you wanted, you could have downloaded a demo version of Doom 3, and looked at the game before buying it, just like I did.

    What did make a difference of course is that due to the hype, more people got the full version of Doom 3 without ever seeing the demo.

    Were Doom 1 and 2 good games? I think they were, but mostly due to being different from anything else at the time, and thus being revolutionary. Doom 3 just rehashes the same kind of content, and well, we have seen enough of it already.

    An entirely different question is what will happen with the engine on the long term. For example, I do run the Quake 3 engine a lot, but not because I play QUake 3 a lot... I did run the Quake 1 engine a lot, but not ecause of playing Quake 1 that much (tho I did play and finish it)

    As I mentioned in another post, ID is not good at creating content, and ever since total conversions of Doom 2 started appearing, it became clear that they needed others to make good games based on their engines. They fully realized this when they made Quake 3, but failed to remember while making Doom 3 obviously.

  128. a correction on the article. by hotgirlgamer · · Score: 1

    I don't know if anyone else mentioned this, i didn't read the much of hte unshown replies, but killing a zombie in doom 3 takes way less then six shots. I know when I played through the entire game on nightmare it only took around 3 headshots to down zombies. Doom 3 doesn't use hit boxes, the shots are registered per polygon (which explains why netcode is horribly laggy). The only problem with zombies in doom 3 is the writers poor aim. The handgun only held 12 shots I believe, maybe way less, if a zombie took 6 hits irreguardless, it would require nearly 60 bullets to down a mere 6 zombies... that's completely untrue, I remember distinctly testing my own wits and aim by trying to never reload and always score headshots with the handgun. Perhaps I found this less difficult after 5 years playing cs, where hs's are all that matters. Anyways, shouldn't a guy from midway be busy making far worse games than doom 3? Mortal Kombat 2 was a long time ago.

    1. Re:a correction on the article. by hotgirlgamer · · Score: 1

      6x6 = 36, even still, doesn't take nearly that many.

  129. Losing the crown by sl4shd0rk · · Score: 1

    How about the endless flood of knock-offs? It must get pretty damn tiring to try and find new content for a game sequel that's already been done 50 ways from hell and back. Even for the creative minds at Id, that's got to be a task. How would you like your boss to come up and say "I need you to design a FPS that hasn't been done before". There is not much left to do that hasn't already been done... more blood-n-gutz, bigger weaponage, sexier graphics, scary-er monsters, dolby-5 24-bit EAX surround sound - and it's been going on ever since Wolfenstein came out. Id tried to tailor doom 3 to fit into the most worn out area on the shelf and make a profit to boot. A pretty tall order these days. And *THEN* they even made it portable enough to run on Linux too! This guy's article just sounds like a lot of pissing and moaning to me.

    --
    Join the Slashcott! Feb 10 thru Feb 17!
    1. Re:Losing the crown by KD5YPT · · Score: 1

      Actually, your attitude had being in the gaming industry quite a lot... and most of the time, someone else came up with something even more unique.

      First we had FPS.
      Then we have FPS with story (love American McGee's Alice)
      Then...
      FPS + RPG (think elder scroll).
      FPS + RTS (there's an old game that does that... although it got smacked due to lousy advertising despite good review and gameplay).
      FPS on Squad level.

      Get unique gameplay and storyline. The graphics department is nearly mature, start adding realistic physics (I think there was a story on Physics chip here something). Ofcourse this is hard! If it's easy to come up with ideas, EVERYONE will have one.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
  130. Multiplayer gaming is that nex-gen and here now.. by surfingmarmot · · Score: 1

    Who needs non-linear single-player, when a group of humans adds a much greater degree of unpredictabiliity than state of the art AI? That is why MP games are taking off even when short on 'realism' and with less sophisticated engines and visual effects. This is why the Halo versions are so popular and why Q3 Arean is still somewhat. They are simply more challenging and unpredictable and, frankly, fun.

  131. Not that it matters given the tone of this but... by ZipR · · Score: 1

    Resurrection of Evil was a pretty sweet add-on that overcame many of the routine criticisms (monster closets, small number of monsters at one time, lack of location variety) and was a lot more fun to play than the original.

  132. The cheap scare by sterno · · Score: 2, Insightful

    I played Doom 3 for a couple weeks and I did love the scare factor. There were a couple moments that had me so creeped out I had to stop playing for a while. But in the end, most of the creepiness is something you get immune to by the end. So it has little if any replay value. "Oh yeah, this is the part where I step on the pentacle and the screen goes red, and I hear screams of, 'we took your 50 dollars muahahahaha', can be heard."

    I think the big problem with most FPS games these days is that the story that goes into them always feels like a lame excuse to kill crap. You run into each bigger and badder boss of some level and you get some new uber weapon to kill him with. There's a story, but it's only to give some sense of logic to all these things you have to shoot.

    Frankly, until the technology's evolution rate slows down, we'll have to deal with this crap. I mean, can somebody tell me what the plot is of far cry? I have no idea, I just know it has really realistic looking water. When the technology evolves to become more of a story telling medium than an R&D lab for rendering techniques, we may have something. Doom seems to forshadow that a bit, having effectivley ignored the multiplayer element in favor of atmospherics, etc, but it still seems too interested in graphics rendering navel gazing. In the meantime, the FPS genre will make up for it's utter lack of creativity by networking us so we can kill eachother and drool over the special effects wizardry.

    Frankly the only game that I've seen recently that I thought was genuinely innovative was PlanetSide. I've been playing it for two years now and it's still way better than anything else out there. It's not that pretty and it's a massive resource hog, but it really is a good demonstration of where this goes. It falls a bit short, but it at least gives you a grander sense of some point to the fighting.

    On most games, you fight a round and you kill, capture flags, etc, then the round ends and you start over. PlanetSide does get to feeling like a hampster wheel after a while because there is no win condition, but there's at least a larger sense of the battle always going on and that your contribution to it does have an influence. I think what comes after it should be really interesting, but we'll have to wait and see.

    --
    This sig has been temporarily disconnected or is no longer in service
  133. Area 51 by Silvrmane · · Score: 1

    So, let me get this straight - someone from the development house that produced the turd called "Area 51" is ragging on id design and game play decisions in Doom 3? Talk about a credibility gap.

    Also, he is dead wrong -- Doom 3 has head shots, and per pixel hit damage. Its fair to talk about monster closets and the infamous "rear admiral" attacks, but Area 51 is also rife with woeful features such as these.

    Pot, meet Kettle.

  134. NO WAY is id doomed! by Progman3K · · Score: 1

    They are concentrating on the RIGHT thing; realism. Always they'll be ahead.

    I'd love to see id's take on this:

    http://en.wikipedia.org/wiki/PPU

    --
    I don't know the meaning of the word 'don't' - J
    1. Re:NO WAY is id doomed! by KD5YPT · · Score: 1

      Realism is good, but not always. There is only one thing that's most important.

      Gameplay.

      Everything else are just add-on. FPS involving horror stories and/or real-life situation? Realism will help a lot.

      --
      In US, you can easily buy enough major firearms to wipe out your neighbourhood but a few little fireworks are banned.
    2. Re:NO WAY is id doomed! by Progman3K · · Score: 1

      id make realistic engines. That's their forte.

      Someone else can build an intriguing story into it; people like Valve & Steam.

      Imagine a Counterstrike mod on the Doom3 engine using the PPU!

      Maybe that would give the Doom3 engine the power it needs to render many entities...

      I guess we'll see come october.

      --
      I don't know the meaning of the word 'don't' - J
  135. Not Biased right? Midway is publishing UT2007 by Anonymous Coward · · Score: 0

    Jesh. I agree with most of the article. But seriously, this is just lame. The guy works for the competition, sure he will/should have that opinion.

  136. Not accurate to how people use game engines. by moultano · · Score: 5, Insightful

    I take it that you have some significant experience in non-realtime rendering, but it doesn't sound like you have much experience with game engines and how level designers use them.

    Precomputed light maps do indeed have to do with the choice of engine, because the engine takes care of computing the lightmaps for you. Halflife 2 for instance, supports normal mapped radiosity calculations, in which the diffuse lighting components are added along different vectors during compilation, and then dotted with the normal map during the rendering. "Level designers" don't store them in textures, the compile tools that are associated with the engine do, and the engine takes care of displaying them appropriately.

    Having precomputed lightmaps in the doom 3 engine would break all the internal consistency of the lighting. Mobile lights in engines based on precomputed lighting are treated differently from static lights. Doom 3 doesn't have this distinction.

    The doom 3 approach allows lights to be much more dynamic, but when a light is that dynamic, you can't have precomputed light maps. You wouldn't have any way of updating them to reflect changing light conditions. Every time an imp warps in, all the lights dim. This couldn't be done realistically with precomputed light maps.

    Adding precomputed light maps would require redoing all the internal assumptions about lights in the engine, and you would be basically writing your own.

    1. Re:Not accurate to how people use game engines. by typical · · Score: 1

      Every time an imp warps in, all the lights dim. This couldn't be done realistically with precomputed light maps.

      Sure it could. It's pretty simple to produce a light with a static position and vary the brightness dynamically -- just multiply the brightness of the lightmap texture. (I think Crystal Space calls this a "pseudo-dynamic" light.)

      Now, if those lights were hanging chandeliers being knocked around by bullets, then things would be different...

      FWIW, I have a different opinion of Doom III. I don't have a problem with the "realism" of a flashlight being available -- for the love of God, this isn't a hardcore sim. ID wanted to move away from just constantly increasing game speed and occasionally having the added necessary tactic to improve FPS gaming -- they introduced highly limited visiblity fighting.

      I didn't really like playing Doom III all that much, but then again I didn't like watching Citizen Kane much...but that doesn't mean that it wasn't important to the film industry and it didn't bring a lot of improvements.

      Besides, Carmack is a Good Guy towards the open source world, and he's built up a truckload of good karma.

      --
      Any program relying on (nontrivial) preemptive multithreading will be buggy.
  137. Bring Back Team Fortress!!! by Anonymous Coward · · Score: 0

    Counterstrike sucks ass.

  138. Romero's departure by mnemonic_ · · Score: 1

    If you read the Carmack interview in PC Gamer from 1996 or so, Carmack said Romero was fired because he didn't do any work. Romero focused on playing deathmatch, not designing games. The book "Masters of Doom" mostly confirms this. While Romero did care more about game aesthetics than Carmack, that is not why he left id.

    (Tih malyenki.)

  139. Well we call them ... by Savage-Rabbit · · Score: 1

    ... Windows fanboys over here, but yeah I have real world experience with zombies.

    --
    Only to idiots, are orders laws.
    -- Henning von Tresckow
  140. he wants zombie headshots? by the_greywolf · · Score: 1

    uhh, i think not. every fan of zombie flicks knows that to kill a zombie requires to either separate its head from its body, or shot it 'till it stops moving.

    feh. n00b.

    --
    grey wolf
    LET FORTRAN DIE!
  141. I'd say he's mostly right... by Wraithfighter · · Score: 1
    Yeah, the whole sneaky enemies thing got old kinda fast, but I actually liked the whole lighting thing.

    And, yes, that includes the flashlight. So sue me.

    Id could've done something different with the flashlight, though. For example: You can use tape to put the flashlight on a gun. Sure, why not!

    Except that you can do it on only one gun at a time, and it takes some time to switch which gun its on, so if you put it on your shotgun and you run out of shells, or you need the rocket launcher, you're pretty much SOL. Just a little bit of strategy to add to the game.

    Should've been better, no doubt, but it wasn't that bad.

    --
    Beyond the Polygons : Because 50,000 polygo
  142. id Got What It Wished For by doodaddy · · Score: 1

    Back in the beginning, id had Carmack making engines, Sandy Peterson writing levels, and Romero designing games (say what you will about Romero). For whatever reasons, all of these left the company except Carmack, and then some more left.

    After Doom 2 (and Romero leaving), Carmack was in an interview about the Alien total conversion and he said they all loved it. It was the game they wanted to make. I remember thinking "Wha?" Doom was all about fast action shooting and strafing in a mortal dance with the hell spawn, big guns, and crazy power-ups!

    Then Quake came out and it was relatively slow and dark. So why didn't id leave the Doom legacy alone and make Quake 4 instead? I dunno, but they seem to have a hard-on for ruining the Doom legacy and making it something it wasn't. I guess they just don't see what made it successful. I guess they hated the Romero days so badly that they will never be able to get over it subconsciously.

    I saw another interview not too long ago and those two artist dudes were awfully smug about Doom 3, so I'm guessing they were in a coup with Carmack to take over and make unfun, "scary" games.

    As has been pointed out here several time, the flashlight mistake is unforgivable. I say it that strongly because any designer worth a damn would have insisted on more light. You can just imagine the testers wanting a flashlight and being overridden by the current staff that just don't get it.

  143. Catchcry by TommyPickles · · Score: 0

    Steve's right, it's all about "Developers Developers Developers!" .. Oh wait.. um Steve Bowler, not Ballmer?

  144. How MIT Lost Its Crown by 2ms · · Score: 1

    Hi there, I'm the Chancellor of the Nashville Community College and the following is my objective assessment of how MIT lost their crown to us:

    MIT offers all kinds of impressive courses in engineering, physics, and math. This is great for people who are interested in engineering, physics, and math, however in practice it is less valuable to know that stuff than it is to be able to repair cars.

    Harvard has made the big mistake of neglecting the fact that nearly everyone in this country drives a car every day. So the fact that they dont offer any courses in car repair is mind boggling. It is nice to know engineering, physics, and math, but knowing these subjects does not change the fact that thousands of cars break down every day with everyone, even engineers, physicists, and mathematicians driving them.

  145. Re:And I'm willing to bet the underlying problem i by reflective+recursion · · Score: 1

    Q1 used a limited palette as a speed hack. you have to put quake 1 in its proper place in time... it was the first true 3D game. so of course the sprite 2.5D games looked better because the art is entirely hand-created and not limited by choice of color.

    id Software has never been known for great single player games. There are two things the original Doom was known for: being the first truely immersive "3D" game and one of the best multiplayer games ever created.

    with the exception of q2 (which I never fully played), every game after the original Doom was simply a variation of the Doom/Wolf3d game play. Yet there has always been something redeeming about the games. Quake1, for example, had the most amazing FPS action and feel you will ever experience. The online game play (Quakeworld) is so vast that people play it even today. The physics and feel of q1 were so good that id Software tried to duplicate it for Quake3, after seeing the physics style of Quake2/Half-Life/etc. just isn't good for fast-paced action. Quake3 was an updated Quake1, but with much different weapons and a focus on multiplayer. And, of course, 3D cards were finally popular with the arrival of Quake3 making for much better graphics.

    --
    Dijkstra Considered Dead
  146. Re:The next gen of good FPS's will be like Morrowi by Travoltus · · Score: 1

    Because it'll take away from their ability to utilize CPU power (unless all said extra features are handled by the GPU) to do such things as manage characters and handle their "thoughts", etc.

    It's a trade off.

    Consider the trade off of using Quake 2 graphics which would leave the GPU handling 99% of all graphics work, thus leaving the CPU to handle a Sims 2 style character profile system for ten thousand townie NPCs in a major virtual city. Or the trade-off of having Unreal 3 level graphics and nowhere near enough CPU power left over to manage more than, say, the virtual minds of a dozen people on screen at once.

    I'd take the former.

    I would accept those low quality graphics since I could plug-in super high quality skins and textures, and perhaps smoother animations.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  147. If you want spooky... by DoofusOfDeath · · Score: 1

    Play Alien vs. Predator 2 in the dark. When you're a marine and hunting around hallways for an alien, it's time to break out the Depends Undergarments.

    1. Re:If you want spooky... by hairyfeet · · Score: 1

      The best part of that game,IMO,was the sound.When the radar starts beeping faster with the exact same ping as in Aliens i would always hear Bill Paxton doing that frantic count off in my head.Very Cool!

      --
      ACs don't waste your time replying, your posts are never seen by me.
  148. Blades good, shotguns and pistols bad? by swb · · Score: 2, Informative

    It's a great book, but I take issue with the author's weapons advice.

    Disparaging pistols and shotguns because they're close range weapons makes and promoting the epitome of close-range weapons, a blade, makes no sense.

    I also think that the M1 carbine is a terrible choice for a weapon

    While it might be cheap (or was cheap in surplus form at one time), the ammo would be nowhere as easy to come by as .223 Remington (AR-15/M-16 ammo, aka 5.56). And its ammo also is notoriously ineffective at any range.

    The best weapon is likely to be civilian sporting weapons, if only for the widely available ammunition. 12 guage shotgun shells capable of blowing a head off at 25 yards could be found anywhere. There's also a half-dozen hunting rounds (.308, .30-06, 30-30, .270, .243) that are likely to be easily found at sporting goods stores and other places where you'd be scrounging for anything.

    The best rifle choices are likely to be M4-style AR-15s in .223 Remington and the AK-47. An AR-15 based weapon has a ton of existing ammo (and compatibility with military weapons), is accurate and ideally powered for head shots at ranges most people can be accurate at.

    I think AKs tend to be less accurate, but they're also dead reliable, even when full of mud or rust. Ammo availability would be good, but not what the AR-15 clones would have in the US. Outside the US, the AK would be a no-brainer.

    The author is mostly right about machine guns, but I have to believe that in some limited situations, a high volume of fire from a large-caliber gun (US .50 M2, Russian 12.7mm) would be excellent at stopping mid-sized mobs of zombies or clearing paths for armored vehicles to pass through. Even though only head shots are killers, a single .50 cal bullet will easily cut several zombies in half. Massed fire on a narrow field of zombies could grind them into a much less threatening mess.

    Handguns are more effective than the author claims, despite the difficulty in getting headshots outside of 35 feet or so. At panic ranges a handgun is indispensable and its size makes carrying as a backup a no-brainer.

    Many hunting pistols (mostly 6" barrel revolvers) would be decent with scopes at ranges up to 150 feet and be more maneuverable than any rifle, and the ammo is everywhere.

    1. Re:Blades good, shotguns and pistols bad? by covertbadger · · Score: 1

      Or we could use the teleporter.

    2. Re:Blades good, shotguns and pistols bad? by Anonymous Coward · · Score: 0

      Stay the fuck away from me, nutcase.

    3. Re:Blades good, shotguns and pistols bad? by werewolf1031 · · Score: 1

      Man, you have put waaaaaaaaaay too much thought into this.

      Seriously... you're scaring me. Go play Doo-- er, Counter-Strike, or something.

      Geez.

    4. Re:Blades good, shotguns and pistols bad? by GypC · · Score: 1
      Boo hoo! You're scaring me with gun-talk.

      Since I'm afraid of guns and unable to understand why you aren't without questioning my own manhood, I feel compelled to make a disparaging remark about your sanity.

      You nutjob!

      The world would be a much safer place if all law-abiding people were defenseless. Why can't you see that? It's so obvious.

      Waaahhhh. Mommy! swb said the G-word!

    5. Re:Blades good, shotguns and pistols bad? by Anonymous Coward · · Score: 0

      There are no shotguns that will "blow off" a head at 25 yards. I could shoot you in the head at point-blank range with a 10ga shotgun, and it wouldn't blow your head off. No small arms will remove a head from a body with one shot; there simply isn't enough energy and what energy there is dispersed over small surface areas.

      Contemporary military ammunition for small arms is often worse for killing than ammunition used for hunting.

      Ammunition is fucking heavy in bulk. If you're fighting a lot of enemies and you don't have a supply line, then investing yourself in firearms will be a short endeavor. You will run out of bullets and die unless you fortify an armory. Even this is just a temporary measure; without the production of ammunition you will eventually run out and die.

      You are not going to be lugging an M2 around. You will need a vehicle capable of storing ammunition for it, and carrying it. Ideally you'll also have sand bags for tactical deployment. A single .50 round will not cut anything in half. I could riddle your body with .50 ammunition without detaching anything.

      Handguns are a seriously bad choice for attacking multiple targets. If you want the larger, lower-velocity rounds associated with a handgun then what you really want is a submachine gun. Carrying a handgun is a waste of calories. Carry a UMP.

      A heavy handgun is just completely stupid. You don't want to have to run carrying that around.

      You don't want to attempt to use swords. That's just suicide. The amount of training needed to use a sword effectively is not something you'll pick up before you're dead. Further the amount of calories you'll waste, and fatigue you'll assume from swinging a sword into zombies all day is going to end in your demise.

      If you want to blow things off, then you want a semi-automatic 20mm grenade launcher. You should acquire as many modern explosives as possible. They're relatively light, they will cause mass destruction much more efficiently than small arms (at the cost of precision), and they can be deployed to acquire food (waterways) or as defensive weapons. You want to setup as many stills as possible. Alcohol is flammable and explosive, so it can be used as a replenishable weapon. Alcohol is also effective for sterilizing wounds, and if you can't secure antibiotics then you're really going to need as much help as you can get. It's also useful for masking minor pains, and staving off frost bite. You can make alcohol from many sources. You can also produce vinegar, which is useful for preserving foods. Salt, wax, and vinegar will be worth more than gold ever was to you, unless you like living off of spam.

      Your goal should be to setup and maintain defensive parameters around a reliable network of roads. The best fight to have with an enemy is one where he kills himself. You'll want to move to a moderate climate that is rich in natural waterfall. This will afford you the most game, the best gardening, and the lowest energy requirements. Make every attempt to distribute diesel that you collect in expeditions across your travel network. If you can find enough people to create a community capable of agriculture you might be able to produce small amounts of biodiesel, but you cannot count on this, so treat all of the petroleum products that you collect as if they're the last you're ever get because they probably are.

      In the long term you want to to create a community. If you cannot secure enough human beings to perpetuate the species and destroy the enemy, then there isn't much of a grand point to your survival. If there aren't any other humans, then you can either attempt to live like a hermit (I am Legend) until you are no longer strong enough to resist or you can attempt a "scorched Earth" scenario.

    6. Re:Blades good, shotguns and pistols bad? by swb · · Score: 1

      Most turkey loads for shotguns are effective at ranges up to 25 yards and would fulfill the "Zombie" criteria of a lethal head shot. While any shotgun load would not likely remove the head, at point-blank range a 10 ga magnum load would likely leave something that resembled a semi-spherical collander.

      I also think you understate the .50 round. It'll penetrate half-inch steel plate and concrete walls. This round CAN severe limbs and remove heads -- 710 grains @ 2800 ft/sec. It wouldn't be practical except where ammo was available and only as a temporary clearing mechanism for coping with large assemblages of zombies blocking access passages that can be moved through quickly.

      Most zombie survival scenerios involve what's necessary to defeat small groups of zombies in the course of finding supplies, moving to a safer area, or getting away from an unsafe area. Small arms are ideal for this task, and contemporary military assault rifles are almost perfect for this -- literally centuries of evolution. .223 and 7.62x39 rounds WILL provide lethal head shots at ranges most people can handle the weapon at -- up to about 200 yards.

      SMGs are a waste of time. No accuracy, huge amounts of ammo expended. Beneficial only in highly limited circumstances.

      As for running out of ammo, since you're not engaging in full-auto firefights running out of ammo isn't a huge risk. It's assumed that there is no practical way to defeat a large enough mass of zombies with small arms. For more permanent fortifications, reloading is a viable option.

      Setting up a new civilization is a whole other game. I'm primarily concerned with localized self-defense against zombies and the other living people you'd face in social breakdown.

  149. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    You'll be then happy to know that Oblivion, the "under construction" sequel to Morrowind, is based on Havoc, which is Half-Life 2 engine IIRC.
    Go to http://www.elderscrolls.com/ have a look, it seems REALLY promising !

  150. They didn't lose their crown... by Anonymous Coward · · Score: 0

    ID is not a game company. It's a game technology company. Has been since Doom 2.
    They made a fortune off the quake engine, they made a fortune off the Arena engine, and they're going to buy islands with the money they make off the Doom 3 engine when the XBox 360 and PS3 launch.

  151. Comparing technical aspects of Doom 3 and HL2 by Vairon · · Score: 1

    I've noticed that Half Life 2 has very fake looking reflections on its water. For anyone who does not believe me look at an object such as a sluice gate in the game that moves up and down, and then compare its current position to the position of the image in the reflection. Also look at objects such as crates, barrels, certain hills, etc that are missing from the reflections.

    I'm not arguing that Doom 3 wouldn't do this too. I'm just pointing out a technical flaw of an ability by which a 3d game's graphics engine can be reviewed.

    Does anyone know of any websites that review these kinds of technical aspects of these two engines?

  152. How much money you willing to bet? by Anonymous Coward · · Score: 0
  153. If you're like Homer by Man+in+Spandex · · Score: 1

    you won't need to know these lessons.

    Homer: Spare my family. Take me!
    *Zombies tap on Homer's head*
    Zombies: Brah!Brains!!!!!!!! brains...

  154. no kidding by llZENll · · Score: 1

    I think any PC gamer has known this for the past say 5 years lol, VERY old news, Id has been sucking balls for a long time, as far as many are concerned it happened the day Unreal 1 came out. Doom 3 was hopefully the nail in the coffin, the most overhyped game in the last 2 years, if anyone else had made doom 3 it would have gotten very bad reviews. it was a pretty good game, but so many others are better in many areas.

    I think Ids downfall is its small team size, I don't care how tallented you are you can only do so much with 5 people, and the game clearly shows this, it will only get worse, games are so damn complicated these days it takes a 20+ man crew working 3 years to do anything.

    As for the future I'm pretty sure Id will try another genre than the shooter (god they better) and will probably make a decent game, but it will be lacking in every category if they keep their small team, plus they have the worst diversification of product lines in the history of any game company (all shooters exactly like doom) thus making any other genre very difficult as it will be a totally new boat for them.

  155. While I take your point... by Anonymous Coward · · Score: 0

    shooting a zombie in the head shouldn't do more damage than shooting it in the gut. It's a *zombie*. In D&D, they're immune to critical hits. In horror movies, they usually have to be dismembered. In Doom, they're animated by daemons from hell. What does it need its head for? Doesn't mean other enemies shouldn't have hit zones, of course...

  156. Makes me wish... by antic · · Score: 2, Informative


    Reading all of this material about zombies makes me wish that they existed to provide a bit of sport!

    Anyone who hasn't seen Shaun of the Dead, check it out -- quite amusing.

    --
    'Thats they exact same thing a banana wrench monkey.'
  157. Slashdot Singalong... by Bad+to+the+Ben · · Score: 2, Funny

    with apologies to Mr Don McLean;

    A long, long time ago...
    I can still remember
    How those zombies used to make me smile.
    And I knew if they had a chance
    That they would make me crap my pants,
    And, maybe, I'd be happy for a while.

    But february made me shiver
    With every copy Id delivered.
    Bad news on the Usenets;
    What happened to my killfests?

    I can't remember if I cried
    When a zombie took me from behind,
    I checked that fucking room ten times,
    The day that Id died.

    So bye-bye, Mr Developer guy,
    My new system isn't ready,
    So the frame rates are dry.
    Those good old boys were enjoying Far Cry,
    Singing "in this game, give a headshot, they die",
    In this game give a headshot, they die.

    Did you get the flashlight mod,
    Cause your character's a dumbass sod,
    Has to always let one go?
    Do you believe these zombies spawn,
    Repetition, boy it makes you yawn,
    And can you teach me how to save and load?

    Well, I know I put a bullet in him,
    It went in right above his chin,
    But you need five more to use,
    And that means that you lose,

    I was a lonely teenage fraggin' fuck
    With a with a pr0n collection of Kirsten Kreuk,
    But I knew I was out of luck
    The day that Id died.

    I started singin',
    "bye-bye, Mr Developer guy."
    My new system isn't ready,
    So the frame rates are dry.
    Those good old boys were enjoying Far Cry,
    Singing "in this game, give a headshot, they die",
    In this game give a headshot, they die.

  158. simple by geekoid · · Score: 1

    The brain still controls the simple motor functions.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  159. Re:The next gen of good FPS's will be like Morrowi by maxpublic · · Score: 1

    Perhaps, but Morrowind had one of the shittiest, buggiest, and inconsistent game systems ever developed. It was clear from the get-go that whatever playtesting had been done was minimal at best. Sure, they absolutely excelled at the open-ended environment, the story, and most (not all) of the quests; but the game system itself was an abortion the moment it hit the shelves. Even massive modding of the game simply could not fix most of the "what the fuck?!?" elements of that system.

    I know, I tried. Would that I hadn't wasted the time.

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
  160. Quake 4 Anyone? by Lion+in+Zion · · Score: 1

    Lost the crown? :) Yeah right, talk to me "after" we see what new things Quake 4 brings to the table. I wouldn't count Carmack out just yet...

  161. teh scare.. by bronney · · Score: 1

    I played practically all computer games since the hugo house of horror, superfly days. The only ones I missed were the ones that scored 7% in PC Gamer lol. Although D3 is seriously boring after a while (hence I didn't finish it but stopped at delta labs), I must admit that everytime I see something new, something that the other engines didn't or couldn't do previously, I did have a big smile on my face and press F5 to quick save before I die looking heh. Come on, you can't tell me you didn't jump when you hear "gimme back my baby!". I never played a game that made me jump out of my chair. D3 was the first one. Ravenholm was very very nice and I appreciate how Valve did it without annoying you with totally dark corridors and no duct tape. The town made me uneasy and didn't want to play at night alone. But it didn't make me jump. But then again, I couldn't stop playing HL2 and finished that instead. I appreciate what JohnC did and I believe the engine needs some time, or some new group (cuz valve has source now heh) to spice it up and finally use it well. Let's give it some time.

  162. Ironically, as Doom 3 dies, Quake lives on. by Zhe+Mappel · · Score: 1
    I agree with the article, but would go further: id lost the way after Quake, its final masterpiece.

    Quake succeeded because it was a hodgepodge of wild ideas--part Keen, part Doom, part Lovecraft--all undiluted by the bland design-by-committee unanimity that has subsequently marked id (and most industry) product. They went for it, following their passions and a little unsure of the destination.

    Legend has it id was in a panic shortly before release when they realized the disparate elements didn't really fit together; and so the slipgate was born, allowing them to Frankenstein the whole thing together.

    That happy accident will never happen again. Not at id, or elsewhere. Not in today's mega-budget corporate gaming space where accountants rule. Most games today follow Hollywood's model: carefully warmed baby food, free of impurities.

    But it's wrong to speak of Quake as the past. Quake is still very much alive and in fact enjoying a dazzling new second life, thanks not only to Carmack's generosity in GPLing the engine but also to the very talented devotees whose artisty keeps it going.

    Trust me on this. If you haven't played The Marcher Fortress, running on a supercharged rebuilt Q1 engine with eerie new enemies, you're in for the best single player FPS treat in years. And it's free.

    Forget Doom III. And unless it radically reinvents itself, forget id. Take yourself here, and enjoy the fruits of a classic that refuses to die: http://www.planetquake.com/underworld/quakereviews .html

  163. Ground Pounders by saur2004 · · Score: 1
    DILIGAFF about the ground pounder dujour?

    If its not a 6DOF , I dont play it.

  164. Re:And I'm willing to bet the underlying problem i by NickFortune · · Score: 1
    Q1 used a limited palette as a speed hack. you have to put quake 1 in its proper place in time... it was the first true 3D game. so of course the sprite 2.5D games looked better because the art is entirely hand-created and not limited by choice of color.

    Fair enough. I'm not trying to say it was a bad game and it surely had legions of fans. I just found it interesting that for the two Id games I really disliked, poor visibility was a major factor.

    id Software has never been known for great single player games. There are two things the original Doom was known for: being the first truely immersive "3D" game and one of the best multiplayer games ever created.

    That's not how I remember it. Doom II was the great single player game. It's been eclipsed since, sure. But it's still on my machine, and if I fancy a spot of mindless violence it's doom or doom2 I fire up.

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    Don't let THEM immanentize the Eschaton!
  165. Re:And I'm willing to bet the underlying problem i by rikkards · · Score: 1

    To give Carmack credit if you recall he didn't want to do Doom III. There was a confrontation among other id employees saying they wanted it to happen and nothing else was going to occur until it did. Can't remember the exact story but somebody left shortly after Doom III was announced.

  166. Re:And I'm willing to bet the underlying problem i by NickFortune · · Score: 1
    The original versions of Doom 1 and 2 were called shareware, but they were not proper shareware. A possitive name for them would be 'demo', a less positive name would be 'crippleware'. ID used a shareware like method by lack of a proper and widespread distribution channel, but for the rest very little changed.

    As I remeber, the downloads had the full game engine and the wads for one third of the levels. The only criplling I remember (feel free to refresh my memory) was that some of the secrets were omitted.

    If you wanted, you could have downloaded a demo version of Doom 3, and looked at the game before buying it, just like I did.

    What did make a difference of course is that due to the hype, more people got the full version of Doom 3 without ever seeing the demo.

    Initially though, wasn't the shareware+upgrade the ony way to get Doom. I know the sequel appeared in the shops, but I dont remember doom appearing there until the ultimate doom re-releases started. I doubt many peole would have bought doom3 if they'd had to try it first.

    As I mentioned in another post, ID is not good at creating content, and ever since total conversions of Doom 2 started appearing, it became clear that they needed others to make good games based on their engines. They fully realized this when they made Quake 3, but failed to remember while making Doom 3 obviously.

    Well, they were good at content, but most of the content creators seem to have left to do their own thing. Sandy Petersen and American McGee spring to mind. Doom and Doom II had some beautifl levels. But as you say, doom 3 is abysmal. And not in a good way.

    It's going to be a while before I spend money on another Id game. If I'm going to underwite the cost of demoing their engines, I at least expect a playable game for my trouble

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    Don't let THEM immanentize the Eschaton!
  167. Re:And I'm willing to bet the underlying problem i by SillyNickName4me · · Score: 1

    As I remeber, the downloads had the full game engine and the wads for one third of the levels. The only criplling I remember (feel free to refresh my memory) was that some of the secrets were omitted.

    Crippleware is defined by not providing complete functionality in the 'trial' version. For all I can see, this was the case with both games. I'd prefer calling them playable demos, I don't think crippleware does justice to what you got when downloading them, but strictly spoken, neither were proper shareware.

    Well, they were good at content, but most of the content creators seem to have left to do their own thing. Sandy Petersen and American McGee spring to mind. Doom and Doom II had some beautifl levels. But as you say, doom 3 is abysmal. And not in a good way.

    Hmm.. What content did ID create after Doom that qualifies as 'good' by any standard?

    WHile I agree that they made some pretty decent maps for Doom II and Quake for example, making a decent map is not enough to provide for good game content.

    Before they ever got into this FPS business they created some very good content, but that is a long time ago.

    It's going to be a while before I spend money on another Id game. If I'm going to underwite the cost of demoing their engines, I at least expect a playable game for my trouble

    Well, same was true for Quake III Arena imho. While it was a superb engine for FPS games, the initial game was crap imho.

    I am glad I payed for it anyway, the return on investment has been very good for me so to say (think RTCW, Enemy Territory etc)

    It is why I obtained a copy of Doom III as wel, I hope they do get someone to release a good game based on it, and besides, while Doom III nowhere matches the awe and inspiration of the first Doom game, it is not as bad a game as many make it. It did get me quite a few hours of entertainment still.

  168. Bullshit by Anonymous Coward · · Score: 0

    Stop being a flame-supporting troll. The dude gets all self-righteous, and yet he's completely fucking wrong.

  169. Re:The next gen of good FPS's will be like Morrowi by Anonymous Coward · · Score: 0

    Morrowind was kewl and I played it for a long time. The engine was neat, especially with all the mods out there (some facemods in particular are brilliant, my Guild Wars characters never look so real).

    But once you find out that there is an "ideal" way to build your character, by starting your primary and secondary attributes low and playing "ideal" to always get 5 attribute points, it becomes a leveling treadmill until you are at the level cap, then do the main quest, get bored, and stash the game away.

    I think its safe to say that the leveling mechanism has "broken" the fun for me in this otherwise almost perfect game.

    But hey - Morrowind II is soon to hit the shelves, isn't it?

  170. Bethesda Promises by SeanDuggan · · Score: 1

    I have faith in Bethesda to make all of these features actually work.
    *wry grin* I wish I had your faith. They're very big thinkers, and they've been known for promising much more than they can deliver. The idea of having the townspeople adapt to your deeds has been present since Daggerfall. If you poke around the data files, you can actually find the database of rhyming lines that were supposed to be used when the minstrels sang your praises.

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    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
  171. what about by ProfBooty · · Score: 1

    RTCW and enemy territory?

    arguably superior multiplayer than either quake 3 and doom 3, and a lot more fun and complex than counter strike.

    I would love to play a newer version of enemy territory running off of the doom 3 engine.

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    Bring back the old version of slashdot.
  172. what about RTCW by ProfBooty · · Score: 1

    yeah its almost as old as Q3, but id argue that it was a better FPS than Q3. much more complex, and the team oriented elements were a ton of fun.

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    Bring back the old version of slashdot.
  173. Re:The next gen of good FPS's will be like Morrowi by m50d · · Score: 1

    I prefer "on the rails" to a certain extent. The fact is, normal life is, by and large, dull. A game where the plot is what you make it ends up having a relatively dull plot. Games are meant to be an escape from reality, not a reflection of it. You say it's like a movie as if that were a bad thing. Movies are entertaining, mostly because they're not random, they have a well done script and a plot that draws you in. Being the hero is a good experience, but only when there is a hero, when there is heroic stuff to do. With Morrowind, you're completely free to do anything, yes - just like you are in real life. I didn't start playing the game to go into another world just like this one, I play to have an entertaining experience.

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    I am trolling
  174. Re:The next gen of good FPS's will be like Morrowi by m50d · · Score: 1

    It sold largely because it was a sequel to the awesome daggerfall. In what it set out to do, rather than in a commercial sense, it failed.

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    I am trolling
  175. Re:The next gen of good FPS's will be like Morrowi by m50d · · Score: 1

    It's very much a RAM-limited engine, because it relies on keeping the objects that affect you in memory. The renderer is performing fine on the graphics hardware and would be fine on the GF2, try turning down the view distance and the distance away that the AI considers things (can't remember exactly what it's called) and then the graphics card will have more effect. Or slap another gig of ram in there assuming you can afford to.

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    I am trolling
  176. Let's bust him from Commander to Private by Anonymous Coward · · Score: 0

    Haven't you also noticed that it's mainly Taco that does the dupes? Sure, there are others but Taco makes most of them.

    He's had his last warning. Next dupe, it's 3 [s]lashes (appropriate really) and we rip off his stripes! :-)

    Seriously though, I think he's busted himself already ... to the rank of zombie. There can be no other explanation for the dupe rate, it's not an occasional accident.

  177. Was DOOM ever scary? by Anonymous Coward · · Score: 0

    It was a long time ago, but i don't remember the original DOOM or DOOM2 being horror games, or particularly scary. I remember them being colourful, and the lights going off ocasionally, but mostly I remember them for the big levels, the holy s**t moments when loads of monsters or huge bosses came out, the frantic gameplay (dodging dozens of fireballs) and the amazing vistas.

    DOOM3 seems to be a sequel to an entirely different game, and if they had called it Resident Evil 3.5 it would probably have gotten much better reviews.

    I enjoyed D3, but i never "got into it" in the same way i got obsessed with DOOM2, Half-life, or currently FarCry.
    These days games need either great cinematic stories, or much more freedom.

    Personally i'm still really waiting for the true sequel to Deus Ex.

  178. Re:And I'm willing to bet the underlying problem i by NickFortune · · Score: 1
    I don't think crippleware does justice to what you got when downloading them, but strictly spoken, neither were proper shareware.

    As you like. The "try-then-buy" aspect is the bit i'm interested in.

    Hmm.. What content did ID create after Doom that qualifies as 'good' by any standard?

    After Doom II? Sod all I can think of. I'm just saying that the content on the early dooms was excellent IMHO obviously. RtCW had its moments, but I'd have been happier if they'd stayed with the wolfestein theme and not tried to sell Counterstrike to a bunch of guys who were looking for more twisted nazi gothic superscience. But that's a different issue, really.

    Well, same was true for Quake III Arena imho. While it was a superb engine for FPS games, the initial game was crap imho.

    I am glad I payed for it anyway, the return on investment has been very good for me so to say (think RTCW, Enemy Territory etc)

    I don't do multiplayer on the whole, so QIIIA had zero appeal.

    I'm glad the engine sold, but somehow I don't think I want to encourage this trend. If I happily buy game X saying "the gameplay is crap - but good things will come of it", does that not encourage game companies in the belief that gameplay is unimportant?

    I demand good gameplay and some sort of plot from my shooters. I dont get them, I't's going to put me off buying from that company.

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    Don't let THEM immanentize the Eschaton!
  179. Re:The next gen of good FPS's will be like Morrowi by soccerisgod · · Score: 1

    I'm sorry, but that's just not true. Daggerfall was largely unknown, and most copies of Morrowind were sold for the X-Box.

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    If a train station is a place where a train stops, what's a workstation?
  180. id doesn't sell GAMES... by Anonymous Coward · · Score: 0

    id sells gaming technology. Really, the game is just a vehicle to sell the engine to other game companies. OK, every now and again they do appear to put a lot of effort into a game, but for the most part they just put nice visuals in so that they can showcase the engine.

  181. Re:The next gen of good FPS's will be like Morrowi by strikethree · · Score: 1

    It takes imagination and intelligence to appreciate and desire freedom to "do what thou wilt". Personally, the reasons you cite for liking Morrowind are the same reasons that I like GTA3 and beyond: freedom. It would be nice if more people were able to appreciate or value freedom... especially in the real world.

    strike

    --
    "Someone needs to talk to the tree of liberty about its ghoulish drinking problem." by ohnocitizen
  182. Re:The next gen of good FPS's will be like Morrowi by Y-Crate · · Score: 1

    I would hardly call the universe of Morrowind "another world just like this one". It is about as different as you could imagine. The people, the geography, the presence of magic and even the foliage is strange and new.

    I find this highly entertaining.

    As for your basic criticism of game worlds that resemble our own, I will have to agree to disagree on that one. What I consider enjoyable is being able to do things in games that I would never have the opportunity to do in real life. Often times I've wished that I could save, try something out and go back to my save again and do things differently the next time.

    Obviously you cannot do that in real life, but immersive, non-linear games set in realistic surroundings offer that. Life is too short to explore even the slightest fraction of possibilities of the world around us. No matter how much we would like to do some things, they will never happen and in many cases, should never happen.

    Non-linear, freeform worlds give us all the chance to overcome the deficiencies of space and time and really make our dreams and some of our darkest fantasies come true. I find them entertaining and millions of others do, too.

    What tends to bother me is when some gamers get angry at non-linear games and demand the next version be more on-the-rails. There are thousands of linear games out there worth playing, there are only a very, very small number that give you real freedom. I don't see why they need to feel so threatened by games like Morrowind.

    Anyway, I'll stop babbling now.

  183. Re:The next gen of good FPS's will be like Morrowi by Travoltus · · Score: 1

    I'd never heard of any Elder Scrolls game before I got Morrowind, which I did based on what appeared to me to be a unanimous chorus of glowing reviews from game sites.

    I bet plenty of Morrowind players were n00bs to Elder Scrolls just like me.

    BTW can some mod please up soccerisgod's parent post? Please? Thanks.

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    --- Grow a pair, liberals... stop letting the Republicans bully you!
  184. image quality MUST improve by Anonymous Coward · · Score: 0

    i think id is right on track. yea, i play counter-strike 1.6 more than any other game because it's sooooo much fun to play even though the gfx sucks. the same for quake1 -- awesome gameplay, not so great gfx.

    id can easily retake the online multiplayer gaming crown by going back to what they started with games whose playing physics is equivalent to quake1 and counter-strike (it uses the quake1 engine!) BUT with the added addition of SUPERB gfx -- which NO OTHER engine out there can match!