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A Short Interview with John Carmack

The Guardian Gamesblog had the chance to pick John Carmack's brain about mobile gaming's first official doom title: The Doom RPG. From the article: "Q: On your blog you talked about getting into Java programming as a means of resetting some assumptions and habits after working on Quake III. So did Doom RPG help? How? A: It wasn't so much the Java aspects as the mobile platform that is the diversion. It has been worthwhile, but I didn't get to go all that far down the detour before my primary responsibilities asserted themselves. I did three major blocks of coding on the project and regular design review meetings, which was all I could spare the time for. The crew at Fountainhead did a great job of following up on the direction and turning my rough project into a polished product."

2 of 15 comments (clear)

  1. Layer on Layer on Layer on Layer on... by MiceHead · · Score: 4, Interesting
    Carmack's last blog entry, waaaaay back in March, goes into further detail about why it's tough to optimize for mobile platforms:

    Gamers generally have poor memories of playing over even the highest speed analog modems, but most of the problems are due to having far too many buffers and abstractions between the data producers/consumers and the actual wire interface. If you wrote eight bytes to the device and it went in the next damned frame (instead of the OS buffer, which feeds into a serial FIFO, which goes into another serial FIFO, which goes into a data compressor, which goes into an error corrector, and probably a few other things before getting into a wire frame), life would be quite good.
    I'm interested in developing mobile games -- it seems like it's indie-developer friendly, as Palm OS was back in 2000. However, as Carmack suggests, developers are constrained by the architecture. Things like a 64k memory block limit (remember the days of 16-bit programming?) are a pain in the rump. Here's hoping for a good Mobile Python.
    1. Re:Layer on Layer on Layer on Layer on... by Cutriss · · Score: 2, Interesting

      The thing that makes mobile gaming such a non-starter is the awful interface though. I mean, maybe this is one regard that the N-Gage got right, since they have a real D-pad and the phone can interpret multiple simultaneous button presses, but most other phones can't.

      There's also a lack of reviewability for cellphone games, since the experience is variable across cellular platforms, and a general lack of interest, in my opinion. My phone can handle 3D games, supposedly, but given the performance I've seen in such real stinkers as Metal Slug and Might And Magic, I'm not even gonna try it. Metal Slug was awful. The music skips without the player actually doing anything, and the game's controls are awful and it just generally plays poorly. I'd feel a lot more confident about spending $5 to $10 on a cellphone game if I knew that it was actually going to be worthwhile, but given that 90% of cellphone games are crap and 100% of them are non-transferrable, I'm pretty much over the tiny primitive interest I had in it.

      --
      "Mod, mod, mod...and another troll bites the dust."