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id Software's RAGE To Ship With Mod Tools

id Software's creative director, Tim Willits, revealed to PCGamer that upcoming shooter RAGE will launch with support for modding and level editing. "As for what you’ll be creating, that’s a little trickier; id's technology has moved on since you could fit hundreds of Doom levels on a CD. 'Building levels from scratch is more difficult,' says Tim, 'because we have a layer system in some of the levels. I can foresee somebody modding up Wellspring (a town in-game) and adding different characters, giving them different voice-over.' But if you've got the development skills to use it, the level editor will be there. 'It's built into the engine,' says Tim." A new trailer has been released for the game as well. A recent interview with producer Jason Kim explained why they decided not to have a traditional FPS deathmatch mode and how id Tech 5 affected level design.

17 of 94 comments (clear)

  1. Finally.. by upto0013 · · Score: 3, Funny

    Finally, I can quickly change all voice over dialogue to my bad Sean Connery impression.

    1. Re:Finally.. by ciderbrew · · Score: 3, Funny

      "shFind'sh shthe'sh shred'sh shkey'sh shfor'sh shthe'sh shred'sh shdoor'sh, shMiss'sh shMoney'sh'sh'penny'sh"

      broke that for you.

  2. Things are looking good for the PC by elh_inny · · Score: 4, Interesting

    Given the recent fiasco of Sony, lack of hardware updates for PS3 / X360 in the near future, the fact that you can get better hardware for similar prices (and play with more eye candy on the PC), you have the choice of the controller, or the kb+mouse, with Steam and it's low, low prices, the fact that you can do other things on your PC as well, possibly at the same time, there's no reason why the PC should not be on the rise now and console market share declining...
    The only problem is the huge diversity and lack of big players marketing PC as the ultimate gaming accessory, If HP/Dell got their heads around, they have enough selling power to market the idea, and maybe even promote some baseline performance standards (like high performance, medium, low/mobile) as opposed to 20+ SKU that each generation of GPUs have...

    1. Re:Things are looking good for the PC by Winckle · · Score: 4, Insightful

      Plug a controller into your PC then.

    2. Re:Things are looking good for the PC by Gadget_Guy · · Score: 3

      If you 'already' own an Xbox/PS3 then you can't buy a PC for the same price.

      If you can read this sentence, then you probably own a PC already too.

      I use a PC for gaming rather than a console for exactly that reason - I already needed to own one. I have an old, very cheap Dual Core system with a Radeon 5750 which I got to be cheap and quiet (and not heat my whole house up like my last PC). Even with such a low spec system I don't have any worries playing games because I use a low resolution monitor (1680x1050) and just use the mainstream default game settings. Games happily work fine on it and look about the same as a current gen console. If I play a game that is a few years old, I know I can turn up the graphic settings to max and get much improved picture quality.

      This is particularly useful when revisiting old titles. If you do that on a console (assuming that your next console can actually play your old games) you will get exactly the same quality as you saw when you first played. When I upgrade my computer, all my old games get upgraded too.

      Finally, I like PC gaming for the same reason that you prefer console gaming. It doesn't connect my TV. That means I can play my games without interrupting anyone else in the house from watching TV or a DVD.

  3. Can they explain why... by MBraynard · · Score: 2

    the trailer makes it look like a 10 year old game?

    1. Re:Can they explain why... by RagingMaxx · · Score: 2

      Which 10 year old game would that be?

      While the facial animations and motion capture may not but up to LA Noire standards, they are certainly more detailed and natural than most 3D games on the market at the moment. Especially with regards to the ragdoll and impact animations when enemies are getting taken down. In any case, character animation has never been one of id's strong points.

      I think what you may be missing is the extraordinary amount of detail in the outdoor environments. The unique shapes and textures of the hoodoos (rock pillars) for example, are absolutely stunning compared to any other 3D game out right now. This is not a space station, where every bulkhead looks exactly the same.

      Making any kind of large, organic environment is incredibly hard and time consuming in a 3D game. You will see repeated textures and prefabs (3D shapes) everywhere you look. id Tech 5 has gone a long way towards addressing the unique texturing problem without making the game a 30GB download, and they have seemingly put a lot more effort into allowing organic level design in this project than any of their previous forays.

      In terms of graphics, this is a bit of a renaissance period for 3D games, with id Tech 5 being one of the real show-stoppers. Add the human animation of LA Noire, and the brilliant dynamic lighting of the updated Unreal 3 engine (google for "Samaratin Demo"), and we are actually seeing some real improvements to the technology being used in 3D engines. That's of course not even mentioning Brink, the new Crytek engine, and a host of smaller companies who are doing great things with AI and physics.

      No mention here of Valve, because their obvious strength is amazing gameplay, and their engine hasn't seen much love in the past 3 years while they've been kicking ass with TF2 and Portal. <3 u Valve.

  4. To each their own by Moraelin · · Score: 2

    To each their own. Me, I think I spent more time making various swords, axes, maces and fine business suits for Fallout New Vegas than actually playing the damned thing. And actually did some hex hacking back in ye olde Fallout 3 days, before there was an official modding kit. I wish more games shipped with a modding kit built in, personally.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:To each their own by Gaian-Orlanthii · · Score: 4, Insightful

      You haven't been around before the days of 'Unreal' and 'Quake' have you? Map editors and modelling tools were common back then.

  5. Is it just me, or... by fudgefactor7 · · Score: 2

    ...does this game just look like practically every other game out there? I'm not enthusiastic about it. The physics of the car just looked wrong to me. I don't know, maybe that was still some early stuff, but for me to want this they'll have to do more. Lots more. And it's still a damn FPS. Enough already! The market is flooded with them, and none of them are any better than Doom 3 was. Ugh. Someone, please develop a new gaming paradigm so we can lose the FPS once and for all.

  6. Was excited.. Not anymore.. by rotide · · Score: 2, Interesting

    This game is dead on arrival to me. I was looking forward to a new "Quake" (read: multiplayer awesomeness) and it seems like they are giving us a single player only (for all intents and purposes) game instead.

    Now, single player games are fine. I really like Mario, Zelda, a lot of the games on XBLA (Castle Crashers, Limbo, etc, etc) and I could name a ton more games that are fun single player/co-op experiences. That being said, id isn't a company I expect great single player games from. I expect great multiplayer games from them! Games with lasting power.

    Sure, playing a great single player game could take 12 hours to complete, and another 10 to replay if it's that good, but multiplayer games can make me want to play for _years_. Quake 1/2/3, I don't want to know how many hours I put into those with friends on a LAN. When RAGE was announced, I was excited for new IP from id! What new things are they going to think up for multiplayer to push themselves ahead of all the rest in the competitive scene? It seems, so far, there are no dedicated servers! no deathmatch! and NO CTF!!! That's grea..... wait, what? The only multiplayer they are going to have is vehicle combat and co-op? Who is creating this game again?

    No Dedicated Servers: http://www.escapistmagazine.com/news/view/95955-John-Carmack-Says-No-Dedicated-Servers-for-Rage
    Co-Op/Vehicles with NO DM/CTF: http://www.pcgamer.com/2011/04/19/rage-multiplayer-modes-revealed-no-deathmatch-or-capture-the-flag/

    Ok, so, it's pretty much a single player game only. I'll save my $60 thank you. I was sincerely looking forward to another AAA awesome multiplayer title. I guess if you want to play a multiplayer shooter, go grab CoD#12 or whatever they are up to now.. shudder.. id software is apparently removing themselves from the running. Movie style, linear games, seem to be the RAGE.. I think I'll get off my own lawn now..

    1. Re:Was excited.. Not anymore.. by torgis · · Score: 2

      I guess if you want to play a multiplayer shooter, go grab CoD#12 or whatever they are up to now.. shudder..

      Meh. If you're looking for a shooter with good maps, weapons, and teamwork that requires some strategy to play, check out Battlefield: Bad Company or Battlefield 3 when it ships later this year. I don't know why everyone has a colossal hard-on for CoD series. I've played them all and they can be entertaining, but extremely one-dimensional. Maybe that's what the kids like these days - fast-paced arcade shooters - but give me something from the Battlefield series any day.

      I grew up playing shooters, starting with Wolfenstein, then Doom, Quake, Quake 2, Quake 3, various Unreals, Tribes, Tribes 2, Half-Life, Team Fortress, Counter-Strike, Day of Defeat. Eventually got kind of burned out on the fast-paced deathmatch style. Battlefield 1942 was an underrated rebirth of the genre, only made better by the DesertCombat mod released a bit later, then BF2 and BF2142. Teamwork and strategy. Get in a good clan with voice chat and dominate a server or two and you'll see what I mean. Great stuff. Keeps you playing for years.

    2. Re:Was excited.. Not anymore.. by torgis · · Score: 2

      Agreed. Desert Combat was the most fun shooter ever designed. I spent, oh I dunno, hundreds of hours playing on the "Apache Wars" servers learning how to fly vs planes and other choppers. Some people had supernatural levels of skill in an Apache. A few dozen hours there and I would get kicked from normal servers for "cheating" while in a chopper just because I shot down a few jets. There was nothing about that game that wasn't awesome. If you get bored flying, you could be infantry, or armor, or just camp an AA gun and grief fellow pilots.

      It's a bummer that EA owns the franchise now, but to be honest, I'm willing to sacrifice that little part of my soul in order to play the new ones. BFBC2 on a PC is probably the best all-around shooter I've ever played. The destructible environments added a whole new dimension to the game. You don't need doors anymore when you have your "master key", aka 40mm grenade launcher. Pesky sniper in a building? Just open up a few holes in the walls and let your squadmates chuck a half dozen grenades in there. Awesome. You can buy it used from EA Store for $19.99 now. Give it a reconsider.

  7. Re:first! by VortexCortex · · Score: 2

    I don't want to mod it, I want to play!

    That's too bad, because ID really just wants you to mod it, and sell your mod as the next CoD... Kind of like the current generations of CoD, and many games (including BRINK) already do.

    So this "game" is really more of a tech demo + limited GDK (game dev kit) to get people interested in licensing the engine for their own, much more innovative & fun games? Face it, ID's new bread & butter isn't making games, it's licensing the engine -- Hence all the "MegaTexture" and other such technical hype -- It's a flipping abstraction layer for texture coordinates & attributes -- Hell, even my Tetris clone has one of those, and is more extensible (bump-maps, electro-magnetic maps, particle emitting maps, temperature maps, combustibility maps, various sound maps (crush, overheat, chill, collide), etc) The number of METAtextures properties are not written in stone (like IDs are), their complexity is limited only by the speed of the CPU / GPU & amount of available memory / storage -- in fact, I call them Extensible-MetaTextures, and they can be described in XML...heh) -- However, only ID has the "MegaTexture" trade mark...

    To me, RAGE is targeted at studios, not players.

    Since Romero left, ID has just been pumping out engines to license with less and less content each iteration, but at least some decent competitive multi-player support -- now RAGE doesn't even have that... (Ergo, You can license ID Tech 5, and you won't be faced with users comparing the new features of your multi-player online franchise (CoD) as rehashes of RAGE. (Unlike how Heretic was a fun rehash of Doom, CoD6 won't be perceived as a re-hash of RAGE.)

    P.S. I call them ID not "id" because that's how they introduced themselves to me in Commander Keen (Apogee scrolls up screen, then an uppercase "ID software" attribution appears)... First impressions stick even when they're no-longer relevant -- Sort of similar to how ID is still considered to be innovative because they have been very much so in the past... Even if they built a platformer again I wouldn't be interested, the guys that made Keen fun have long since left the building.

  8. Editing = unsurprising. Next is ease of use. by argStyopa · · Score: 2

    Doom3 shipped with editing built into the engine, so the fact that editing is built in is not much of a surprise.

    The next big leap in modding will come when the UI for the editor is so substantial that it lets anyone (basically) build what they want.

    Here's my point: running an editor used to be merely an exercise in visualization, and some game-engine arcana. Throw a brush here, brush there, texture that, toss in a light entity, check for leaks, and VOILA it was hello, world.

    Now, due to the extraordinarily more powerful engines, and the ability of client systems to run more, simplicity is simply no longer tolerable. It used to be, for example, if you wanted to put a desk into a room, you put in a basic desk-shaped brush, and textured appropriately. Now you have to have a coffee cup, a desklight (with its own light entity), a chair, all breakable and movable. Even walls and windows all need to be breakable and have their own physics, etc.

    Sure, it's trivia for professional modelers to build these things to suit, but this is also why AAA titles take hundreds and thousands of man-hours to create.

    I believe that if they really want to see the modding community become as prolific as they were in the Quake2 days, they need to build into their engines a massive set of prefabs, and the ability to 'assemble' pieces from known articles, rather than having to design every last item (and property thereof) and texture from scratch. Leave the modders to be creative, and they will be.

    --
    -Styopa
  9. Re:first! by Lunix+Nutcase · · Score: 2

    Face it, ID's new bread & butter isn't making games, it's licensing the engine

    I hate to break it to you but iD's bread & butter has ALWAYS been to get people to license their engine. While many of the games they've made to show off the engine have been great fun it doesn't change this fact.

  10. Re:as brown as Quake 1 by hibiki_r · · Score: 3, Informative

    Q1 wasn't that brown. There were levels that were very blue, and others that were quite green. It's only the first episode that was absolutely brown, which had a lot to do with reusing textures for an episode to be distributed for free, back in a time where modems were the norm, rather than the exception.

    Then we saw Unreal, which was anything but brown.

    The muddle of browns everywhere started a little bit later.