Carmack Addresses FPS Creativity Concerns
donniebaseball23 writes "id Software co-founder John Carmack defended the creativity of first-person shooter games in a recent interview. The legendary programmer, who was a pioneer in the shooter genre with Doom and Quake, said he doesn't like hearing from developers that shooters aren't good because they're not reinventing the wheel. 'I am pretty down on people who take the sort of creative auteurs' perspective. It's like "Oh, we're not being creative." But we're creating value for people — that's our job! It's not to do something that nobody's ever seen before. It's to do something that people love so much they're willing to give us money for... you see some of the indie developers that really take a snooty attitude about this,' he lamented."
He's placing the blame on shitty games on us, the gamers.
Rightfully so. When a COD game can sell millions just on it's name alone, something's wrong.
Although I think that his take on it is a little wrong. But I think Rage is kind of the right direction away from just the traditional walk, shoot, maybe hide behind some cover paradigm. If Rage for iOS is anything to go by, it'll not only be rich and fun with a good sense of humor but the racing aspects will be a nice touch.
Yes, HL2(and ep 2) had those annoying boat and car scenes, but I trust Carmack and co to get this one right.
Non impediti ratione cogitationus.
Where's have the cool brackets+enter inventory system and use keys from 1994-97 gone to? We were doing so well until Halo came.
Duke3D wasn't just fun for the 'attitude' and "THE BOOBS ON E1L2" you know, Heretic/Hexen also explored the more tactical FPS elements no one cared about (and no one really did still anyway. fps cockfighting wasn't seen again until 15 years later when ArmA 2 came out).
Let's not forget that one '1993 vs. 200x level design' picture, the strict lameness of oververbose design documents written by a dedicated 'game designer'. I remember people saw the little GTA design doc here months ago as offensive for not being a "proper design doc" because it left a lot of room for the rest of the team to get creative by themselves to make the game by featuring little detail outside gameplay. It's getting so 'by the book' these days to make/sell linear one-track experience by linear one-track experience, we can't even have clever easter eggs anymore either.
Let's also not forget the whole "DLC" movement, clamping down on custom content opportunities, destroying potential modding communities in the name for money.
Being creative is a terribly subjective phrase. As a level designer (I worked with Epic on the Unreal Tournament projects) I think I have a good perspective of this. Most games that come out do follow the general genre that it is made for - but you know what, so does everything else. You don't see Ford lamenting that they aren't "designing a totally new car..." It's a CAR. People expect it to have four wheels, seats and all the usual stuff inside a car. FPS developers are making a game that people who want an FPS will buy. Can you be creative? Absolutely. Look at titles like Theif for example. It is esentially a FPS, but with a brilliant twist. Same goes for Assassins Creed. You run around and (for the most part) kill folks.
The sign of a truly innovative game (and therefore truly amazing developers) is to take a genre, like FPS and make subtle transformations to it to make it a more enjoyable experience for the gamers. Innovation is great, but making something TOTALLY different is a huge risk. Just look at Black and White. While very well done, it was so totally different in UI and concepts that it never became the smash hit that it should have.
It takes a BRILLIANT game to push a genre a few steps to the left or right. You simply can't expect to make a title that is way out in left field and expect it to become an overnight smash hit. Not saying it simply cannot happen, but most of the time (especially when it comes to publishers financially backing games) you need to take small steps in the direction you would LIKE to get to.
Moved to http://soylentnews.org/. You are invited to join us too!
There's an interesting article on FPS design, using Doom as the canonical example. http://vectorpoem.com/news/?p=74
The thing I find most interesting is his discussion of relative speed, and what that does to the feel of the game. The Doom guy runs 50 scale miles per hour!
him and that wild man Romero, tore the gates off the entrance to the PC graphics and game industry, and stomped on them. they were years ahead of their time, only a tiny tiny handful could do what they did. what they did was absolutely pioneering.
Romero's creative angst ridden genius + carmack's technical skill = compelling nightmare world
you take one of those and separate it from the other? well, maybe you have to at some point,, they couldnt be shareware cowboys forever.... but sometimes 1+1 is much more than 2 and if carmack can't see that i dont know what to say.
Well, Portal didn't come out of Valve. It was originally a student game from Digipen.
A lot of publishers have the following cycle:
1) Snap up a small team/company/indie that made a great game. Have them sell it at the company, or make a better version. Valve has Alien Swarm, Counter-Strike, Day of Defeat, Team Fortress, etc.
2) Either move the team on to other projects or run it into the ground with bad sequels.
3) Lather, rinse, repeat.
I think the best thing is a mix of the two. Bring in the good works of people from the outside (like how WoW encourages UI mods that can add a lot of value to the game), but also do a lot of work in-house. Sticking to either exclusively doesn't always work well.
Random Thoughts From A Diseased Mind (Not For Dummies)