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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."

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  1. Doom and Quake? 1993 & 1996... by Anonymous Coward · · Score: 5, Insightful

    > pioneer in the shooter genre with Doom and Quake

    When you're still known best for things done 15 and 18 years ago can you really claim "creativity" as one of your strong points?

  2. It's 2011 by Hsien-Ko · · Score: 5, Interesting

    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.

  3. Re:Still doesnt excuse by black3d · · Score: 5, Insightful

    I don't understand what you're getting at. He only made two real statements, neither of which yours seems to counter.

    He said that developers need to create value that people are willing to pay for. Doom 3 sold well, despite it not living up to some's expectations, it certainly fulfilled this statement.

    Then he said that indie developers take a snooty attitude about this approach (implying in context that, rather, indie developers believe every game DOES have to be something that's never been done before). This has no relation to Doom 3 at all.

    It sounds like you're just taking the opportunity to bash Doom 3. Understand, Carmack is arguing here FOR on-rails shooters. He's saying that games don't need to be incredibly creative and new every time they get released, they just have to do their job - provide entertainment that people are willing to pay for. And you're arguing against that by marching out a game which... provides entertatinment that people were willing to pay for. ..

    --
    "The true measure of a person is how they act when they know they won't get caught." - DSRilk