"Polygon counts"
The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.
/It's difficult to understand how such a small company such as id is able to produce characters with that level of detail, even if you did have the best artist in the world, I doubt he/she'd stand up well against 50-strong Squaresoft art dept. So, really, there's going to be an obvious trade-off I'd assume.
"It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot."
Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don't really expect most people to believe us at this point, but wait and see...
/I'd put forward the same argument as above. How are you looking to achieve this? Have you hired scriptwriters, psychologists, choreographers? I doubt it, yet it'll be interesting to see what you come up with anyway. It'd be interesting further to watch how this new version of Doom is marketed as a mainstream product. Afterall, it's still about going around with guns and shooting monsters. And relative to the ideas in, say, hollywood, that's really quite shallow, is it not?
The sig. says it all, really.
"Polygon counts"
The Doom engine is not an ultra-high poly count engine, because it is built around dynamic lighting and shadowing, but it is still a large step up from our previous games. Typical scenes will have around 150,000 polygons, versus 10,000 for Q3. There will certainly be other games with higher raw polygon counts, but that is really focusing on the trees, not the forest (image quality). The large numbers that have occasionally been tossed around are the polygon counts for the high detail characters that are used in the generation of normal maps for the real time rendering. Some characters are over 500,000 polygons in their original form.
/It's difficult to understand how such a small company such as id is able to produce characters with that level of detail, even if you did have the best artist in the world, I doubt he/she'd stand up well against 50-strong Squaresoft art dept. So, really, there's going to be an obvious trade-off I'd assume.
"It looks like the type of game that is so thrilling to play that gamers will do so over and over again, even though it lacks a narrative plot."
Unlike everything we have done before, the new Doom actually DOES have a real plot, and I think it is going to be presented well. I don't really expect most people to believe us at this point, but wait and see...
/I'd put forward the same argument as above. How are you looking to achieve this? Have you hired scriptwriters, psychologists, choreographers? I doubt it, yet it'll be interesting to see what you come up with anyway. It'd be interesting further to watch how this new version of Doom is marketed as a mainstream product. Afterall, it's still about going around with guns and shooting monsters. And relative to the ideas in, say, hollywood, that's really quite shallow, is it not?
G.Sharma