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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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Also notice how no id Software dev is in that panel. 
DISSAPOINTED! 
 
 
That whole segment felt so forced and artificial. I liked the parts where they say it isn't like CoD but don't bring up the loadouts, talk about how it isn't a QuickDraw like in CoD, that it takes time, but then calls it a duel, which actually involved drawing fast, and concludes with how fast the fights are. Also it's totally different because there are a lot of people fighting in one general area.

Also, the original Doom being brought up as an example of a difficult tool kit.

Ugh. Next time could they get someone who likes games on? 
Marty Stratton 
He comes off as disingenuous to me, his talks at the E3 reveal were pretty cringy. We're gamers, not business men looking to invest in their project or children that need to be spoon fed; spare us the buzzwords and bullshit.

I'm wondering where Tim Willits is in all this. Even getting Kevin Cloud to give us the lowdown on Doom would be nice.

I think id is feeling quite I bit of pressure due to RAGE and the recent exodus of John and Todd. 
 
I'm wondering where Tim Willits is in all this.

Hopefully very far away. 
 
ouch. 
Ouch? 
Willits gave the world an id Software without Romero and McGee, and eventually Doom 3 and Rage. Stratton gave the world Quake Live. He speaks a ton of PR bullshit but I know whom I'd put my money on. 
Bottom Line 
Talented level designers do not talented lead developers make. 
Fill Me In 
My logic says Romero and McGee gave the world an id without Romero and McGee by leaving. How is Tim to blame? I'm genuinely curious, maybe there is some id drama that directly revolves around Tim that I don't know about? 
Let's Be Honest Though 
Willits has, for a long time now, come across as your typical middle-aged game dev veteran who lost interest in gaming over ten years ago, and is just now sitting in a management position by default churning out unimaginative passionless work whilst daydreaming about that garden shed project he's been looking forward too for a while now and oh just to let you know I'm gonna be knocking off an hour early because the kids need picking up or something "Tim when are we going over this setpiece that you need me to design next week?" Ah yeah sorry can we go over that on Monday instead? Meanwhile, just make something cool I guess I'm sure it will be great ANYWAY GOTTA GO BYE SEE YA NEXT WEEK. 
Oh. 
*dusts off pitchfork* 
TRUE LIFE TIM DRAMA 
he was visiting Raven for a couple weeks helping out on Quake4 during crunch... one night at like 1AM, I said hi to him in the breakroom in passing... HE DIDN'T SAY HI BACK 
 
To be fair, 1am in the breakroom, seems like you'd reply to a "hi".

Lots of people left id. Hall and Petersen did as well, but with less drama around it. 
 
THAT BASTARD! HOW DARE HE?! 
I Had No Idea Tim Was Such A Monster 
on a serious note, I enjoyed his talk during Warren Spector's game dev course.

https://www.youtube.com/watch?v=R8teXxWXn_M 
Snapmap? 
CRAPMAP more like.

Still psyched for the game itself. 
I Like Tim 
He made some good maps back in the day. It's good to have at least some of the old guard still at id.
I hope he is taking a bit of a back-seat, thats generally how management works anyway. All he needs to be doing is ensuring the team are focused on their goal and not letting them stray too far from their paths.
Doom 4 is never going to be the game that fans want, ever. Doom is a legendary franchise, it's not hard to fuck it up. Plus there are an incredible wealth of mods these days, not everyone is experiencing even the classic game the same.

People are shitting all over Snapmap but in all honesty it's a damn sight better than what we got with Rage, that SDK is unusable without an actual team of people working. And who wants to work on id's worst game? 
Dunno, I Thought There Were A Lot Of Q2 Maps 
Tim Willits reminds me of Lars Ulrich. But I think he gets a lot of negativity for things he is not responsible for, just talking about them? 
 
He seems very, very corporate in my opinion and has always been the one at QuakeCon who appeared in a suit.

There was this one interview conducted with TW and Romero at the same time, showing how different both of them thought about games. TW insisted that using DOOM weapons and having more realistic environments was the way to go while Romero totally loved crazy, abstract stuff. 
Yup 
All he needs to be doing is ensuring the team are focused on their goal and not letting them stray too far from their paths.

He was so successful with this for Doom 4, right. 
 
I watched a lot of that Tim Willits/Warren Spector vid last night. It was interesting.

I found it odd that he never could simply explain the difference between 2D, 2.5D, and 3D.

I had to agree completely every time he said Quake 2 should not have been named Quake 2. Even though we eventually got Quake 3 and Quake 4, there has never really been an actual Quake sequel. Which is a shame. 
 
Quake 2, as much as I liked it, always sat weird with me. "OK, so ... we're flying to an alien planet now? Uhh. .. sure."

I'd love to see the Lovecraft themes explored a little more and keep the abstraction. 
They'll Get Round To It 
Eventually.

And they'll fix the too overly simple gameplay, lack of reloading, basic multiplayer and eclectic enemy design.

And add the features we've been waiting on for so long but can only now be added thanks to modern technology - chat, video recording and screenshots direct from the console while you play.

Some things of course won't fit the demands of a modern consumer market so will have to be marginalized - secret areas, satanic references, twitch gameplay and ammunition pickups.

Of course, what Quake is really about is being able to break a guy's foot off in his face, so all those awesome features will be ported from Doom4, along with unique keys (LOL only silver and gold keys am I right guys!?), introduction cinematics for each weapon pickup and enemy attack telegraphing that lasts the length of the average bowel movement.

Finally, the new and improved Snapmap V2.0 will also be included, with support for vertical gameplay and enemies that can teleport behind the player (sorry, our bad that was left out).

I'm excited. 
 
And they'll fix the too overly simple gameplay

ironicat.png 
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