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Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important.
John Carmack -
'Sharing the code just seems like The Right Thing to Do, it costs us rather little, but it benefits a lot of people in sometimes very significant ways. There are many university research projects, proof of concept publisher demos, and new platform test beds that have leveraged the code. Free software that people value adds wealth to the world.'
John Carmack
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It was great for me to go through all of my crazy Ferraris in my twenties. I think it was an inoculation against any kind of a midlife crisis.
John Carmack -
A lot of the work at Oculus has gone into working out better position tracking.
John Carmack -
When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.
John Carmack -
It's nice to be able to, you know, for me to be able to personally do whatever the heck I feel like, whether I think that I can justify it exactly in business concerns or not.
John Carmack -
It's done, when it's done.
John Carmack -
I'm good? Seriously?
John Carmack
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The situation is so much better for programmers today - a cheap used PC, a linux CD, and an internet account, and you have all the tools necessary to work your way to any level of programming skill you want to shoot for.
John Carmack -
I have fond memories of the development work that led to a lot of great things in modern gaming - the intensity of the first person experience, LAN and Internet play, game mods, and so on.
John Carmack -
The cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. The trick is to pick the features that don't fight each other.
John Carmack -
After the acquisition of id by Zenimax, we had sort of taken the mobile platform team down to a skeleton crew. We were left with about two people who were finishing up the previous obligations on that. The rest had just been dispersed and absorbed by the other teams in the company.
John Carmack -
I've said before that I'm a remarkably unsentimental person.
John Carmack -
Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.
John Carmack
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A strong team can take any crazy vision and turn it into reality.
John Carmack -
'The biggest problem is that Java is really slow. On a pure cpu / memory / display / communications level, most modern cell phones should be considerably better gaming platforms than a Game Boy Advanced. With Java, on most phones you are left with about the CPU power of an original 4.77 mhz IBM PC, and lousy control over everything.'
John Carmack -
The stereoscopic panoramic videos that we're showing on Samsung VR are getting a lot of positive traction. It's exciting when you see creative types - whether from the music, film, or video industries - look at this stuff. The gears are turning in their head almost immediately about how they can use it as a new medium.
John Carmack -
It's nice to have a game that sells a million copies.
John Carmack -
The great games are the space sims and driving sims and these experiences where you're basically sitting at a table with nothing happening in front of you. A lot of interesting things are evolving there. There are great games that can be made.
John Carmack -
I did take some value out of looking at the extreme simplicity of implementation that the tight resource limits required. I do feel that modern games are often abstracted a lot more than is really necessary, and it leads to robustness issues.
John Carmack
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Note to self: Pasty-skinned programmers ought not stand in the Mojave desert for multiple hours.
John Carmack -
It is a shame that homebrew development can't be officially sanctioned and supported, because it would be a wonderful platform for a modern generation of programmers to be able to get a real feel for low level design work, to be contrasted with the high level web and application work that so many entry level people start with.
John Carmack -
It is true that the gameplay for 'Orcs&Elves' was designed around the limitations of mobile phones, and that if we were starting completely from scratch for the DS, we would probably do things a bit differently, but the bottom line is that when we sit a random DS player down with the game, they have a lot of fun.
John Carmack -
At its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
John Carmack