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The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying.
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To this day, I run into people all the time that say, whether it was 'Doom', or maybe even more so 'Quake' later on, that that openness and that ability to get into the guts of things was what got them into the industry or into technology.
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We had staffed up to do 'Doom 4' internally in parallel with 'Rage'. We also had our mobile and 'Quake Live' departments. We were taking a lot of steps to kind of provide a little bit more scope and protection for ourselves. And we certainly were listening to offers from all the majors about acquisition.
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It's been great that every title that we've done internally has been a huge success, but when you've got 50 or 100 people on there, all their families and everyone counting on you there, the idea of 'What if you screw up once?' or 'What if the market changes?'
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At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
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High-end BREW phones aren't nearly as limited a gaming platform as you might think - they are a lot more powerful than an original Play Station, for example. Java phones, however, are saddled with a huge disadvantage for gaming.
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Oculus version three or five or whatever it ends up being is something that can be used unplugged - we'd have our own Android stuff and all that - but you could plug it into the PC and use that.
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There is absolutely zero doubt that you can technically do an excellent full-featured FPS game, because these devices are more powerful now than, like, a previous generation Xbox.
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I think that first-person shooter is a stable genre that's going to be here forever, just like there are going to be driving games forever. There's something just intrinsically rewarding about turning around a corner and shooting at something.
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I am greatly proud of the fact that 'Doom' is one of those things where everything that has a 32-bit processor has had 'Doom' run on it, and I think that's been one of the great aspects of having it be open source: having everything out there means that people have maintained that and kept it up to date.
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It is clearly a bad idea to try to just move games from other platforms directly over, but I'm sure we will see a lot of it, especially as the handsets surpass the hardware capabilities of previous generation consoles.
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'I was sort of an amoral little jerk when I was young. I was arrogant about being smarter than other people, but unhappy that I wasn't able to spend all my time doing what I wanted. I spent a year in a juvenile home for a first offense after an evaluation by a psychologist went very badly.'
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With 'Rage,' it was a little bit different because this was going to be the public's first interaction with the 'Rage' IP. Early on, right after the tech demo, there was some marked concern internally how much of a bad thing it would be if the game went out and it wasn't well released and people got a bad taste off it.
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If it weren't for Moore's law changing the playing field continuously, I would have been long gone. The rapid pace of hardware evolution still keeps things fresh for me.
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To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones.
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Being able to work on a more constrained project now and then is rewarding in a lot of ways, and of the available small platforms, I think that the iOS platform is clearly the best.
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Low-level programming is good for the programmer's soul.
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Everybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.
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The cornerstone of our Tech 5 development platform is this uniquely textured map or world, where every surface doesn't have a repeating texture on it. It can all be stamped and modified due to the work done on it. The core technical question to be resolved on this was how do we get that media set to be playable on the iPhone.
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'But realistically, we don’t have that many problems at QuakeCon. If it was a football convention or something, there would probably be a lot more incidents.'
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I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
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This is a bit more expensive than my previous turbo-Ferrari habit, but not too bad.
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We were doing mobile games before the iPhone. We were doing free-to-play with 'Quake Live.' We wanted to do massively multiplayer stuff in the early days but didn't have the resources to do it.
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One of the things we joke about in the FPS development is it's so hard to get the player to actually bother to look at all the cool stuff you've been doing. You spend a lot of time making really cool things, and usually the player isn't looking where you want them to.