It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

By Simon Carless
Gamasutra
September 17, 1999

Letters to the Editor:
Write a letter
View all letters


Features

Interview with Graeme Devine of id software

Contents

Introduction

How Devine found himself in Texas

What's next id

But from this relatively unhappy position, you're then hired as a designer at perhaps the most famous game company on the planet. How did this come about? And do you think it surprised people in the industry?

I've known John for a long time, and we're both very technology orientated (I feel compelled to point out that he's just a little bit better in 3D than me, but I can kick his ass in FMV). id wanted a designer, and it seemed like a good time. It was either that or start another company, but starting again at that point was not something I had the energy to do, and frankly, working with the best of the best on some kick-ass titles was pretty appealing, especially if I was going to be designing some of them.

Now you're at id, and you're working as a coordinator, friendly company spokesperson, and designer. Do you think id was lacking this in the past, and if so, do you think it negatively impacted their previous titles in that that they didn’t have the kind of coordination you now provide? And, on the other hand, what do you think you can bring to id that will really make them better as a company?

I bring the scapegoat position to id. Quake 3 Arena fails, and zip, all fingers point to me. I don't know, I think id is like a cross between Dr. Who and a rock band, in that it's constantly changing. Only three people at id have been here since the beginning, and I think they've matured a lot since the company started. It's always hard to define or defend a managerial/design position, because basically, there are 14 points of view in the company. I'm just the lightning rod who happens to walk around muttering loudest. I don't know. Is id better since I arrived? Who the heck knows? It had better be, or else my ass is grass.

With a string of hits behind it, id's latest FPS seems assured success. But Devine hopes his loud mutterings around the office help.

Your self-described goal at your new company is to 'push id out past the current first-person shooter design and redefine this genre'. Obviously, telling us exactly what you intend to do would give away some your trade secrets. But when Half-Life seems to marry plot, set-piece and action in such an accomplished way, where do you see the FPS genre going in the future?

FPS is still very tech heavy. We're basically the rocket launcher plus the current greatest technology. I think for the first time in Q3A we've got technology to the point where there are very few constraints on the designers and artists (no 200 polys in view, 256 colors max, software rendering, or the like), and we can use this for more than just the indoor warfare we have right now. We've also followed a very fixed path in world construction using the BSP tree throughout the last 5 id products, and that has led to an industry wide acceptance of BSP as the correct way to represent a world. This in turn has influenced game design to make very rigid and confined worlds (something BSP is very good at), and we need to loosen that up.

Quake III:Arena is due out pretty soon now. What does it offer that other similar multi-player titles don't? And are you or the guys at id amused or even annoyed at the amount of similar tournament-type titles due out at a similar time?

I think the brand new engine is not only great at rendering the players view, but the networking code also allows the player to enjoy an unparalleled game experience. We're the only ones out there with an open public test that's allowed us to tweak and correct the network code to get it right on the Internet. While small scale testing does fix some of the problems, there is nothing like a million people bashing on a test all over the world 24/7. Right now there are four games of Q3Test starting every second, playing on around 1200 servers. This is just the test, a tiny window into the product and what it offers. From that the customer benefits greatly and we all win with a better, cleaner, product.

What are your favorite five games of all time, on any platform, and why?

Darn. I don't know. Dungeon Keeper series because I love being evil and I think the game design is awesome. Mario games because I love the worlds. Warcraft II because I own (as in rule) that game. Adventure, because text still rules (otherwise the books would go away). Darn - there's more than five I love, so I'll stop there with those four.


What's next id


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service