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Id co-founder John Carmack - co-creator of franchises such as Doom and Quake and coding pioneer - is not known for
self-censorship. It's thus interesting to hear him speak as positively as he
does about his company's recently-announced relationship with Electronic Arts, which will be
publishing its first-person, post-apocalyptic driver/shooter Rage for Xbox 360, PlayStation 3, and PC.
Here, Carmack, joined by id lead designer Tim Willits
and David DeMartini, general manager at EAP, discuss the relationship, the
game's move to a primary console focus, the broader philosophy that lead to the
development of the title, and the future of the company itself.
I
guess the most obvious question is: how did the EA/id thing come about in the
first place?
John Carmack: Well, everybody knew that,
or, most people know, at least, that id doesn't sign long-term contracts. Every
title that we've had really has been negotiated separately. We have a long
history with Activision - we've had a lot of success over the years - but we've
had a couple disappointments, recently, with our partner titles... and Rage is a brand new IP, it's a fresh
start for us in a lot of ways, so we did go out and broadly shop, looking
really critically at all of our publishing options.
And, of course, in the end it came down to
like four publishers - you could probably pick which four - and out of that,
there's kind of a tier where you've got Activision and EA at the top, and then
a couple others below that. And everybody made strong offers; all of them came
to the table with a lot of money, good terms, and all of this.
In the end, the decision came down more to
secondary factors: about how we thought that the company viewed us in relation
to their other projects, what the top executives would think about our products
competing with other products they might have internally, how they viewed our
game and what they thought we'd do for them.
And we had, surprisingly - if you had asked
me five years ago if we would be considering EA, I would've said, probably, no.
Because I carried around, really, some outdated prejudices about EA, the big
evil empire of gaming, that kind of bought and crushed and squashed a lot of
small, creative stuff.
They admitted as such
recently; John Riccitiello did.
JC: But when it turned out that we went in
and we checked on some of these things, we talked with the developers in the EA
Partners program, and we talked to Valve, and some of the other guys who we
know, and at this point they say universally positive things about how working
with EA has been.
I think there really has been a major
intentional corporate change there. It came down from on high; it's like,
"We're going to change the way things are done here." And the people
that are there right now are happy working with EA, and I've looked over
everything - it was a tough call, certainly; everything was strong out there,
but we made the call to go with EA, and we're happy with how things are looking
right now, and certainly going to be another question that comes up when we
start shopping Doom IV.
David DeMartini: We're in day one of the
marriage, and they're really happy, so...! (laughter from all)
The wedding day's been great, and all that
other kind of stuff; and, you know, from this point forward you have to earn
the business. Because, as John says, they sign one deal at a time. Which we're
perfectly happy with, because in this business you're only as good as your last
deal. They're only as good as their last game, and we're only as good as our
last deal, and we're only as good as what we said we would do and then what we
actually did.
And then now comes the time where we need
to provide the appropriate service to the business, and do what we need to do
to be the good partner that we said we would be. And we're very confident that
with the right, humble attitude, that we will earn the business time and time
again with partners like id.
TW: You know, one of the things, just to
add to what John said about the top tier at EA, is, when we're coming down to
the final decision, you know, Riccitiello and Frank Gibeau flew out to id and
they gave them the game demo, and David was there, and all the EA people asked
really intelligent game player
questions. They were asking things about other games, and what we thought of
this and that, and we were, as game players and game developers, very impressed
that these guys at the very top, that run this huge company, are actually
hardcore gamers. Moreso than I think people would realize, and it really
impressed us.
It's
interesting because - I mean, I've talked with you about this before - I've
been following EA Partners for a while, and though I didn't know anything about
this deal, it actually didn't surprise me too much, because you've got Crytek,
you've got Valve, and they're some of the only developers that are sort of
similar in spirit to id. And I'm wondering if that influenced this at all.
JC: I mean, the fact that they're happy
with the relationship there meant a lot; and [Valve's] Gabe [Newell]'s gonna
speak his honest opinion on everything like that.
And we got positive responses on that. And
it is interesting, when we look at some of the premiere first-person action
titles on there... We all looked at it, and we don't think that we're being -
none of us are doing kind-of head-to-head bashing titles that are going to be
competing against them; Rage is a
different flavor than what any of these other things are going for, so it
should be an amicable set of partner companies that are working on this, here.
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That's actually a fairly common pattern in interviews with JC: he gets a question and he is not particularly interested in answering the question, but rather he elaborates on the topics touched by the question. In this interview, Chris says he's not too surprised about id going with EA, *because* other top FPS people have done so. JC goes on to explain why they've gone with EA, *despite* other top FPS people having done so.
He does that all the time, and that's why I love reading his interviews.
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