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I've
been playing id games since Wolfenstein
3D, and when I was at QuakeCon last year, it was really almost astonishing
to me how many disparate genre elements you're bringing into Rage. Which is an unusual thing for a
developer that has made its name on really establishing one genre, and I'm
wondering how much you had to, or if you had to, modify your internal design
processes to deal with that.
JC: Yeah, it is a tough call, because I've
always argued against "kitchen sink" gaming design, and that's a real
problem with modern games, where the idea is that you throw hundreds of people
at it and make sure that you have everything in there.
There are some extremely
successful games that are built along that model, of "have everything,
give people nothing that they could criticize us for" - but we're not a
team size big enough to do that. I wouldn't really want to do that type of
thing, but we knew that we wanted to do certain things different; the idea of
setting it out in the brighter outdoor area, that was one of the preeminent
things.
I mean, the first game, that we rebooted,
was called Darkness. And I was
thinking, "This is just going to be another thing that people hate us for -
the exact same things." So we're going to go ahead and do the "running
over mutants in a pickup truck" sorta thing, in the outside.
But we feel we retired most of the risk for
the driving side of things; the last big question is the more adventureish,
RPGish side of things - which, of course, is the hardest thing to retire,
because you wind up meeting the entire game, there, and finding out how fun it
is to go take these tasks, around that. And that's the remaining thing, that
none of us internally have built games like that, except for cellphone games,
to a minor degree.
But we went through the driving aspect, and
we hadn't done this, but we've got stuff that's fun now; it's fun to sit down,
drive around, and either race or shoot at other cars, and mow down things. So,
we can build the skills; we've got extremely talented people on all sorts of
levels, and we can learn what's necessary to do any of these different tasks.
We went into this knowing that we had the
humility to say, "We're great at what we do, and we're all smart, and
we're all talented; we can learn these other things, but we don't know it yet."
And we have to go in with this "freedom to fail" sort of approach.
We're going to go take some cuts at it, we don't expect it to be right first,
and we'll work on it as long as it takes.

id Software's Rage
The
focus on Rage is the consoles. I
think that's understandable, these days, from a market perspective, but I'm
wondering, from a development perspective, again, if that is something of a
shift in the way that you have to think about the project.
JC: Well, it's a lot of fun, actually, going
and working on the different console platforms. I mean, I enjoy doing that type
of stuff. The mobile phones are fun, the 360 and PS3 stuff is. It's fun to look
at the different challenges. You've got the set of all these technical things
here, and figuring out the right set of techniques and organizations for all of
that, I love that type of stuff.
I do miss, in some ways, the, "Let's
just stay at the bleeding edge on the PC; work real closely with all the
hardware vendors so that you're using the latest stuff the minute it comes
out," but there are days when I'm like, "Wow, it would be nice to
develop just for the 360," you know? If you just want to make games, it
would be great to just do that, and not have to worry about driver updates, and
all the different hardware SKUs on there.
So we're still trying to do things that -
the Quake Live project is all about,
"Let's do something that the PC is uniquely good at," because the
console is still a crappy web browser, and it's still not as good as a keyboard-mouse
interface; it's just not. So there are things that the PC is better at, and we
want to take advantage of that.
And there's exciting stuff that we can do
on the mobile, but for the big, blockbuster, media-rich, triple-A titles? You
have to be cross-platform across the platforms. If you're going to devote the
tens of millions of dollars that it takes to make one of these games, you just
really need to be there, just from a business reality sort of standpoint.
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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.
http://www.elrincondesteban.ya.st