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	<title>Kotaku Australia &#187; id software</title>
	<atom:link href="http://www.kotaku.com.au/tags/id-software/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>id: Probably No Dedicated Servers For Rage</title>
		<link>http://www.kotaku.com.au/2009/11/id-probably-no-dedicated-servers-for-rage/</link>
		<comments>http://www.kotaku.com.au/2009/11/id-probably-no-dedicated-servers-for-rage/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 03:00:00 +0000</pubDate>
		<dc:creator>Owen Good</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[dedicated servers]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[john carmack]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[rage]]></category>
		<category><![CDATA[shooters]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365253</guid>
		<description><![CDATA[id Software&#8217;s John Carmack is mindful of the anger over Modern Warfare 2 dropping dedicated server support. That&#8217;s why he&#8217;s glad Infinity Ward is going first, because he plans to do the same thing with Rage.
&#8220;It&#8217;s not cast in stone yet, but at this point no, we don&#8217;t think we will have dedicated servers,&#8221; he [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_custom_1257470490669_34452_Rage2008_shot1_logo_normal.jpg" alt="" class="left" />id Software&#8217;s John Carmack is mindful of the anger over <a href="http://www.kotaku.com.au/2009/10/new-modern-warfare-matchmaking-service-will-definitely-reshape-pc-community/">Modern Warfare 2 dropping dedicated server support</a>. That&#8217;s why he&#8217;s glad Infinity Ward is going first, because he plans to do the same thing with Rage.<span id="more-365253"></span></p>
<p>&#8220;It&#8217;s not cast in stone yet, but at this point no, we don&#8217;t think we will have dedicated servers,&#8221; he said, according to Variety. But he&#8217;s glad &#8220;we won&#8217;t have to be a pioneer on that. We&#8217;ll see how it works out for everyone else.&#8221;</p>
<p>News that Infinity Ward was dropping dedicated server support in favour of everyone playing online through its new matchmaking service IWNet touched, off, predictably, a petition-fuelled backlash from a PC community that had long used dedicated servers to play Call of Duty games. Carmack, Variety said, indicated the felt the servers are a relic of PC gaming&#8217;s early days.</p>
<p><a href="http://weblogs.variety.com/the_cut_scene/2009/11/dedicated-servers-and-rage-news-you-probably-dont-want-to-hear.html">Dedicated Servers and Rage &#8211; News You Probably Don&#8217;t Want to Hear</a> [Variety]</p>
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		<slash:comments>22</slash:comments>
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		<title>Carmack On iPhone Fallout, Quake Live, Elves And Orcs</title>
		<link>http://www.kotaku.com.au/2009/11/carmack-on-iphone-fallout-quake-live-elves-and-orcs/</link>
		<comments>http://www.kotaku.com.au/2009/11/carmack-on-iphone-fallout-quake-live-elves-and-orcs/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 16:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda softwerks]]></category>
		<category><![CDATA[doom classic]]></category>
		<category><![CDATA[elves and orcs]]></category>
		<category><![CDATA[fallout]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[john carmack]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[quake 2]]></category>
		<category><![CDATA[quake arena]]></category>
		<category><![CDATA[quake live]]></category>
		<category><![CDATA[wolfenstein classic]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365103</guid>
		<description><![CDATA[ What started on a lark, playing around with an operating system that would allow Doom creator John Carmack to quickly produce portables games, has become a thriving business, the famed developer tells Kotaku.
&#8220;Wolfenstein Classic was my original experiment on whether a first-person shooter would be any fun on the iPhone,&#8221; he said. &#8220;It did [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/doomc_01.JPG" alt="" class="left" /> What started on a lark, playing around with an operating system that would allow Doom creator John Carmack to quickly produce portables games, has become a thriving business, the famed developer tells Kotaku.<span id="more-365103"></span></p>
<p>&#8220;Wolfenstein Classic was my original experiment on whether a first-person shooter would be any fun on the iPhone,&#8221; he said. &#8220;It did surprisingly well for all of us.&#8221;</p>
<p>So well, in fact, that Carmack finds himself spending a disproportionate amount of his time working on future iPhone games. Already id Software has released Wolfenstein Classic, Quake RPG, Doom Resurrection and this week Doom Classic.</p>
<p>Carmack said that there was a lot of &#8220;hand wringing&#8221; initially over the idea of spending the company&#8217;s own money (there was no publisher to help fund development) on making games for the iPhone. Doom Resurrection when it hit was probably the most expensive game to develop for the iPhone, Carmack says.</p>
<p>But that internal concern quickly disappeared when Wolfenstein Classic hit the App Store.</p>
<p>&#8220;It did really well for us,&#8221; he said. &#8220;It was Wolfenstein Classic that made the argument for iPhone development for me. We made quite a bit of money off of that.&#8221;</p>
<p>After its success Carmack and id Software decided to launch a three-prong approach to iPhone development, working on classic remakes, role-playing titles and original games.</p>
<p>With only a few games out for the platform so far, each game gives Carmack a chance to experiment with development and the technology, he said.</p>
<p>While Doom Classic&#8217;s touch controls may seem very similar to those found in Wolfenstein Classic, Carmack says there&#8217;s quite a big difference.</p>
<p>&#8221; There were some important changes, like the virtual stick autocentering, changes to precise ramping of movement,&#8221; he said.</p>
<p>The game also introduces a new control option that allows gamers to turn around in the game by spinning a virtual wheel. But only six months into iPhone game development, Carmack says he already finds himself &#8220;hamstrung&#8221; by people&#8217;s expectations of controls set by his previous games.</p>
<p>&#8220;We&#8217;re still feeling out what will play well and what people will like,&#8221; he said.</p>
<p>Next up for Carmack is Quake Classic, it will be the first shooter that id Software releases for the iPhone that will include the ability to look up and down, not just side to side.</p>
<p>I pointed out that some in the gaming and development community have suggested that both Doom and Wolfenstein Classic control so well because they don&#8217;t need to worry about up and down controls.</p>
<p>Carmack said that while adding another axis of control is tricky, it would be wrong to dismiss what the current games have accomplished.</p>
<p>&#8220;There is an excellent experiment that can be done here,&#8221; he said. &#8220;Play the jail broken Doom and the one I worked on. There is obviously a large difference here. You can be dismissive of the game, that there is a limited control input set, but there is a lot of work that goes into that.</p>
<p>&#8220;Everything that has a 32-bit processor has had Doom ported to it, you can run it on a toaster, but it takes a lot of work and care to turn it into something you would choose to play. I had people showing me FPS apps while I was working on Wolfenstein, and they were all atrocious.&#8221;</p>
<p>Carmack says that it is possible that a fully controlled first-person shooter just isn&#8217;t in the cards for the iPhone, but he won&#8217;t really know until he&#8217;s developed Quake Classic. After that, he plans to work on Quake 2 for the iPhone.</p>
<p>&#8220;I&#8217;m not sure if after Quake 2 I want to do Quake Arena or Quake Live for the iPhone,&#8221; he said.</p>
<p>The problem is that while Quake Live has better levels it would require Wi-Fi to play online. That&#8217;s because 3G just won&#8217;t cut it for Carmack.</p>
<p>&#8220;I was originally excited about 3G,&#8221; he said. &#8220;I was told it could have 180 pings, but when I tested it, it was twice that. It was not usable.&#8221;</p>
<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/wolfrpg.JPG" alt="" class="left" /> While the Classics&#8217; line seems fairly mapped out, Carmack isn&#8217;t as sure about the RPG and original games coming from the developer. He says that the next RPG game will be Doom 2 RPG and if that does well they will move on to the Orcs and Elves RPG games.</p>
<p>The only other original game announced by id Software is one that will be based on their upcoming PC title Rage, but that doesn&#8217;t mean there aren&#8217;t others in the works. In particular Carmack is interesting in getting parent company Bethesda interested in bringing some of their games over to the iPhone.</p>
<p>&#8220;I spent a bit of time talking to Todd Howard about the iPhone,&#8221; he said. &#8220;We want to make something happen for those products as well.&#8221;</p>
<p>An obvious choice would be Fallout, something that Carmack says has already had internal proof of concepts made. But nothing has yet officially happened with the game.</p>
<p>Carmack says that Howard, a big fan of the iPhone, is very supportive of the idea and that anything made based on Bethesda&#8217;s games would likely be created as a joint project between id and Bethesda.</p>
<p>He added that he would be involved in making the game most likely, but that his time is &#8220;overloaded badly right now&#8221;.</p>
<p>&#8220;At the very least I&#8217;m going to be providing code,&#8221; he said.</p>
<p>While more people are being brought on to help with iPhone development at id Software, it&#8217;s clear that Carmack wants to stay involved with the growing business.</p>
<p>&#8220;I&#8217;ve had tons of fun working on it as a platform,&#8221;he said. &#8220;I carry an iPhone around with me as my regular phone all of the time. It&#8217;s like carrying around a dev kit in my pocket.&#8221;</p>
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			<wfw:commentRss>http://www.kotaku.com.au/2009/11/carmack-on-iphone-fallout-quake-live-elves-and-orcs/feed/</wfw:commentRss>
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		<title>Doom Classic Now On iPhone</title>
		<link>http://www.kotaku.com.au/2009/11/doom-classic-now-on-iphone/</link>
		<comments>http://www.kotaku.com.au/2009/11/doom-classic-now-on-iphone/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 18:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[doom classic]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[john carmack]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364689</guid>
		<description><![CDATA[ In case you missed it, Doom Classic is now available in the App Store for the iPhone and iPod Touch.
The $9 game designed by John Carmack features customisable control schemes, 36 levels spread across four episodes, a bounty of weapons and multiplayer support.
Here&#8217;s the full break-down of game features:
Play the legendary first person shooter, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/doomc.JPG" alt="" class="left" /> In case you missed it, <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=336347946&#038;mt=8">Doom Classic is now available</a> in the App Store for the iPhone and iPod Touch.<span id="more-364689"></span></p>
<p>The $9 game designed by John Carmack features customisable control schemes, 36 levels spread across four episodes, a bounty of weapons and multiplayer support.</p>
<p>Here&#8217;s the full break-down of game features:<br />
Play the legendary first person shooter, DOOM, with an iPhone or iPod Touch<br />
Fight through 36 missions in four action-packed episodes: Knee-Deep in the Dead, Shores of Hell, Inferno and Thy Flesh Consumed<br />
Experience DOOM multiplayer on your mobile device, including Deathmatch and Cooperative play for up to four players via wireless internet<br />
Choose from three different control types and customise the interface to suit your style<br />
Explore the depths of Mars while utilizing the top down map to help your journey and save your game on the fly<br />
Listen to the original soundtrack or disable it and use your own iPod music</p>
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		<slash:comments>2</slash:comments>
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		<title>Don Ivan Punchatz, Doom Box Artist, Dies At 73</title>
		<link>http://www.kotaku.com.au/2009/11/don-ivan-punchatz-doom-box-artist-dies-at-73/</link>
		<comments>http://www.kotaku.com.au/2009/11/don-ivan-punchatz-doom-box-artist-dies-at-73/#comments</comments>
		<pubDate>Sun, 01 Nov 2009 18:00:00 +0000</pubDate>
		<dc:creator>Owen Good</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[box art]]></category>
		<category><![CDATA[doom]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[r.i.p.]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364439</guid>
		<description><![CDATA[The artist Don Ivan Punchatz, whose artwork on id Software&#8217;s Doom helped establish the game&#8217;s hardcore reputation and appeal, has died of a heart attack. He was 73.
Punchatz who also illustrated for top-flight publications such as National Geographic, TIME and Playboy, suffered a heart attack on Oct. 11 and never regained consciousness. After two weeks [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawkerassets.com/assets/images/2009/11/custom_1257096228267_Box-Doom-1.jpg" alt="" class="left" />The artist Don Ivan Punchatz, whose artwork on id Software&#8217;s Doom helped establish the game&#8217;s hardcore reputation and appeal, has died of a heart attack. He was 73.<span id="more-364439"></span></p>
<p>Punchatz who also illustrated for top-flight publications such as National Geographic, TIME and Playboy, suffered a heart attack on Oct. 11 and never regained consciousness. After two weeks of treatment and tests, doctors advised there was no hope of recovery, and Punchatz&#8217;s family removed him from life support.</p>
<p>&#8220;He never wanted to be kept alive like this,&#8221; Greg Punchatz, Don&#8217;s son, said to SpectrumFantasticArt, &#8220;so we are respecting his wishes.&#8221;</p>
<p>Punchatz&#8217;s iconic Doom box was just a small piece of his overall portfolio of work, which brought acclaim from luminaries such as the author Ray Bradbury. Spectrum Fantastic Art reports that Punchatz had already cut his fee to help id Software meet its budget. Id counterproposed that Punchatz accept a percentage of Doom&#8217;s profits instead, but Punchatz stuck with his fee. &#8220;So how was I to know this thing called Doom would make a jillion smackers?&#8221; he laughed later.<br />
<a href="http://www.spectrumfantasticart.com/full_content.php?article_id=1070&amp;full=yes&amp;pbr=1"><br />
Don Ivan Punchatz (1936-2009)</a> [Spectrum Fantastic Art via <a href="http://www.bit-tech.net/news/gaming/2009/10/30/doom-boxart-artist-dies-of-heart-attack/1">bit-tech.net</a>]</p>
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		<title>Pitchford: id Software Are &#8220;Dumb&#8221;</title>
		<link>http://www.kotaku.com.au/2009/10/pitchford-id-software-are-dumb/</link>
		<comments>http://www.kotaku.com.au/2009/10/pitchford-id-software-are-dumb/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 03:00:06 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[borderlands]]></category>
		<category><![CDATA[doom iii]]></category>
		<category><![CDATA[humour]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[randy pitchford]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=362428</guid>
		<description><![CDATA[Randy Pitchford had a go at Valve recently. Now he&#8217;s having a dig at another veteran PC developer: id Software.
Unlike some other developers, Gearbox&#8217;s Randy Pitchford is happy to let players control their own experience. When chatting to him recently about their decision to not force level restrictions in Borderlands&#8217; co-op mode, Pitchford recalled the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/06/Borderlands_E3_Screenshot_6.jpg" alt="" class="left" />Randy Pitchford had <a href="http://www.kotaku.com.au/2009/10/gearbox-prez-lets-off-some-steam-about-valve/">a go at Valve</a> recently. Now he&#8217;s having a dig at another veteran PC developer: id Software.<span id="more-362428"></span></p>
<p>Unlike some <a href="http://www.kotaku.com.au/2009/10/new-modern-warfare-matchmaking-service-will-definitely-reshape-pc-community/">other developers</a>, Gearbox&#8217;s Randy Pitchford is happy to let players control their own experience. When chatting to him recently about their decision to <a href="http://www.kotaku.com.au/2009/10/how-does-borderlands-balance-co-op-play/">not force level restrictions</a> in Borderlands&#8217; co-op mode, Pitchford recalled the time he worked with id Software and the DOOM III technology.</p>
<blockquote><p>&#8220;Too many designers want to be in control, and they want you to know that they&#8217;re in control. And a lot of times they actually block us from the fun.</p>
<p>&#8220;I had a really funny experience with this with DOOM III. When they wrote the tech, I was evaluating the DOOM tech, and they had a gravity gun as a tool. But I was talking to the guys about it and they were all, &#8220;Oh, it&#8217;s too much power, we don&#8217;t want to do that.&#8221; Then Valve of course made it an actual weapon in the game and it was fun. So, who wins?</p>
<p>&#8220;They added it in the expansion and it was nerfed! So, you add it in after Half-Life 2 comes out and you still didn&#8217;t even beat those guys who came out before you. You&#8217;re dumb! It&#8217;s sad because I&#8217;m making shooters because of those guys, you know? As far as I&#8217;m concerned, they walk on water&#8230; but at the same time, id&#8217;s dumb.&#8221;</p></blockquote>
<p>Now, before anyone gets up in arms, I should note that Randy was laughing the whole time he was saying this. He&#8217;s right though!</p>
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		<item>
		<title>Wolfenstein Hits PCs, Demo Now Available</title>
		<link>http://www.kotaku.com.au/2009/10/wolfenstein-hits-pcs-demo-now-available/</link>
		<comments>http://www.kotaku.com.au/2009/10/wolfenstein-hits-pcs-demo-now-available/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 00:40:35 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[raven software]]></category>
		<category><![CDATA[steam]]></category>
		<category><![CDATA[wolfenstein]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=361947</guid>
		<description><![CDATA[Are you one of the millions of gamers who didn&#8217;t play Wolfenstein when it hit the Xbox 360 and PlayStation 3? Well, now&#8217;s your chance to rectify that with the PC release!
Of course, you can also contribute to the game&#8217;s underperformance by downloading the Wolfenstein PC demo, yours for the sampling. It&#8217;s available wherever fine [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/10/wolfenstein_pc_demo.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/10/500x_wolfenstein_pc_demo.jpg" alt="" class="center" /></a>Are you one of the millions of gamers who didn&#8217;t play Wolfenstein when it hit the Xbox 360 and PlayStation 3? Well, now&#8217;s your chance to rectify that with the PC release!<span id="more-361947"></span></p>
<p>Of course, you can also contribute to the game&#8217;s underperformance by downloading the Wolfenstein PC demo, yours for the sampling. It&#8217;s available wherever fine Windows-based demos are offered, places like <a href="http://fileshack.com/file.x/15437/Wolfenstein+Demo">FileShack</a> and <a href="http://www.fileplanet.com/files/190000/198909.shtml?_cmpid=fp192">FilePlanet</a>.</p>
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		<title>Rage Will Be Stuffed With 12s</title>
		<link>http://www.kotaku.com.au/2009/08/rage-will-be-stuffed-with-12s/</link>
		<comments>http://www.kotaku.com.au/2009/08/rage-will-be-stuffed-with-12s/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 17:40:57 +0000</pubDate>
		<dc:creator>Stephen Totilo</dc:creator>
				<category><![CDATA[Hands On]]></category>
		<category><![CDATA[id]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[quakecon]]></category>
		<category><![CDATA[rage]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=352653</guid>
		<description><![CDATA[There will be 12s in Rage, I was told recently. This was mentioned by an id Software developer as I tried to gather facts about id Software&#8217;s next game. 12s? Oh, yes. 12s.
I learned about this key Rage feature a couple of weeks ago in Texas, as I was wrapping up a chat with three [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/2009/08/custom_1251208999283_Rage_QC_Screenshot_3.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/500x_custom_1251208999283_Rage_QC_Screenshot_3.jpg" alt="" class="center" /></a>There will be 12s in Rage, I was told recently. This was mentioned by an id Software developer as I tried to gather facts about id Software&#8217;s next game. 12s? Oh, yes. 12s.<span id="more-352653"></span></p>
<p>I learned about this key Rage feature a couple of weeks ago in Texas, as I was wrapping up a chat with three of the principals behind the new game from the makers of Doom and Quake. I&#8217;d learned why the developers had combined driving with shooting and was teased about a twist to the game not evident in the Rage demos being held for the press. But that was not enough and I asked for more.</p>
<p>&#8220;You might want to say that there are a lot of 12s in it,&#8221; Matt Hooper, the game&#8217;s design lead told me.</p>
<p>Tim Willets, Rage&#8217;s creative director laughed.</p>
<p>I&#8217;m sure I looked puzzled, so they relieved me of my confusion.</p>
<p>Hooper said he&#8217;d once been in a meeting with game industry executives. He was discussing a game and they wanted to know what the 12 moments in the game were. They didn&#8217;t mean &#8220;12&#8243; as a number of moments, but &#8220;12&#8243; as the level of quality of the game&#8217;s moments. Any moments that could be merely rated a quality of 10/10 weren&#8217;t enough. Even Spinal Tap level-11 moments would not suffice. No, the game would have to have moments that could be rated a 12.</p>
<p>So, yeah, Rage will have 12s.</p>
<p>Rage also does has driving, shooting and sparing use of monster closets, plus a similarity to Fallout 3, the last big game made by the company that just bought id.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/500x_ragestorm_fix.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/500x_500x_ragestorm_fix.jpg" alt="" class="center" /></a>The most striking novelty of Rage is the meshing of trademark id first-person shooting with driving gameplay, all set in a wasteland future of Earth. But while the combination is the critical element of the Rage&#8217;s gameplay design, Willets said its presence was part of an evolving creative process, not a master plan.</p>
<p>Willets recalled that the Rage development team, which is only about 40 people strong, small by the standards of today&#8217;s major game development efforts, began by considering the graphical possibilities of the company&#8217;s new id Tech 5. They recognised they could create beautiful and extensive landscape. And they had a problem.</p>
<p>&#8220;We&#8217;re like, &#8216;We don&#8217;t want to spend all this time making this really cool environment and having people auto-travel or just magically jump to the next level that they would play in,&#8217;&#8221; Willets said. They wanted gamers to see the sights &mdash; and like it. &#8220;We wanted the journey to be as much fun as the [action] when you get there. That led to: &#8216;OK, well we need cars. We&#8217;re going to want to have badass cars with guns.&#8217; That led to this kind of muscle car feel with the kind of buggy formats as well. And then, once we had that, that was a natural jump to the racing. And if you win races, you have to reward the player. If you reward them they can buy cool stuff for these cars.&#8221; (Read about how all that is coming together in my <a href="http://www.kotaku.com.au/2009/08/rage-impressions-gun-rage-road-rage-and-a-monster-closet-joke/">Rage demo impressions from QuakeCon</a>.)</p>
<p>Some part of that racing-shooting development evolution must have generated a 12. But there comes a risk, when making a game, that your 12s might be the same as someone else&#8217;s 12s. Say… the 12s of Bethesda, makers of their own (car-less) post-apocalyptic game that stars a character who also begins his or her adventure leaving a survival vault to discover a wasteland over-run by ragged people and mutants.</p>
<p>Don&#8217;t worry, the id guys said. Rage&#8217;s post-apocalypse won&#8217;t feel that much like Fallout 3. &#8220;I can guarantee you that our little interpretation of it &mdash; and the fundamentals and the core mechanics &mdash; are going to be different enough and feel a little different,&#8221; Hooper said. &#8220;It&#8217;s this action movie that you&#8217;re living through… we&#8217;re not trying to be an RPG. I think that&#8217;s why it&#8217;s going to end up being different.&#8221;</p>
<p>Fallout 3&#8217;s executive producer, Todd Howard, who I interviewed the same day as the Rage guys, let them off the hook. &#8220;They&#8217;ve had their own development path for a long time,&#8221; he said. &#8220;I think they&#8217;re obviously influenced by a lot of the same things that Fallout is influenced by. A lot of those are just post-apocalyptic things.&#8221; Bethesda and id are now owned by the same parent company, ZeniMax Media.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/2009/08/custom_1251209016515_Rage_QC_Screenshot_2.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/500x_custom_1251209016515_Rage_QC_Screenshot_2.jpg" alt="" class="center" /></a>Rage will be different from Fallout 3 and also different from Doom 3, id&#8217;s last major game. There was one monster-closet joke that I saw in the demo of Rage that the id guys played for me. A dummy monster pops out of a closet for a mock scare. It&#8217;s a harmless callback to the criticized attack surprises featured in Doom 3. Though, Willets said, those monster closets in the game were a throwback of their own to the first Doom. Lesson learned? I pointed out to Willets that Doom 3 was not as warmly received as the first Doom. &#8220;Doom 3 did outsell all the other Dooms,&#8221; he said. &#8220;But Rage is so much different. It&#8217;s brighter. It&#8217;s more expansive. And there are no flashlights in Rage.&#8221; You know what that means: A whole new set of 12s.</p>
<p>As expansive as the visual scope and the virtual terrain for Rage may be, the creators of id&#8217;s new adventure talk about creating a streamlined game. &#8220;We don&#8217;t want to make this overwhelming game that you get frustrated with,&#8221; Hooper said. He wants that action movie pacing. Plus, he dropped this comment, whatever it suggests about how the game will evolve: &#8220;We want to the player to make meaningful choices.&#8221;</p>
<p>Most of the 12s in Rage remain a mystery. What I saw of the game and described a couple of weeks ago remains the extent of what id is publicly discussing about the project &mdash; well, short of this tease from art director Stephan Martiniere. &#8220;What I can say is a storm is coming,&#8221; he said. &#8220;From a bright blue sky where everything seems to be happy, suddenly clouds are starting to form. There&#8217;s going to be something ominous in the land that&#8217;s just going to start introducing itself.&#8221;</p>
<p>Could that be a 13?</p>
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		<title>John Carmack OK With id Not Becoming An Epic Or Valve</title>
		<link>http://www.kotaku.com.au/2009/08/john-carmack-ok-with-id-not-becoming-an-epic-or-valve/</link>
		<comments>http://www.kotaku.com.au/2009/08/john-carmack-ok-with-id-not-becoming-an-epic-or-valve/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 23:00:59 +0000</pubDate>
		<dc:creator>Stephen Totilo</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[john carmack]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[quakecon]]></category>
		<category><![CDATA[quakecon 09]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=350771</guid>
		<description><![CDATA[John Carmack said he&#8217;s the reason id Software didn&#8217;t become more like Epic. He doesn&#8217;t regret his company&#8217;s graphics tech no longer being a go-to system for the industry.
&#8220;There is a lot of good to be said about Epic and Valve and the tacks that they&#8217;ve taken,&#8221; Carmack told me during an interview in Dallas [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/08/thumb160x_id.jpg" alt="" class="left" />John Carmack said he&#8217;s the reason id Software didn&#8217;t become more like Epic. He doesn&#8217;t regret his company&#8217;s graphics tech no longer being a go-to system for the industry.<span id="more-350771"></span></p>
<p>&#8220;There is a lot of good to be said about Epic and Valve and the tacks that they&#8217;ve taken,&#8221; Carmack told me during an interview in Dallas last week during QuakeCon. &#8220;They&#8217;ve both grown to be much bigger companies than id Software was. And, you know, somebody could look at this and say I held id back, because I did not want to grow the company into a really big company at those times. And maybe we would have been better off to do that, but we came off pretty good, so I&#8217;m not going to kick myself over any of that.&#8221;</p>
<p>Earlier this decade, id Tech 3, the graphics technology used in Quake III Arena, was widely licensed in the industry, used in games like EA&#8217;s James Bond Everything or Nothing and the first Call of Duty. At the time, Carmack told me, id didn&#8217;t have the support team to handle a wide number of licensees. &#8220;Our technology licence stuff was, &#8216;Ok you pay this and you can have eight hours of technical support,&#8221; Carmack recalled. &#8220;You can come down and talk to me for eight hours. Mostly it&#8217;s, you&#8217;re on your own, because we didn&#8217;t have support staff.&#8221;</p>
<p>To do that better and for more game companies, id would have to grow. Carmack didn&#8217;t want that. &#8220;We knew that we didn&#8217;t want to have the big support staff like they have for things. And I didn&#8217;t want to give away the kind of freedom. When you have 50 licensees on stuff like that, you are handcuffed.&#8221;</p>
<p>Carmack couldn&#8217;t tolerate having to accommodate the need to minimise his own programming efforts in order to not shift code too much and unsettle the other companies relying on the same tech. &#8220;The work I&#8217;m doing now on id Tech Five is changing some fundamental class hierarchy stuff across all of our resources, and it&#8217;s the right thing to do. It&#8217;s better, because of that. It&#8217;s incredibly painful just doing it in our code base. There&#8217;s no way I would contemplate doing that if I had 50 other development teams that would have to go through and make similar changes on there.&#8221;</p>
<p>Money left on the table? Perhaps, Carmack said. &#8220;It&#8217;s a good business on there. We did great on the Quake III generation, tons and tons of licenses on that. But it does tie up your arms a little bit technically and it does mean you&#8217;re out of the game business and you&#8217;re in the technology supplier business. There are aspects to that that are admirable. There&#8217;s definitely a part of me that, as an engineer, says it would be great to try and document this really well, try and clean it up and make it as good as you possibly can, because there&#8217;s always this balance between making something really good code and rapidly exploring as many things as you can on there.&#8221;</p>
<p>Let the Epics and Valves sweat that stuff, he is happy to conclude. Let them worry about making sure Unreal Engine 3, Source or whatever else works for all the companies that pay to use it. </p>
<p>&#8220;I don&#8217;t gainsay anybody their success,&#8221; he said. &#8220;I&#8217;m happy to see everybody doing good work on there. I think it&#8217;s great to see Epic and Valve doing their thing. I like the industry. I like seeing the industry being vibrant and competitive. &#8220;</p>
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		<title>QuakeCon Faces A Crossroads</title>
		<link>http://www.kotaku.com.au/2009/08/quakecon-faces-a-crossroads/</link>
		<comments>http://www.kotaku.com.au/2009/08/quakecon-faces-a-crossroads/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 15:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[bethesda softworks]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[quakecon]]></category>
		<category><![CDATA[quakecon 09]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=350716</guid>
		<description><![CDATA[The lights in the cavernous room are off, but an electric glow fills the 6500sqm room. The darkness dances in an erratic sizzle of colours from thousands of computer monitors, the pulsing pixels illuminating an electronic shanty town of home-built computers, neon, pillows and people.
This room of humming computers, quietly clicking keyboards, and energised gamers [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/photo_4_03.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/500x_photo_4_03.jpg" alt="" class="left" /></a>The lights in the cavernous room are off, but an electric glow fills the 6500sqm room. The darkness dances in an erratic sizzle of colours from thousands of computer monitors, the pulsing pixels illuminating an electronic shanty town of home-built computers, neon, pillows and people.<span id="more-350716"></span></p>
<p>This room of humming computers, quietly clicking keyboards, and energised gamers is the throbbing heart of QuakeCon, id Software&#8217;s annual fan gathering held last week in Grapevine, Texas.</p>
<p>While the free convention, held in a Dallas, Texas-area hotel each year, sheds light on new projects in the works by the famed developers behind Quake, Doom and Return to Wolfenstein, what makes this gathering unique is it&#8217;s sense of camaraderie. Gamers from across the country, and sometimes around the world, bring their own computers to the event to hook them up in a massive network and game together.</p>
<p>It is, id Software says, three days of Peace, Love and Rockets.</p>
<p>This year the event drew more than 7,000 people to the Dallas-area and included a more than two-hour talk by id developer John Carmack. But QuakeCon hasn&#8217;t always been so auspicious. The convention grew out of a gathering of gamers in the summer of 1996 that was more pilgrimage than celebration, said id Software president Todd Hollenshead.</p>
<p>&#8220;A bunch of guys made a pilgrimage to Dallas to see if they could get (John Carmack) to talk at their LAN party,&#8221; he said.</p>
<p>The group all gathered at a hotel in Garland, Texas a few miles from id Software. They set up an impromptu tournament and then emailed Carmack asking if he could swing by.</p>
<p>On the last day, Carmack showed up and talked to the group in the hotel&#8217;s parking lot for about half an hour.</p>
<p>The late night parking lot chat and the days leading up to it have, over the years, blossomed into a gaming party of sorts, with tournaments, music, gaming and Carmack&#8217;s annual chat.</p>
<p>Although the event has always been held close to id Software&#8217;s Texas offices, that doesn&#8217;t stop a group of id developers from moving into the hotel for the show&#8217;s four days so they can check in as often as they&#8217;d like on the 24-hour a day gaming.</p>
<p>&#8220;People who come to QuakeCon are genuinely enthused about PCs,&#8221; Hollenshead said. &#8220;They lug their PCs to the hotel just to play for 72 hours.&#8221;</p>
<p>QuakeCon provides the tables, the chairs, the power and the cabling to hook all of those thousands of computers together, the gamers provide everything else.</p>
<p>&#8220;I think this is the largest free event of its kind in North America and the largest bring-your-own-computer in the world,&#8221; he said.</p>
<p>The lights in the massive gaming room go off Thursday and don&#8217;t come back on again until Sunday, and some people try to take advantage of every minute of that potential game time.</p>
<p>&#8220;There are people who will literally go down there and play until they are done,&#8221; he said. &#8220;We&#8217;ve had instances of people who pass out at their computers.</p>
<p>&#8220;People will bring pillows, lay them over the keyboard and go to sleep. We don&#8217;t encourage that, because it&#8217;s probably not the best thing.&#8221;</p>
<p>The computers, many modified into outlandish shapes like small coffins or Transformer Optimus Prime, light up the otherwise darked space.</p>
<p>&#8220;It&#8217;s a cool thing to see &#8211; the monitors and the neon,&#8221; Hollenshead said</p>
<p>While QuakeCon is returning to its roots in some ways, it&#8217;s also moving forward in others. Earlier this year id Software was purchased by the company that owns developer Bethesda Games.</p>
<p>Last week Bethesda Games attended their first ever QuakeCon, remaining quietly in the background of the show typically dedicated to id. But that is something that could change in the future.</p>
<p>&#8220;The potential is that we could have a bigger and more exciting QuakeCon&#8221; with Bethesda&#8217;s help,&#8221; Hollenshead said.</p>
<p>It makes sense for QuakeCon to try and expand from an id-centric experience to one more broadly dedicated to PC gaming in all of its forms.</p>
<p>The current stable of cutting-edge consoles have eroded the home computer&#8217;s already failing gamer-base and groups like the PC Gaming Alliance are bringing groups together to try and draw that audience back.</p>
<p>Hollenshead believes that as this generation of consoles age, PC games are regaining their advantage.</p>
<p>&#8220;As consoles go into their fifth Christmas the technology advantage of the PC is going to become an important factor,&#8221; He said. &#8220;It&#8217;s likely over the next couple years that PC gaming will have a a bigger competitive advantage.&#8221;</p>
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		<title>The Road Rage Version Of A Headshot</title>
		<link>http://www.kotaku.com.au/2009/08/the-road-rage-version-of-a-headshot/</link>
		<comments>http://www.kotaku.com.au/2009/08/the-road-rage-version-of-a-headshot/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 21:00:00 +0000</pubDate>
		<dc:creator>Stephen Totilo</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[quakecon]]></category>
		<category><![CDATA[quakecon 09]]></category>
		<category><![CDATA[rage]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=350246</guid>
		<description><![CDATA[ The lead designer of Rage wants the driving parts of id&#8217;s game to feel comfortable for shooter gamers. So, I asked, what&#8217;s the road version of a headshot?
Scoring a headshot in a shooter is, after all the most celebrated action in many first-person shooters.
So what is a headshot on wheels in Rage?
I had Matt [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/08/500x_ragestorm_fix.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/08/500x_500x_ragestorm_fix.jpg" alt="" class="center" /></a> The lead designer of <em>Rage</em> wants the driving parts of id&#8217;s game to feel comfortable for shooter gamers. So, I asked, what&#8217;s the road version of a headshot?<span id="more-350246"></span></p>
<p>Scoring a headshot in a shooter is, after all the most celebrated action in many first-person shooters.</p>
<p>So what is a headshot on wheels in <em>Rage</em>?</p>
<p>I had Matt Hooper, design lead at id as well as creative director Tim Willis and art director Stephan Martiniere stumped for but a moment</p>
<p>&#8220;We have discovered that people love running into stuff,&#8221; Willits said.</p>
<p>&#8220;There&#8217;s something very rewarding about doing those head-on manoeuvres and the guy goes flying,&#8221; Hooper added.</p>
<p>Speed helps. &#8220;There&#8217;s something satisfying about just pushing up on the accelerator,&#8221; Martiniere said.</p>
<p>The vehicles take damage in <em>Rage</em> from these head-on collisions, but Willits said that ramming like that is both the most effective and most fun way to take out enemy vehicles.</p>
<p>You won&#8217;t take that much damage, Hooper said, if you play enough to earn &#8220;the coolest of the front grills&#8221;.</p>
<p>&#8220;Its one of the things we learned from testing,&#8221; Hooper said. &#8220;It&#8217;s fun to ram things.&#8221;</p>
<p>That&#8217;s the headshot. On wheels.</p>
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