This guy was so focused on lighting in his 3D engines that he forgot that games were supposed to be fun. Playing fetch the key for the 10,000th time is only fresh and novel if you have autism. Why didn't Romero, McGee, or Adrian Carmack wrangle up this tard to prevent him from shitting up the games?
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He didn't make any of the levels, he just provided a lot of the code.
>why didn't a transgender mexican manlet, a twink who almost got raped by his dad and a fat art nerd "wrangle" a "tard" who was more talented, successful and influential within the company than the other 3 combined
quake 3 is the best product id software ever produced
i agree with the gist of this (except the quake 3 thing) but by carmack's own admission, he considered Romero the superior programmer when they first met, probably just in the sense that he was more experienced at certain things...but whatever.
granted carmack went goku on him pretty quickly but there was a point they were equals. carmack is just wired to have fun by working on a computer and romero has fun by...having fun.
>romero has fun by...having fun.
Daikatana was shit though and exposed Romero as a horrible gameplay designer. He's only good at making maps.
good at making maps an good at slacking the frick off and playing death match instead of working AKA what got him fired.
John Carmack had very little input into the actual game design, he made the engine, and then occasionally had an idea like "The Arch-Vile should be able to raise dead monsters, mm." and "Look at this invisibility effect I made, let's put it on a monster, mm.", which were good things for Doom.
He was reluctant to add pushwalls to Wolfenstein 3D, and teleporters and flying enemies to Doom, because he wasn't convinced he could do them in clean and presentable ways initially, but he was convinced otherwise.
Also you're a homosexual.
Further homosexuals.
True.
kys john you hack
Talk more shit and I'll steal your computer, mm.
>"he only made the engine"
>calls everyone else homosexuals
Jesus Christ.
iirc carmack always had input for the games, I remember some interview someone was saying how carmack always had a thing for 'the elder gods' and always wanted to introduce that into the games, which is why Quake 3 takes place story wise, some gods acquiring all the best warriors in the universe to play for their entertainment
the people saying he had no or very little input are moronic, sure he wasn't heels deep in the game design, but he oversaw it and put his input in
I think you're intentionally reading my post to mean it as me reducing his work as insignificant. Obviously building the skeletal framework of the game for everyone else to use is no small contribution, arguably it's even the biggest of them all, a truck doesn't go very fast without an engine, but OP suggests that the gameplay of the games he worked on is largely resting on him, when he did no level design, did no graphical assets (nor sounds, or music), had little input on story, and had little input on weapon, item, and enemy design (though he had a couple of significant ones, as mentioned).
If one dislikes how Doom and Quake plays, then complaining about John Carmack's input into their gameplay and design is for the most part misguided. John Romero and Sandy Petersen had by far the greatest input into the finished product's core gameplay, with a number of transformed remnants from Tom Hall (mainly for Doom, that is), and that's before you even get into their level design.
He definitely had input on design here and there, he was part in them as a group deciding for a direction for their next games, and occasionally came with suggestions or outright created a new feature in the engine and told the other guys to find a use for it (or at times nixed planned features for not being feasible), but more than 90% of what he did for the games was the technology itself.
Doesn't JC know Jiu-Jitsu?
Yes, he put the Monolith guy in a choke hold and made him pass out. Carmack has gigantic fricking chad forearms. Built for choking you out.
>secret badss daddy Carmack will never choke you into sleep
(:_;)
Those forearms were bred for programming and martial arts. Just look at his wrist.
you just described the western game design philosophy in general
look and sound great for their time but a chore to play
They made the same game over and over since Catacomb 3D, yet SHiTD games gets fellated repeatedly every day on this board. Literally no difference between Quake II and Catacombs 3D. But let Sega or Nintendo repeat gameplay mechanics and they get called lazy
>carmack bad
Filtered.
Carmack is probably the greatest programmer to ever live, along with Terry Davis
>Why didn't Romero, McGee, or Adrian Carmack wrangle up this tard to prevent him from shitting up the games?
Watch this. It's autism combined with rats destroying the company from within.
>carmack was so autistic that he couldn't comprehend the idea of a savings account
what a tard
dude built the engines the used. he did very little of the actual design
What are the chances that two unrelated people called Carmack would work in the same company?
there are 5 thousand carmacks in america
All of his games are fun, even Rage. Lighting and the study of light is the most important part of a 3D engine.
Hey, thanks for saying a simple truth. Too bad there are too many tards to realize this.
>Romero left and would have been fired anyway.
>Adrian wanted out of games.
>McGee was way below those two and also left when EA made him an offer.
I agree id games became cool tech demos but they were successful until Rage.
Rage was not fun, I'll defend Doom 3 and Orcs & Elves all day but Rage sucked balls.
Orcs and Elves fricking rules
It’s super generic and the harder difficulties are bullshit.
>can't appreciate generic medieval aesthetic
>filtered by a phone game
never even played this game but i guarantee you're a gay
>I’ve never played the game before but I’m going to reply anyway because my dick’s small and I need validation
Got it, champ.
>gets called a gay
>first comeback is about dicks
every time
You just radiate little dick energy my man.
Yes.
You're selling Romero really short here.
>Romero could've done great as some ideas guy at some middling company but he flew too close to the sun.
Thank god he did, without that we never would gotten Deus Ex and to a lesser degree Anachronox, if Romero could have reigned himself in and a bit and scrapped the AI partners Daikatana would have been better received because playing it with them off nowadays it's a good FPS not the groundbreaking epic Romero wanted but good.
Romero had nothing to do with Deus Ex though, it was some other team he wasn't even a part of.
Daikatana is not a good fps, the level design for most maps is horrible, mostly because romero was a huge moronic homosexual that let his then girlfriend do some maps, and iirc she did the very first swamp one that filters everyone when they try the game.
None of the guns are satisfying or fun to use, they're all shit outside of maybe the weird rocket launcher, shit enemy designs as well. The game falls below mediocre for an FPS. It's trash and his baby and just shows without the rest of Id he was garbage.
>Romero had nothing to do with Deus Ex though
He started Ion Storm and got Warren Spector to head up the Austin studio thus we got Deus Ex, I wasn't saying he was involved in making it just that without him it wouldn't exist.
Fair enough.
probably because he didn't write the game, only the engine
>is such a massive autist he doesn't notice Tim Willits destroying his company
dude was always about the tech. he makes tools that others make games with. he's really good at what he does.
if software from the early days through to Quake 3 was lightning in a bottle. A chaotic mix of gifted individuals that mixed in a unique way.
Romero's great at a lot of things, but wrapping constraints around his zanyness is key to getting anything good out of him. Daikatana is the perfect example of what happens if you take the chains off and just let him do what he wants for years. Likewise Carmack is/was a very gifted programmer, but technical masterwork alone doesn't make a good game. Everyone that made id software the powerhouse it briefly was has left - American, Jaquays, Steed. Mr Elusive is dead.
The hollowing-out of id that happened between Q3 and D3 was the death of id. Look at their homepage today, it's a nightmare of corporate speak. They even talk about attracting you to work there because the restaurants nearby are nice. This is on the front page. What the frick happened?
romero is a hack and outside of making the maps for e1 of doom (read: the tutorial), his contributions thereafted were minor and he got fired from a company he helped found by big dick jc. these guys made a bunch of good games, got older, sold the business for a a few stacks and moved on. yeah, it sucks, but i don't blame them. they got to live the dream.
it's true. most of them peaked early. Romero could've done great as some ideas guy at some middling company but he flew too close to the sun.
american mcgee had those alice games that were pretty cool and hit some aesthetic tones that were popular and alternative at the right time. I never understood why he didn't do bigger things either.
>live the dream
video game development looks like a souless shitty job like everything else
Carmack is working on building AI capable of generating games better than ID ever did so he won in the end.
>(You)
It's one of those schizo threads where everyone knows all insider information of company drama 30 years ago. Meds.
Quake was supposed to be a different game entirely, a fantasy action-adventure, but Romero fricked up his duties as game designer and they had to scavenge the whole thing by making another Doom. After Romero left, the id was creatively bankrupt.
>After Romero left, the id was creatively bankrupt.
yet the still made the greatest FPS game ever
Quake 3
truly creatively bankrupt....moron
Idk if he is the one who fully made this game but it's very fun, i think he can make fun things when he doesn't obsessed about the new tech he makes.
He made no games wholly on his own by the time he was working at SoftDisk IIRC, John Romero, Tom Hall and Adrian Carmack are all credited for Catacomb.
He was fine with that, because he preferred developing technology and had confidence that his team would develop the game well. If anything it was a delight for him to see what the team would do with his technology. When Romero decided that the initial level design for Doom was too square and not different enough from Wolfenstein 3D, thus prompting him to create a much more abstract looking level with less realistic and boxy layouts, Carmack absolutely loved what he saw because Romero took his technology to the limits, showing what his engine could really do. Walls at all angles, height variation, windows, secret doors and lifts, light variation, etc, etc, the comparatively simplistic mold of Wolf3D was really broken by this and it became Doom's new direction.
At another point during Doom's development (possibly before this), Romero broke the original portal-based renderer by creating pic related, these concentric inward steps made the engine choke, and development had to stop. Greatly annoyed, Carmack goes and researches 3D rendering, settling for the concept of Binary Space Partitioning, an idea basically as old as him, but which hadn't ever been used for a commercial game like this. It was a substantial improvement that opened all new doors and allowed the levels to be far more, and it's unlikely to have escaped him that his team had driven him to revolutionize his technology, and consequently could make a yet better game with it.
Actually, I'm slightly wrong, there was one or two games by the time of Softdisk which he did solo, but by the time he was there he would soon be paired up with different people for games. John Carmack, John Romero, Adrian Carmack, and Tom Hall, would eventually stick together and become their own 'special games division' inside Softdisk. Lane Roathe was also in there for the initial Commander Keen stuff, but would go his own way.
Well, duh, imagine his groundbreaking first real 3d game almost got outsold by duke, on pure actitude alone. Quake was cool looking, and very fun to play, but it just was so bland
Tbh both Romero and Carmack were different sides of the 'tard that needs wrangling' coin. They could not function without each other
You dumbasses he keep parroting this crap but Carmack went on to make critically successful and highly heralded games by fans after Romero left. Romero went on to make a game that bombed hard and some free doom maps called Sygil.
>First visit to /vr/ in months
>First thread I see is moronic bait written by a zoomer
Never change, /vr/.
Why didn't they switch to using Unreal Engine and kick John Carmack out?
(you)
>"Why don't we switch to inferior tech and sack one of the few technical geniuses we have?"
You really have no idea how moronic you sound, don't you?
it's bait anon
The OP was bait.
No shit.
Romero is a slacker and works at a gas station
also bait considering the gas station pic is some musuem he has or w/e, but still funny when people fall for it
It’s just funny to think that he’s been reduced to being a pump attendant.
it really do be like dat