|
id's Carmack & Stratton QuakeLive Interview |
|
| Author: Roger LaMarca & Drew Campbell Published: 2009-02-24 |
|
"Obviously, that is what took a lot of the development time: the web part of it, the statistics gathering. There was a degree of hubris at the start where we thought, 'We're hot shot game developers, all this web programming, anyone can do that, it won't be that hard,' and we learned a whole lot through that process about all the tasks that go into that and all the browser compatibility issues. There was a lot of work there that we weren't aware of when we started the project that grew to be more and more sophisticated in all the different things that it did. One of the early decisions to go about licensing the GaimTheory stuff on there its going to be interesting to see how that turns out because. We were going to be a premiere customer for their technology and then they went out of business kind of left us with the situation we hired some of their core people as contractors to windup finishing things up it did saddle with us with this big database load and there is definitely a part of me that sits back and again it might me that naive part that doesn't understand all of the complexities some of this, but there is a part of me that thinks some of this might have been implementable better as just some big gigantic master server written in C code that sits on one big box that doesn't require an Oracle Enterprise edition database server to run it all. but we don't have back to back comparisons so we can't really say for sure, but there are things we are learning there and the jury is still out on some of the decisions whether they are particular good or bad. We definitely got an incredible amount of functionality early on by starting with the game theory stuff, but there may be some pain and suffering on the backend side of it scalability wise that may cause us pain and grief in the coming months." -- John Carmack
"Because it's free and as accessible as typing a URL in your web browser, I think we could be underestimating just how many people try and connect that first week or so. It isn't like publishing a traditional game where you try and hit them in the magazines and on TV where you have to beat them over the head with it so that the next time they are at the game store they pick up the box off the shelf."Carmack and Stratton really made it clear there are waiting for the full onslaught of the Internet to try out their latest project before coming to any realizations that licensing might be a possibility.
"I think everybody is in a wait and see mode right now. Six months from now, if we have five million users, there is probably going to be a lot of people interested in trying to duplicate it. I'm sure a lot of people will have the same impression I originally had, 'This stuff isn't too hard and let's dust off an old game toss it in there.' There will probably be a bunch of people who lose a few million dollars in development before finding out it was a lot harder than expected. I do think that Quake Arena is in almost a unique position for being the perfect game for doing this type of thing. Most titles would not fit in as well. I always look to Quake Arena as game as activity rather than game as movie. That is one of the core distinctions I always make. This was always an activity based game that you could continue playing for an arbitrary amount of time. I think we had the perfect content for this. We got off to a pretty good start with a lot of things and we learned a lot of lessons. It's tough to say how easy it would be to license or retarget this type of thing for somebody else. We certainly have considered extending it to Wolfenstein, as a separate brand. I think it would be tough to just hand off the technology to somebody else, but we'd entrain offers." -- John CarmackThe closed beta, which grew to over eighty-thousand, expanded almost exclusively by players inviting their friends. To build on this success, id will activate some features shortly after release that allow players to import their friends from social networking site and services such as Gmail. These lists will then be compared to the global QuakeLive registration list which will automatically tell you which of your fiends are in signed up for QuakeLive. It will allowed you to add them as friends inside QuakeLive if they are registered already and if they're not, it will allow you to send them an invitation to join you. For the first time, id will be able to tap the full power of the internet.
"I think you'd be surprised actually what we know about players and how we handle the process of cheating. I really think for a PC game, players will find that people who are really cheating are very few and far between. Hopefully we frustrate those cheaters enough early on that they basically give up trying to write the hacks."Advertising Model
Check out all our QuakeCon 2009 videos including the John Caramck keynote and the id Software press conference.
Julie Stepan mingles with the nerds waiting in the BYOC registration line. If you haven't been to QuakeCon before, you'd be surprised of the amount of crazy people which turn out for the event. We have some costumed crazies and a guy who looks like John Carmack.
Video from all around E3 2009. You will see booth babes, the Nintendo, Activision, Microsoft, and Sony booths along with many others. There are also special appearances by Mario, Sonic, and the Teenage Mutant Ninja Turtles.
Videos from the first ever QuakeLive tournament at QuakeCon 2008. All videos, which include expert commentary, are available for streaming and download in High Definition.
A look inside the company that brought us Quake, Doom, and Wolfenstein. Experience id with High Definition video and pictures.