Carmack Talks: From id/EA to Mac gaming and PS3 Programming

Illustration for article titled Carmack Talks: From id/EA to Mac gaming and PS3 Programming

We had a chance yesterday to sit down with id's John Carmack and Tim Willits as well as Electronic Arts' David DeMartini to talk over the freshly minted deal between Electronic Arts and id Software. The deal, he tells us, is for just Rage. id has never, apparently, signed a multi-game deal with a publisher. In fact, Activision is still signed to release the next Wolfenstein.


Check out our four -part interview to hear the three talk about the deal, id's new engine and new game, the future of Doom and other interesting tidbits.

Share This Story

Get our newsletter




Putting aside the fact that an entire nation of people would disagree with that statement, what games have "PS3 versions that suck?" Yes, Half-Life/The Orange Box obviously comes to mind and I won't argue with that; however, they are mainly equal, and is that not the point of porting a title on multiple platforms?! So that a title will be equally represented on a majority of consoles? Look at the pending release of Force Unleashed. The 360 and PS3 models are going to be identical, and, due to lack of power, the Wii, PS2 and PSP models will come at extra content to level the field. The only version that should come out as better is the PC, for obvious reasons.

Software is not a platform. You can not just idealize the hardware. Every piece of hardware will be different and treat the software differently. You can not get a good product out of a copy/paste mentality either.

Every system comes out with different development tools. Sony opted for a strong machine with separate pools of RAM. They saw a great amount of potential with it. If a team were to fully utilize that power, an unparalleled game could be produced (Uncharted only used about 30% and MGS4 almost all).

This doesn't apply to porting, since the effort is put into creating an equal product on all platforms. In the end, it is a really a test on a developer's mettle. Epic's Jeff Morris admitted that the PS3 was closer to a PC's setup. "You have to be disciplined and aggressive on where you optimize and how you organize it."

Year one was difficult for companies developing on the PS3, but the bumps have been faced and year two has looked great so far. Epic's been candid about how to overcome the hurdles of optimization, Insomniac has their R&D site, Naughty Dog has been open to sharing their development strategies and Sony sends out their own engineers to support other teams.

Quit hating.

And before I get called a "fanboy," I own both a 360 and a PS3 and appreciate both consoles for different reasons; but this is a PS3 argument so I haven't made any comparisons to the 360. I could, but I won't.

But that's okay; let's continue throwing hate.