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Hollenshead Rages about PC gaming, E3 surprises

Q&A: id's CEO discusses his studio's new multiplatform strategy, aversion to Wii development, Quake Live, Doom 4, and unannounced projects.

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In late February, id Software launched Quake Live, a browser-based free-to-play remake of Quake III Arena. Currently in open beta, the service will be entirely ad-supported when it goes live later this year--or at least that's the hope of Todd Hollenshead, id's CEO.

Todd Hollenshead.
Todd Hollenshead.

While turning a shooter from 1999 into a profitable business using 2009 cloud computing is ambitious, it's just one of the many projects on id's plate. The Texan developer is also hard at work on Rage, a postapocalyptic action game that blends racing and shooting with a dash of role-playing. First revealed at QuakeCon 2007, the all-new property will be published by Electronic Arts instead of id's traditional publishing partner, Activision.

Though remarkable for its graphics, Rage is also noteworthy because it will be the first game that id will develop internally for the Xbox 360, PlayStation 3, Mac, and PC. Indeed, Hollenshead told GameSpot that id's technology chief, John Carmack, considers the 360 the game's "primary platform." Such sentiments are surprising, coming from one of the minds that put PC gaming on the map in the 1990s with the original Doom and Quake series.

id's new embrace of multiplatform development is just one part of how it is adjusting to the game industry's rapidly changing landscape. To learn more about the legendary studio's thoughts on its games, the id Tech 5 engine, the Wii's effect on the market, and what surprises id has in store for E3 this year, GameSpot recently sat down with Hollenshead in an upscale San Francisco drinking establishment. Steve Nix, id's director of business development, also popped in for a round.

MULTIPLATFORM AND PC PITFALLS
GS: Now, id was a huge pioneer for PC gaming. But when you announced Rage, it was the first time you guys announced development of a game in-house for the PS3, 360, and PC.

TH: Yeah, multiplatform.

GS: So do you guys still consider yourself first and foremost a PC developer?

TH: Well, actually it's been a fundamental, sort of philosophical shift at the company, is that we really have transitioned from, first and foremost, a PC developer to a multiplatform developer. And so when John [Carmack] developed id Tech 5 (see below), it really was targeted from the initiation as a multiplatform technology solution.

Now, there's no question that our roots are in PC gaming. And when I play a first-person shooter, keyboard and mouse is the configuration that I want to play on. I'm devoting my gaming time right now on the PC to Quake Live. I like a little Rock Band on the console, to be honest about it. But we feel like, in terms of your triple-A, big-budget, big-market title, that you really have to be cross-platform to be successful, unless you're a first party.

So as an independent developer, we feel like we have to be on all the relevant platforms. So we don't really view ourselves as PC first. I think I would say that John says that probably the primary development platform for Rage is actually the 360.

GS: OK. Now, how do you see the PC landscape changing in the next couple of years? Do you see it becoming almost all digital downloads?

id developed its last game, Doom 3, solely for the PC. Vicarious Visions later ported it to the original Xbox.
id developed its last game, Doom 3, solely for the PC. Vicarious Visions later ported it to the original Xbox.

TH: Well, I think that's an interesting question. I don't know really where it's going to go. But there's a few problems you have in PC gaming right now that cause friction in the marketplace. Piracy is a big problem. And I've gone on and on about that, so I don't think I need to underscore what the issue there is.

The other thing is, is that retailers are more focused on consoles than they are on the PC platform, primarily, I think, because Microsoft is campaigning for the 360, probably to some extent to the expense of Windows-based games. Even though they have their whole Games for Windows initiative today, it's a lot less than it was a year ago. Clearly the 360 is where their big bet is. And, of course, Sony could care less about the PC.

So retailers are devoting less shelf space to PC games than they were in the past, and there's more emphasis on the consoles. And, to get the big huge marketing budgets behind games you need to make them a huge success. If you're on PC, there's World of Warcraft, the Sims--and there's everything else, if you're not multiplatform.

So the question is, what is the solution? If you do an end run around retail, and you deliver it all digitally, is that going to be the solution? Are you going to deliver it through a browser, like Quake Live? Is it going to be a different market? Are you going to do microtransactions? I think the jury's out on all that.

I do believe that for PC games to be successful independently, as our experiment with Quake Live is, I think you have to do something a little bit different. I mean, you have to think about what your market is and where you're going and what you can deliver. Because even though they may have had critical success, games that have been PC-only haven't achieved the same sales success as titles of similar quality in the past would have achieved.

So, yeah, I think that the PC market is in a period of transition. And ultimately what it's going to shake out to be, we're finding out. That's why we're doing things like the grand experiment with Quake Live, to find out if it's going to be viable.

THE WII CONUNDRUM
GS: One of the bigger questions is the Wii, because that's dominating console sales now. Your company has been on the cutting edge of graphics since your foundation. But with the Wii's success, do you worry that a lot of bigger public developers are going to take resources away from triple-A development and then move them into mass market, Wii party games, for lack of a better term?

TH: I'm not really worried about that, because if you look at the data, the Wii is Nintendo--and then everybody else. And then among everybody else, it's licensed properties--and then stuff that people lose money on. So, for a really original, game-centric IP, if you're a third-party developer, I would say, "Show me what makes such a compelling case for the Wii." I'm not saying that it's not out there, but there hasn't been anything that's been demonstrated to be a really huge success.

Don't expect any id Wii games anytime soon.
Don't expect any id Wii games anytime soon.

So the game-centric game-based properties are successful on 360 and PS3, and PC, especially if you have a combined launch. They're not as successful on the Wii. In fact, if you're already doing those others, then maybe you add the Wii as your fourth platform. But if you look at the numbers, independent Wii-centric development is not really justified yet.

Now, maybe it's just that we don't know how to exploit it, and Nintendo does because they made the Wii, and they're really that good. And I'm not trying to take away from those guys at Nintendo. Their games are awesome--I'm a fan, too. But as a company that doesn't make Nintendo-type games, the Wii is less of a compelling platform for us to really sink a lot of resources into.

So somebody needs to demonstrate that there's going to be buyers out there that actually would show up and buy the games on the Wii. Even if we make an awesome game, there's still a question as to whether we're going to justify our investment. And also, I mean, if you look at the market, the type of games we traditionally make, those games are selling record numbers on non-Wii platforms. But despite the success of the Wii, and the fact that it's the largest-selling console out there, games like we make are still doing bigger numbers than they've ever done before.

So that doesn't give us a lot of cause to be worried about the Wii. We celebrate it, we love the Wii, but it's not for the type of games we make. I think that sometimes people lose sight of the fact that almost every company doesn't try to be all things to all people. Nintendo isn't trying to be all things to all people either. They have a great console with the Wii, they make great games. But they're really not trying to push the graphics envelope. They're doing other things.

So I think sometimes you have to figure out where you're going to make your bets and then go for it, as opposed to trying to do everything at once. Because the concern would be for us, especially as an independent developer, is that we place too many bets and our attention is spread out all over the place. We're making a focused, measured bet that says, "We really are confident that this is going to pay off." And that's what we've done with Rage. John's made technology that is cross-platform, we've made a game that we feel like we can deliver on console controllers just as easily as on keyboard and mouse. That's what we're going for.

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ALL THE RAGE
GS: Let's talk about Rage, then, now that we're on the subject. Now, there's been a little confusion. For the record, it is not coming out this year, correct?

TH: No, it won't. Rage won't be shipping this year. I'm not confused on that at all. [Laughs] Let me put it this way, I certainly hope it doesn't ship this year, because if it does, that means someone's stolen our code and game and they're publishing in Russia or something. [Laughs]

GS: OK. But it's coming along pretty well, right?

TH: Yeah, yeah. What John would say is, the technology is basically done at this point. And so we're really focusing in on honing the gameplay, leveraging the technology with amazing art, and all those sorts of things. And one of the awesome things about id Tech [5] is that the artists are gated, not by the limitation of system memory, but more by their imagination.

GS: Yeah, I mean, didn't John say that the Rage art assets alone were 20GB?

TH: Yeah, on our servers it's actually quite a bit larger than that. The game, ultimately, when it's done on our servers, will be huge. I don't know, 100GB? But then we'll have to condense it down to price it down, and then do the passes on actually what goes into the levels. But we fully expect to saturate a Blu-ray disc, and it will be on multiple discs on the 360 and, obviously, multiple DVDs on PCs as well.

GS: Is this going to be as totally open-world as Fallout 3? I've heard you've mentioned that it's going to be slightly different, but I'm kind of wondering exactly how open-world it will be.

Players won't be wandering in a totally open landscape a la Fallout 3.
Players won't be wandering in a totally open landscape a la Fallout 3.

TH: We don't really conceive Rage as an open world. It's more open environment. So, you're not just going to be going out and doing arbitrary things for however long you want to do them. There are some things that you can do within the game that you can do for an arbitrary amount of time, like racing circuits or whatever, to improve your time or to climb up leaderboards and things like that. It's kind of an activity that you can participate within the game. But the game does have a story, it does have a progression. You can deviate off of that, and there's some things that you can do that, again, don't follow this linear path, and you can go off the path and do different things

GS: So how vehicle-centric is the game?

TH: Well, there's racing, you can go out and fight in the wastelands and things like that. If you go out in the wastelands, there's always going to be bad guys that are out there that are kind of an impediment for you to get from A to B. There's stuff that you do to mod your car, build it up and do pit stuff and that. Those things obviously will get to a point of diminishing returns at some point.

I think there's going to be a limit of stuff that you can put in [Rage], but that isn't necessarily a limit to the amount of fun that you can have doing it. But it's not like "I'll just go out, and I'll do this," or whatever. There is actually a game with a story there that we're going to try to encourage the player to progress along, sort of, this line to completion.

GS: A gentle hand pushing him forward.

TH: Yeah, yeah, exactly.

GS: How big will the role-playing elements be?

TH: Yeah, I'm not a huge hardcore RPG guy, so it may go a little more into the action RPG-type stuff.

GS: Well obviously it will be an action RPG. I'm just wondering how much.

TH: Well, you'll have an inventory system of things that you can hold. And some weapons have some different things that you can do based on what your ammunition is. But you won't be able to "Oh, I'm going to boost my magic up by one, at the expense of my strength," or whatever.

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id TECH 5 REVS ITS ENGINE
GS: Now, let's talk about the id Tech 5 engine. How hard is it breaking into a middleware market that is pretty much dominated by Epic Games' Unreal engine?

Steve Nix: Well, we don't have to break in, because id was one of the original tech licensees, as is [Wolfenstein-maker] Raven [Software]. There are a number of studios throughout the world who are evaluating id Tech 5 right now, and we don't disclose licenses that haven't been announced for games yet.

However, our goals are obviously going to be different from Epic's. I mean, Epic does a great job with their engine technology license, and they're very dominant right now. There are a number of other engines out there--the Infernal engine, Gamebryo--that are sort of going for a larger market share. But id's goal has always been to work with a small set of high-quality partners who are going to build really, really great games full of technology. It's not to build a large middleware technology organization.

Also, we are primarily a game developer. It just so happens that we create, in our opinion, the best technology in the world, and we occasionally license it out to other game developers. Games like Half-Life, Call of Duty, and Medal of Honor use our technology. But again, our goal is not to be a middleware organization.

The other thing is that, with respect to the way we've always done technology, is we're very careful with what we promise is going to be in the Tech, so that it's actually there when we do it. So we've been guarded about getting it out to people until we knew how things were ultimately going to work out. It's only been recently that all the things that we expected to happen are now working, or demonstrable.

DOOMED...AGAIN
GS: So Doom 4 is still way down the pike, right?

TH: Yeah, I mean, we're in--it's not preproduction, but we're still early on in that. The team is relatively new. We're still actually hiring people for the team as well, so it's not completely built out. But we really just started on that last year. It's very much deep in development. But everything I've seen on it is classic Doom, so I don't really have worries that people aren't going to like it and start talking about it.

GS: And is it a sequel? A reboot? A prequel?

TH: Gosh, that's actually an excellent question. It's not a sequel to Doom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those, and if I told you why, I would get my ass kicked when I got back. So I'll just have to leave it at that.

QUAKE LIVE
GS: So Quake Live went into open beta February 24. How has the response been so far?

TH: The response is literally overwhelming--we had more people show up than we had slots for people to play in initially. But that was--it's kind of a good problem to have, and we'd definitely rather have that problem than the opposite. We had 60,000 people in the queue to get into the game at one point, but there's no queue now. Anybody wants to come in, we're ready to play.

So now the issue is that we need to find out who's playing and who the people are, so we can actually get demographic data out to appeal to the advertisers. We have the people, now we need to get the advertisers.

GS: Have you guys announced a hard launch date for Quake Live?

TH: We don't have a hard launch date. We'll probably just roll it out. We're in the beta process, because there's a few things that, because of the numbers and the sheer amount of data that we're processing, that we want to get to. Right now, for instance, we have leaderboards turned off. Obviously that's not where we ultimately will be.

GS: So are the ads turned on yet in the game?

TH: We have ads in the games, and some of them will be replaced by real ads later on. Quake Live has an ad now, but we're obviously not going to advertise Quake Live in Quake Live. QuakeCon is another large ad. But those are sort of more just to test things out. But we're actually starting to have ads from Dell and a few other people as well. But all the stuff works, I mean, it probably works better than we even could have expected.

GS: What's the response, then, in terms of users as far as the ads go? Have you heard any complaints?

TH: Not at all. Wen we made Quake III, the game was intended to be sort of a spectator sport. With Quake Live, we made it more into a sort of sport. It's just like if you're watching a hockey game. You see--but you're not bothered by--ads on the boards. Or when you're watching baseball, you've got an ad behind the catcher at the backstop. So I think those things, in terms of a competitive sport, are things that people expect. It almost actually makes it kind of cool that we have real ads in it. It sort of makes it like a real sport.

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GS: So do you think the ad-supported, browser-based shooter is going to be a growing trend?

TH: Well, I mean, Quake Live is still a big experiment. When we embarked on the project, we didn't know how much it was going to appeal to people. What we know now is that in one month we're over 50 percent above our target for the first month, in terms of accounts. So that's been a huge success for us.

But advertising, in this economy, it's a tough market, it's a tough sell, and advertising in games is kind of new. It's not your typical TV or magazine ads or things like that. But one of the unique things that Quake Live offers is sort of the new aspect of having these in-game streaming ads, combined with your traditional banner ads across the whole Quake Live site. And so the ability to not only just deliver impressions within the game, but actually convert those into click-through with banner ads within the games as well.

So it's a lot different than what you would normally expect if somebody's saying, "Oh, well, on a console game, a 360 or PS3 game, I'm partnering with advertising agency XYZ or whatever, and I'm just going to get these in-game impressions." But advertisers still, I think, are a little unclear about what all that means. I think we have to make the connection between impressions to actual actionable things.

id A NO-SHOW AT E3 2009?
GS: OK, so one last question. Since id is out of the Entertainment Software Association, what are you going to do for E3 2009?

TH: Our departure from the ESA [in 2008] was simply because we weren't going to have a booth [at E3] last year, and that was sort of the primary reason to be in the ESA. So the story got spun into something that wasn't really accurate. And the timing was just coincidental with other people leaving the ESA. We have no problem with the ESA. I still keep in touch with those guys, and I fully support what they're doing. But it doesn't gate us from being at E3.

But what I expect is, I expect that we'll be showing Wolfenstein at E3, I expect that we'll have some new stuff at E3 that we haven't announced yet. So I don't want to pre-announce it now until I at least get a chance to talk to our partners that we would announce it with. That would be another subject of me getting my ass kicked. But yeah, we'll be at E3; it just won't be an id booth. It'll be games that will be there in other publishers' booths.

GS: Well in the history of E3, id's had one booth right?

SN: Right, and that was just one year when we really wanted to show some early partners what we were doing with id tech.

GS: And you say "new stuff," can you get any more specific?

TH: I'll leave that as a tease.

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Shtinky

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Zomg!

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revenkai

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Yes Ar2kill, the original half life used the quake one engine, of course that was back in the day.

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kingfire11

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@NeonNinja:lol sorry mate, I've been learning xhtml/css for a week now, so I'm just testing my skills here, I'll use a more readable font in the future.

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dannyatkinson

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Well Spoken Zardoz2003. It is amazing that most people just don't get it. It really has nothing to do with piracy.

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NeonNinja

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kingfire- Can you not use that ridiculous font?

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Ar2kill

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Half Life uses Id's technology? how?

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Trenchman

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Also, I don't know about most pirates but there are case when pirating may drive sales. I'll admit I've pirated a few games that I wasn't going to buy anyway, but I ended buying a full version because the game was a lot better than I expected

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Trenchman

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I think the problem with the Wii currently is that even when they make the supposed "real game" they still do the gimmicky control crap. It's like since they made the game on the wii they feel that they have to use the motion sensing. That's part of why Nintendo's own games are doing better, they don't do the gimmicky control crap so much.

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iceeman

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id and hollenshead, like all the other developers who turn their backs to pc gaming, LISTEN TO ME NOW... you won't see me spend a penny on consoles or their games BUT i will spend my hard earn money on pc's and pc games because that is what i like.

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kingfire11

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@ Bakutakamine: I disagree, pirating on PC is alot easier, just download the game, copy a crack and you're pretty much done.You can play online on dozens of cracked servers. On consoles is alot harder than that, you have to "manually" mod your console, lose warrently, or even fire your console if something goes wrong, installing modchips or frimwares is way more risky than a simple copy/paste operation.Piracy is possible on consoles, but it's alot more easier and commen with a PC.

@ Zardoz2003:Then explain this list(<< LINK REMOVED >>) Pirates simply pirate EVERYTHING! from good games to bad games, actually the good ones get pirated more offen. it's really a global problem with all kind of games. the likes of Valve and id are trying to come up with a solution, I hope they success.

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Junior_AIN

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This guy actually speaks the truth about the Wii, any so called "real game" by the titled hardcore gamers that is released in every system will surely sell less - sometimes a lot less - in the Wii. Last Call of Duty comes to mind.

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flackstone

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damn, sounds like doom 4 might not be here til 2011 WHY!!!! Atleast we will get it before the world ends :D

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Zardoz2003

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the only thing wrong with PC gaming is lack of imagination and good games to play..most of the crap these days isn't worth buying..that's why there is more piracy..these guys are whining instead of being creative..I wouldn't pay 50 bucks for most of this regurgitated crap..who would?

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Bakutakamine

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@kingfire11: pirating happens on the consoles too, in fact it's much easier to pirate on consoles, no DRMs, no Security Questions, No cracks needed piracy will always happen and no, it is not ruing PC gaming, people are simply too scared to get into PC gaming because of it's complexity compared to console gaming, PCs are for big boys

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psx_warrior

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I agree kingfire11. Gears of War 2 is not coming to the pc because of fears of pirating. Curse the pirates!

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psx_warrior

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I hated EA until I played Spore and Dead Space. Maybe my hatred of them is a little misplaced.

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kingfire11

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I'd rather listen to a developer than all these fanboys whining about PC gaming being as good as it was before. PC gaming is still awesome, great, fun, but comparing it to the old days, it's kinda meh now. pirates are ruining a great gaming system.

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psx_warrior

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The face in that tech demo looked so realistic I thought I could actually touch that face.

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Sokol4ever

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Good interview, pretty informative. I love Doom and by the looks of it the fourth installation will be classic FPS that I fall in love with many years ago. That's a good news. As for Rage, we'll see. It's not known to much about it at the moment but it sounds like it will be quite a large game. Keeping my eye on it. :)

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I love doom 1 and 2, i probably played doom hundreds of times since it`s release but I really felt that id dropped the ball hard with doom 3. It was all eye candy and not really that impressive eye candy in my opinion. A year after it`s release you barely heard anything about it. Even quake 4 was a let down. And I think john carmack is in a much more competitive landscape game engine wise than it was 5 and 10 years ago. I also think it`s funny how todd throws out there that call of duty and half life used id tech. yeah, half life back in 1998 and call of duty in 2002, 2003. Sounds like a bit of envy to me, because here were two companies that took their code and made much better games with it. And todd talking about the IMPORTANT STORY ELEMENTS of rage. This coming from a company that believed at one time that stories in game were irrelevant and have never had a good story in any of their games ever. I dont mean to hate on id, I just think there are alot more things going on in the game industry that they are not paying much attention too, either out of ignorance or arrogance.

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2bitSmOkEy

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@Makaveli_786 no way. Quake 4 was a good game as far as the single player went. I still vividly remember the awesomeness that is the conveyor belt scene. Agreed on doom 3. On a side note, this quake live project is very interesting I must check it out.

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The_Dude1212

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Jackass. MadWorld. House of the Dead. The Conduit in June. We also petitioned to get Winter to be published, to show that us Wii owners do NOT want to drown in shovelware and minigame crapfests. Get your facts straight, Hollenshead. /RAGE.

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2bitSmOkEy

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It seems multi platform is the future. Sure it sucks that games won't be tailor made for a single platform (therefore using that platforms strengths to its fullest potential), but at least everyone gets to enjoy it now. Doom 3 was slightly disappointing, heres to hoping the next is a worthy successor to it's legendary name.

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ciaxhieu

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um well i gues their engine will have competitor, like cry engine 3 now heheh which i am very happy about (bringing crysis into console) and the most used atm which is unreal engine 3

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Franko_3

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mmm, doom 3 sold more than 3 million copy on the pc according to wikipedia... It's a bit weird for them to say that pc market is declining when they did not release a game since then. But I have to agree with them, that big budget games will decline on the pc-exclusive market. Games with a small budget (less than 10 millions$, like witcher, stalker and sin of the solar empire) are probably the game that will dominate exclusive pc gaming market and I have 0 problem with that, some of these games are better, cheaper and more original than the new big budget games that tend to take less risk (ie a rail shooter like the cod serie or games like guitar heroes... money making machine)

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gerhardtscriven

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Comments to dannyatkinson... (b4 I start, I have a gamer's pc, ps3, psp and wii at home, and have been gaming for more than 25 years) 1 - Games companies are businesses. They are out to make money. Console releases allows these companies to collect far greater returns on their investment than on pc-only releases - even Crytek is moving towards the console market. 2 - PS3 blue-ray games cracked? I don't think so... I do think, however, that publishers tend to exaggerate their losses - if a game had been pirated, say 1000000 times, the publisher cannot claim that they lost ($1000000x profit) b/c of pirating. The vast majority of people playing "generic copies" of a game just cannot afford the game period, so if pirating was not an option, they still would not have bought the game. 3 - I disagree completely: Look at CoD, Crysis, Rock Band, RE5, etc. 4 - PC gaming is not dead. But consoles tap into a market where pc does not always reach. Not everyone is able to keep a pc updated with hardware, nevermind malicious software protection. Consoles make it easy: U pop the disk in and u play. Sweet. 5 - How can you make that comment with games like Crysis, Fallout 3, and even Flower around? There had always been great games and then some crap. The crap had always outnumbered the truly good games. Art seldomly sells (sales of Oblivian vs The Sims?). Game companies need to survive. Art, as is seen in the best of breed 3d shooters, is not even essential...if they have great art as part of the package, that is good, but it is not required for tons of fun - world of goo is a good example of this. And that is what games are really about - diversion and fun. And if you are sick of mmo games... hey, no-one is forcing you to play them... (matter of fact, I do not play them too, but live and let live, eh?) As for the new Westwood etc... well, don't get your hopes up. Game budgets are so huge now that no-one wants to take risks - it is all to easy to go out of business (Hellgate London ring a bell?). It is rather ironic - innovation in games drove demand up, which drove budgets up, which drove risk associated with failure up. It would appear that innovation in games is managing to kill innovation in games.

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i-rock-socks

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damn, sounds like doom 4 might not be here til 2011 WHY!!!!

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Sanada_Sasarai

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@Intrakitt you know why i hate EA? because they put 50 games in the market and from the 50 games only 4 or 5 are really good i mean look at godfathers 2 i think thats the worst game i ever play

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HUNTER-VENOM

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I think that's the Wii's problem even if you come out with an awesome game it won't get noticed because of all the crap games and the casual buyers wont even see it. I'm glad there going back to the classic doom style because Doom 3 sucked! with it's dark levels,every room was pretty much the same,crappy monsters compared to all the ones in previous doom games "although some looked better",crappy scare moments that pretty much was the whole game....I could keep going. I'm hoping to see along with updated graphics,tons of monster,weapons,serous multi-player action and better levels like in the old doom games but updated for this gen.

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raptorIVaz

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I almost cried when I found out that John Carmack was still working for id, I still play Doom & Doom II to this day :)

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Intrakitt

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Why is everyone hating on EA? Because they are buying everything up? Becoming too big? If that leads to more titles like Mirror's Edge and Dead Space than f*ck it...

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flameducky

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It's about time they talked about Doom 4.

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digitalheadbutt

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@Makaveli_786 Posted Apr 10, 2009 5:28 pm PT "Id were a creative developer at one time but they dropped the ball with both Doom 3 and Quake 4." Doom 3 was too damned dark but other than that artistic complaint anyone else I knew who took the time to play through ended up digging the game. It also had(has) really robust modding tools. Quake 4 wasn't internally developed so I think it is unfair to judge ID for that. ID supplied the intelectual property of Quake and the Engine to Raven who made a pretty but mediocre game.. Personally I prefer the more moody/edgey BS that ID pushes with Doom over the way Epic just craps out their version of Running Man/Smash TV over and over.

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dannyatkinson

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@ Squeets. This is the kind of idiot thinking that is killing PC gaming. It has nothing to do with pirates. 1-Stupid DRM that accomplishes only to piss of the legitimate gamers. 2- The failure to realize that Console games are every much as pirated as PC games have ever been. 3- Game companies in both PC gaming and Console gaming as well could care less what fans want. This has been proven more times than I can count. 4- The stupid Idea that PC gaming is dying is completely false. Check your facts. Despite everyone's best efforts PC gaming is alive and thriving. 5- Creating games as an art and a loving project to make the best game that you can has pretty much been murdered by the constant cranking out of crap games. I realize I have jumped a little off topic here but all these things really piss me off. I don't think I am alone when I say I am so sick of the stupid mmo games I could throw up. What do fans want from Lucasarts? Kotor 3. Will we get it.. NO. What do fans want from Final Fantasy... RPG's. They have pretty much become strategic Action games. I am so ready for the new Westwood or Blizzard or the new Bioware or the new Bethesda I just can't wait. Of all the game companies out there only Bethesda is still impressing me. Sorry. I just needed to vent.

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ChaosStar

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Eww, new game published by EA. I guess that means I can install it once and have to register on their website? Pass.

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JangoWuzHere

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ID has always been a multiplatform developer. This isn't a surprise.

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dannyatkinson

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Well, That does it for me. I am not buying anything associated with EA at all. Has it occured to ID that EA is buying up the companies that they publish for. Being associated with EA is eventually the kiss of Death. It is much earned by EA as well. I have never hated a game company before but I just despise EA.

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07pops07

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i guess game spot thinks all the wii has is party games "THE WII CONUNDRUM GS: One of the bigger questions is the Wii, because that's dominating console sales now. Your company has been on the cutting edge of graphics since your foundation. But with the Wii's success, do you worry that a lot of bigger public developers are going to take resources away from triple-A development and then move them into mass market, Wii party games, for lack of a better term? "

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Squeets

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Look what you pirates did... you scared a primarily PC game developer into focusing on consoles first... I think they will all get to this point soon... Because PC gaming is dying... the games are failing for 2 reasons... 1) Pirates... 2) Consumers not buying their games because of all the security measures to prevent piracy, but don't work and are just a hassle for us gamers.... pretty soon a lot of devs will go console only... because the only people who know how to pirate those games are the super nerds... and there aren't many of them...

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creepy_mike

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That first pic of Todd looks eerily similar to Mark McKinney of Kids in the Hall/SNL fame. << LINK REMOVED >> The guy with the ponytail, half way through.

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tony2077ca

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i like his stance on the wii

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wellbigd

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what I want to know is on the 360 can i install all the disks so i wont have to switch them. I hope it does

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Makaveli_786

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Id were a creative developer at one time but they dropped the ball with both Doom 3 and Quake 4. Chances are their next games will be in the same vein as the nice graphics horrid gameplay. Fact that their trying to put their games on as many platforms as they can(iPhone? Really?!) shows their going the commercialised pretty junk route and they will be joining the likes of Atari, Midway etc. I wouldn't be surprised to see them in debt in a year and dead in a few more.

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deactivated-5f0932068c331

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id always makes quality products. I can't wait for their next release.

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metalkid9

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e3 is gonna be awesome and id is one of the best game developing companies imo

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Nihmmoh

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lol dont expect any id wii games any time soon

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joelgargan

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I want a new Quake. For My ps3.

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ccgod

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looks awesome can't wait

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teh_werry_man

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Doom 4!!!!

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blackie8

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nice like the end

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