![]() I’m looking forward to playing more of it, but I can’t help but think that I’ll probably put it down once the campaign is done. Stratton and fellow creative director Hugo Martin told me that they’d focused their energies on refining and expanding the game, creating a campaign they said would last 20 to 30 hours. The loop of tearing through demons while managing resources and juggling a few upgrade systems feels even better than it did in 2016’s excellent franchise reboot. I’ve played the first three hours of Doom Eternal and it’s exactly what I want from a Doom sequel. Just look at the pitiful showing for Doom 2016. But making a game hard to mod does affect the scene. It’ll just be harder than it was when Carmack was running the show. ![]() Just as with the original Castle Wolfenstein, industrious players will pour over the code, rip apart, and do what they want with it. This doesn’t mean that Doom Eternal won’t have mods. I think it was hugely influential, not just in Doom’s success but the industry’s success.” “Half of our development team credits Doom’s open source and mod scene for joining the industry. The mod scene is still fantastic for Doom,” he said. “I would attribute some of success to its openness. “And that led to all of the things like capture the flag and Team Fortress.” As id Software released a new game, it’d make the source code for the previous game available for free. “That’s how Quake got a QuakeC extension language,” he said. With Quake, Carmack pushed to open up the game’s code even more. If it’s got a 32-bit processor and can conceivably display an image, people have ported Doom to it. “It’s great with Doom and Quake now, especially Doom, where anything that has a processor runs Doom. “As you can imagine, that was a tough sell,” Carmack told Rogan. In an August interview with Joe Rogan, id founder and Doom creator John Carmack told Rogan that Doom will live forever because he pushed for it to be open source. It's disappointing to imagine leaving this tradition behind. “So much important creative work came out of this legacy. PC game development custom of supporting mod and map-makers, at companies like id Software and Blizzard is one of the best, most influential forces in the history of video games,” Frank Lantz, Director of the New York University Game Center, said in an email. We’re not doing snap mapping and, out of the box, we’re not going to support mods. The way we developed this technology makes it pretty complicated to have mods in the traditional sense. “People enjoyed that, but it took a lot of effort and didn’t deliver on the true nature of mods. We had snap mapping in Doom 2016," Marty Stratton, Executive Producer at id Software-the company behind Doom-told me at a recent preview event, referring to Doom 2016’s level editor. “Games have gotten a lot more complicated as far as how you make them.
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