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by Groxx 1355 days ago
ehhh... Doom 3's limitations were painfully obvious when it launched. The shadows and pure blacks were a nice stylistic workaround for handling only a single light source, but later levels went crazy with filling the world with glowing fog to make larger rooms even remotely usable. It felt more like an elaborate tech demo than a game at times.

It was a significant leap, but it was the right time for it. In less than a year you saw other games doing the same thing or better - they had clearly been working on it as well. Doom 3 was just the first to come out, and Carmack did a lot to spread knowledge about it immediately (as he frequently does, which is wonderful).

1 comments

A tech demo you say. Obvious. Doom, Doom2, Quake and Unreals and nothing more than FPS clones of the same concepts to sell engine features to third parties.
I'm not claiming that's their goal, but yes, Carmack often seems more interested in his craft than the end product. Which I very much enjoy, and the computing world benefits from. I wish more game companies were like that.

As to views on the end product as a whole: opinions differ, ridicule seems unwarranted.