Word: carmacks
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Daikatana, ironically, uses the Quake game engine (id happily licenses Carmack's old engines to any developer willing to pay royalties). It's an expanded version of the standard id action game, with a list of new tricks: where Quake had seven weapons, Daikatana promises 35; to Quake's 10 monsters, Daikatana will offer 64. (Carmack scoffs at these numbers, saying there's "no chance" ION will finish a game of this size in time for the Christmas shopping season.) Daikatana also departs from Quake's Gothic aesthetic with a time-travel story line that allows four levels with four...
...hottest game-development team in PC history break up faster than the Beatles? According to Romero, it was because his vision of gaming perfection clashed with John Carmack's vision of coding perfection and lost. Carmack saw id as a boutique company, cranking out one title a year based on his latest it'll-be-ready-when-it's-ready game engine--which left lead designer Romero feeling like a second-class citizen. "We were spending all this time making data for this engine that wasn't even done yet," Romero says, frustration still edging his voice, "and then...
...Carmack's perfectionism, Romero felt, was costly. Why were they waiting around month after month to make just one game using Carmack's Doom engine, when in the same time they could have released three variations on the Doom theme? "id was just too limiting," he says dismissively. "Too small. Small thinking...
...John Carmack doesn't disagree with Romero's description of their clashing priorities. "I'm doing what I want to do now, and it happens to be making us millions of dollars," he told TIME last week, in one of his first public comments on the split with his former partner. Carmack doesn't want to grow id into a big company. "There's only so many Ferraris I want to own," he says. But he takes issue with Romero's version of their breakup. "John's a good designer, and he's got artistic talent. But the fact...
...young moguls will put their competing visions to the test. ION's big idea is that the age of game technology is over and the age of game design has begun. "Three-D is like Technicolor," says Wilson, pooh-poohing the value of Carmack's perpetual tinkering with his game engines (the latest, code-named Trinity, is due next year). "Once you're there, you're there. It's time to focus on content...