Короткое интервью с Джоном Кармаком

28 декабря 2005 г. 14:37
Источник:Добавить комментарий

Guardian Blogs опубликовало короткое интервью, которое взял Кит Стюарт у Джона Кармака, посредством электронной почты.
Поскольку это интервью действительно короткое, состоящее всего из семи вопросов, поэтому приводим его здесь почти полностью.

KS: On your blog you talked about getting into Java programming as a means of resetting some assumptions and habits after working on Quake III. So did Doom RPG help? How?
JC: It wasn’t so much the Java aspects as the mobile platform that is the diversion. It has been worthwhile, but I didn’t get to go all that far down the detour before my primary responsibilities asserted themselves. I did three major blocks of coding on the project and regular design review meetings, which was all I could spare the time for. The crew at Fountainhead did a great job of following up on the direction and turning my rough project into a polished product.

KS: Was it strange returning to the very origins of Doom - in terms of graphics, CPU, memory restrictions? Did it bring back any memories of your work on the original game?
JC: I’m really not the reminiscing type. Capabilities wise, everything I was able to do back then, I can do a lot better now, but the mobile platform isn’t well suited to tight optimization because of the incredible range of performance you are expected to support. From our low-end Java platform (which is really a mid-range java platform, we don’t support the real low-end) to the high end BREW platform there is a performance difference of well over 20x.
I did take some value out of looking at the extreme simplicity of implementation that the tight resource limits required. I do feel that modern games are often abstracted a lot more than is really necessary, and it leads to robustness issues.

KS: Having worked with mobile gaming and experienced its many limitations, what do you think we can expect from the format in the future? What are the best type of games we can hope for?
JC: It is clearly a bad idea to try to just move games from other platforms directly over, but I’m sure we will see a lot of it, especially as the handsets surpass the hardware capabilities of previous generation consoles.
High-end BREW phones aren’t nearly as limited a gaming platform as you might think – they are a lot more powerful than an original Play Station, for example. Java phones, however, are saddled with a huge disadvantage for gaming. With 3D chipsets coming into mobile parts, it won’t be too many evolutionary steps before you can get a cell phone with more guts than an Xbox.
Better input for gaming (analog stick, shoulder buttons, etc) is something that will probably be addressed on some phones, but I am dubious about it changing across the board, so I’m not sure how much of a difference it will make for the platform as a whole. That will remain the largest factor effecting good mobile game design.
It is looking unlikely that network packet latency will dramatically improve in the foreseeable future, but network games could be dramatically improved if interfaces were put in place to allow isochronous circuit switched data for gaming.

KS: As for your PC work, Doom 3 was a sort of one-stop shop for anyone wanting to know about cutting edge visual and physics effects. Do you use your games to test the latest developments in hardware and programming, or do you start at the game and only use technology to facilitate your design ideas?
JC: In the past, we have clearly bent the game around the most impressive technology we can produce, but that is changing to a degree. There is so much flexibility and power available now that there aren’t a whole lot of beneficial trades that we can do to make something radically better by restricting the game design in a particular way, so the game design is a lot less technology driven than it used to be.

KS: So what can we expect to see from the next generation of PC games, in terms of interesting new visual effects and physics features?
JC: At this point, I’m not saying, but we have something in store!

KS: I interviewed Peter Molyneux recently and he argued that the videogame industry is too cautious and brand-obsessed these days - he theorised that if things had been the same when Id started out, Doom might never have been published - at least not through traditional retail channels. Do you agree? Has the 'two guys in a garage inventing the next big thing' dream really been killed off by the big publishers?
JC: Well, Doom wasn’t originally published through traditional retail channels, it was shareware. The tremendous success there led to the retail release of Doom 2. A similar thing could certainly still happen today, but probably not with a media rich triple-A game title that takes tens of millions of dollars to develop. An independent breakout needs to be clever and cost effective.

KS: What challenges do you think there are left for you in games programming? What are you learning about next?
JC: If it weren’t for Moore’s law changing the playing field continuously, I would have been long gone. The rapid pace of hardware evolution still keeps things fresh for me. I am having a fine time working on the Xbox 360 graphics architecture right now, but I would be bored out of my skull if I was writing the twentieth iteration of user keyboard configuration code.
Outside of game programming, I have been getting a lot of satisfaction from the engineering work at Armadillo Aerospace.

Метки: интервью, люди

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