Building Quake Live: Carmack Speaks
[As Quake Live debuts to massive demand, Gamasutra sits down with Id's John Carmack and Marty Stratton to discuss its conception, technical specifics, and iPhone plans.]
id Software's just-debuted browser-based FPS Quake
Live is a very interesting proposition. It allows id to enter the
uncharted territory (for the developer) of free-to-play, ad-supported browser gaming, and it
reinvigorates a classic PC game -- Quake 3 -- that was a titan in its time.
Here, John Carmack discusses, along with Marty
Stratton, executive producer of the project, exactly what the inspiration for
this project is, the challenges that id faced in bringing the project from
conception to reality, and its hopes to contribute to the continued success of
the PC platform.
Carmack and Stratton also discuss how they expect to see the
product evolve down the road -- giving a roadmap to how one of the top
developers on the platform sees the market evolving over the next several
months, at the very least.
It's
been an interesting experience taking this game that so many people were
familiar with nearly a decade ago and have it, essentially, be current again.
John Carmack: It's really heartening to see
how many hours a lot of people are logging on the game now, and that shores up
my confidence that it really is a good solid core gameplay mechanic that we've
polished and tuned a little bit. The whole point of the project was just to
make it easier to access that core mechanic.
I
joined a game early on, and there were two guys in a duel who each had kill
counts in the 400s -- they must have been there for hours. They were just
bantering back and forth casually, while pulling off amazing stunts. It was
funny to see.
JC: Yeah, it's also really interesting how
broad the user base is on our beta list, and Marty is saying that he thinks
we're actually going to be running more servers in Europe
than domestically on our launch, or ramp-up to the public beta. Just looking at
all the leaderboards seeing all the huge diversity of country flags up there is
kind of cool.
You're
going into an open beta now, right?
Marty Stratton: Yes. We'll have opened up
to the public on Tuesday evening. We anticipate being in beta for a little
while, completely open to the public, and going from there.
How
much have you worked out your final "release" schedule, so to speak?
Are you playing it by ear?
MS: I would consider this the full,
official launch. Because it is a website and is a built-in, unified experience
all on this web portal, we're taking more of an attitude of it being web
development, so we're launching to the public.
We're letting everybody play. We don't
expect to have to do anything like wiping stats or anything major like that. We
expect that once we launch it, we're going to leave the beta tag on it until
we're sure that we're not going to have major outages or different things like
that.
JC: The beta tag is certainly an admission
that we never launched an online web service like this before, and we've
already run into lots of things that we didn't know we needed to know. And I'm
sure we're going to run into a lot more as we open up to the public.
So, some
of that is just: bear with us, there are probably going to be some issues here,
but we are going to work through them.
MS: We have used Google's model a bit, in
terms of launching new features. I think Gmail is actually still in beta, so I
hope we're not in beta quite as long as that, but it's that kind of philosophy.
We have a full-featured product, but we'll probably be adding some
functionality, some features, and hammering out some issues as large numbers of
people begin to use the service.
Can
you speak to any of those factors that forced you to reconsider elements of
your strategy or prolong development?
JC: The gameplay side of things went really
pretty much as we expected. The plan was to take the old codebase, and
modernize it a little bit. There have been so many people who have played the
game for nine years or so and have tried out lots of things in the different
mods. While you'll never have a complete consensus, with some improvements, it
[comes close].
So we did integrate a lot of the changes
that people almost universally agreed on -- some things with item placement,
weapon balance, and tuning the different parts of the game. All of the levels
are cleaned up visually.
We added some things with the in-game advertising, but
also took the opportunity to tighten up the visual presentation on everything
and improve the lighting. All that went pretty much the way we expected. That
didn't go massively over time budget or anything.
What really hurt us was the initial thought
of putting a web interface on it. Some things surrounding the game were
certainly overly trivialized by us. That's easy to do when you say, "Oh,
we're hotshot game developers. This web stuff can't be too hard because so many
people do it."
There's a little bit of a humbling lesson
there in how much work we did have to do with all the things on browser
compatibility and backend database integration and optimization.
Things like
that that really had taken a couple times longer than we expected them to. But
on the other hand, the entire product package is a lot slicker than I
envisioned in my mind's eye when I threw out the napkin design for this a year
and a half ago.
|
Comments
Login to Comment