Monthly Archives: February 2015

Quake and Doom’s Mechanics

So sock, level designer extraordinaire, had a tweet which triggered some interesting discussion:

I didn’t directly participate, as on this subject I find Twitter’s character limit to be too restrictive. Jehar and negke jumped in with thoughts, but I figured I would share mine here. At a glance Doom and Quake seem to be similar games. First person shooters made by largely the same team, and with the same key people of Romero, Carmack, and Petersen at the helm. But they have many fundamental differences, such that I find it hard to articulate it succinctly. As negke has dubbed me a master of verbosity, I shall do my best to live up to that. Continue reading

Oh, Bother – RPS Interviews Molyneux

John Walker of RockPaperShotgun fame/infamy, depending on who you ask interviewed Peter Molyneux of game industry fame/infamy, depending on who you ask. Likely you’ve heard about the interview by this point. It is a write up of a 75 minute phone conversation that has a whole lot of emotion, but not much useful information for the reader.

Allow me to distill for you the things to be learned from this very large column of text:

  • The reports about the team size of Godus being decreased in favor of other games is inaccurate, the people working on other projects have a skill set that is more suited to early and pre-development.
  • Actually that is about it.

I’m mildly thankful for that information, I’ve not followed Godus much. I did read the Eurogamer piece on the guy who won the God of Gods contest, as it seemed an interesting side story to the meta aspect of games, their developers, and how they interact with the world. But this wasn’t a particularly informative interview. It didn’t illuminate anything, other than perhaps providing yet another data set on how emotional inquiries can make people react emotionally, even if they are desiring to be calm. Continue reading