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PostPosted: Wed Aug 07, 2013 12:24 pm 
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Wasn't sure if I should post this in gaming or tech. I guess the end result is tech, but my post will be around gaming.

John Carmack has left id to become the Chief Technology Officer for Oculus VR.

I'm happy for him, but I am saddened by the news that he's leaving id. id without Carmack (I fear) is just another bland, faceless gaming company#24056. It was bad enough when they lost John Romero (and that was a dumb decision on his part), and even worse when angry fallout forced Paul "Crackwhore" Steed to leave the company.

id has been a part of my life for almost exactly 20 years. So more than 55% of my entire existence has passed knowing that somewhere out there was an innovative gaming company with this brilliant man.

I cannot express how much id games were/are a part of my life. DooM and I share the same birthday. At 16 years old, when I had a shitty day at my shitty telemarketing job explaining to shitty people that the shitty products they were ordering were not, in fact, shitty; it was nice to come home and take out a shotgun and blow away some imps. I played DooM as recently as last month (Heretic as recently as last night, though that's technically Raven) and it's still just as cathartic hearing that shotgun blast, rack, and imp do a death growl. When I was suicidal around that same age, DooM also helped vent some of those feelings as well.

Then Quake came out and the Internet began to boom. The deathmatch was one thing, but id made it very easy for players to mod their game (something rather unprecedented at the time, even moreso that they encouraged it). A man named David "Zoid" Kirsch came up with the idea of recreating a new type of deathmatch. One that wasn't a free-for-all, but team based. He used an existing map, made the silver and gold keys the "flags," put in code to put players on either a red or blue team, and incorporated a fun mod (that wasn't his) that added a grappling hook. He made the games "runes" allow players who held them give them differing powerups. He made it so the flags could be captured by taking one of the keys to your home base, and if your team was in posession of their own key, it would capture the enemy's flag. He only did this quick and dirty code for one and only one level. So it just played on a loop when the level change happened.

He put it on his server, told players the basics, and let them try it out. He went on vacation for a week and when he came home, he realized he had forgotten to change his server back to a regular deathmatch server. He figured the players were freaking out and upset, so he immediately changed his server back to deathmatch. .... And then he was bombarded by angry players telling him to change it back to his new mod. Even though it only had one map, word had spread like wildfire over this new type of multiplayer and his server was jammed full 24/7 with many others trying their damndest to get in.

He realized there was a huge demand for it. Capture the Flag was born, and all modern team-based games owe everything to it.

It took many years before I could claim that World of Warcraft had eclipsed my "hours played" that I had put into Quake and Quake 2 Capture the Flag. I was there when Team Fortress was only just a Quake 1 mod (many people thought it debuted with Half Life. Not so.) I was there when folks like John Carmack and many others in the industry were updating their .plan files (before blogging became a thing) and read them on a daily basis (Da Tale of Tales was inspired by Robert Love of Raven Software's .plan file of a humorous fantasy story he had been making up on the fly).

Throughout it all, Carmack was there behind the scenes. Loving technology and loving pushing its boundaries. He was never a man to shut down ideas, try new things, or put down other people's tech. In fact when a new engine came out that surpassed his own (sometimes only in different ways) he would publicly praise it and then challenge himself to do better. John was also the guy who decided he was going to release the entire source code to his older games as new ones come out (yet another thing rather unprecedented). He was a celebrity to geeks like myself. To me, he still is.

I wish you the best at Oculus, John. I know you will continue to push the boundaries of technology and amaze me for years to come. I'm a little saddened because it feels like my best friend just moved away to another state, but life goes on.

I'll frag some more imps in your name.


Edit: Apparently he still part time works at id as the article has been updated. I guess that's better than nothing. Now my best friend has still moved away, but flies in for business every now and again.

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PostPosted: Wed Aug 07, 2013 12:49 pm 
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Honestly, id's stagnated so hard over the past several years, I'm glad to see him jump to somewhere where he can be a driving force in the industry again.

He created a couple great engines, but id always struggled to make games out of them, IMO. Your own post notes that the most significant advancements in multiplayer gameplay didn't come from them, but rather grew out of their moddable engine.

He's been very passionately involved in the Oculus Rift for over a year, now; I'm glad to see he's being brought on to take the reins in an official capacity that will merit his full attention and brilliance.

Remember, the Rift isn't just about the cheap high quality display hardware available now thanks to cell phones and mobile devices -- at least just as crucial is the driver package that manages sensor input in real-time with incredibly low latency; and as the man who was most responsible for carrying the OpenGL torch and making graphics cards sing without DirectX for over a decade, I'm glad to see this in Carmack's capable hands.

Finally, there are simply other engines out there. I don't need id coding engines anymore. Crytek, Epic, and Unity are all putting out excellent engines with quality licensing programs -- they'll keep each other honest and keep pushing each other hard without id in the mix. Frankly, id's not been in that game in a while, now, anyways. That section of the industry, though, is and has been advancing without Carmack's input just fine, and probably doesn't really need to make leaps and bounds to be engaging, anyways. Oculus Rift and a few other scrappy small startups, on the other hand, are where the exciting industry shifts of the next decade will be. A strong, innovative personality like Carmack is going to be invaluable to bringing attention and support for the new VR movement that's going to leave a mark just as indelible on the future of gaming as Carmack's engines and their children did in the 90's.

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Last edited by Kaffis Mark V on Wed Aug 07, 2013 12:54 pm, edited 1 time in total.

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PostPosted: Wed Aug 07, 2013 12:53 pm 
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Yep, my take was the same as Kaffis. While id has had some great engines lately, their games have left me wanting. I enjoyed playing Rage, but it just felt like it could've been so much more (especially if it had an ending). However, the tech was excellent. I'm really excited to see John move into a position of being a groundbreaking software/driver developer again, and I really hope his industry contacts will help as they expand Oculus support to all corners of the earth.


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PostPosted: Wed Aug 07, 2013 12:53 pm 
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Kaffis Mark V wrote:
Honestly, id's stagnated so hard over the past several years

GOOMH. I didn't want to be the first one to say it.


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PostPosted: Wed Aug 07, 2013 12:54 pm 
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See edit for more thoughts from me.

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PostPosted: Wed Aug 07, 2013 2:10 pm 
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I would never have said id is still at the top of their game. It's just sad to see a major change in life that had always been a constant. It is Steve Jobs leaving Apple (when Apple certainly was not at the top of their game). In many ways, the men were the companies more than the companies.

It's definitely good to see him go on to better things. I was more expressing sadness over life in general ever changing and moving in different directions.

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PostPosted: Wed Aug 07, 2013 6:25 pm 
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I would probably refrain from ever comparing someone I admired to Steve Jobs. Jobs was a vile human creature.

That said, Carmack leaving iD is good for Carmack. It's also probably good for gamers, since iD isn't giving us anything useful since Quake 2. Epic and Valve and Monolith and CryTek and ...

Point is, iD is behind the curve. I am thrilled to see Carmack going somewhere he can make a difference.

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PostPosted: Fri Aug 09, 2013 11:57 am 
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I'm with you there about Jobs. Just as I am not a fan of Apple. But to the cultists, Jobs represented Apple the same way Carmack did id. That was the only correlation I was making.

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PostPosted: Tue Oct 01, 2013 1:44 pm 
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Sorry for the late post but isnt it a good thing he went to Oculus VR? That thing looks cool, I hope he helps them realize its full potential.

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PostPosted: Tue Oct 01, 2013 6:23 pm 
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Dash wrote:
Sorry for the late post but isnt it a good thing he went to Oculus VR? That thing looks cool, I hope he helps them realize its full potential.

That's the consensus here, it appears.

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PostPosted: Wed Oct 02, 2013 10:26 am 
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Yep. id's last several games were mediocre (ugh, the slap in the face that was the end of RAGE), and I think just about everyone is excited about the potential for the Oculus. I've already started saying my goodbyes to my family.


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PostPosted: Fri Nov 22, 2013 6:06 pm 
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Carmack has left the id building for good: http://www.engadget.com/2013/11/22/john ... oculus-vr/

Quote:
For veteran gamers who enjoyed Doom and Quake, it's the end of an era -- id Software co-founder John Carmack has left the game studio to concentrate all his efforts on his Chief Technical Officer role at Oculus VR. It was just too "challenging" to divide attention between the two companies, he explains. id's Tim Willits says in a statement that the departure won't affect any existing projects, but it does leave the firm without the insights of one of the game industry's brightest programmers.


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PostPosted: Fri Nov 22, 2013 7:26 pm 
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I feel like he's been two feet out the door for quite a while.


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