John Carmack may have left id to join the team making the Ocuclus Rift full time but he still has plenty to say on the console market, both the previous generation and the hot new PS4 and Xbox One. Whilst one might think Carmack might be the type of guy to always be pushing for newer hardware, he feels that the power of the previous consoles weren’t full utilized.
“There’s so much you can still do on the previous console generation,” Carmack said. “The 360 and PS3 are far from tapped out in terms of what a developer could do with them, but the whole world’s gonna move over towards next-gen and high-end PCs and all these other things.” It does surprise me to think that those consoles weren’t straining towards the end of their long lifecycles but Carmack seems to feel that you can only really move on from a generation once you’ve full mastered the previous one.
One thing Carmack wasn’t fond of during the last generation of consoles was the long development cycles and id’s perfectionism which led to the studio only shipping two big games in the generation. “…we fell into was the longer and longer times between releases,” John concludes. “If I could go back in time and change one thing along the trajectory of id Software, it would be, do more things more often.”
Considering id’s last two games were Quake IV and RAGE, it would have been interesting to see if id could have made smaller, download-only games as a way to test its technology whilst still being in the habit of putting out releases.
John Carmack laments next-gen push [GamesIndustry International]
Joining the ever-growing ranks of games that support Twitch, EVE Online just added in streaming support. Pilots can now activate Twitch streaming right from the Neocom panel by logging into their Twitch account. This functionality is really basic, but CCP are considering adding overlay support and the ability to delay the stream, if people like it and use the streaming feature.
Right now I would advise against using it if you are flying in a ship that you can’t afford to replace, because you can guarantee that people will be watching streams to see where easy targets are hiding out. Ideally, an overlay would cover up sensitive information such as your current location, and a delay would prevent other pilots from accurately spying on you. It’s cool to see it in there, but it needs a bit features before I will start using it regularly.
Hey gang! Here’s today’s Dtoid Show news-snack. I round-up some of the trailers and news to come out of the VGX abomination this weekend, as well as the rumored Alien: Isolation, Metal Gear Solid 5: Ground Zeroes‘ release date, and Doom’s 20th birthday.
Most people that are even remotely interested in the videogames industry would figuratively kill (maybe literally!) for a shot at interviewing at Valve, let alone securing a job there. Markus Persson, better known to the gaming community as “Notch”, did the former on accident, and then turned down a job offer.
In an excerpt from his book Minecraft: The Unlikely Tale of Markus ‘Notch’ Persson and the Game that Changed Everything, which was republished by AllThingsD, Notch tells of the time that he was invited to visit Valve as Minecraft‘s beta was taking off and generated quite a bit of buzz.
After touring the studio and meeting Gabe Newell, Notch sat down in a meeting room to chat with one of Valve’s human resources representatives. He told a bit about himself and his plans for Minecraft before realizing that he was midway through a job interview.
Eventually, he was told by the member of HR that the company wanted him to become a Valve employee, and asked if he was interested in joining. Notch politely declined the offer, stating that it was one of the toughest decisions he’s ever had to make.
His reasoning for turning down employment at Valve was ambitious and laudible. “Somehow, I felt that Minecraft was my chance to create a Valve, rather than work at Valve,” he said. He may not have created a behemoth of that magnitude yet, but he’s certainly on the right path.
Reddit user beta_crater has uncovered what appears to be a legit DLC card for an upcoming add-on for Call of Duty: Ghosts. The card says it all – it’s a “Guard Dog Killstreak Skin” for use in Ghosts, that will change the Riley the dog multiplayer model into a wolf.
Just like any regular bit of cosmetic weapon DLC it’ll cost less than your standard map pack (at $3 on December 12th), and similarly, it’s completely optional. I really don’t know what to say — I thought everyone liked Riley? Also, where the hell is our corgi DLC, Dale North?
So… this is happening [reddit]
Independent developer Carnivore Studio has announced they are working on a game bound for PlayStation 4 and PlayStation Vita next year. According to details provided by Pocket Gamer, the title will feature stealth-based gameplay as players explore an island filled with otherworldly creatures drawn from Japanese myth in search of a rare book.
The art looks pretty cool, and I enjoy the idea of stealth being the only recourse (as the player is reported to have no weapons, though some sorcery will be afoot), as it seems all too often the case in stealth games today that sneaking can be an afterthought for the player.
But don’t get too terribly excited. Carnivore doesn’t plan to release the game until 2015 and there’s a whole lot that can happen in that time. Until then, here’s hoping for the best.
Following on from 2009′s Gameswipe special, acerbic critic and former PC Zone writer Charlie Brooker has delivered another excellent videogames program this time on Channel 4. How Videogames Changed the World is a two-hour special charting the lineage of videogames from Pong and Space Invaders to The Last of Us and Minecraft. Of course it helps if you’re in the UK and can just watch it on Channel 4′s on-demand site but if you’re somewhere else in the world, I’m sure you’ll have your own means of watching (*cough* YouTube).
If you’ve watched a Charlie Brooker program (or read his excellent TV Go Home) you’ll know it’s a mix of interviews, clips, and social commentary. The history of videogames is told over 25 notable titles with some interesting picks for the defining games that have shaped what we play today. There’s appearances from the likes of Tim Schafer, Nolan Bushnell, Will Wright, David Braben, and Peter Molyneux.
Personally speaking it was quite something to see Hover Bover, one of the first games I ever played on my parent’s Commodore 64, on a TV screen. I say “TV screen” I actually watched the program on my laptop today whilst hungover. Ooops.
Brooker recently gave an interview with The Guardian saying how hard it was to get someone to commission a show about videogames which seems a shame. Mind you, earlier this week Channel 4 also show a program about young Brits on holiday in the Mediterranean which involved them drinking each other’s vomit and urine so maybe videogames can do without TV.
This was one of my favorite RPGs of the year and a game I waited a long time for in English. If your sitting on the fence about it, make sure to check out our review.
But really, what are you doing… go buy this as soon as the deal hits!
Last Sunday on Sup Holmes (now on iTunes) we were treated to company of Cristina Vee, voice actress for League of Legends, BlazBlue, Tekken: Blood Vengence, Skullgirls, Pokemon Origins and many other games and animated films. She is utterly charming, almost to the point of inducing speechlessness.
On one hand you have her compelling underdog story — learning to overcome shyness through discovering anime and its surrounding fan community, getting discovered online for singing anime theme songs, getting her first job in the industry as a teenager, and finally making it to the success she’s found today. On the other hand, you have her personality — a mix of wit, shyness, and slightly unhinged creativity. Over the course of the show she became Pokemon Cubone, sang about Rainicorns, and auditioned with me for the role of Marie Rose, the new Dead or Alive fighter. I made up lines for her to read on the spot about bunk beds and Burger King for her to read in-character. Her performance was flawless. Tecmo Koei would do well to sign her for the roll ASAP.
We also talked about what it’s like to be typecast, the growing attention that games are getting from Hollywood actors, what its like to to do voice acting for perverts and sex secenes, and so much more. Thanks again to Cristina for appearing on the show, and please tune in tomorrow at 1pm PST/4pm EST when we kick off Adult Swimbemer with Soundodger+‘s Michael Molinari.
Prison Architect was one of the first games to appear on Steam’s Early Access category and I think it’s the game that’s been best suited for the service. There’s been a steady stream of updates since April and Alpha 15 is one of the best so far. There’s been a big improvement in the performance of the game, specifically when it’s a large map with a lot of prisoners present. I’ve not created a really big map so far so I can’t say I’ve seen Prison Architect running slowly but this is a welcome update nonetheless in case I fancy running a really big prison.
Some neat additions are that your all your prison staff will now suffer from fatigue, so you’ll need to built a staff room so your guards and workers can recharge their batteries. Of course, it’s not like I need an excuse to put a pool room in a prison because that’s only going to lead to those pool cues being stolen and used a weapons by resourceful prisoners.
Also added is the ability to speed up the game to a crazy speed, new ways to track contraband and new grants to improve your income. The big feature that’s been added in Alpha 15 is a new way to support mods making it easier for user created add-ons to be used in game. No more altering text files, just drag and drop the mods into the relevant folder and you’re good. I’m glad to see Prison Architect getting better and better; as I’ve mentioned before, there’s a perverse glee to be had in making your prison-less-than secure. There’s comedygold in that approach that offsets the dark thoughts that come with running a prison.