id Software interview transcript
Julian Schoffel recently had the chance to interview Todd Hollenshead
(CEO) and Tim Willits (Lead Designer, DOOM III) from id Software
at Activision's big ‘Activate Asia’ event. The following
is the full transcript from that interview.
PC User:
What made you guys decide to revisit DOOM?
Willits: There's
really two things. The first one is John Carmack had the original
vision for DOOM, at the time he was really into hardware and technology
and things, of course, and he made great games. When he started
to develop the DOOM III technology, he realised the potential of
what you could do with real scary environments, bump mapping could
make the creatures look awesome and so on. Anyway, he decided that
he wanted to bring his original vision of DOOM to life using this
new technology. Everybody at id, except for the owners, we fell
in love with computer gaming with DOOM. And for us it was awesome
because we get to make a game in a universe that we all love.
Hollenshead: See,
for a lot of these guys, DOOM was the reason they actually chose
the video game industry as a profession. Tim was making WAD files,
DOOM III was the opportunity to work with the Holy Grail of gaming
for these guys – the proverbial offer you can't refuse, the
opportunity to work on a brand-new engine created by the world's
foremost 3D graphics programmer in a universe that, for some people,
is almost mythical in terms of its hold over your imagination.
PC User: Do
you think it's the archetypal nature of the story of the original
game that made it so popular?
Hollenshead: That's
a great word to describe it, it is this classic, epic battle of
good versus evil and this is not some grey question: "Oh well,
it's war and who's the good guy and who's the bad guy?" Sometimes
that's dictated based on who wins. This is the ultimate embodiment
of evil for people! This is the spawn of hell! You're fighting demons,
there's also this sort of really cool almost classic conflict of
science and philosophy and religion to where it's like: "Should
we be making these experiments? Is science taking us to areas that
border into things where the religious would tell you, you ought
not to be doing some of these sorts of things?" A lot of the
philosophy behind the original game is the demons have taken the
technology and incorporated that to sort of augment themselves,
and you sort of see those influences continuing in DOOM III with
PV Demons with these mechanical back ends and the head of a demon,
or front half or torso of a demon or what have you. So those are
elements of the story that we don't talk a lot about, but if you
want to sort of delve into even some of the Catholic upbringing
of like Adrian Carmack, for example, who all of the monsters sort
of came from his imagination (and I don't want to get too deep into
it and have people think that, you know, I'm going to write the
next Paradise Lost of something), but there are a lot of those elements
in there.
PC User: I read
that you hired a sci-fi guy to do the story-line. Quake III Arena
was obviously multiplayer, why the decision to put the focus back
on single player with DOOM III?
Willits: You know,
we felt Quake III was the ultimate deathmatch game and we felt that
it was time for us to work on a single-player game because that's
what we wanted to do internally. You can't do the same thing over
and over again, you'll go crazy.
Hollenshead: That's
actually the definition of crazy – doing the same thing over
and over again with the expectation of a different result.
Willits: It a great
opportunity to work with this franchise and make a great single-player
game just to kind of like do something different and have fun doing
it and make great games.
PC User: I read
that you storyboarded DOOM III, that you approached it like a film
in some ways.
Willits: Exactly,
exactly. Yeah, we had a graphical media artist actually storyboard
the whole game. You know, it's not as detailed as a high-budget
movie but you know it shows each event, around fifty pages or so.
It gives the developers on the team, if they're working on a particular
area, they can just open the storyboard and go: "Oh that's
what happens, got it."
Hollenshead: One
of our goals with the game was to make it a very cinematic, atmospheric
experience and with the visuals approaching film quality, you might
say they are comparable to a Final Fantasy movie, a Pixar film except
a twisted and demented one, but rendered in a real-time basis. And
so we actually worked with some of the techniques that are used
in the movie industry to create those sorts of experiences. And
having a story written by a professional writer and taken out to
a storyboard and then even to using some Hollywood set techniques
in terms of the lighting, especially since it's all with the real-time
lighting, you know, it's very important in DOOM III just like in
a movie set to have the lighting set just right to create shadows,
to basically create the atmosphere and suspense and the tension
that is so important for us to provide this terrifying, gripping
experience that we're trying to create.
PC User: From
a technical standpoint, were the lighting and shadows the most challenging
facet of DOOM III?
Hollenshead: John
[Carmack] is not here so I'll give you the idiot language response
to that. I can't really give you the technical response because
that's not my field of expertise. Certainly, the calling card of
the game has got to be the real-time generated lighting, shadowing
and bump mapping because it's the interaction of those elements
that allow us to present the image fidelity that we do. The critical
problem, and I'm kind of parroting John so this probably shouldn't
even be a Todd quote. The critical problem that John had to address
was this classic issue when you're doing the shadows. When you have
intercepting shadows, it creates a lot of redundant math because
you have this sort of classic puzzle where, with an object, ultimately
the shadows occlude as the shadows intercept behind it. That not
only create problems because the math involved to create all these
redundant shadows can also create visual artefacts as well as the
shadows intercepting. So John came up with an elegant solution where
he basically calculates that from the inside out to eliminate the
redundancy of the shadow calculations. The algorithm is actually
a white paper that's written up on nVidia's Web site called Carmack's
Reverse. I think that's what it ended up being named. So the solution
to that critical problem was basically what sort of formed the foundation
of the ability to do the shadowing calculations on a real-time basis
and not have the visual artefacts, and be able to present it in
an interactive experience.
PC User: Going
back to the story-line facet of the game, I saw a few scripted events
in yesterday's demonstration. Will there be more of those throughout
the game?
Willits: Yeah, yeah
we have more character interaction, cinematic presentations as well
as character introductions we'll do with the camera up. We'll also
pull the camera up for some story points to happen in real time
as well. We have some orchestrated events that happen with the characters,
you know, where they either fight each other or fight you. We have
some other situations with good guys you don't know are good guys,
or bad guys you don't know are bad guys and stuff. So, hopefully
we'll engage players with the story so they're compelled to find
out what happens next.
PC User:
With the multiplayer facet of the game one of the things I was just
reading was a quote from Quake Con about per polygon hit detection.
Willits: Yeah, in
the past boundary boxes are what determined whether or not you hit
the characters but now it's actually their skin, so you can shoot
a rocket underneath their arms or beneath their legs and stuff.
So, it means actually that hitting the character requires a good
bit of skill and a little more aiming. One side effect of this is
it's a lot more difficult to kill people willy-nilly in deathmatch
and you have to be very precise. We think it really helps to create
more of a realistic atmosphere. You know you really feel like: "Oh
I shot the guy through his legs, I missed him! That was my last
rocket!" So it's actually added quite a fun, realistic feel
to single and multiplayer. [Looks at Todd] You want to say something?
Hollenshead: I was
just going to say the analogy to make is that it's like if you had
a guy standing in a doorway before with boundary boxes, as long
as you just sort of hit somewhere inside the doorframe you would
hit him, whereas now you actually have to hit the body standing
in the doorframe. So that's sort of the difference between the boundary
box and per polygon hit detection. It was sort of one of those unanticipated
things that always seems to happen as you go through the game development
path. You know, when we were working on the single player, we put
that in over a year ago, we played around with the multiplayer to
see what the impact of it was and our first experience of it was:
"You know, what the hell is going on, does that guy have 1,000
hit points or is the gun not doing any damage? Does he have like
some ridiculous amount of armour, are you in God mode!?" And
it's like: "Oh, we just aren't very good shots!"
Willits: Yeah. I
mean. the head shots do more damage but you really need to aim for
the body.
PC User: How
will using objects within the environment affect gameplay?
Willits: Yeah, yeah,
you can knock objects down on characters, you can move them around,
monsters can throw them at you. You have to watch out for machinery
falling on you, things pushing out of floors, you know, it really
will add a more dynamic, fluid experience to the game.
Hollenshead: A lot
of interactivity, too.
Willits: Yeah, and
we've had to adjust the AI [artificial intelligence] to accommodate
for that and stuff, and I think we've done a pretty good job.
PC User:
OK, thanks for your time guys. I think the game looks amazing!
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