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John Romero plays Doom with Double Fine dev


SuperDuperYeah

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Alright so I was pretty hooked on their series "Amnesia Fortnight" where you see devs doing a 2 week long small project and I happen to find this on their Youtube channel yesterday. It's John Romero playing Doom with a former Bioshock and Bioshock 2 level designer (lead level designer at some point). There's 10 videos and they-are-pretty-fucking-awesome. This is a part of their series "Devs Play" which I'm going to follow fo-sure.

 

Check deez out, (it's pretty Mapcore worthy):

 

 

 

 

 

 

 

 

 

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Haha, I know what you mean. I just watched the first video, and holy shit that guy has a massive problem with silence or something.  Even when John's clearly gathering his thoughts and is about to share some sweet-ass Doom development fact, he jumps in and finishes his sentence for him. He must be a nightmare on dates. :oops:

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  • 2 weeks later...

I went in my archives and found a long quote from Carmack. Hope you'll like it:
 

 

To elaborate a bit:

Probably everyone reading this has done some "game design" while talking with friends. In an evening, you can lay out the basic character of a game -- what the player does, what the environments are like, what the obstacles are, what the tools in the game are like, what the plot is, what the style of the game is, and a few unique hooks for the game.

There is not a hell of a lot of difference between what the best designer in the world produces, and what a quite a few reasonably clued in players would produce at this point. This is the "abstract creativity" aspect. This part just isn't all that valuable. Not worthless, but it isn't the thing to wrap a company around.

The real value in design is the give and take during implementation and testing. It isn't the couple dozen decisions made at the start, it is the thousands of little decisions made as the product is being brought to life, and constantly modified as things evolve around it. If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.

The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions.

Putting creativity on a pedestal can also be an excuse for laziness. There is a lot of cultural belief that creativity comes from inspiration, and can't be rushed. Not true. Inspiration is just your subconscious putting things together, and that can be made into an active process with a little introspection.

Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

John Carmack

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