Quake 4 – Interview with Sync Error

Interview with Sync Error, id Software’s Community Liaison

Author: Roger LaMarca / Published: 2006-03-02 / http://www.quakeunity.com/article=4

SyncError is the latest member of the id Software team hired within the last month to serve as id’s personal contact inside the community. To accompany this interview, I have written an article to highlight some of id Software’s achievements in their long history of community support.

PlanetQuake4: Please introduce yourself, tell us your official job title, and what your responsibilities include at id Software.

SyncError: My name is Donnie „SyncError“ Domino and while everyone here at id holds many jobs, I’m officially the Community Liaison.  My job entails interfacing with the community so that id may better understand and address the concerns of players. This includes gathering information about bugs, the demand for new features, and strengthening community awareness of clan and mod team organizations

PlanetQuake4: Tell us the process of how you went about getting the job at id Software?

SyncError:
The process was long and quite stressful for me, taking several months to complete.  I made several trips from out of state to spend time in interviews and talks, primarily with Marty Stratton, id Software’s Director of Business Development. Over the passing months since Quake4’s release, id grew concerned over their own lack of connectivity with the community.  This was something that greatly bothered them and they knew they needed to resolve. They specifically were looking for someone who could manage several technical fields including maintaining the website, online store, online game servers, resolving technical network, hardware and software issues in the office, while interfacing with the community as to open up that channel of communication where bug fixes could be properly addressed and community feature requests could be gathered and implemented.

My feet happened to fit the many shoes they had me try on.  Prior to joining id, I owned my own web hosting & design company, acting as a server admin, web designer and a pc technician.  I have been an avid Quake player since QTest was released in Feb ’96, having acted as both a highly active player and clan leader in Q1/QW/Q2/Q3 and now Q4.  I’ve played in many leagues, ladders and LAN competitions (all under a different handle with the exception of Winter CPL).  While I am a „decent“ player I am perhaps more proud of some of my accomplishments as a clan leader, having instructed many players who have gone on to perform well at PGL, CPL and QuakeCon.  I was part owner of a LAN Center a few years back, at the time the largest in the nation, that was highly successful and a great experience for me. In addition, my entire family (wife and kids) are all active Quakers, so I have many contacts within the community whether they be from my own participation or my wife’s (a former QGirlZ member). Even my daughter has gained somewhat of a following as she won the Fatality shootout (at age 7) at last year’s QuakeCon. I can only assume that id appreciated my enthusiasm and dedication to the game over the past decade.

I feel incredibly at home at id, the team has done a wonderful job at welcoming me in.  Everyone has been helpful, kind and incredibly open to hearing my opinion, allowing for community requested changes and improvements.

PlanetQuake4: Since the release of the Quake4 1.1 Beta Patch, you have been bombarded with tons of comments and suggestions of what Quake4 should and should not be like. Have you found it hard to decide what ideas should be brought to the coder’s desk?

SyncError:
The feedback and participation from the community following the Quake 4 1.1 Beta Patch has been outstanding.  With the vast majority of the suggestions being valid bug fixes there has been little need to do any sorting.  Every suggestion that comes my way is organized into spreadsheets categorizing them as legacy bugs, new 1.1 beta bugs or community requested features. All items on the list are then discussed between myself, the company owners, designers and coders. Only recently this week have we began receiving large demands for features that are still often debated within the community itself. These features must be carefully considered by the community before we can seriously evaluate them.

PlanetQuake4: Who is your superior at id and who are you interfacing with the most when reporting new ideas and bugs that need to be addressed in Quake4?

SyncError:
My primary superiors at id are Marty Stratton and Todd Hollenshead. Everyone at id pretty much „interfaces“ with everyone else quite often. On any given day I may have several casual meetings with Marty Stratton, Todd Hollenshead, Tim Willits and Jason Kim. I discuss almost all bug reports and new feature ideas with them as well as going the reports with the design and code teams as I receive them. We are in no hurry to potentially destroy the game by throwing in every request and alteration that comes our way. We will however listen with a sincere ear and attempt to address people’s concerns in the best manner possible. Everyone at id has been very open to change, but at the same time we will not make hasty decisions.

PlanetQuake4: Will you have any responsibilities related to the planning and organization of QuakeCon 2006?

SyncError:
I’ve been told that the majority of the QuakeCon organization will be handled by myself and Marty Stratton, however, we have not yet had any opportunities to begin such discussions.  I hope to begin diving into QuakeCon soon, perhaps after we get the final 1.1 point release or 1.2 patch out the door.

PlanetQuake4: You have been a member of the online QUAKE community of many years now, just recently competing in a Quake4 tournament in Dallas. How excited are you to have the opportunity to be working at id Software and how important do you think it is that id hired someone like yourself that can be their voice in the community?

SyncError:
I think the only thing that outweighs my excitement for my newly obtained position would be the need for it. I’ve been dedicated to expanding the Quake player base as long as I can remember, unfortunately there has never been such a dire need as there is now. Quake over the years has not just had competition from other FPS games, but perhaps even more importantly, has become refined and renowned as a highly competitive product. There has been a shift within the Quake community from a casual FPS game with a „competitive vocal minatory“ to a game whose multiplayer field is dominated by competitive players. This shift has made many competition friendly features more important than in previous titles. Such features could never be implemented without close communication with the players to build Quake 4 into the product that everyone desires.

PlanetQuake4: While you are addressing the concerns of hardcore Quakers, does id have any plans that would help Quake4 multiplayer appeal to a broader audience that does not seem to be there for Quake4 at the moment?

SyncError:
id Software and other development teams considered „Friends of id“ have been hard at work at adding additional content that many casual gamers will find appealing. You can expect to see expansive changes in the coming months adding new maps and gametypes to the Quake universe


PlanetQuake4:
Currently, things are pretty hectic with the release of the beta patch and the official patch being worked on as we speak. What do you see yourself doing during less busy times at id?

SyncError:
Due to my position being multifaceted, I don’t expect to see any „down time“.  But when things aren’t incredibly busy it is part of my job to be playing, so you’ll be able to catch me every-so-often during work hours on a 1v1 or CTF server most likely.  It’s very important that I remain a member of the community and not just become a „normal“ id employee. I plan on continuing to play in leagues, LAN tournaments, as well as help out with the mod and mapping community. I cannot let myself depend on one forum or merely the opinions thrown at me. It’s vital that I remain an active player in all of the games id needs feedback from.

PlanetQuake4: To help make Quake4 modifications more mainstream, would id be open to advertising mods and other Quake4 enhancements on idsoftware.com and the official Quake4 site in order to show the general public what exciting add-ons Quake4 has to offer?

SyncError:
Definitely, this has been in discussion since my hiring.  While there is still much discussion to be had about it, you can expect to see both players and mod teams receive recognition on the idsoftware.com website.  I hope to begin delivering such interviews and news reports to the company site in the near future.

Todd Hollenshead Interview – Der Download

Nachdem Streaming bei den meisten zu Lags und Unterbrechungen führt, gibt es nun das Interview Video nun auch zum Download:

Hier noch ein paar weitere Infos daraus:

  • es wird nochmal betont, das der Doom III Spieler relativ langsam laufen wird
  • Doom III spielt 100 bis 150 Jahre in der Zukunft
  • ab durchschnittlichen 30 FPS soll Doom III „Spaß machen“. Diese Framerate wurde auch auf Vorführungen benutzt.
  • Carmack arbeitet immer noch mit nVidia zusammen (auch mit besonderem Augenmerk auf einen XBox Port von Doom III)
  • RTCW für XBox wird auch Coop-Multiplayer haben
  • in Quake IV wird man vermutlich als Space Marine auftreten, die Gegner werden wie in Quake II die Stroggos sein, vorraussichtlich wird man den alten Planeten wieder besuchen
  • es wird nicht ausgeschlossen, dass Doom III erst nach der E3 erscheint, falls es bis dahin noch ein „bad game“ sein sollte

CVG: Quest wird entwickelt

Laut einem Bericht von CVG arbeitet Nerve Software an Quest. Graeme Devines Quest wurde von id Software gecancelled um Doom entwickeln zu können. Laut CVG bestätigte ein (nicht genannter) Insider die Gerüchte, dass es sich bei Nerves Multiplayerspiel auf Basis der Doom Engine tatsächlich um Graemes Quest handelt.

Quest. Graham Devine, original founder of doomed developer Trilobyte and recent addition to Quake-maker id Software, is, according to CVG’s sources, in charge of the project. No further details could be gleaned today on the game today.

Den ganzen Artikel findet man hier. Wenn man bedenkt, dass CVG als eine der ersten Webseiten einen Artikel zu Quake 4 (angeblich auch Insiderinformationen) veröffentlichte ist es doch sehr wahrscheinlich, dass Quest entwickelt wird.

QuakeCon 2001: Doom und Quake 4

Aktuell von der QuakeCon:

  • Raven und id Software arbeiten an Quake 4. Es soll unter anderem Matrix-Style Effekte haben und sich am Quake 2 Universum orientieren, die Story wird beim Absturz im Weltraum ansetzen. Es wurde allerdings noch keine Spielszenen, Screenshots usw. gezeigt. Laut Todd Hollenshed wird es noch eine sehr lange Weile dauern, bis Quake 4 fertig ist. Soeben wurde bestätigt, dass Raven Software für Quake 4 die Doom 3 Engine verwendet.
  • Nerve Software und id Software arbeiten zusammen an 2 Multiplayerprojekten: Einmal an Return to castle Wolfenstein Multiplayermodus und noch an einem weiteren brandneuen, bis jetzt unbenannten Blockbusterspiel, welches die Doom 3 Engine benutzen wird.
  • Offenbar wird/wurde ein Doom 3 Video gezeigt. Die Qualität soll ziemlich an Filmqualität rankommen, vergleichbar mit der von dem Final Fantasy Film. Doom 3 soll recht dunkel, langsam und sehr storybasierend sein.
  • Activision wird der Publisher von Quake 4, Doom GBA und dem Multiplayer Titel von Nerve Software sein. Über den Doom 3 Publisher gibt es bis zum derzeitigen Zeitpunkt keine Informationen. Das Warten und Spekulieren hat ein Ende: Raven Software arbeitet in der Tat an Quake 4. Laut id Software CEO Todd Hollenshead wird Quake 4 die aktuellste Doomengine benutzen und von der Story her an den Weltraumcrash von Quake 2 anknüpfen. Leider gab es nichts zu sehen und laut Hollenshead wird es auch sehr lange nichts zu sehen geben, da das Release noch in ferner Zukunft liegt. Auch dazu gibt es einen kurzen Artikel auf Shackes.

     

    At the Quakecon press conference, id Software CEO Todd Hollenshead confirmed today that Raven Software was working with id, using the Doom 3 engine, to make Quake 4. No in game footage was shown, and Hollenshed implied that the game was a long way away, but there ya go, now it´s a sure thing – Quake 4 is in the future. Apparently the game´s storyline will come from the Quake 2 crash-in-space scenario.

    Activision wird (wie bei Quake 2 & 3) der Publisher sein.

    Wie erwartet wurde wieder Doomvideo auf der QuakeCon 2001 vorgestellt. Das Video selber war ein Mix zwischen dem MacExpo Doom Video zu sehen war und einigen neuen Spielszenen. Insgesamt ist es deutlich farbiger als das auf der MacExpo, das Spiel an sich sehr dunkel, langsam und storybasierend gestaltet. Graeme Devine arbeitet am Soundcode und Doom wird Dolby Digital 5.1 unterstützen. Eine X-Box Version gilt als ziemlich sicher. Ausserdem stimmte Trent Reznor bereits zu, die Musik für Doom zu machen – es gibt allerdings noch keinen Vertrag.

    Filmen war offenbar nicht erlaubt. Hoffen wir, dass es dennoch ein paar gewagt haben…

    Einen kurzen Artikel findet man auf Shacknews.

    One of the issues raised was on violence and the amount of gore / blood in Doom with Columbine and lawsuits happening and such. At this point Todd Hollenshead started to look a bit nervous, and Carmack pretty much assured everyone the lawsuits don´t effect their design decisions at all and there will be plenty of gore in the new Doom. This was shown during „bathroom scene“ of the Doom engine, where blood was smeared all over the tiles, and a body got torn up by one of the monsters.

    Weitere Informationen:

  • Der Raketenwerfer wird laut Carmack ziemlich wahrscheinlich in Doom 3 sein, auch wenn er noch nicht erstellt wurde.
  • Da Doom Zombies und Dämonen als Gegner haben wird sollte man keine besondere Charakter KI erwarten, so Carmack. Er „ist fröhlich, dass andere Firmen sich um eine menschliche KI bemühen müssen“.
  • Doom wird vermutlich für die Playstaytion 2 konvertiert, wird dort aber nicht ganz so gut aussehen. Die X-Box Version wird sich von der PC Version kaum unterscheiden, allerdings werden die Levels wegen dem 64MB Speicher vermutlich etwas kleiner ausfallen.
  • Wenn Doom erscheint werden die NextGen 3d Grafikkarten (z.B. Geforce 4) erhältlich sein.
  • Doom läuft auf einer Geforce 3 mit durchschnittlich 30FPS
  • id Software fängt jetzt gerade damit an, das eigentliche Spiel in die Engine einzubauen.
  • Aller Wahrscheinlichkeit wird es 6 verschiedene Renderingbackends (also der Code der für das eigentliche Rendern zuständig ist) geben, um eine bestmögliche Unterstützung für die wichtigsten Grafikkarten zu gewährleisten.
  • Carmack geht davon aus, dass der neue Renderingcode die Basis für die Spiele in den nächsten 5 Jahren sein wird.
  • Die Charaktere bestehen aus ca. 250000 Dreiecken!