John Carmack, legend of the industry, gives his point of view on modern video games



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The legend of the game John Carmack, founder of ID Software and Oculus CTO, gave his opinion on modern video games.

Carmack has illustrious game references as a lead programmer of such renowned titles as Wolfenstein 3D, Doom, Quake, Rage and their sequels. Many of Carmack's games were considered innovative and continue to have a great influence today.

Many players believe that most modern games have little innovation and variety, even if their budget often exceeds that of Hollywood blockbusters. Meanwhile, older game remasters seem to be announced or published every two weeks.

Speaking in the Joe Rogan Experience podcast, Carmack explained why many games today lack "distinct flavor" and seem to follow the same pattern.

"One of the interesting things in looking at today's game design compared to the good old days is that a lot of people fall into the nostalgia trap by saying," Well, the games with which j & rsquo; I have grown up have been the best games of all time, "and you see it with music and movies and everything," says Carmack.

Carmack assumes that games from the past are not subject to the same level of focus testing as modern games, which means they are not generic. Some modern games are "grouped to death," says Carmack.

There is often a conflict between the game developer and the publisher. Game developers tend to want to be creative, while publishers are looking for safer ways to recover the money they have invested and so on.

Carmack says about this:

"The amount of effort invested in modern games is extraordinary, the details and the quality at all levels.There is a little sense, the games are so expensive to do now, sometimes in the hundreds of millions of dollars, that they must be conservative.They must be careful to make sure that they have something that has a broad mass appeal. "

The case of the former relationship of the publisher Activision with the Bungie game studio during the development of Destiny is a possible example.

Fate cost Activision about $ 500 million and, of course, the publisher wanted to ensure its commercial success. The supervision of Activision would have meant that Bungie – a studio known for developing Halo, one of the most creative and creative franchises to date – should not take a lot of creative risks and therefore had to lock the content behind paid extensions.

Bungie is now separate from Activision. In a report on Kotaku following the split, Jason Schrier wrote: "Bungie, the studio that created and led the development of the franchise, told employees at a team meeting this afternoon , presenting it as fantastic news for a studio that is tired of dealing with its publisher.The employees applauded and blew up the champagne, according to a person who was there. "

Bungie is currently preparing its first large content update since Activision, Shadowkeep's split. The expansion seems expansive and innovative, but Bungie has also decided to create a free version of Destiny and allow a cross-platform confrontation, which shows that there is less focus on withdrawing money from players.

The situation with Bungie and Activision may be an example of where too much surveillance, in the same way that too many focus groups, can lead to a game without the "distinct flavor" Carmack is talking about.

(Image credit: Drew "Prognar" Campbell licensed CC BY 2.0)

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