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All The Rage

Thu 29 Sep 2011 6:45am GMT / 2:45am EDT / 11:45pm PDT
People

id Software's Tim Willits talks hooking talent to work on Doom, establishing Rage and nurturing the modding community

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id defined by Freud as the primal section of the human psyche; id Software, located in Mesquite, Texas,...

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Doom, Quake, Wolfenstein and now Rage. There a few developers that can match id Software for pedigree, and even fewer can compete when it comes to cutting edge technology and massive guns. id Software is currently at work on Doom 4 and preparing to launch its new post apocalyptic IP next month.

Grabbing a moment inbetween his packed out Developer Sessions at the Eurogamer Expo, GamesIndustry.biz spoke to Tim Willits, creative director and 17 year veteran of id Software. He spoke about the release of Rage, why franchises are essential and why the future of games is like iTunes.

Q: You seem to really embrace your community, both fans, other developers and modders. Is that a business decision or are you just good people?

Tim Willits: It all really starts with John Carmack. John, all the way since the beginning, has had a philosophy of giving back to the people that made him successful. And it's really been his attitude that's really kind of helped us all get in line and share that vision. Because really we make games for fans, and so why not give them the tools? Why not share the source code like John has done?

And it's helped so many people, I got my job that way, Matt Hooper, Robert Duffy, all the leads on the Rage project, we all started out as modders. There's guys that worked at Infinity Ward making Call Of Duty that started out as Quake modders, the lead programmer for World Of Warcraft started out as a modder. It's just such an opportunity, and it's just so easy to do that that everybody should. Everybody should give back.

Q: GamesIndustry.biz is holding a Career Fair here, is that the advice you'd give to guys who want to work in games? Is modding an essential part of it?

Tim Willits: Yes. Every time I talk at high schools or colleges I have a few bits of advice. The first one is find your favourite game, it doesn't matter which one, download the SDK, download the mod tools and make something. And finish something. I have so many people that show up to interview that have made ten levels but they've never finished one, or they're working on this great mod, but they never finished it. Those are not the people that we want. You may be creative but you need to finish something.

If you want to make levels, make levels in you spare time, all the time. If you want to be an artist you always have to be drawing. If you want to be a programmer you need to make small apps. You have to have a passion to do it for free if you ever want to really get paid for it.

And you need to work harder than all your friends, that's really important too. Those are the three things I tell people when I work at colleges and high schools.

Q: Are there ever any drawbacks to being so involved with your community?

Tim Willits: Yes, the community. We love our fans, we do but you know how people are. The one's that love you the most are usually the ones that you upset the most. Living up to everyone's expectations and making everyone happy is impossible, but usually we make most people happy, and that usually works out for us.

Q: From a business point of view has your success in the past given you more freedom to experiment and develop?

Tim Willits: Definitely. Especially now. It is so difficult launching a new IP that if you were a start up company and you were trying to do what we're doing with Rage, it would be nearly impossible. Even for us, it's hard to get the attention and hard for people to pay attention and to read the articles. But luckily we have Doom, Quake and Wolfenstein, and we can stand on those shoulders for people to take notice. But it is very difficult to launch any new IPs these days.

Q: Zenimax seem to trust you to do your own thing too?

Tim Willits: That's exactly what they said when they approached us a few years ago. "We will market it really well, PR, you guys focus on the game, and we'll focus on selling it." They're used to working with Todd Howard and he works very similar to that way that id does, so they were like "we know Todd, we know the way it works, you guys kind of remind us of Todd, we'll trust you too." So hopefully that will continue, but they've been great.

Q: Is that true of time as well? Because you started work on Doom 4 in 2008...

Tim Willits: We started hiring people in 2008. We had to say that we were hiring folks, so we had a long internal debate and we were like "why don't we just tell people?" So we said we were hiring, but at that point we only had one guy working on it. But it was the best way to get resumes, because everybody wants to work on a Doom game. So I think it was the right call. And you know how John is, very honest, and he was like "yeah, let's tell people we're hiring people to make the next Doom!" And we got a tonne of resumes. It was definitely a good call, but yes, we had person that was actually working on it at that time.

Q: I'm guessing no one is putting pressure on you for a specific release date?

Tim Willits: No. They've been great, even with Rage. The executives at Zenimax and Bethesda, they came to us and said "when do you think it will be done? We will create a marketing campaign and a distribution strategy around when you will have it done." And that's been great.

Q: When you started it was guys borrowing computers to get a business up and running. Do you think it's harder to launch a company now?

Tim Willits: There's three approaches. There's the mega hit where you have your Gears Of War, Rage and Batman, and that's definitely one path. It would be very very difficult for someone today to go down that path, but luckily we have the mobile path, that's opened the doors for a lot of garage band developers, and we have the social path, like Facebook apps and things like that, that have also given people a lot of opportunities.

So you may not be able to make the next Call Of Duty game, but you can make an iPhone game, or a social game, and work your way up to one of the big mobile titles.

Q: Like social games, casual free-to-play games are too big a trend to ignore, but is seems opposed to what you're known for. Is there ever any chance we'll see an id game like that?

Tim Willits: We had success we our Rage app, but that was really a thing we used to launch the marketing campaign. We're definitely on the mega-title-hit side. They're fun, John likes to do it, they don't really make that much money. Yeah, we'll have to wait and see. There's no new IP that we're creating on the mobile space, but we have a lot of back titles that we can still support. It's a fun little niche for us, but we're definitely the mega titles.

Q: When I came to see you for the Rage announcement you were already talking about it being a franchise, can developers just not afford to make standalone titles in the current climate?

Tim Willits: You need to make a franchise, especially for us. We're doing everything we can to turn it into a franchise, "please let it sell so we can make another one!" Even from the beginning when we talked about the story and the setting, we said we need to make it rich, we need to have deep environment, we have the comic books that we've used to support the game, we have the book we use to support the game, the iPhone - heck, the whole iPhone game was about Bash TV, which is only a ten minute experience in the overall game.

So we definitely, from the get go, planned to make this a much bigger franchise, a much richer world, that allows us to have different games, and we can make more mobile games, heck, we could make a social game with Rage if we wanted to. And hopefully we can make a Rage 2. Hopefully.

Q: So by putting all the tech and creativity into the first one, it gets cheaper to make future iterations?

Tim Willits: Absolutely. It's huge investment in new technology, its taken us a long time to make the engine, we're definitely leveraging this technology of course with the next Doom game and hopefully with Rage 2 and some of our other titles, from a business standpoint, making a part two is always smart.

Q: Your technology is what you're known for, is it a passion or a business thing?

Tim Willits: Well John loves making technology, let's be honest. If the company was focused on making as much money as we possibly could, we would have just made Doom games. We would still be using the Quake 3 engine, all the decisions we've made have been following our vision and doing what excites us. John has been there for 20 years, I've been there for 17 years, if we didn't love it we wouldn't stay this long. And we've always done things that excited us.

Q: id has been a big part of the industry for a long time, what have been some of the biggest changes that have affected the company?

Tim Willits: There's a lot. Even just releasing a game. When we released Quake, this is true, John was like "alright Tim, why don't you play it through one more time, that works, send!" And then we went home. Now it's a months long process, distribution and advertising and strategy guides, and market television. That was not the case, we just sent and went home.

The way that you just need to plan so far ahead, with other titles and making sure you have a good window, it's like releasing movies, and the tours the events and the hands on, the previews and the covers. It's much more complicated. No more send.

Q: Is that just because there's more competition?

Tim Willits: Yes, there's more competition, there's millions of people that play games, the market is huge, everything has to be organised, planned, otherwise you're just rolled over by the next big thing. Consoles, first you have to submit, and they have to make sure it works, can't we just patch that in later if it's broken?

Q: Surely consoles are a little frustrating for you, you're committed to cutting edge technology, and the 360 came out in 2005?

Tim Willits: Actually it's really exciting to take a finite closed system and develop something so awesome inside of it.

With Rage we were optimising the code and game at 60Hz, and we have the different cores, especially on the PS3, and the guys were taking sound threads - because there are 16 milliseconds in a frame, 60 frames in a second, so we have to do everything within those milliseconds, and we were moving threads. Like the sound thread from this frame can go on this core, and we can take the AI, and we add plus one millisecond.

It takes a heck of a lot of brain power to put all the pieces together to fit on this system to make it run so fast. It was a huge technical challenge that I think was very mentally stimulating for the big brain groups at id. So yes, it's different, the fact that the CPUs are not as fast as they used to be. But to do what we do, in that limited space was a big challenge.

Q: You started with shareware, we've got OnLive here at the Expo, can you see distribution moving away from the boxed copy in the future?

Tim Willits: I don't know anything about the next consoles, but I can definitely see a future where everything is like iTunes. Even Steam, Steam isn't a cloud base system, but it's awesome that you can go on any PC and have all your games. That's definitely the way of the future, I think.

Q: So Rage in October, Doom after that, are you looking to expand, add any new IPs?

Tim Willits: We've grown, but we try to keep that small team spirit. Our immediate plans, of course, are some DLC for Rage, make sure there are no bugs that we have to patch in, and then help the Doom guys get that game done. And then hopefully Rage does well and we can do another one, but that's as far as we're looking.

Q: So no new franchises?

Tim Willits: It would be hard, it would be really hard. I just don't know if we could.

4 Comments

Michael Vandendriessche
Studying Computer Science

85 12 0.1
Very interesting Interview.
It's great to see these talented people do what they like instead of only following the easiest way to cash.
Good luck to Id. Looking forward to Rage.

Posted:2 years ago

#1

Tim Carter
Designer - Writer - Producer

562 311 0.6
Modding? LOL!

This is 2011, not 1999. The bar has been raised so high - in terms of the production volume required to make anything that a large audience will accept - that modding is not realistic at all if you really want to get into games.

Besides, there is no predictable backend payoff in a mod.

I briefly joined a mod team that had over 70 contributors, and had been working on a mod for almost 10 years (using Unreal tech). Even if a publisher wanted to publish it, they had so many contributors and the thing was such a mess, business-wise, that they would have no hope of ever selling the thing.

Honestly, if you want to get people to start "modding" you need to give them an up-front deal like the appstore - or even UDK. A deal where they can actually know that will have a PRODUCT that they can SELL via digital distribution, instead of hoping dreamily that somebody might give them a job, or that some game company might, just might, (fingers crossed) decide to fund their mod (for which all they will get is a job).



Edited 3 times. Last edit by Tim Carter on 30th September 2011 7:10pm

Posted:2 years ago

#2

Murray Lorden
Game Designer & Developer

199 72 0.4
From my earliest gaming memories, I was always using the built in tools for games, such as Ancient Art of War. You could create your own scenarios in that and share them with your friends. It was great fun! I used to spend hours and hours doing that.

I learnt a LOT from modding, around 1995 / 1996, playing around with Quake and Quake II (I was actually using Deathmatch Maker, the editor that some company released for sale in shops). It was really exhilarating being able to create inhabitable missions for my favorite games. I especially loved doing all the lighting which came along with those Quake technologies, and hooking up the scripts for trigger plates, doors to open, keys and locks, etc. I never made anything good enough, or complete enough to share officially, but I made my friends play it! And some of my levels got quite large and complex, and I started to hone my understanding of all the things needed to "finish a gameplay experience", including the overall "theme" of the level, polishing up the art, scripting, and general placement and behaviour of all the entities in the world.

I later dabbled in DromEd, the Thief 2 mission editor, and made a complete and finished level in that. It didn't have a lot of art pizaz, but it was all finished, and thoroughly tested, and you could play the level many different ways. I released that on the web as "Lord Lomat's Flute" *always sounds a bit rude when I read that level name now)... and it got reviewed as too dark, and too hard! But that's OK. It was a first attempt! I really should tweak that level up more one day. (Never gonna happen). But I learned so much using DromEd. Thief is a beautifully crafted game (even if a bit clunky), and really lets you create a living breathing world, where the guards respond to things they see and hear in the world. Working through the architecture of how all those elements are presented to the level-designer through the editor was really educational. You get really hands on with how the game is created, coming to understand guard alertness levels, how textures relate to the sounds being created, how the hierarchy of creatures and entities are built on prototypes of one another, sharing some behaviours and attributes, it was really educational.

It also made learning 3DStudio Max much easier, as these 3D editors are all speaking the same language, in general. All the things you learn feed back into the other areas and it adds up.

And I take all of that accrued knowledge, and apply it to the level design I've been involved in since, at my various jobs, working on the pathfinding-tools for Starship Troopers: Terran Ascendancy at Bluetongue back in 2001... working on the Nicktoons: Attack of the Toybots level layouts when I started here at Firemint back in 2007, and when creating the first levels for our latest game SPY mouse. All the experiencing with level editors from other games all bore influence on the work I do today.

I'd argue that for anyone who's seriously considering a career in games, whether you're a game designer, or coder, or artist, or even sound designer, etc, it'd be a great experience to get into a toolset for any game you like, and try making some things.

As well as the great toolsets available in Development Kits like Crytek, Unity, Unreal, etc, you have other game creation tools like Game Salad, which is a great tool to creating your own 2D games from the ground up.

There's nothing like hands on experience to develop your skills! And you can use the pieces for your folio, even if you never plan to publish your projects or mods for monetary purposes.

Edited 1 times. Last edit by Murray Lorden on 3rd October 2011 1:32am

Posted:2 years ago

#3

Semi Essessi
Experienced Rendering Programmer

3 0 0.0
@ Tim Carter - You miss entirely the spirit of modding. That there is no short-term payoff is not important. The mod community has been fine for... what... 20 years now? without having to sell a thing. Chances are if you are driven primarily by wanting to sell a product you aren't of the right mindset for the art/code disciplines. Businesses need this mindset, programmers and artists do not - they just tend to come with it for mundane reasons like survival. I have met exactly two programmers who I consider worthwhile who admit to doing it purely for the money... most people I have met like this are not good programmers, they have little passion for it...

Posted:2 years ago

#4

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