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All The Rage

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

GamesIndustry.bizSo 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.

GamesIndustry.bizYour 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.

GamesIndustry.bizid 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.

GamesIndustry.bizIs 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?

GamesIndustry.bizSurely 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.

GamesIndustry.bizYou 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.

GamesIndustry.bizSo 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.

GamesIndustry.bizSo no new franchises?
Tim Willits

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

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Rachel Weber avatar
Rachel Weber: Rachel Weber has been with GamesIndustry since 2011 and specialises in news-writing and investigative journalism. She has more than five years of consumer experience, having previously worked for Future Publishing in the UK.
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