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Game Plans

Tue 20 Feb 2007 1:29pm GMT / 8:29am EST / 5:29am PST

id Software's Steve Nix discusses the studio's latest initiatives.

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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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Formerly the CEO of SiN Episodes creator Ritual Entertainment, Steven Nix joined id Software in November of last year. As director of business development heās responsible for marketing and PR, and technology licensing is also an important part of his job.

GamesIndustry.biz caught up with Nix at the recent DICE Summit, where he appeared optimistic about the the opportunities now available for id. "Weāre not talking a lot about the new technology yet, but weāre very interested in getting out there for more technology licensing - building those relationships and getting the word out there that weāre serious about tech licensing again," he explained.

But technology aside, what are id's latest project plans? Will Nix's experience of producing episodic content come into play at id? "More than anything, gamers are driven by innovation - whether itās graphical innovation, or some sort of interesting gameplay innovation.

"And the thing is gameplay or technology innovation takes a long time," Nix added, observing that it can take up to two years to develop something truly significant.

"The problem with episodic is how do you make something really compelling gameplay-wise or technology-wise in that short of a window? I donāt know how you do it - itās just really challenging.

"I think at the end of the day, gamers care more about those things than story."

Nix does believe that narrative is important, "But I donāt think itās the key reason people buy a game." So id has no plans to produce episodic content? "We would have to see the model proven a little bit more." In the meantime, the company is working on a couple of "interesting new things that weāre going to be pursuing that weāre not even close to ready to talk about".

Nix said that Doom 3 disproved the argument that you need 100 people to produce a next-gen game. Currently there are 34 staff members at id, and the studio plans to stay small. So, rather than expanding they're following an external production model.

According to Nix, "The hardest part is finding game development talent that thinks about games the same way we do. If we said, āAll right, at all times weāre going to have our new IP, weāre going to have a Wolfenstein, a Doom, a Quake game' - if you tried to do all those internally, we would have to have a pretty huge organisation... Our strategy really is to stay as small as humanly possible at id."

In his speech at the DICE Summit, Nix discussed the importance of managing priorities in the development process. He analysed the balance between schedule, budget and quality, observing that the axiom for most industries is 'fast, cheap or good - pick two'.

"In the game industry, weāre a little more constrained," he observed. "Iād actually say pick one. At id Software, we pick one, and we always choose to pick good. We own our brands, and the games have to be great."

Nix couldn't reveal anything about the new IP in development from id, except that "the lead SKU on the new stuff is 360. And we havenāt talked about other platforms yet".

He did note that mobile games have been a platform for proving original intellectual properties. "Orcs and Elves is a new IP for id - on the smaller form factor platforms like mobile," Nix said. As these IPs become successful, they can be moved up and up the food chain.

Would id ever do an MMO? "Itās not something weāve seriously considered. Obviously at every company, thereās MMO fans. I canāt say weād never do an MMO. Itās not something weāre actively talking about now."

Development aside, there will be events this year, including the biggest QuakeCon ever. Nix is expecting "around 7000 people", with expansions planned for the exhibitor area. As for the new E3, id will be there. "Weāll have space, weāll be talking to people about tech there," Nix confirmed.

And then what? "When John [Carmack] is working on a title," Nix said, "Heās usually thinking several chess moves ahead. Heās thinking, āOkay, this is the way Iām going to do it this time, but boy, Iād sure like to do it this way next time.ā He always has ideas of things heād like to pursue."

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