id Douses Flames Following John Carmack's PS3 Performance Comments

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br0kenrabbit

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#51 br0kenrabbit
Member since 2004 • 18126 Posts

I agree... iD hasn't made anything new or revolutionary since, well, hhmmmmm...... Anyway all you need to know is Carmack will do what his new boss tells him to do. You're not one of the "Elite Independant Developers" anymore. Zenimax supports all platforms and now so will you. Welcome to the working world.

anarchist4eva

Wait, what? How is this different from the old id? Doom and Quake have always been multi-plat.

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lowe0

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#52 lowe0
Member since 2004 • 13692 Posts

[QUOTE="anarchist4eva"]

I agree... iD hasn't made anything new or revolutionary since, well, hhmmmmm...... Anyway all you need to know is Carmack will do what his new boss tells him to do. You're not one of the "Elite Independant Developers" anymore. Zenimax supports all platforms and now so will you. Welcome to the working world.

br0kenrabbit

Wait, what? How is this different from the old id? Doom and Quake have always been multi-plat.

This is the first time, AFAIK, that Id has done the development themselves. Even Doom 3 was done externally on Xbox (Vicarious Visions) and Mac (Aspyr).
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br0kenrabbit

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#53 br0kenrabbit
Member since 2004 • 18126 Posts

[QUOTE="br0kenrabbit"]

[QUOTE="anarchist4eva"]

I agree... iD hasn't made anything new or revolutionary since, well, hhmmmmm...... Anyway all you need to know is Carmack will do what his new boss tells him to do. You're not one of the "Elite Independant Developers" anymore. Zenimax supports all platforms and now so will you. Welcome to the working world.

lowe0

Wait, what? How is this different from the old id? Doom and Quake have always been multi-plat.

This is the first time, AFAIK, that Id has done the development themselves. Even Doom 3 was done externally on Xbox (Vicarious Visions) and Mac (Aspyr).

But the difference there is the APIs present on the systems, Direct X and PSGL (Sony's implimentation of OpenGL|ES) are analogous to the APIs available for PC. It's become much easier to do a port in-house than say, the SNES days, where the APIs (where existent) varied widely.

But the IPs themselves have always been multiplat.