Orcs & Elves

May 2nd, 2006 |
John Carmack's Blog

I'm not managing to make regular updates here, but I'll keep this around
just in case. I have a bunch of things that I want to talk about -- some
thoughts on programming style and reliability, OpenGL, Xbox 360, etc, but we
have a timely topic with the release of our second mobile game, Orcs &
Elves, that has spurred me into making this update.
DoomRPG, our (Id Software's and Fountainhead Entertainment's) first mobile
title, has been very successful, both in sales and in awards. I predict
that the interpolated turn based style of 3D gaming will be widely adopted on
the mobile platform, because it plays very naturally on a conventional cell
phone. Gaming will be a lot better when there is a mass market of phones
that can be played more like a gamepad, but you need to make do with what
you actually have.
One of the interesting things about mobile games is that the sales curve is
not at all like the drastically front loaded curve of a PC or console game.
DoomRPG is selling better now than when it was initially released, and the
numbers are promising for supporting additional development work. However,
unless I am pleasantly surprised, the hardware capabilities are going to
advance much faster than the market in the next couple years, leading to an
unusual situation where you can only afford to develop fairly crude games on
incredibly powerful hardware. Perhaps "elegantly simple" would be the
better way of looking at it, but it will still wind up being like developing
an Xbox title for $500,000. That will wind up being great for many small
game companies that just want to explore an idea, but having resource far in
excess of your demands does minimize the value
of being a hot shot programmer. :-)
To some degree this is already the case on high end BREW phones today. I
have a pretty clear idea what a maxed out software renderer would look like
for that class of phones, and it wouldn't be the PlayStation-esq 3D graphics
that seems to be the standard direction. When I was doing the graphics
engine upgrades for BREW, I started along those lines, but after putting in
a couple days at it I realized that I just couldn't afford to spend the time
to finish the work. "A clear vision" doesn't mean I can necessarily
implement it in a very small integral number of days. I wound up going with
a less efficient and less flexible approach that was simple and robust
enough to not likely need any more support from me after I handed it over
(it didn't).
During the development of DoomRPG, I had commented that it seemed obvious
that it should be followed up with a "traditional, Orcs&Elves sort of
fantasy game". A couple people independently commented that "Orcs&Elves"
wasn't a bad name for a game so since we didn't run into any obstacles,
Orcs& Elves it was. Naming new projects is a lot harder than most people
think, because of trademark issues.
In hindsight, we made a strategic mistake at the start of O&E development.
We were fresh off the high end BREW version of DoomRPG, and we all liked
developing on BREW a lot better than Java. It isn't that BREW is inherently
brilliant, it just avoids the deep sucking nature of java for resource
constrained platforms (however, note the above about many mobile games not
being resource constrained in the future), and allows you to work inside
visual studio. O&E development was started high-end first with the low-end
versions done afterwards. I should have known better (Anna was certainly
suspicious), because it is always easier to add flashy features without
introducing any negatives than it is to chop things out without damaging the
core value of a game. The high end version is really wonderful, with all
the graphics, sound, and gameplay we aimed for, but when we went to do the
low end versions, we found that even after cutting the media as we planned,
we were still a long way over the 280k java application limit. Rather than
just butchering it, we went for pain, suffering, and schedule slippage,
eventually delivering a game that still maintained high quality after the
de-scoping (the low end platforms still represent the majority of the
market). It would have been much easier to go the other way, but the high
end phone users will be happy with our mistake.
DoomRPG had three base platforms that were customized for different
phones -- Java, low end BREW, and high end BREW. O&E added a high end java
version that kept most of the quality of the high end BREW version on phones
fast enough to support it from carriers willing to allow the larger
download. The download size limits are probably the most significant
restriction for gaming on the high end phones. I don't really understand
why the carriers encourage streaming video traffic, but balk at a couple
megs of game media.
I am really looking forward to the response to Orcs&Elves, because I think
it is one of the best product evolutions I have been involved in. The core
game play mechanics that were laid out in DoomRPG have proven strong and
versatile (again, I bet we have a stable genre here), but now we have a big
bag of tricks and a year of polishing the experience behind us, along with a
world of some depth. I found it a very good indicator that play testers
almost always lost track of time while playing.
This project was doubly nostalgic for me -- the technology was over a decade
old for me, but the content took me back twenty years. All the computer
games I wrote in high school were adventure games, and my first two
commercial sales were Ultima style games for the Apple II, but Id Software
never got around to doing one. Old timers may recall that we were going to
do a fantasy game called "The Fight For Justice" (starring a hero called
Quake...) after Commander Keen, but Wolfenstein 3D and the birth of the FPS
sort of got in the way. :-)
John Carmack
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