
Primal Rage: a conversation with Carmack, and a look at id's latest
Overview
Date: Nov 30, 2010
Original URL: http://arstechnica.com/gaming/news/2010/11/post-8.ars
Synopsis: Ars catches up with John Carmack
If there were a Mt. Rushmore of computer gaming, John Carmack's head would not only be on it, it would have the highest polygon count. Ars recently caught up with this founding father of 3D to talk about mobile gaming, the iPad as a console, Android vs. iOS, and, of course, id's newest and most advanced title: Rage.
Questions
Jon Stokes:
One of the debates that we had internally when the iPad launched was, "is this
the kind of system that could host a real, triple-A title?" So I wanted to put
that question to you.
John Carmack:
That's something we spend a lot of time thinking and talking about—how we want
to scope the games. There is no doubt from a raw horsepower standpoint that you
can do a triple-A game on there. You're somewhat limited by the maximum download
size, which is 2GB—that's a fraction of a DVD. So you're limited by total
initial size, although you could theoretically download as much [additional
content] as you want to; there's going to be some limit where people don't want
to download 10GB of data. Much of what makes a modern, triple-A title is the
media that goes into it.
But still, on a raw hardware level, it's definitely possible to do that. And
there's a vocal fraction of the consumer crowd on the iDevices that really wants
the devices to be the successor to the PSP or DS—they want it to be a gaming
machine. You're somewhat hampered by the touch interface—there's a lot of places
where tactile controls really are better—but you can definitely do a lot.
Now, the other side of that is, do we really want this to become the same
development process as the big titles? I said years ago that we could spend $5
million developing an iPhone game, and now that we've doubled and doubled again
the horsepower and available memory, I could spend $10 million developing an iOS
game. And you can see where all that would go, and it would be glorious and
spectacular. But one of the really cool things about the mobile platform has
been that, because it's not as expensive, you don't have to be quite as
conservative with that.
A modern, top-notch, triple-A title costs many tens of millions of dollars to
develop. If you have 60 or 100 people working for multiple years, it's just
really damn expensive. And, when there's that kind of money on the line, there
is an unavoidable degree of conservatism that comes in. You want to do things
that you know people love and you want to make it better and polish it, but you
really don't have an opportunity to go off into left field—that's really, really
risky, and people don't want to bet their company on things like that.
But the way that mobile games have been going, with the typical development
cycle, if you spend six months with six people on something, that's the type of
thing where most healthy companies could absorb a total failure on that. So it's
not the same bet-the-company type of approach to do something different, and I
think that's really valuable. It's sort of a nice happenstance that the market
seems to be rewarding these smaller, more focused projects.
On the triple-A titles, you must throw in everything and the kitchen sink. Even
if you have some brilliant part in there, if it's a conventional genre and
people can tick off the five things you didn't do that other games did, it's
going to have an impact on the level of success that you can get. But there
seems to be much more forgiveness in the iOS market to be able to have something
that's new and clever and different, and flashy in some way without necessarily
having all of the checkbox items that every other game has done.
Every release that we've done on here has been an experiment with price point,
and with different strategies. So far, we've had the most commercial success
with Doom: Resurrection, which launched at $9.95. But we don't have enough
datapoints to really draw conclusions from this. We had great success with
Wolfenstein Classic and Doom Classic, but they're sort of riding the nostalgia
buzz. So they can't necessarily be evaluated in isolation. With Rage, we
intentionally went with a much lower initial price-point, because to some degree
this is marketing and promotion for the big title.
I absolutely want them to be able to stand profitably on their own, but we can
offer some discounting there, and so far this has been far and away our best
launch ever. We just hit number one on the iPad list, and we're at number 3 on
the iPhone list after only 12 hours of being available. So it is interesting to
see those kinds of tradeoffs.
But personally, I love the big titles and the hardcore software engineering and
project management that goes into doing these glorious things, but I'd be sad if
this kind of neat new little market space evolved away in a couple of years into
being the same sort of triple-A-driven content development that we already have
on three other platforms. We've already got that in other places, so I'd be
happy if this stayed a little bit different in focus.
Jon Stokes:
To zero in on the issue of the interface, this is the kind of thing that we're
seeing with the Kinect, as well. It's novel, there are some new things that you
can do, but there are a lot of things that you can't do that maybe you want to
do as a gamer.
John Carmack:
The Kinect and the Move stuff, we have no intention of supporting that right now
because our games are carefully crafted around what's going to play well on a
console controller. And it's hard to add a frill on top of that.
What I would love to do is do something novel and experimental on an Xbox Live
Arcade download, something that is not, again, betting the whole company on some
design direction. We don't have any actual plans to do that [type of small
effort]—all resources are pretty much committed right now—but that would be the
way I would love to experiment with that.
Jon Stokes:
Let's talk about mobile hardware vs. console hardware, and about the A4 vs.,
say, the 360. The 360's hardware is pretty long-in-the-tooth at this point, so
how big a gap would you say there is now between the A4 and the 360.
John Carmack:
In terms of capability, because you've got on both platforms fragment shaders,
vertex shaders, and a competent enough 32-bit CPU, it does come down to more or
less raw performance. I haven't done any direct benchmarks pitting the
3-something GHz clocked, very much in-order, highly pipelined 360 or PS3 CPUs
vs. the somewhat-more-flexible but lower clocked ARM processors, but they're
certainly within a factor of two of each other in terms of performance. But you
have three of those cores [in the 360] with two threads each, so you've got at
least a factor of four—if not ten—difference in CPU power, and at least the same
order of magnitude difference on the graphics performance. You can still pretty
easily hit your fillrate limits on the iOS devices, while you can pile up a
whole lot of layers on the current consoles.
So it's probably fair to say that the iOS devices are better than the
previous-generation consoles. You could pick poster-child optimization cases
where any given platform is going to be better, but in terms of just saying,
"what's the best game you can make with this," I could certainly make a better
game given the same amount of development resources on an iOS device than on
anything in the previous console generation—the original Xbox or the PS2. But,
conversely, the current generation of consoles is quite significantly more
powerful than what you can do on iOS. Of course, how much that actually turns
into better gameplay and design is certainly open for some discussion.
Whether the iOS devices will reach that same level of performance before the
next console generation ships is quite an interesting question. There are some
very different designs for power consumption considerations that go into their
hardware design, and cranking things up to give that level of power but gets
burning hot in your hands and uses up the battery in 30 minutes is absolutely
possible with the form factor right now, but it's probably not the right
decision from the standpoint of what the device really is and is supposed to be.
But even at the same power draw, they're going to be doubling and doubling again
the performance level.
In the not-too-distant future, we're going to be seeing multicore on mobiles,
and I'm very interested in when the transition to 64-bit addresses is going to
come in the mobile space. One of my pet project directions is enabling GPU
mapping of resources from static files on there, and we will be bumping into the
32-bit address space limit on that. Before we know it, it's right around the
corner that we're going to be trying to map more than 4GB of memory data on
mobile devices.
Jon Stokes:
With Android, you guys had said last year that you were testing out Android, and
doing some spot checking...
John Carmack:
It wasn't actually last year. It was couple of months ago. I've actually got the
Android dev kit installed on a few platforms down here. The official word here
is that we are definitely going to get some games compiled on the Android
platform, but we are not yet committed to selling something on the Marketplace.
Because I'm honestly still a little scared of the support burden and the effort
that it's going to take for our products, which are very graphics-intensive.
The iOS platform has really been a pleasure to work on compared to all of the...
half of the reason for us ditching the old feature phones was that it was so
much more pleasant to develop for iOS. And I fear that we would be slipping back
into some of that quagmire on the Android side of things. But there's no doubt
that the installed user base is huge, and is getting larger all the time. So
it's something that we'll have to keep an eye on. But it's not yet clear whether
we're going to have this Rage project available in the Android Marketplace or
not.
Jon Stokes:
OK. So you could say that Apple's platform is more console-esque, I suppose.
John Carmack:
Yes. The HD version of Rage is 1.4GB installed, and all the world geometry is
using 2-bit PowerVR texture compression. If we went to one of the other
platforms that's not PowerVR-based, we'd be stuck with a 4-bit texture
compression format, and that pushes the size over 2GB. And the Android
Marketplace doesn't even let you download more than 20 or 30MB, and you have to
end up setting up your own server and doing your own transfer for all of that.
Dealing with the user interface of managing space... there's a lot of things
that happen automagically for us on iOS that we'll have to deal with
particularly on the Android space. And that's not a lot of work that's going to
be huge heaps of fun to do. It's going to be dreary, tedious work that I would
certainly push on somebody else personally, but I'm not sure that even as a
company it's something that we want to be involved in.
Even in the old days of the feature phone world, we always had EA Mobile or
JAMDAT to build the 300 or 400 SKUs that they had for all the worldwide feature
phone splits that we had from our four base versions. And we may yet wind up
partnering with somebody else to do that level of broad support, but that's a
little less satisfying when we're doing something that's pushing the limit
graphically, because you don't have a second-tier company port your stuff to
other graphics architectures and expect it to remain cutting-edge.
Jon Stokes:
Where do you see multiplayer going on iOS and in mobiles?
John Carmack:
I actually spent far more time than I really should have for multiplayer for
Doom Classic, and I doubt 1 player in 100 ever played it. Setting up local
multiplayer games is... you just don't have the opportunities to do that when
you're normally playing the game. So you're limited to wanting to do things that
will play well over a WAN or ideally over a 3G network.
I've actually been thinking about doing something based off of Quake Live, but
in a more limited way that could target towards the mobile space and could be a
lot more latency-tolerant. But it's not scheduled, and we still don't think
that's the driving force for the type of interactive action games [that we do].
I think the real landmark mobile games, going forward, probably will have some
connected mobile component, because that's what the platform is mostly about,
and ignoring that isn't taking advantage of what the platform should do.
We're absolutely heading towards Game Center support for leaderboards and lists
of your friends—all that stuff is a no-brainer for what we're doing right now.
But if I was to say what the optimal mobile game would be, it would have a more
significant component of that than what we're delivering right now. But you've
always got to work with what you've got, and this game was very much a showcase
of what we've created media-wise for the big Rage project. Huge amounts of
development resources have gone into creating all of the textures and animations
and audio that we've got, so that was kind of my smart money bet for what we
wanted to do with this project. But in the bigger picture, I think multiplayer
on some level—probably not the Quake server level of our traditional games—but
multiplayer in some form is where the breakthrough, platform-defining things are
going to be in the mobile space.