Everybody was waiting for this interview and here it is:
http://pc.ign.com/articles/804/804112p1.html
http://pc.ign.com/articles/804/804112p1.html
IGN: So what's going on with id right now?
Tim Willits: We have a lot of stuff going on right now. You're here to see Quake Wars [check out that preview here] so I won't go into that right now. We're working with Raven on Wolfenstein right now and we'll have a little more to talk about with that at QuakeCon. We're here talking to potential licensees about id Tech 5, which is the structure of our new title being developed internally.
One of the cool things about Tech 5 is that it's cross-platform supporting PlayStation 3, Xbox 360, Mac and PC and it all uses the same content, you know, it's the same code base. That's actually something very new that you don't really get with other technologies in the code base.
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IGN: How is Wolfenstein coming along?
Tim Willits: Kevin Cloud could probably answer this a tiny bit better but as you know Raven are a AAA company. We've tried to do things in the game that is different from Return to Castle Wolfenstein, that expands the Wolfenstein universe and adds some play variety. Gamers nowadays want more, they want broader, they want wider choices and we're really trying to, without saying too much, make the game different and make something that people haven't played before on id technology.
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IGN: It certainly seems that while you're undoubtedly a strong tech company, with Unreal tech being so pervasive in the industry now, you've got to bully your way in.
Tim Willits: Yeah well if you look historically at the id technology games, the games that were made with Quake 3 have generated revenue over a billion dollars, which is a huge, huge number.
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IGN: When you're building a new game like your new IP do you build it as a demo for your new technology or does the game come first?
Tim Willits: That's a pretty good question because historically having John Carmack around we're very technology focused but because we want the game to be on PC, PS3, and 360 we end up really needing to focus on the design elements of that because it's not being written only for the PC. Technology is still really important and John and the guys are spending a lot of time getting the multicores to work which is very tricky given that there's different rendering paths on the different systems. The fact that 360 has two cores and PS3 has what, six? So historically we pushed the PC video card technology to the limit but because we're not doing that it's really more gameplay focused and the technology is about getting it to work on all of them.
Borys: Not pushing the PC hardware anymore? Well thanks. How does it feel to lose the GFX king crown to Crytek id?
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IGN: Is there any platform that you guys prefer to design for at this point?
Tim Willits: We're so PC centric that it's actually been a little bit of a struggle wrapping our minds around a 360 to the point where I installed 360 controllers on everyone's PC. If I see them testing the new game with a keyboard and mouse I have to smack them on the back of the head. But now we work so much with the controller that when I go back to the keyboard and mouse I forget which buttons do what. But we do have those 360 controllers hooked to every machine and the platform is really nice to work on because Microsoft writes good software and great development systems. But yeah, for us it's been a bit of a struggle to think about being a console developer because we've been PC focused for so long.
Borys: How much money did MS paid you? This is like a slap in the face for PC gamers.