00:00PEGI DICIOTTO
00:30We invented the genre, we like to think we perfected it, we strive hard to make that experience.
00:34It's what we like to play as players.
00:36We can make a first-person shooter, we can have gunplay, we've done that before.
00:40But again, we're pushing the boundaries, we want to add something unique that we haven't done before.
00:57Well, I mean, id Software has such a storied history.
01:00As creators of the first-person shooter and games that just kind of define first-person shooters like Doom and
01:06Wolfenstein,
01:07those are kind of the big heavyweights, right?
01:11So, I was one of the founders of id Software now over 20 years ago,
01:15and I've been behind a lot of the advances in 3D graphics and rendering technology
01:20that have been some of the centerpieces of our games throughout the years.
01:24I've been with the company for 16, 17 years, and at the very beginning, it was a small group of
01:30guys.
01:32We have the walls lined up with articles that we've been featured in over the years,
01:37and, you know, Wolfenstein is the game that created the first-person shooter genre.
01:41But Doom is the one that sort of popularized the genre.
01:48It defined this in-your-face, visceral, gritty action
01:51that really separates out first-person shooters from other games.
01:55And you look at Quake, where we had client-server architecture,
01:59which is now the standard for every multiplayer game on the internet.
02:04Rage is an opportunity to take all the cool stuff that we have learned over the years
02:08in building those games and apply it in a completely new setting.
02:12We have continued to focus on the first-person action side of things,
02:16and that's been very much what Rage still takes away from our history there.
02:20It is a first-person game, it's about action, it's about intensity,
02:23it's how you play the game, what you experience, what happens to you in there.
02:28If you're looking for Mayor Clayton, he's right over there.
02:31When John Carmack was coming up with ID Tech 5,
02:34one of the things we wanted to make sure we did is give people something new.
02:39This is the first game that is going to use and fully explore
02:42the capabilities of John Carmack's ID Tech 5.
02:46The work that he does, the technology he creates,
02:49is just something that you wouldn't see elsewhere.
02:51And so a lot of it was just how do we make something fun with this cool tech.
02:58So the cornerstone of ID Tech 5 is our mega texture technology.
03:04It gives us the ability to tweak every single pixel that you see in the world.
03:09Unique texturing is what ID Tech 5 is all about,
03:12and we have some awesome artists that are able to actually exploit that
03:15and put all that detail into the world.
03:18The human eye can easily notice repetition in objects and in textures,
03:22and if you have a unique environment, that simply doesn't exist.
03:26And at any given point, the whole environment has this unique feel
03:28and this unique look to it.
03:30So you're not running through the same space corridors for 20 hours in raids.
03:35We're all a little safer because of that.
03:37With the advancements in the physics technology and the navigation systems,
03:41we're able to combine this sort of unique gameplay
03:44where we're bringing in vehicle combat and first-person interactions
03:48into one game environment.
03:50We're getting to the point now with Rage
03:52where what's in the minds of an artist,
03:55what's in the minds of a director,
03:57can actually make it into the game.
03:59We are arguably the best-looking game on the consoles today,
04:03and the point is we are running at two times the frame rate
04:06of what other people might argue is the best-looking console game there.
04:10So this has allowed us to have a distinctive visual style,
04:14fabulous top-of-the-line graphics,
04:16and still run at 60 frames per second
04:18to have a better gameplay experience, not just a better-looking game.
04:22It's the complete experience.
04:23It's really the best thing that id's ever done.
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