Doom 4

In late February, id Software launched Quake Live, a browser-based free-to-play remake of Quake III Arena. Currently in open beta, the service will be entirely ad-supported when it goes live later this year--or at least that's the hope of Todd Hollenshead, id's CEO. 


Todd Hollenshead.


While turning a shooter from 1999 into a profitable business using 2009 cloud computing is ambitious, it's just one of the many projects on id's plate. The Texan developer is also hard at work on Rage, a postapocalyptic action game that blends racing and shooting with a dash of role-playing. First revealed at QuakeCon 2007, the all-new property will be published by Electronic Arts instead of id's traditional publishing partner, Activision. 

Though remarkable for its graphics, Rage is also noteworthy because it will be the first game that id will develop internally for the Xbox 360, PlayStation 3, Mac, and PC. Indeed, Hollenshead told GameSpot that id's technology chief, John Carmack, considers the 360 the game's "primary platform." Such sentiments are surprising, coming from one of the minds that put PC gaming on the map in the 1990s with the original Doom and Quake series. 

id's new embrace of multiplatform development is just one part of how it is adjusting to the game industry's rapidly changing landscape. To learn more about the legendary studio's thoughts on its games, the id Tech 5 engine, the Wii's effect on the market, and what surprises id has in store for E3 this year, GameSpot recently sat down with Hollenshead in an upscale San Francisco drinking establishment. Steve Nix, id's director of business development, also popped in for a round. 

MULTIPLATFORM AND PC PITFALLS
GS: Now, id was a huge pioneer for PC gaming. But when you announced Rage, it was the first time you guys announced development of a game in-house for the PS3, 360, and PC. 

TH: Yeah, multiplatform. 

GS: So do you guys still consider yourself first and foremost a PC developer? 

TH: Well, actually it's been a fundamental, sort of philosophical shift at the company, is that we really have transitioned from, first and foremost, a PC developer to a multiplatform developer. And so when John [Carmack] developed id Tech 5 (see below), it really was targeted from the initiation as a multiplatform technology solution. 

Now, there's no question that our roots are in PC gaming. And when I play a first-person shooter, keyboard and mouse is the configuration that I want to play on. I'm devoting my gaming time right now on the PC to Quake Live. I like a little Rock Band on the console, to be honest about it. But we feel like, in terms of your triple-A, big-budget, big-market title, that you really have to be cross-platform to be successful, unless you're a first party. 

So as an independent developer, we feel like we have to be on all the relevant platforms. So we don't really view ourselves as PC first. I think I would say that John says that probably the primary development platform for Rage is actually the 360. 

GS: OK. Now, how do you see the PC landscape changing in the next couple of years? Do you see it becoming almost all digital downloads? 


id developed its last game, Doom 3, solely for the PC. Vicarious Visions later ported it to the original Xbox.

TH: Well, I think that's an interesting question. I don't know really where it's going to go. But there's a few problems you have in PC gaming right now that cause friction in the marketplace. Piracy is a big problem. And I've gone on and on about that, so I don't think I need to underscore what the issue there is. 

The other thing is, is that retailers are more focused on consoles than they are on the PC platform, primarily, I think, because Microsoft is campaigning for the 360, probably to some extent to the expense of Windows-based games. Even though they have their whole Games for Windows initiative today, it's a lot less than it was a year ago. Clearly the 360 is where their big bet is. And, of course, Sony could care less about the PC. 

So retailers are devoting less shelf space to PC games than they were in the past, and there's more emphasis on the consoles. And, to get the big huge marketing budgets behind games you need to make them a huge success. If you're on PC, there's World of Warcraft, the Sims--and there's everything else, if you're not multiplatform. 

So the question is, what is the solution? If you do an end run around retail, and you deliver it all digitally, is that going to be the solution? Are you going to deliver it through a browser, like Quake Live? Is it going to be a different market? Are you going to do microtransactions? I think the jury's out on all that. 

I do believe that for PC games to be successful independently, as our experiment with Quake Live is, I think you have to do something a little bit different. I mean, you have to think about what your market is and where you're going and what you can deliver. Because even though they may have had critical success, games that have been PC-only haven't achieved the same sales success as titles of similar quality in the past would have achieved. 

So, yeah, I think that the PC market is in a period of transition. And ultimately what it's going to shake out to be, we're finding out. That's why we're doing things like the grand experiment with Quake Live, to find out if it's going to be viable.

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