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magazines:pc_zone_55_october_1997_uk [2011/12/03 12:26] – created Spiritmagazines:pc_zone_55_october_1997_uk [2011/12/03 20:28] (current) – typo Spirit
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 ===== PC Zone 55 (October 1997)(uk) ===== ===== PC Zone 55 (October 1997)(uk) =====
  
-{{:magazines:pc_zone_55_october_1997_uk_42.png?direct&256 |}}{{:magazines:pc_zone_55_october_1997_uk_43.png?direct&256 |}}{{:magazines:pc_zone_55_october_1997_uk_44.png?direct&256 |}}+==== Scans ==== 
 +{{:magazines:pc_zone_55_october_1997_uk_42.jpg?direct&256 |}}{{:magazines:pc_zone_55_october_1997_uk_43.jpg?direct&256 |}}{{:magazines:pc_zone_55_october_1997_uk_44.jpg?direct&256|}} 
 + 
 +Taken from ''75eb8c9a274e6cfd696c0a1ad606ff82  PC Zone 55 (October 1997).pdf'' (thanks to Pix2 on UG) 
 + 
 +==== Cover Disc ==== 
 +There are AirQuake, QRally and Quess, repackaged. 
  
 ==== Oi! ... Carmack What's Your Game?==== ==== Oi! ... Carmack What's Your Game?====
-He programmed Wolfenstein. He programmed Doom. He programmed Quake. And now he's really, really rich. But it hans't stopped him from caring about games. David McCandless corners John Carmack of iD Software.+He programmed Wolfenstein. He programmed Doom. He programmed Quake. And now he's really, really rich. But it hasn't stopped him from caring about games. David McCandless corners John Carmack of iD Software.
  
 Pretty spartan, is the official line on John Carmack's office. A mere six workstations sit humming on a row of desks. A couple of biros and a bit of paper can be seen. Oh, and a bunch of real life, real sharp medieval swords are piled in the corner. Carmack is articulate and boying looking. He could easily be 14, but he drives a rather expensive Ferrari and is regarded as one of the greatest programmers in the world. He's not exactly a party person, though he's rather 'good' at writing real-time, perspective-correcting, dynamically-lit 3D game engines. But you knew that. Pretty spartan, is the official line on John Carmack's office. A mere six workstations sit humming on a row of desks. A couple of biros and a bit of paper can be seen. Oh, and a bunch of real life, real sharp medieval swords are piled in the corner. Carmack is articulate and boying looking. He could easily be 14, but he drives a rather expensive Ferrari and is regarded as one of the greatest programmers in the world. He's not exactly a party person, though he's rather 'good' at writing real-time, perspective-correcting, dynamically-lit 3D game engines. But you knew that.
  
-PC Zone: <span interview-question>Did you always anticipate Doom and Quake to take off in quite the way they did?</span>+**PC Zone**: <span interview-question>Did you always anticipate Doom and Quake to take off in quite the way they did?</span>
  
-John Carmack: <span interview-answer>It's worked out how we expected it to, really. There have been conscious decisions in Doom to make it more amenable to the modifications. Then in Quake, we went a further step and created a really excellent extension mechanism. So yeah, I would have to say we made all the right decisions, but we're still surprised at how extensive it has been.</span>+**John Carmack**: <span interview-answer>It's worked out how we expected it to, really. There have been conscious decisions in Doom to make it more amenable to the modifications. Then in Quake, we went a further step and created a really excellent extension mechanism. So yeah, I would have to say we made all the right decisions, but we're still surprised at how extensive it has been.</span>
  
 <span interview-question>Does it please you?</span> <span interview-question>Does it please you?</span>
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 <span interview-answer>We're a lot closer to that right now. After Doom was released, there were 50 teams doing Doom-style engines. Most of them failed miserably and I think many companies took this as a learning experieice. And in the end there were only a couple worth a damn. There was the BUILD engine which 3D Realms used and there was Dark Forces. Quake is a hell lot more complicated to duplicate than Doom was. But when you balance it against say, half a million dollars, for most companies it makes good business sense to license the engine with proven technology instead of taking a blind shot. We stopped after about six licenses but we're going to open it up after Quake 2 ships. We're going to wash our hands of it. We're on to other things. Let everyone else fight it out over content.</span> <span interview-answer>We're a lot closer to that right now. After Doom was released, there were 50 teams doing Doom-style engines. Most of them failed miserably and I think many companies took this as a learning experieice. And in the end there were only a couple worth a damn. There was the BUILD engine which 3D Realms used and there was Dark Forces. Quake is a hell lot more complicated to duplicate than Doom was. But when you balance it against say, half a million dollars, for most companies it makes good business sense to license the engine with proven technology instead of taking a blind shot. We stopped after about six licenses but we're going to open it up after Quake 2 ships. We're going to wash our hands of it. We're on to other things. Let everyone else fight it out over content.</span>
  
-<span interview-question>this going to improve the quality of games?</span>+<span interview-question>Is this going to improve the quality of games?</span>
  
 <span interview-answer>If you have eight companies doing roughly similar games with the same technology, then they'll have to compete on content. It's almost like a console for PC games. The console has the same hardware capabilities and everyone has to differentiate without radical technical innovation. It's like there's now a gaming platform with the Quake engine and people differentiate on content.</span> <span interview-answer>If you have eight companies doing roughly similar games with the same technology, then they'll have to compete on content. It's almost like a console for PC games. The console has the same hardware capabilities and everyone has to differentiate without radical technical innovation. It's like there's now a gaming platform with the Quake engine and people differentiate on content.</span>
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 <span interview-answer>I don't believe in vacations. Last year I took five days and went to England. My God, I was nuts by the time I got back. Actually, I had a laptop with me but it wasn't the same.</span> <span interview-answer>I don't believe in vacations. Last year I took five days and went to England. My God, I was nuts by the time I got back. Actually, I had a laptop with me but it wasn't the same.</span>
- 
-//Transcription by Spirit//