[情報][綜合] John Carmack 訪談

看板Shooter-game (射擊遊戲)作者 (Cpl.Dwayne Hicks)時間14年前 (2011/05/26 09:55), 編輯推噓4(403)
留言7則, 6人參與, 最新討論串1/1
電玩產業新聞網站 IndustryGamers 對 id Software 創辦人之一 John Carmack 作了一次獨家訪談,基於 J.C. 大神對 FPS 遊戲以及程式開發上的貢獻 所以把這篇文章介紹給貴版版友 不過礙於時間關係就請版友們原文加減看一下, 或是有神人版友願意無私代翻譯者也非常歡迎請自行取用編修 (這篇有討論到 John Carmack 喜歡的遊戲) Better Know John Carmack [Exclusive] http://www.industrygamers.com/news/better-know-john-carmack/ Posted May 25, 2011 by James Brightman id Software co-founder John Carmack is truly one of the game industry's pioneers. Carmack is known for his innovations in the first-person shooter genre with his remarkable programming on games like Doom, Quake and Wolfenstein 3D, but he also has a fascination with rockets and space, so he founded Armadillo Aerospace in 2000 to advance of the goal of space tourism and orbital spaceflight. In 2001, Carmack became the fourth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame, and last year at the Game Developers Conference he was honored with a Lifetime Achievement Award. We're pleased today to bring you this "Better Know" segment with Carmack, who talks about his love for Mario games (particularly Super Mario 3) and where he thinks the games industry is headed. IG: Why games? What drew you to this business and what motivates you in this space every day? John Carmack: I loved video games from my first sight of Space Invaders, and most of my early projects as a teenager were gaming related, but at the beginning of Id it wasn't completely clear to me that it was something that I would be doing for the next twenty years. It turned out that the challenges available in game development have grown at least as fast as my knowledge, and I have never reached a point where I felt that there weren't interesting and exciting things to learn and work on. If anything, I almost feel overwhelmed with the available directions to focus on -- all the different consoles and mobile devices, programming models, networking strategies, core software development plans, and on and on. Twenty years ago you could look at a platform and consider it as something that could be grasped nearly in its entirety. Today, your cell phone's total complexity is beyond anyone's capacity to completely comprehend, to say nothing of your personal computer and the internet it connects to. IG: Tell us something about yourself that most people in the industry don't know. JC: I had a lot of fun doing metal fabrication work for Armadillo Aerospace. The full time staff there has grown to the point that I'm not involved much in the metal cutting anymore, but for several years I would come in from the garage or back from the shop with lots of little metal chips stuck to my clothes, to the consternation of my wife. Taking a solid block of metal and turning it into a precision machined part and a big pile of metal chips is a thrill very different than the ethereal world of software. IG: If you weren't working in the games industry, what career would you be in? JC: I can find enjoyment in almost any engineering task. Graphics is fun, but so are any number of tasks in software engineering. Operating system work, compilers, network optimization, data mining, embedded system control, or any of hundreds of other things offer challenges and rewards. More physical based engineering tasks are slower paced than software engineering, but the same principles apply -- figure out how to do what you want with the tools you have available, and optimize towards some cost function of time, resources, and reliability. IG: What would you say the proudest moment of your career is so far? JC: I have said this a lot as we went past our 20th anniversary recently, but I am a remarkably unsentimental person. Unless prodded by an interviewer, I just don't reminisce about what I have done in the past. Each project delivered little bits of wisdom that are incorporated into my current skill set, but I am almost always too absorbed in my current work to think much about the circumstances surrounding the earlier efforts. IG: Tell us about some of your favorite games and gaming achievements (and please include some games other than your company's). JC: The Mario games remain my personal favorites. The original Sonic was a wonderful pure play on simplicity and speed, but the franchise didn't evolve nearly as well. We were playing a ton of Super Mario 3 right when Id was founded, but I remember giving up near the end without quite finishing it. Just last year, as I was going through classic games with my five year old son, I finally pushed through to the end. Interestingly, while Super Mario 1 was a little too primitive to hold his interest, we could both enjoy taking a break from Super Mario Galaxy to play some Super Mario 3. IG: What does your vision for the future of the games industry look like? JC: All the obvious trends should continue --another console generation, big MMOs on PCs, more movement towards digital distribution, smartphones encroaching on dedicated gaming territory, and so on. Blockbuster games will continue to increase in development cost, but gaming should continue to have a much more vibrant "low end" than, say, the movie industry. I'll go out a little bit on a limb and say that I think cloud gaming will eventually be a significant part of the landscape. Consumers have shown over and over again that convenience can often more than offset some quality issues, and there will be significant convenience wins possible there over optical media or digital downloads. I think this is inevitable, but I wouldn't really want to be placing a bet on what the adoption rate is going to be. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 59.105.3.202

05/26 10:49, , 1F
副標題錯誤 副標題是遊戲名稱 請勿亂用人名
05/26 10:49, 1F

05/26 11:30, , 2F
這篇用分類[綜合]應該比較適合
05/26 11:30, 2F

05/26 18:31, , 3F
有Quake有推
05/26 18:31, 3F

05/27 00:39, , 4F
以前朋友提過,但我想他現在已經作出曲速引擎了吧?
05/27 00:39, 4F

05/28 00:09, , 5F
快推 否則人家以為我們看不懂
05/28 00:09, 5F

05/28 11:20, , 6F
什麼是區速引擎?
05/28 11:20, 6F

文章代碼(AID): #1DtRCiHe (Shooter-game)
文章代碼(AID): #1DtRCiHe (Shooter-game)