are you going? you can say hi to my friend at the Obsidian booth.
It's QuakeCon, dude, everybody's already got that. :(
Oh cool,more talk from vaporware makers
/...hears rumble../runs
id Software boss Todd Hollenshead has told Eurogamer that id Tech 5 will not be licensed out to third party developers and publishers.
Launched with great fanfare at QuakeCon 2007, id Tech 5 forms the basis of the studio's flagship Rage title and had been billed as a competitor in the middleware business to the likes of Unreal Engine 3.
Following id Software's acquisition by ZeniMax Media in 2009, however, Hollenshead said that the technology would be reserved for games published by ZeniMax and Bethesda Softworks.
"It's going to be used within ZeniMax, so we're not going to license it to external parties," Hollenshead told Eurogamer at QuakeCon 2010 in Dallas today.
"It's like, look, this is a competitive advantage and we want to keep it within games we publish - not necessarily exclusively to id or id titles, but if you're going to make a game with id Tech 5 then it needs to be published by Bethesda, which I think is a fair thing."
Hollenshead said he could imagine the technology being used by third-party developers, but only if their games were published by Bethesda, under which circumstances id would withhold nothing.
During his keynote speech at QuakeCon 2010, id Software's John Carmack demonstrated Rage on the iPhone, running at 60 frames-per-second and able to "kill anything done on the Xbox or PlayStation 2."
Carmack's demonstration, using the id Tech 5 engine, could possibly be the most impressive tech we've seen on the iPhone. Running on the iPhone 4 but easily run on the 3GS, the visuals indeed rivaled anything from the PlayStation 2 and original Xbox, and might even be able to give a few current-gen titles a run for their money.
Dude, Carmack poops out stuff like Wolf and Doom ports on the iPhone on his weekends. He's a maniac
Bethesda Softworks mother company ZeniMax has acquired Arkane Studios, adding to its stable of studios that already includes id Software.
Bethesda's Pete Hines made the announcement during the introduction to John Carmack's QuakeCon 2010 keynote. Terms were not disclosed.
"We are extremely pleased to join the family of Bethesda and id Software," Arkane founder Raphael Colantonio told the audience.
"I don't know how it could be better."
Hines came back on stage and said that Bethesda and Arkane were collaborating on an "unannounced project" but it would be "a while before we're talking about it".
Hines did say that we could expect to hear about it at a future QuakeCon.
Fallout :bow2
is the animation still shit? and does everyone still have exactly the same body?
This game is coming out. will ship in U.S. on Tim's 40th birthday. 9/13/2011. Europe will be 9/15/2011
So basically, Brink is fucking awesome? Does it look really good and run well in person?
Great Rumbler bringing us the real talk :bow2
the screen shots of the city in RAGE is crazy. I want to see that video.
Well the good thing is that all but confirms to me that future Oblivion and Fallout games will use the tech which can only be a good thing for those series.
Bethesda Game Director Todd Howard explained in a separate interview with IGN that his game would not use id Tech 5. The studio's new engine built for its upcoming title is more beneficial to creating huge, open-world games, such as Fallout 3 and The Elder Scrolls IV: Oblivion, while id Tech 5 is better for more contained environments.
"We decided to really reboot our technology after Fallout 3, so we had been making plans for that and started doing some things. The id thing came along later, so it's a mix of that plus the kinds of games we do are a bit bigger and more dynamic.
"Id Tech 5 is the best thing in the world at doing a very static environment that looks pretty and you're going to run through. But for the kinds of things I like to do, I like the world to be more dynamic."
Bethesda Game Director Todd Howard explained in a separate interview with IGN that his game would not use id Tech 5. The studio's new engine built for its upcoming title is more beneficial to creating huge, open-world games, such as Fallout 3 and The Elder Scrolls IV: Oblivion, while id Tech 5 is better for more contained environments.
QuoteBethesda Game Director Todd Howard explained in a separate interview with IGN that his game would not use id Tech 5. The studio's new engine built for its upcoming title is more beneficial to creating huge, open-world games, such as Fallout 3 and The Elder Scrolls IV: Oblivion, while id Tech 5 is better for more contained environments.
umm what? isn't rage one huge open-world environment?
Another thing that I noticed was that you can actually get hit during VATS [unlike in F3 where you became invincible], adds an element of strategy to VATS that wasn't there before. Also, I noticed that injured combatants will sometimes try to run away from you.
Another thing that I noticed was that you can actually get hit during VATS [unlike in F3 where you became invincible], adds an element of strategy to VATS that wasn't there before. Also, I noticed that injured combatants will sometimes try to run away from you.
I thought VATS moved in super super slow mo for Fallout 3 and you could occasionally get hit? Or maybe I'm imagining things wrong.
Well the good thing is that all but confirms to me that future Oblivion and Fallout games will use the tech which can only be a good thing for those series.
Slim hope for that...new engine sounds good thoughQuoteBethesda Game Director Todd Howard explained in a separate interview with IGN that his game would not use id Tech 5. The studio's new engine built for its upcoming title is more beneficial to creating huge, open-world games, such as Fallout 3 and The Elder Scrolls IV: Oblivion, while id Tech 5 is better for more contained environments.
"We decided to really reboot our technology after Fallout 3, so we had been making plans for that and started doing some things. The id thing came along later, so it's a mix of that plus the kinds of games we do are a bit bigger and more dynamic.
"Id Tech 5 is the best thing in the world at doing a very static environment that looks pretty and you're going to run through. But for the kinds of things I like to do, I like the world to be more dynamic."
http://pc.ign.com/articles/111/1112464p1.html (http://pc.ign.com/articles/111/1112464p1.html)
RageQuoteThis game is coming out. will ship in U.S. on Tim's 40th birthday. 9/13/2011. Europe will be 9/15/2011
zzzzzz...z
(http://cdn.cloudfiles.mosso.com/c71692/media/image/201008/phpxfKHblIMG_0006-W800.jpg)
Engines aren't magical devices that immediately cure any and all development issues. If a team is intimately familiar with a production framework and has built an engine from the ground-up to suit their specific needs then switching over to another team's software isn't the brightest of ideas.
Bethesda has done a wonderful job creating the software they need to build the games they want to. They've been doing it for over 20 years with immensely popular and easy to modify games. It's safe to say that they've been doing a fantastic job creating internal engines.
Eurogamer: You've been working on something secret now for two years. Do you have any sense yet of when you will be able to talk about it or even say what it is? Are going to be sat here next year answering the same question?
Todd Howard: I don't know [laughs]. I have a sense but we're not ready even to talk about that, because it might change. I don't want to disappoint people.
One thing I can say is that from when you first hear about it to when it's out will be the shortest it's been for us. It's pretty far along. When we show it, we want to show a lot, because there's a lot of game there to play right now.
You know, if Pete Hines came in and said, "I want you to show it," I'd be like, "Okay, I'm ready to show it." But we've just decided for now not to yet.
Eurogamer: Is it fair to say then that it's based on existing technology?
Todd Howard: The technology is ours and it is inspired by the technology we have. We have a lot of it. But that's our starting point - the Fallout 3 tech. It started with Morrowind, we went to Oblivion, we did a lot between Oblivion and Fallout 3 because now we had final hardware - with Oblivion we had six months on final hardware, so Fallout 3 technically does a lot more than Oblivion. The new stuff is an even bigger jump from that.
I can say it is on the existing platforms, which we're really happy with. You almost feel like you have a new console when you see the game.
Eurogamer: Has he helped to solve any technical problems in your games?
Todd Howard: Not specifically. He's helped validate some of our thinking. So if we say, "Hey, this is how we're doing shadows, you're John Carmack, what do you think?" And he says, "You're going about it the right way," and he gives us some things to consider at a high level - things he's messed with in shadow filtering and so forth. It's up to us to go try that and see how it registers in our tech.