From a technology perspective, the Xbox 360 and PlayStation 3 consoles are "far from tapped out," Doom co-creator and industry veteran John Carmack has said. However, the allure of the Xbox One, PlayStation 4, PC, and other new gaming avenues will lead gamers away from these platforms, he argued.
"Even to this day, I struggle a little bit with that; there’s so much you can still do on the previous console generation," Carmack told Wired. "The 360 and PS3 are far from tapped out in terms of what a developer could do with them, but the whole world’s gonna move over towards next-gen and high-end PCs and all these other things."
One of 2013's biggest and most technologically impressive games was Grand Theft Auto V for Xbox 360 and PS3. Some questioned why Rockstar didn't wait release the open-world game for Xbox One and PlayStation 4, and the developer defending its decision by saying the timing was perfect because its developers finally understood how to maximize the technology of the machines.
Carmack seemed to agree, but said it is no easy task to escape the "tidal wave of technology" that is constantly pushing the industry forward.
"Part of me still frets a little bit about that, where just as you fully understand a previous generation, you have to put it away to kind of surf forward on the tidal wave of technology that’s always moving," he said. "That’s something that we’ve struggled with in every generation. And now I at least know enough to recognize that some of my internal feelings or fondness for technology that I understand or have done various things with usually has to be put aside. Because data has shown over the decades that that’s usually not as important as you think it is."
Also in the interview, Carmack addressed the long-in-development shooter Doom 4, saying that id Software has been challenged to determine what the "essence" of Doom is and how to move the series forward with the core strengths of the franchise in mind.
"That’s something I can’t really go into much in detail. It’s been hard--one of the things that was a little bit surprising that you might not think so from the outside, but deciding exactly what the essence of Doom is, with this 20-year history, is a heck of a lot harder than you might think," he said. "You get multiple Doom fans that have different views of what the core essence of it is, and there’s been a design challenge through all of it."
The controversial and popular Doom franchise marked its 20th anniversary yesterday. Carmack is no longer driving the series forward, as he quit the company last month and now works at Oculus VR full-time. Discussing what he would have liked to have done differently if he could rewind time, he said releasing games at a quicker pace would have benefited the studio overall.
"The worst aspect of the continuing pace of game development that we fell into was the longer and longer times between releases. If I could go back in time and change one thing along the trajectory of id Software, it would be, do more things more often. And that was id’s mantra for so long: 'It’ll be done when it’s done.' And I recant from that. I no longer think that is the appropriate way to build games. I mean, time matters, and as years go by--if it’s done when it’s done and you’re talking a month or two, fine. But if it’s a year or two, you need to be making a different game."