id Software

Todd Hollenshead and Tim Willits on technology, development, Manhunt and QuakeCon.

If you ask any PC gamer over a certain age to track their hobby through its most significant milestones, you can bet that at least one relates to id Software. For me it's more like half a dozen - the first time I loaded up the Quake shareware, my first network Quake experience, the Christmas morning I got Quake 2, playing it again on my first 3dfx card, Q3Test, actually managing to railgun Rupert more than once on Q3Tourney4. And I was a late developer. Apparently they made other games too. Doom or something. And let us not forget Dangerous Dave! Although that was Romero and Softdisk, really. But I'm getting off the point. Which is: id Software did more for PC gamers in the 1990s than virtually anyone.

Change abounds though, and in 2007 things are very different. The PC's no longer the primary platform for technology, let alone a mature audience. It's provoked big changes at the Texas developer, which will see id Tech 5 - the company's latest licensable game technology - catering to PC, PS3 and Xbox 360 alike. With all this in mind, we sat down with CEO Todd Hollenshead and lead designer Tim Willits at E3 last week to discuss the changing face of technology and game development, the latest news on its games old and new, current trends like Microsoft's Games for Windows and Nintendo's ambition to bring gamers together, and what to expect from QuakeCon.

Eurogamer: How has technology licensing changed since you first started doing it?

Todd Hollenshead: Well, id first started doing technology licensing before I was even at id. Back in those days John [Carmack] wrote an engine, id released a game, everybody said 'wow that's really cool, I want to release a game on that same engine,' and that's kind of the way technology licensing worked.

That worked exceptionally well up through probably the Quake 3 stuff, which was the peak of where we were at from a technology-licensing standpoint. You're talking about Quake, Quake 2, Quake 3, which includes id's games plus all of our licensees' games, but that's a lot. Half-Life, Medal of Honor, Call of Duty, Jedi Knight, two Star Trek games, right? On a worldwide revenue basis it was over a billion dollars in games that were sold using id technologies. I don't know if anybody else can make that claim, and I'd certainly stack those numbers against anybody's.

But the Doom 3 stuff, because there was a technology transition, the presence of the licensing fell off and I think we also got caught in between the console transition. What we were coming out with was really targeted for the PC and the Xbox, just as the Xbox was transitioning to 360. And the Doom 3 stuff never really worked on PS2 - it was never our intent to run on that hardware - and PS3 stuff wasn't ready, so we kind of got caught in-between.

That approach is completely different for us [now]. We're showing technology - just like when John got up at the worldwide development conference at Apple - showing not the game but the technology first, and talking about it as an implemented cross-platform solution from the get-go. You can see, unless you're blind, that there's a Mac, a PC, there's a 360 and there's a PS3 [in this room], and we're showing the engine running to prospective licensees across all platforms. Not videos, but actually running on the hardware right now.

That's been a big change and a big transition for us, just from an internal philosophy standpoint, and I think it works for the game development as well as the technology side - we've had a far, far greater emphasis on early development of tools that allow us to create all the media and game maps that go with making a game, whereas before John would work on the engine and the tools, and maybe there was one other person to help him out.

'id Software' Screenshot 1

Quake 3 Team Arena - back when id reckons it was peaking.

Eurogamer: It did seem that way - that you were tremendously dependent on what John was doing with technology.

Todd Hollenshead: And we still are - you know, he's still the genius behind all of it - but we have three, four programmers whose primary focus is on tools and then other guys are on subsets of the engine like physics, and then others are working on the different platforms as opposed to just the main SKU. John's primary development platform is PC/360, right?

Tim Willits: Yeah. We've engineered our development team and the game design and the architecture of the software to work on all four systems. All the content, all the media assets are identical across all the systems. We have dedicated tools people, we have a new support system for potential licensees. We've really geared not just our game toward the licensing paradigm but actually our whole development system. We think we've restructured and rebuilt our team to take advantage of making great games and technology at the same time.

Eurogamer: There's been a lot of controversy about Manhunt recently, and in the past you've been entangled in the press reaction to nasty events elsewhere. How do you feel about the mainstream press and political response to games? Has it changed since the days of Columbine?

Todd Hollenshead: I think the media is always looking for stuff to make headlines, and they sensationalise things. They take something that they know will make news and they run with it and then figure out whether it's true or not later.

When you talk about a game like Doom 3, if somebody is thinking that a six-year-old is going to be playing it, then they might be shocked that it's so violent. But the thing about it is that the games aren't for small children, and id hasn't made games for small children since Commander Keen.

I think that the wider videogame market doesn't understand that they're not just for kids, they're for adults too. That's where paranoia and lack of rationality comes into it. You wouldn't go and get a Quentin Tarantino movie and go, 'Oh my God! I can't believe someone was shot in that film!' because you know there's Disney for kids and there's Quentin Tarantino for adults, or there's Spielberg for everybody.

'id Software' Screenshot 2

Doom 3 divided gamers, but when it comes to mainstream reaction it's important to respect the rating, says id.

Eurogamer: So how do we move beyond that, and how do we educate people that games are to be held in that context and not misjudged?

Tim Willits: Well, it takes time. I believe that as our generation and our kids get older and older, eventually we will have a president that had a PlayStation growing up. It's just going to happen.

One of the things that I see with my kids - I have a ten-year-old - is that they love to play online games and get together, and when they play these games, their world shrinks. They're solving problems and playing against each other or with each other, amongst all these different cultures and people throughout the world, and I believe that when our kids get older and become the politicians of the future, it will probably be a more peaceful world because they have grown up knowing that they can just play with people from China or Russia and everyone's the same and everyone solves problems together. So I actually have a brighter outlook on the future based on the social interaction, the social connectivity that we have in videogames in our youth.

Todd Hollenshead: At id, we've always been the first to say that our games aren't appropriate for all people and I'll extend that to say that there are lots of games that I don't think are appropriate for everyone - for small children. If someone's easily frightened or have nightmares, maybe they shouldn't play Doom 3. If they're a fan of Nazis, maybe they shouldn't play Wolfenstein!

But with respect to being able to control that stuff, from a console standpoint being able to lock out that content by the parental controls stuff that's embedded in all the consoles now is...the industry is doing that stuff. Even on the PC platform.

Plus, the fact of the matter is that by and large when you're talking about consoles and PCs, these are activities that are going on in people's homes, which is where the parents, generally, should be and have an opportunity to supervise the activity. It's not something that kids can sneak around - they haven't got a backup generator on their bike!

Eurogamer: How do you feel about the creative side of your games? Is the medium restrictive?

Todd Hollenshead: I think that just, as a medium, games can be anything that people want them to be. It's just a matter of what it is that you want to do, what developers and your creative people are interested in working on. We're sort of the big-budget, action movie studio of the games business. We like the adrenaline-pumping, run-and-gun, boom-blow-stuff-up, look-at-that-happen summer blockbuster kind of thing. That's sort of the games we like to work on. And we have different franchises within how that stuff works. But I don't think there's any limitation on what games can do. They're really only limited by people's imagination and how they go to implement.

Now, as technology continues to progress, the ways in which you can do the things that you can do, and what they look like - the character interactions and the believability and the immersion factor - I think that those are all things that everybody's talking about, that they want to...that's where you have opportunities to look better, feel more realistic, and be more like the Holodeck, right?

'id Software' Screenshot 3

id's philosophy of 'summer blockbuster' games is probably apparent to most of you. And this guy.

Eurogamer: Are you going to return to any of your blockbusters, then, like Dooms or Quakes, or are you looking now beyond that stuff?

Todd Hollenshead: I would never say that we've worked on the last of something on franchises that are sort of the core of the company. There's not really anything specific that we can talk about at this point on those, but those franchises are still alive in idea form.

Tim Willits: We have good brands, we want to expand on those brands, and that's why we're working on a new brand. But we have a really great direction and production team that can work really well with other companies like Splash Damage on Enemy Territory to expand the multiple brands that we do have.

Todd Hollenshead: Yeah, and, you know, like Raven with Wolfenstein. You can put two and two together and see maybe where we might be going with some other stuff.

Eurogamer: What's your impression of Microsoft's Games for Windows campaign? Do you think they're just trying to flog Vista and they'll give up on it?

Tim Willits: No [laughs]. Microsoft sometimes gets a bad rep for being Microsoft. But they really do know how to write software. One of the great things about 360 games - it's the same with PS3 - is you send them for certification, they run it through the gamut of tests, they make sure that you adhere to all the things you need to, and then when the gamer gets it it's going to work. So for Games for Windows you'll have a certification, it'll go through Vista, you'll have the correct ESRB ratings. So that works. You'll have good security, you'll have a link in with Xbox Live...

Some people say it's a little too Big-Brotherish, but it's a legitimate progression of making the PC feel more - not like a console, but like a closed system. For us, if there's a way to link a Live account into your security for your game in a nice closed system, it would help reduce the piracy, which kills us, and is killing the industry. At least Microsoft is doing something, and I think that they're in a position to do it.

Eurogamer: So this is necessary? This is how the PC has to mature?

Tim Willits: I believe it will help us in the future. The whole system's young and Microsoft's made some mistakes, but they're fixing it. As we move forward, if it can help prevent piracy, if it can help people connect together, if it can help things be more uniform, so when end users buy any PC game they know how to connect, they know how to search for games - I do think it will help the games industry, and it's just the way things are going to need to move.

'id Software' Screenshot 4

Games for Windows titles, like Gears of War (above), enjoy better security and certification, and that's a big deal, says Willits.

Eurogamer: So you presumably agree with what Satoru Iwata was saying yesterday, which is that the next big thing for games is to - in his phrase - "destroy the psychological barrier that separates veteran gamers from novice gamers"?

Todd Hollenshead: That's a tough one. I don't know that that's a solvable problem, because I think that your tastes change from a novice gamer to a veteran or a hardcore gamer. When you first get in and play with a type of game, everything is a challenge, but as you get experience you want different and greater challenges, which necessarily make a game hard to approach from a novice standpoint. I still think that one of the biggest differences between PC and consoles games is their level of approachability - with console games, it's an industry paradigm that you have to make them more approachable than is required to make a PC game, because you know that most PC gamers are going to be...you can expect some level of this not being the first game that they've played.

Eurogamer: Could we get an update on how you're doing with your new games?

Tim Willits: Well that's really QuakeCon [id's annual fan convention, taking place 2nd-5th August in Dallas].

Todd Hollenshead: Certainly we can talk about Enemy Territory, so that's in beta now and we're showing the 360 out there. We don't have the PS3 here but that is in development. I think the update on that stuff is that we've got bots in all of the SKUs - in PC, and we're working towards -

Tim Willits: AI-controlled opponents, dude.

Todd Hollenshead: Fair point. AI-controlled opponents. Fine me a nickel. And then John continues to work on cell-phone stuff. We just had the announcement that Orcs & Elves is in development for the DS with Electronic Arts, by Fountainhead. I think that came out in the press release yesterday. If it didn't...announcement! Get that little ticker symbol in the background. The big news about the new stuff - I mean, [at E3] we wanted to have stuff we could show, not just talk about, which is Enemy Territory and some of our technology stuff, but we're going to hold off on discussing stuff that we really don't have a lot to show about until QuakeCon.

So if you happen to be in Dallas in about three weeks, you should try and make it out, and if not, stay tuned.

Comments (33) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • SuperStalin #1 5 years ago

    I hate these interviews when nobody says anything that matters in any way.
  • aldo_14 #2 5 years ago

    You wouldn't go and get a Quentin Tarantino movie and go, 'Oh my God! I can't believe someone was shot in that film!

    That's a pretty brilliant analogy. I shall have to steal it.
  • Tweakmonkey #3 5 years ago

    Good interview. Multi-platform is the current state of affairs it seems.
  • rauper Verified Managing Director, Eurogamer Network #4 5 years ago

    id software are still my heroes even though I haven't properly played/enjoyed anything of theirs since Quake3:Arena :(
  • Killerbee #5 5 years ago

    I still have a great deal of respect for id, not least because Doom ranks in my top 3 games of all time (along with Civilization and Final Fantasy VII) in terms of the influence it had on my own personal pursuit of gaming.

    Doom 3 I actually really enjoyed. Quake 4 on the other hand was a big let down, but at the end of the day, the engine itself was pretty solid and it's a shame more games didn't get developed off the back of it.
  • AcidSnake #6 5 years ago

    Those lower caps things are annoying...
    So is it pronounced 'eye-dee' or 'idd'?
  • Draqule #7 5 years ago

    "idd" - I think it's in referance to Freud's phsychobabble theory
  • ruckus #8 5 years ago

    I think it's 'idd' but I'll always say 'eye-dee'. Whatever works for you ;)
  • patlike #9 5 years ago

    It's "idd". It's the biggest faux pas in gaming to call it "eye-dee". Drives me bonkers :)
  • AhrimaaN #10 5 years ago

    well, the blokes there have always had good heads on their shoulders (well apart from romero)

    I respect id much more than 99% of other game developers out there. I don't buy the whole microsoft games for windows certification though. If that's the only way they can solve piracy which I also don't believe is as big of an issue as they make out... welll... I dunno what to think.

    Id are obviously selling out to a degree but I don't hold that against them. They are a business. At least they recognise that pc gamers do not want a dumbed down game as is appropriate to consoles. Not many developers would have the cahooners to say that. Thing is whether they actually design games towards that. ET cross platform? - Different on 360??

    Anyways I hope tech 5 will put them back on the licensing map as I've never liked the unreal engines much. something indescribable about the feel of them. competition is god!
  • AcidSnake #11 5 years ago

    Ok thanks guys...'idd' it is...

    Also, vase: 'Vahse' or 'veyse'?
  • lambtron #12 5 years ago

    "Also, vase: 'Vahse' or 'veyse'?"

    Depends whether or not you were born with a silver spoon in your mouth ;)
  • skillian #13 5 years ago

    As a PC gamer this interview is just depressing. They are legends of the PC gaming scene, but this interview is basically just a confirmation that those days are over.

    Maybe I can plug that gap for now with Orcs & Elves for my mobile phone :/ Oh man.
  • James173 #14 5 years ago

    Tomaedo, tomardo. Potaeto, potarto.

    And on the subject of id, they still feel like the guys that first got me gaming, so I'll always want to hear what they have to say - but like AhrimaaN noted, I think they're primarily pursuing profit, which worries me.

    Taking Valve, obviously they also have to pursue profit (and it'd be naive to think the orange box looks like a bargain just because they're being nice), but so far their games have maintained a high quality anyway.

    Now I'm in the Doom-3-was-good crowd, but I would still say the games made by id have become gradually less interesting to me over the years. To give them the benefit of the doubt, I suppose there is more competition in the industry than ever before and they couldn't remain so dominant as a developer, but on the other hand their "blockbuster" approach to games (in their own words) proves they have little interest in breaking any barriers in what games do. Let's hope they prove with their next game that they can make a game worth playing, and not just a one that'll sell.
  • spongebob #15 5 years ago

    When the id Software blokes said that Steven Spielberg is for everybody, they revealed how much they know. Yeah, Schindler's List, Munchen, War Of The Worlds, Jaws, The Duel, The Color Purple.. Feel good stuff for the kids!
  • kangarootoo #16 5 years ago

    Nice honest interview that. Good to see they are aware of what went right and what went wrong.

    "I hate these interviews when nobody says anything that matters in any way."

    This is gaming. None of it REALLY matters in any way.
  • kangarootoo #17 5 years ago

    @spongebob

    I think you are splitting hairs somewhat on the meaning of "everyone". Half the films you listed are mainstream. Just 'cos they aren't for kids doesn't mean they aren't otherwise as mainstream as it gets. Besides, we often categorise by the majority of the related works. There will always be exceptions, but that is generalisations for you I suppose.
  • SuperStalin #18 5 years ago

    "This is gaming. None of it REALLY matters in any way."

    Nah, I didn't expect Todd to reveal the meaning of life, or end all war,
    but at least tell us something more than "I like my firm, we produced and will produce good video games".

  • rogermellie #19 5 years ago

    The original PC Doom was awesome when it first arrived. I remember downloading the demo via a crappy BBS and showing it to people who had never heard of it.

    I must have been one of the very few who bought the boxed copy (via FormGen) before it came to retail via (doom 2).

  • Dr.Gash #20 5 years ago

    Staple interview from industry staples.
  • speedjack #21 5 years ago

    I'm guessing/hoping that we're going to hear more about Quake 1 or 2 on XBLA ?

  • deadlock #22 5 years ago

    spongebob:

    That's not what he was saying. His point was that Disney *only* make kids films, Tarantino *only* makes adult films but Spielberg has made films for adults and films for kids and films for teenagers. The point being that in much the same way as you know beforehand that a Tarantino film is going to feature over the top violence and bad language, you can also be pretty sure that an id game is going to be violent and people shouldn't be so surprised when they discover the content.
    Edited by 1 at 18/07/07 @ 16:33
  • spongebob #23 5 years ago

    Woe is me and my stupid comments :) My apologies to my fellow forumites, id staff and their families. I made a mistake, now I'll make my exit with this helicopter I have here, while I wave a victory sign.
  • Azazel #24 5 years ago

    Quakeworld still > all
  • YourMessageHere #25 5 years ago

    What's all this replacing "Bots" with "AI Controlled Opponents"? Is it offensive to the Union of AI Controlled Opponents or something?
  • spongebob #26 5 years ago

    Xiphos seems to know more about the latest Carmack engine and the new id Software game than any of us or even maybe the makers themselves. Good one!
  • smoothn00dle #27 5 years ago

    Making doom3 is ID's biggest mistake. New IP would be better. A lot better...

    "PS3 is too hard to program" - John Carmack. A cook who scare of fire, should stay away from the kitchen. This guy get pay millions to program.

    I bet Id's next engine will be a flop, not because id is not good but the competition is just too good.
  • ruckus #28 5 years ago

    What's all this replacing "Bots" with "AI Controlled Opponents"? Is it offensive to the Union of AI Controlled Opponents or something?

    Lol - but they better have bots (sorry AI Controlled Allies) for co-op team play ;)
  • ruckus #29 5 years ago

    lan > splitscreen multiplayer > online

    Fixed :)
  • Skeletor #30 5 years ago

    "If they're a fan of Nazis, maybe they shouldn't play Wolfenstein!"

    Ah! Now I know why Wolfenstein3D got banned over here in Germany;-)
  • James173 #31 5 years ago

    As you can see above I'm not into defending id here, but seriously, comments on game engines and their strengths/weaknesses should be left to people who pioneer 3d graphics - not just someone who played Doom 3.

    EDIT: And I'm with dexter; while there might be some truth in what he said - I suppose online gaming might be one of many ways in which we're able to meet other cultures - he definitely stretched it beyond belief.
    Edited by 2 at 19/07/07 @ 04:32
  • goodshape #32 5 years ago

    @rdexter @James173 : I'd agree with the quote myself actually. They already stated elsewhere in the interview that their games (the 'blowing people up' ones) _aren't_ for kids, and in that context I agree with them that the social interaction children get from games today, and from the wider Internet in general, is a very Good Thing.

    Sure there's things to avoid, it's not a playground, but I'm personally looking forward to living in a world led by people who grew up fragging their Russian friends in a game of Quake2 - as opposed to those who grew in fear of a real world nuking by the red menace.
  • goodshape #33 5 years ago

    Also, I've got lots of respect for the id of yore.. I consider Doom the first 'real' game I ever played and it's easily still my #1 today (with the right add-ons and graphic enhancements it's still a joy to play)... but they're struggling to retain my affection these days.

    That talk of Games for Windows was a little high on the praise and low on the reasons for my liking. I get that a software company would want to limit piracy but I don't think they can survive if they make it the root cause of their actions. And weren't they among the pioneers of shareware? It's certainly something I remember from Doom. Surely they, if anyone, know the value of word of mouth via free (albeit partial) distribution. I'd have hoped they'd come up with a better solution than "closed system".

    And their games recently just haven't been very good at all. Which is a pity.

    I'll still be keeping an eye on what they do with interest though. But I think it's more for nostalgic reasons these days.