Q&A: id's CEO discusses his studio's new multiplatform strategy, aversion to Wii development, Quake Live, Doom 4, and unannounced projects.
In late February, id Software launched Quake Live, a browser-based free-to-play remake of Quake III Arena. Currently in open beta, the service will be entirely ad-supported when it goes live later this year--or at least that's the hope of Todd Hollenshead, id's CEO.
Todd Hollenshead.
While turning a shooter from 1999 into a profitable business using 2009 cloud computing is ambitious, it's just one of the many projects on id's plate. The Texan developer is also hard at work on Rage, a postapocalyptic action game that blends racing and shooting with a dash of role-playing. First revealed at QuakeCon 2007, the all-new property will be published by Electronic Arts instead of id's traditional publishing partner, Activision.
Though remarkable for its graphics, Rage is also noteworthy because it will be the first game that id will develop internally for the Xbox 360, PlayStation 3, Mac, and PC. Indeed, Hollenshead told GameSpot that id's technology chief, John Carmack, considers the 360 the game's "primary platform." Such sentiments are surprising, coming from one of the minds that put PC gaming on the map in the 1990s with the original Doom and Quake series.
id's new embrace of multiplatform development is just one part of how it is adjusting to the game industry's rapidly changing landscape. To learn more about the legendary studio's thoughts on its games, the id Tech 5 engine, the Wii's effect on the market, and what surprises id has in store for E3 this year, GameSpot recently sat down with Hollenshead in an upscale San Francisco drinking establishment. Steve Nix, id's director of business development, also popped in for a round.
MULTIPLATFORM AND PC PITFALLS
GS: Now, id was a huge pioneer for PC gaming. But when you announced Rage, it was the first time you guys announced development of a game in-house for the PS3, 360, and PC.
TH: Yeah, multiplatform.
GS: So do you guys still consider yourself first and foremost a PC developer?
TH: Well, actually it's been a fundamental, sort of philosophical shift at the company, is that we really have transitioned from, first and foremost, a PC developer to a multiplatform developer. And so when John [Carmack] developed id Tech 5 (see below), it really was targeted from the initiation as a multiplatform technology solution.
Now, there's no question that our roots are in PC gaming. And when I play a first-person shooter, keyboard and mouse is the configuration that I want to play on. I'm devoting my gaming time right now on the PC to Quake Live. I like a little Rock Band on the console, to be honest about it. But we feel like, in terms of your triple-A, big-budget, big-market title, that you really have to be cross-platform to be successful, unless you're a first party.
So as an independent developer, we feel like we have to be on all the relevant platforms. So we don't really view ourselves as PC first. I think I would say that John says that probably the primary development platform for Rage is actually the 360.
GS: OK. Now, how do you see the PC landscape changing in the next couple of years? Do you see it becoming almost all digital downloads?
id developed its last game, Doom 3, solely for the PC. Vicarious Visions later ported it to the original Xbox.
TH: Well, I think that's an interesting question. I don't know really where it's going to go. But there's a few problems you have in PC gaming right now that cause friction in the marketplace. Piracy is a big problem. And I've gone on and on about that, so I don't think I need to underscore what the issue there is.
The other thing is, is that retailers are more focused on consoles than they are on the PC platform, primarily, I think, because Microsoft is campaigning for the 360, probably to some extent to the expense of Windows-based games. Even though they have their whole Games for Windows initiative today, it's a lot less than it was a year ago. Clearly the 360 is where their big bet is. And, of course, Sony could care less about the PC.
So retailers are devoting less shelf space to PC games than they were in the past, and there's more emphasis on the consoles. And, to get the big huge marketing budgets behind games you need to make them a huge success. If you're on PC, there's World of Warcraft, the Sims--and there's everything else, if you're not multiplatform.
So the question is, what is the solution? If you do an end run around retail, and you deliver it all digitally, is that going to be the solution? Are you going to deliver it through a browser, like Quake Live? Is it going to be a different market? Are you going to do microtransactions? I think the jury's out on all that.
I do believe that for PC games to be successful independently, as our experiment with Quake Live is, I think you have to do something a little bit different. I mean, you have to think about what your market is and where you're going and what you can deliver. Because even though they may have had critical success, games that have been PC-only haven't achieved the same sales success as titles of similar quality in the past would have achieved.
So, yeah, I think that the PC market is in a period of transition. And ultimately what it's going to shake out to be, we're finding out. That's why we're doing things like the grand experiment with Quake Live, to find out if it's going to be viable.
THE WII CONUNDRUM
GS: One of the bigger questions is the Wii, because that's dominating console sales now. Your company has been on the cutting edge of graphics since your foundation. But with the Wii's success, do you worry that a lot of bigger public developers are going to take resources away from triple-A development and then move them into mass market, Wii party games, for lack of a better term?
TH: I'm not really worried about that, because if you look at the data, the Wii is Nintendo--and then everybody else. And then among everybody else, it's licensed properties--and then stuff that people lose money on. So, for a really original, game-centric IP, if you're a third-party developer, I would say, "Show me what makes such a compelling case for the Wii." I'm not saying that it's not out there, but there hasn't been anything that's been demonstrated to be a really huge success.
Don't expect any id Wii games anytime soon.
So the game-centric game-based properties are successful on 360 and PS3, and PC, especially if you have a combined launch. They're not as successful on the Wii. In fact, if you're already doing those others, then maybe you add the Wii as your fourth platform. But if you look at the numbers, independent Wii-centric development is not really justified yet.
Now, maybe it's just that we don't know how to exploit it, and Nintendo does because they made the Wii, and they're really that good. And I'm not trying to take away from those guys at Nintendo. Their games are awesome--I'm a fan, too. But as a company that doesn't make Nintendo-type games, the Wii is less of a compelling platform for us to really sink a lot of resources into.
So somebody needs to demonstrate that there's going to be buyers out there that actually would show up and buy the games on the Wii. Even if we make an awesome game, there's still a question as to whether we're going to justify our investment. And also, I mean, if you look at the market, the type of games we traditionally make, those games are selling record numbers on non-Wii platforms. But despite the success of the Wii, and the fact that it's the largest-selling console out there, games like we make are still doing bigger numbers than they've ever done before.
So that doesn't give us a lot of cause to be worried about the Wii. We celebrate it, we love the Wii, but it's not for the type of games we make. I think that sometimes people lose sight of the fact that almost every company doesn't try to be all things to all people. Nintendo isn't trying to be all things to all people either. They have a great console with the Wii, they make great games. But they're really not trying to push the graphics envelope. They're doing other things.
So I think sometimes you have to figure out where you're going to make your bets and then go for it, as opposed to trying to do everything at once. Because the concern would be for us, especially as an independent developer, is that we place too many bets and our attention is spread out all over the place. We're making a focused, measured bet that says, "We really are confident that this is going to pay off." And that's what we've done with Rage. John's made technology that is cross-platform, we've made a game that we feel like we can deliver on console controllers just as easily as on keyboard and mouse. That's what we're going for.
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