For those who don’t know, John Carmack literally invented and created the First Person Shooter. He programmed Hovertank, which went on to become Wolfenstein 3D, which turned into DOOM, which spawned Quake, who’s engine led to half-life, counter strike, call of duty, and inspired every FPS you can think of. They can all be traced back to John Carmack. His impact on gaming can’t be overstated.
Yeah the Infinity Ward engine is, to this day, an extremely modified version of the Quake III engine, lol. Obviously it's gone through a number of facelifts since CoD1, but the IW 8.0 engine that Warzone runs on has it's roots in Quake III.
@@OH-tj4qn this is also why it kinda sucks for Warzone despite all the tweaks and lying about replacing it entirely. the Quake engine was made to be hyper optimized for linear campaigns and smallish arena style maps. It generally still works great for the campaign, mp, zombies, but Warzone really ought to be split off and run on a different engine. A CryEngine based build would be epic. I don't think they have any real great options in-house which is why they haven't actually changed, that and its still a good engine for the other modes now that they added modern lighting and texture handling.
Carmack is to FPS gaming what Alan Turing was to computer science. I personally spent 3 hours a day in 1997 playing Quake on line, and loved every minute of it. Thank you Carmack!
Literally every 3D game would not exist or play like shit if not for John Carmack. His contributions to gaming are undersold. Every single relevant 3D engine has Quake code in it.
@@thequestbro That is utter tripe. Super Mario 64 was an amazing 3D game, just as impressive as Quake, released a day after Quake was. While Carmack did grounbreaking stuff at the time, there is no reason why someone else wouldn't have figured that out in the years later. Incidentally, what age were you when they were first released please? Yeah, that's what I thought, now shut the f up.
You couldn't play on line in 1997 because internet was invented yet... You must have been playing on a LAN with other people in different rooms connected to the same local network in school or wherever you happen to be when you played back then...
@v4v819 What are you on about, 56k dial-up internet was a thing by the tail-end of '97, and dial-up internet existed before then as well but at slower speeds.
I used to have Quake dreams as well. And for some time, I would even instinctively STRAFE to avoid objects in my home. I can still hear those grenades bouncing all around. Quake was the reason a had friends growing up. Thank you, John!
John 'Brain on legs' Carmack. What a legend. Fond memories of many weekends and all nighters playing Quake at LAN parties. I was one of those games where we would take a break from to play something else, and 15 mins later we would be right back playing it.
@Xaero The unreal engine was better than the first quake/idtech engine (of course it came out later). Carmack has praised it for using things like 16-bit color
@Oogway tbh, unreal is better than the quake engine, But its obvious Epic took inspiration from Quake and made Unreal (1998), its goddamn obvious look at the settings of Unreal (1998)
Playing Quake as a kid gave me an insane sense of timing that I have to this day. Like I'm always getting up when a timer is about to go off. Just remembering like 3 different timers really re-wired some shit in my brain.
I love what he said about new games being focused grouped to death. I just invested in a ps1 ps2 and ps3. U gotta deal with some bad graphics sometimes but diversity of the library of games on those older systems is something we are missing in modern day gaming. I feel like the game designers were free to create there own visions back then now it seems all games are being taken over by the big shots on top and being hollywoodized
Good games prioritize customer happiness. Bad games prioritize profit. Ironically good games end up being the most profitable. But they need to be smart enough to realize which one comes first.
I feel that same love. I probably played Quake 3 Arena 20-40 hours per week for 5 plus years. The greatest most balanced most optimized competitive video game ever made imo. Total perfection.
No wonder Carmack could advance video games by so much. He had the knowledge, creativity, and passion, both in low-level programming / algorithms, AND in the experience of playing a video game. He understands what you want to feel when playing a game AND he understands how to structure the game to make you feel that way AND he understands how to optimize code to give you that structure.
To accumulate all that knowledge back then is incredible, everything you learned was from books, or from talking to other people. No youtube tutorials etc.
John tries twice to drive the conversation away from games but Joe Rogan is having none of it. He finally has the chance to talk about Quake and he's not wasting it.
@@hqef616Fine, just force me to watch the video again. The most egregious is at 3:57 Carmack: Rogan: Hmm, yes, very interesting, but back to quake though
@@MantasKi yes, just look at the comment section in all videos about Doom Eternal, is basically a reddit plague, every comment is a ctrl c ctrl v, its rare to find someone to just talk about the game and express your and his/her opinion in a decent way.
@@eunaoseibrother8902 yep all the comments are just variants of Man too angry to die Haha gun go brrr You cant shoot a hope into --- Thots are temporary but Doom is eternal Animal crossing All these were funny the first 10 times. But then holy shit every single comment is just a combination of these memes
Jimmy Williams It wasn’t finished in years, had shitty netcode and lots of bugs/perf issues, obnoxious monetization schemes, lootboxes etc. And it is now on life support. Playable, but unfinished, with nearly no funding and tiny player counts.
QUAKE was so impactful for many reasons, it was one of the first real 3D games and 3D acceleration with OPEN GL.. first time I strafed it blew my mind!
I love how Joe brought up obsessive dedication to something to the point where it invades your dreams in the tone that most people would, and John's response is basically "yeah man I love it when that happens to me!"
I have literally had dreams where I am actually in those arenas - gaming can also do that weird thing where you try and sleep and the moment you shut your eyes you can see the gaming environment and sleep becomes at best broken and at worst impossible
I grew up idolizing John being so into ID software games. Came to find later that my aunt on my mom's side grew up in the same neighborhood as John! She was invited to a birthday party he was at. She and he weren't necessarily close friends themselves but both in the same neighborhood and friend group. They saw each other on multiple occasions and interacted. This was before high school. I thought that was so cool to learn
Interesting to hear John talk about gameplay…. he always seemed to be more focused on the technology behind the game than the actual gameplay. John ROMERO was the one focused on gameplay and just plain enjoying the game. John Carmack focusing on technology and John Romero focusing on gameplay, created friction that lead to the divide between them. John Romero is a great, prolific programmer. Who am I and how am I qualified to say those things? I have a very unique perspective…. John Carmack, John Romero, Kevin Cloud, Tom Hall, Jay Wilbur and I all worked at Softdisk Publishing in Shreveport, Louisiana back in 1989 - 1990. Jay once invited me to be a roommate at their house, but I did not have the genuine passion for creating games like John Romero did. John Carmack and John Romero both worked in the PC department ( Big Blue ) while I worked in the C64 department ( Loadstar ) then the Mac department ( Diskworld )
idk, as an old gamer who's been into gaming since the old school arcade days, I think the early/mid 00s were gaming's real golden years. Graphics and internet had improved to the point that the games could be truly incredible and immersive, but it had yet to be taken over by corporate culture. The 90s were great to live through and see the enormous leaps that were taken, but i think people gloss over the huge rough spots that 90s gaming had(especially with the transition to true 3d games). 2000-07 was the sweetspot for me.
@Kreege I played through mass effect legendary edition and I wish I had played the games when they were released. No wonder bioware was held in such high regard in the early to late 2000s
I like how John Carmack can just admit that none of this was really intentional, and it just worked out that way. So many people will take any opportunity to pat themselves on the back and say "yeah, I meant to do that" and John is just like "well, it just kinda worked out that way, oops?"
@@milesharbord9339 the way you worded that really segregates how much each of those aspects intersect and compliment each other, no one man's vision can be attributed to such a masterpiece despite what their profession was titled.
@@WhayYay I could be wrong, but I don't believe you have read a lot about the dynamics of id. Carmac and Romero are the ones that created this framework, I'm speaking in *their* vernacular. If you haven't read it, you should read masters of doom If you've read it, you should read it again. There is other coverage, but nothing to the level that MoD gave.
5:37 The Eldritch being we mortals refer to as "John Carmack" because his true name is incomprehensible to us, lamenting the restrictive nature of his human meat-suit.
I invested a lot more game time in Q2 than Q3. That's multi, s/p, mods. Why? Because my gaming rig at the time in the late 1990s up to Y2k was just optimized enough to play Q2 without hiccups & lag. By the time I got to Q3 (test, beta, retail versions), my rig was starting to look its age. The worse part was thru all of this, I was on 56k dialup. Q2 worked well, I was a 200-250ms HPB, but dialup had hard time with Q3. Finally got fiberoptic in late 2006, but Q2 multi was waning by then, on GameSpy, & due to some real life stuff, my last Q2 multi session was probably around 2012. Haven't touched Q2 multi since. Fave Q2 mods were Awaken & WoDx. :)
I wish everyone who watched this video would actually try out arena shooters like Quake, Unreal Tournament, Diabotical, Warfork, Xonotic, etc. and experience why Quake and the subgenre it belongs to (arena first person shooter) is beloved by so many.
@@RevanBC There is no set definition for an arena shooter but Halo has most of the traits that most people would define within an arena shooter, such as equal and random spawns, emphasis on map control for power ups and weapons, long time to kill, unique weapons with distinct roles, reset of power upon death, etc. I would say it's more of an arena game than quake champions where people can start off with an advantage or disadvantage simply by their character choice and with what abilities they start off with.
Just like timeless songs, quake falls under the timeless game’s categories. I still have my old install of quake on my computer since 1996! Love this episode!
Q1 was better SP, but Q2 refined the DM aspects of it. Nothing like the weird mix of dark fantasy and sci-fi elements to create a jarring experience... and the sound design by Trent Reznor didn't hurt. Play it at night in a dark house for a couple hours, then go to the fridge for a drink. I dare you. Much as I liked Q3A, Unreal Tournament had so much more to offer.
When I was a kid, I was obsessed with Doom and Doom 2. When Quake came out, it was so cool to see how the graphics improved and the sound design was amazing too. It was a big deal😁
Quake is an awesome game.. esp Quake3 Arena.. . My first FPS game along with Unreal Tournament.. Great memories and still play now every so often. This guy is a clear cut programming genius and I'm glad people like him exist to further humanity!
Mega Brain! Legendary John Carmack! A Living Legend! These Days we do not get the Carmacks anymore... Thank you Sir for all the cool things you did and you will still do!
Thanks Joe for having experience in gaming and saying smart stuff. You are a good interviewer, and John Carmack is a good guest. Thank you for this Joe.
I was only a kid then, but some of my favorite gaming memoires are of playing Quake. Would spend the night at my best friends house (RIP Dan) and we would literally stay up all night playing Quake. Would give anything to go back to those simple times.
Personally, the blow outs aren't the match I enjoy, even when it's me oing it, what's really fun to me is when I finally get the guy that's at my level, which is rare, cause my whole life, at Quake I always have been basically, top noob, not like, super shit, but like, at the edge between the best of the worst, and worst of the best, the spot where the least people are, cause they either gave up, or progressed, so I play a lot of matches getting curb stomped into depression, or just annihilate to boredome and end up regretting having new players leave going "yup, that's not for me" and get stomped even more again. But when I find that one guy, who's around my skill and the matches start going into overtime an until the en, you just don't know who's gonna win, that's when the fun really starts, that's when I get on edge, that's when I do my best.
This man, open sourced Quake. Then people/companies propagated tens or hundreds of thousands of branches and forks of this engine. It sparked things such as Half-Life, Portal 2, Doom Eternal, Team Fortress.
Valve licensed the quake engine before it went open source (and rewrote the majority of the engine themselves, that later sparked their own Source engine which later titles such as Portal 2 are based on). Team Fortress started as a mod for quake 1, again before the engine was open source. Doom Eternal was developed by Id software themselves, they didn't depend on the quake engine being open source as they most likely already have it (and that's if Id Tech 7, Doom Eternal's engine even still has quake 1 code in it).
John Carmack is one of those guys who's gotten to experience the industry from both sides. Being the indie underdog trying to make things happen and push genres up to the guy with the triple-A studio with markets and audiences and huge budgets to consider. The fact he feels optimistic, that he keeps a level head and never let the time or the fame or anything else frankly get to him is respectable. The industry only wins for having him around.
I would like to meet Carmack, I know him and Romero don't get along much anymore. But I see Romero as a visionary, but Carmack was very much the better programmer. But the two of them made my favorite game ever together Doom so I'm grateful for them both!
I play the original Doom along with DOOM 2016 almost every year but I somehow stayed away from Quake all this time and picked it up after finishing Dusk. Man, I am crying. The sci fi with lovecraftian with Nine Inch Nails. This is the game I needed during my teenage days.
I got Quake about 2 months after release, with a brand new Pentium / Win95 PC. My father always laughed at the way the melee weapon looked. He'd tell me to shoot all my guns empty and use the bloody axe, just because he found it funny (he was like 28 at the time, but rarely laughed at anything).
For me the most addicting thing in quake was how fast and satisfying to play, but also how the levels are really really really linear, no backtracking and shit like that.