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ssj12 said:
HappySqurriel said:

John Carmack is among the top game developers/designers, but he is also among the best game programmers in the world. When it comes to predictions about technology there are few developers who have made nearly as many predictions and been as accurate as John Carmak. Now, being that the PSP and Nintendo DS are over 3 years old it shouldn't be surprising that the iPhone would be more powerful than them both combined; and with how close the PSP is to the performance of the Dreamcast or PS2 it should be surprising that the iPhone is similar in processing power to the PS2 (or possibly the XBox).

Now, a lot of people probably try to take this performance analysis to make assumptions about the types of games that should be made for the iPhone; or make assumptions about whether this device is suited to game development. Personally, I would say that although the iPhone has the processing power to support similar games to the PS2/XBox I think that would be a mistake. In my opinion, most people who will play games on their iPhone will be looking to use it in a similar fashion to how people currently use their phone games; they will be looking to play something quick and easy to pass a little time while they're on the train or waiting for something. In other words, you will probably sell far more copies of a game like Bejewled than a game like Quake.

 

there you go, you seemed to have mistyped your first sentence. I fixed it for you.

The last Good game John Carmack was involved in was Quake 3: Arena which was (noticeably) worse than Unreal Tournament ... Since then most of his work has been derivative crap, that without the technical impressiveness of his engines would have been ignored by gamers. Just look at Doom 3 and everything after that, can you really say that any of these games were one of the best games of the year it was released let-alone one of the best games in its genre?

In my opinion the combination of John Carmack and John Romero were why id software was so high quality in the mid 90s ... John Romero was very much a visionary in how games were going to be played, and John Carmack was the technical mastermind who was able to make Romero's vision come to life. Without John Carmack, John Romero lost the (trusted) expert to tell him what was (and was not) possible, and to acutally make the software that brought it to life; and without John Romero, all John Carmack can do is make incremental improvements to the formula set out by other developers.