"The easy code isn't wrong; it's just not as interesting."
This quote by John Carmack emphasizes that simplicity or ease in coding is not a measure of error or incorrectness, but rather a lack of challenge or complexity. In other words, coding that is straightforward and uncomplicated may not be as engaging or rewarding for developers because it doesn't push the boundaries of their skillset or creativity. This quote encourages coders to seek out challenges, explore complex problems, and aim for solutions that are both functional and intellectually stimulating.
"Games aren't won on paper; they're won in software."
This quote by John Carmack emphasizes that the true potential of a game lies not in its design documents or conceptualization, but rather in its execution - specifically, in the software code that brings the game to life. A great idea on paper can only become a successful game through high-quality programming and implementation.
"If you want to make an easily portable game engine, don't try to write it first."
This quote emphasizes the importance of understanding the target platform(s) and development tools before starting to code a game engine. By prioritizing familiarity with existing engines or technologies over initial coding, developers can more easily create a portable game engine that can be adapted for multiple platforms, reducing the time and effort required to make the engine compatible across different systems. Essentially, John Carmack suggests that gaining experience and understanding of the development landscape should precede the creation process in order to produce a more efficient and adaptable game engine.
"Technology is a way of satisfying unmet needs. It's like a hammer, a screwdriver or a spanner: You use it to build things that otherwise wouldn't be built."
This quote emphasizes the role of technology as a tool for addressing unmet needs and fostering innovation. Just as hammers, screwdrivers, or wrenches are used to construct physical structures, technology serves as an instrument to create solutions that would otherwise remain unattainable. In this perspective, technological advancements empower humanity by enabling us to build a better future.
"I think the important thing about game design is not just to make good games but also to make good examples for other people."
This quote emphasizes that creating exceptional games isn't solely about entertainment, but also about serving as inspiring examples for others in the field of game design. Carmack suggests that developers have a responsibility not only to create engaging content, but also to contribute positively to the industry by setting high standards and fostering innovative ideas. In essence, he believes that good game design is about crafting great games while simultaneously shaping future generations of designers.
With ZeniMax, they have a lot to be proud of. 'Fallout 3' is one of the favorite games of so many of our people. But they had zero overlap with the things we do. We do the best shooters in the world. It's a perfect hand and glove fit. We started talking about this before they rolled out 'Fallout 3'. We watch them roll it out worldwide.
- John Carmack
We had staffed up to do 'Doom 4' internally in parallel with 'Rage'. We also had our mobile and 'Quake Live' departments. We were taking a lot of steps to kind of provide a little bit more scope and protection for ourselves. And we certainly were listening to offers from all the majors about acquisition.
- John Carmack
The stereoscopic panoramic videos that we're showing on Samsung VR are getting a lot of positive traction. It's exciting when you see creative types - whether from the music, film, or video industries - look at this stuff. The gears are turning in their head almost immediately about how they can use it as a new medium.
- John Carmack
Obviously, virtual reality is where I've placed my bet about the future and where the excitement is going. At this point, I could say it's almost a lock. It's going to be magical - it is magical - and great things are coming from that. Along the way, I was focused on the first-person shooters. I said we should go do something on mobile.
- John Carmack
To the game code, the world is still just a tile map, but for rendering, each map was exported as a general-purpose 3D model, and the artists could then go through it and spend the polygons any way they liked, without the limits of line-of-constant-z software rasterization that we lived with on the mobile phones.
- John Carmack
The cornerstone of our Tech 5 development platform is this uniquely textured map or world, where every surface doesn't have a repeating texture on it. It can all be stamped and modified due to the work done on it. The core technical question to be resolved on this was how do we get that media set to be playable on the iPhone.
- John Carmack
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
- John Carmack
With 'Rage,' it was a little bit different because this was going to be the public's first interaction with the 'Rage' IP. Early on, right after the tech demo, there was some marked concern internally how much of a bad thing it would be if the game went out and it wasn't well released and people got a bad taste off it.
- John Carmack
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