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Anger Management

Tim Willits, creative director of id, discusses Rage, motion control and why everyone needs a Carmack

GamesIndustry.bizHow many of you are there now?
Tim Willits

Heck, on the Rage team we have about 60. Quake 2 we did with 13. Quake 3 with about 23. Doom 3 with about 38, I think, now on Rage we're past 60, and that's just the Rage team. It's still small, but it's big for us.

GamesIndustry.bizWhat sort of influence has becoming part of the Zenimax family had over the development process?
Tim Willits

What's really great about Bethesda and Zenimax is that they're like, 'you know what, you guys have been really successful. We don't want to mess that up. So you guys do exactly what you're doing'.

I can tell you that if we weren't part of the Zenimax family, we'd be trying to rush this game out. So it's so nice being able to say, let's ship it next year, let's get the multiplayer awesome, let's get the game as great as we can make it. Without their support, I honestly think that Rage would not be as good as it's going to be.

GamesIndustry.bizSo still very much a 'when it's ready philosophy'?
Tim Willits

Oh yes. And that's one of the reasons we picked it. Historically it's always been when it's ready but, logistically, in today's age, with marketing budgets and advertising and distribution and worldwide, you really need to pick a date. Luckily we're able to pick a date that works for us. So we can support the game at launch, post-launch, do it right. It's been much better, it really has.

GamesIndustry.bizThere are a lot of big personalities at id, a lot of very well known figures. Are there any conflicts between creative guys and technologists? Does that distinction even exist there?
Tim Willits

I think that's a hangover from the Romero days. [laughs]

The whole thing about John only caring about technology, that's such a myth. He's involved in all of our projects. He's involved in the early stages of the game design, he's always been integral in the feedback, the controls, how precise they are. That's why our games feel so solid.

I was like, let's make it 30Hz, that'll be easier. But he was all, no we need to make it 60Hz, when you drive the car, it feels better. And it really does. That's all John. Even the story, he's come up with some great story ideas. So he's much more involved in the design process than I think people realise.

GamesIndustry.bizSo you feel you push each other, ask each other 'why not' instead of 'why'?
Tim Willits

Yes. He's changed the engine innumerable times because of stuff we've wanted to do - Rage did come about because we were inspired by what we were able to do with his streaming technology.

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