id's Tim Willits
The co-owner and lead designer on iPhone, Romero, Carmack, Zenimax and Rage
Yeah, it is definitely a risk. But I do think that we're in a good position. Enough people know about id, y'know. It's important to get in front of the new people as much as we can, but… Yup. It is risky, but I think if there is any company that can do it, we can do it. There are a handful of companies that can do it – Valve can do it, Epic can do it, id can do it… Hope it'll work.
You have to give those guys credit for that… we're gonna establish a franchise. We know that the first one's going to struggle, but you have to stick to it. That's a good mentality, because a lot of publishers are like "well, F that." Yeah, it's dangerous when you don't have two titles that are successful. One is… you don't know what the future of one is.
It's a very sad state of affairs when more people are playing FarmVille than Call of Duty, alright. It's hurtful.
John would definitely put himself in a rocket and shoot himself into space. The last thing you'd see from John is this [rude gesture] as he goes into space.
No, a lot of it's John driving it. Which is one of the great things about him – only John Carmack could whip out a game in his spare time. We have a digital group at id which we've created, which is another good thing so it doesn't upset the balance – we have dedicated artists, dedicated designers. And what our strategy for Rage and the digital platforms is to not be you can play the iPhone version or Rage, but they can both be additive to the experience. Because the Rage universe is more robust and more fleshed out than any other game that we've created in the past.
So we can use other platforms to do prequels, or you can play other characters or you may have a whole game that revolves around racing, or a whole game that revolves around Mutant Bash TV. Because the world is so rich, it's like Star Wars. We can imagine a million different Star Wars iPad games – that's what we're trying to do with Rage.
That's a Todd Hollenshead question, I have no idea. But we do surprisingly well, and I know the Steam sales on the weekends, we always do well in those. And again, the focus of id is make great games that sell a lot. Licensing was always nice, but nothing ever compares to making a game that sells 10 million copies. That's where our bread and butter is.
Tim Willits is co-owner of and lead designer at id Software. Interview by Alec Meer.