I’m a big fan of prototyping, but I think that’s at a different scale. It can be very helpful to spend a day or two writing some code to test an idea, only to throw it away, but I wouldn’t spend much more time than that. I would agree it’s a bad idea to spend a month building half of doom and then starting over from scratch.
It might have been mentioned in Masters of Doom, or maybe I read it somewhere else but John Carmack would take a week off, visit some hotel and basically spend that week presumably prototyping the next generation engine for whatever game.
Hmm. So Carmack and Romero have conflicting ideas about id’s programming principles? I guess it depends on what meaning we assign to some undefined terms.
They absolutely have conflicting ideas about programming. Having read Masters of Doom, I’m honestly surprised they were able to work together for so long!
Perhaps their different natures were beneficial to game development, as long as they remained focused on the same product. Carmack has a monk-like focus on technical excellence, whereas Romero is a great level designer who really understands what it means for a game to be badass.
Hm, so, then… how come Daikatana was such a mess? (it was not ID, but John Romero lead the team)
Because he was missing Carmack? Similar to how Lennon and McCartney were greater than as individuals.