Famed Metal Gear designer Hideo Kojima once told me that there was something beautiful heād been striving his whole career to create in video games: The perfect sunset. I recently asked John Carmack what his sunset is.
Carmack, ever the programmer, didnāt immediately tell me what his sunset would be. Instead, after I described Kojimaās desire, the legendary Doom programmer responded as follows:
āYou could totally do a good job of that today,ā he said. āYou could do all the post-processing effects and the color biasing, and you could run through all of that and it would be a bunch of work. But, if somebody said: āGo give me a glorious, evocative sunset,ā I might say, āNah, weāve got more important things to be working on.ā But we could totally do it.ā
My conversation with Kojima had taken place in April of 2006, in his work apartment in Tokyo, a couple of blocks from Kojima Productionsā offices. He was still making Metal Gear Solid IV then and recalled, through a translator, the limitations of early game consoles. The more primitive machines had challenged him to achieve his goals.
āHow can we give users a feeling of walking [by a] beautiful sunset with 16 colors?ā Kojima remembered wondering. āThat was what we were trying to aim for as designers at that timeā¦A couple of years from now, maybe games will have an implementation of scent or touch or feeling. And then Iāll want to probably implement that in to meet my final goal. So I think this will be a never-ending story. And, well, I think thatās OK, because thatās what creation is all about.ā
Ever since that interview, I wondered if other video game creators had their own sunsets, their own goals that they hoped their talent and the worldās technology would enable them to attain.
During our conversation in Texas a couple of Thursdays ago, I asked Carmack a second time if he did have a sunset. āI really donāt think thereās something I look at in my mind and say: āThis is what weāre striving for,'ā he said. āThere is lots of stuff that I know are not done particularly well, with different levels of ambient occlusion and distributed light sources⦠I went through a phase of this at the beginning of [idās next big game,] Rage ā the graphics geeky stuff of āāOh, Iām doing shaped highlights.ā Or, you know, Iām doing parallax mapping. Iām doing this or that.'ā
Carmackās lighting experiments didnāt motivate him to do more, he explained. But I was worried Carmack was still taking my question too literally. I feared he thought I only wanted to know about actual sunsets rather than metaphorical ones. But he wasnāt just talking about sunsets, after all, as he proved to me right before we wrapped up our conversation about this stuff.
āI did some demos [of those lighting technologies in Rage] and itās just not that big of a deal,ā he said. āMaybe if you put them together, lump them all together, you get something that comes out and makes you say: āThis is a big step above.ā But thereās not many little things that matter that much anymore in terms of a game. If youāre trying to do a simulation, thereās tons of stuff that you can continue to do better. ⦠In terms of whatās going to matter to a person playing a game, thereās not massive stuff to be done. Weāre going to continue going; weāre going to continue making it. But itās past the v of the curve. The more important stuff is making sure that itās going to be easier and faster to do better stuff like this.ā
If John Carmack has a Kojima sunset in his mind, itās one that involves speedier processes for creating video games. But thereās no thing, no object, no emotion the veteran game creator seems burning to create.
I left the interview wondering: What are the sunsets for the rest of the industryās video game creators?