Here is another interview with Tom Hall
How did you and the other members of id come up with the enemy ideas? What sort of ideas were rejected and why?
Before DOOM, I came up with most all of them.. Adrian came up with the
Broccolash in Keen Dreams, and Carmack added the little hop to the
Yorps,
but I did pretty much all the rest. Sometimes I would come up with
20-30 of
them, and have people choose the best ones they liked. During DOOM, we
were
kind of philosophically parting ways, and Adrian and Kevin did most of
the
monsters. I argued strongly for something that wasn't bipedal (so it
could
come get you even if you couldn't come get it), and Kevin did the
Cacodemon.
Before DOOM, I designed most all of the monsters (though of course, the
artists made them look insanely better). For example, Adrian's
MechaHitler
was much cooler than my poopy little drawing.
Why didn't you put a secret level in keen 2? It's something
that
I know drove a lot of people crazy, including me : )
Is there anything in the games that people haven't found yet?
Why only one weapon? Why only four keys? These are deeply
philosophical questions to us keeners!
What made you choose the name commander keen? Billy Blaze?
Was there any thought of doing a Keen Dreams II? (I've heard
there might have been a "Keen meets the meat". If so, would Softdisk
have
distributed?
The inevitable question, anything new in relation to Keen 7?
If you did a keen 7, how would you introduce a new generation
to
the world of keen?
If you did a keen 7, would you maintain the same look and
feel
of the old keens, or would you enrich the keen universe with more
complex
characters and stories?
Why didn't you make Standard Galactic Numbers? If there were
Standard Galactic Numbers, what base would they be in? To clarify for
those
who will read this and don't know what bases are, we use base ten, out
numbers go from 0-9 and then reset. Binary is base 2, it goes from 0-1
and
then resets, so in binary 3 would be 11, in base five 3 would be 3, but
6
would be 11.
I've read that much of the original Doom design was never
realized, why is that and what would it have been like otherwise?
What was it like working at Apogee/3D Realms? What games did
you
have a hand in and what role did you play in their development?
What made you leave Apogee/3D Realms to go found Ion Storm?
Do you have any suggestions for anyone out there who wants
to
make a keen game?
If Ion Storm did get the rights to keen, would you form a
children's division?
hat's your impression on the direction of the video game
industry? Since you started at Softdisk it's change a lot, do you think
in
five years a company like id could form from a bunch of friends and
still
make it?
It drove me crazy too! I think there was one, but it sorta
didn't
make sense (it was outside the ship on the blueprint), and we only had
two
and half months to finish all of Keen 1-3, so I think someone said just
to
do 16 levels instead of 17.
I think they are pretty thoroughly explores. It's hard to hide
stuff from a hundred thousand people.
Um, we made the Keen 3 in like two weeks! And four
keys--simplicity
of interface is good.
I just wrote that all off the top of my head in fifteen minutes.
That's what came to mind. I pictured a whiny Walter-Winchell
radio-serial
voice saying the words, and it just came out. The "Bean-with-Bacon"
thing
is a reference to a George Carlin routine.
Nope. I actually disagreed with doing a Keen for Softdisk,
knowing
that they would keep the rights. I didn't want to leave Keen behind.
Nope. id still owns Keen. If they ever want to sell me the
rights,
I'll be on it that second. :)
I had a Keen 7 idea planned out a long time ago. But we were in
the
middle of stuff, and people weren't really interested. Then Super Mario
64
came out. That was basically it, but I wanted you to switch control
modes
for different situations, sort of like mid-level mini-games. Some of
that
is coming out in Anachronox, actually. :) I'd love to do another Keen,
though.
I would expand the universe a bit, but keep the same favorites.
Keen is really a light adventure, though, so I wouldn't burden it TOO
much
with story--just enough to make what you are doing always new,
interesting,
and purposeful.
Again, made the game in 2.5 months, so the SGA was just a quick
fun
thing--I made an EXIT sign for the level, and realized that it would be
in
alien letters, so I made symbols that looked sorta like exit, but not.
Then
I got the idea to make signs throughout the game that were clues...then
came
the Rosetta stone in the secret level. :)
We were really splitting apart philosophically--I wanted to have
just enough story to give what you were doing each level a purpose. I
also
wanted some environment hazards in certain places, like a simple
sparkball
shooting down a hallway. I forget what level it was, but you walk
behind
something and there are little hallways sunk down a few inches with big
blue
circles repeating down the length of them--those were meant for those
sparkballs. :) It's somewhere in Episode 2.
It was fun starting up development there. The people there were
really nice. But I sort of still had the vision of what I wanted to do,
and
it really wasn't a super-bloody game, though those can be fun. And I
wanted
to bring RPG elements to the sci-fi shooter genre, but that kind of got
watered down. You usually don't get unique new things when there are
many
cooks. But I had a really good time there, and worked with some really
great developers.
I worked on Duke Nukem II, did the story for Duke Nukem
3D
(after the game was almost done!) and helped come up with TripMines, did
Rise of the Triad and Extreme Rise of the Triad, co-produced Terminal
Velocity, and did early Prey design work.
I had the opportunity to do my own thing--whatever I wanted. I
had
to go for it.
A fan game? I'd always make sure you get to see new and
interesting
things as you go, and you get to do new and interesting things, too. We
always had new monsters, new puzzles, new environment dangers, and so
on, so
the next level wasn't totally like the last.
Not specifically, but I'd dang well make some Keen games! :)
Yes, but not on the PlayStation 2. :) Need a lot of people to
pop
a game on there. But I think bold new innovations usually do come from
the
small groups, because the larger you get, the more people's necks are on
the
line, so you have to play a safer game. If four guys are working out of
an
apartment, you don't have as much to lose, so you have great freedom.
If
you've got some talent and some time, I'd recommend it to anybody. :)
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