The important point is that the cost of adding a feature isn't just the time it takes to code it. The cost also includes the addition of an obstacle to future expansion. Sure, any given feature list can be implemented, given enough coding time. But in addition to coming out late, you will usually wind up with a codebase that is so fragile that new ideas that should be dead-simple wind up taking longer and longer to work into the tangled existing web. The trick is to pick the features that don't fight each other.
John CarmackOne of the big lessons of a big project is you don't want people that aren't really programmers programming, you'll suffer for it!
John CarmackIf you aren't sure which way to do something, do it both ways and see which works better.
John CarmackAt its best, entertainment is going to be a subjective thing that can't win for everyone, while at worst, a particular game just becomes a random symbol for petty tribal behavior.
John CarmackEverybody's saturated with the marketing hype of next-generation consoles. They are wonderful, but the truth is that they are as powerful as a high end PC is right now.
John CarmackIt is difficult to make good scalable use of a CPU like you can of a graphics card. You certainly don't want 'better or worse' physics or AI in your game
John CarmackThe Escalation programmers come from a completely different background, and the codebase is all STL this, boost that, fill-up-the-property list, dispatch the event, and delegate that. I had been harboring some suspicions that our big codebases might benefit from the application of some more of the various โmodernโ C++ design patterns, despite seeing other large game codebases suffer under them. I have since recanted that suspicion.
John Carmack