Carmack calling out devs:
>In hindsight, there shouldn't be as strict a focus on room-scale experiences, because most people simply don't have the space
>Also, ease up on the graphics
>Also also, knock it off with the fixed foveated rendering
>Audio needs to be more of a big fucking deal: music, ambience, voice acting, positional audio
>Animations are undervalued
>Don't be subtle with your haptics; if you have an explosion, you need to put animations, audio and haptics together for a more powerful sensation
>Fix your shit load times and cloud saves
>Knock it off with the long intro rolls, too
>Consider more about your monetization