We were in our 20s, used to working as much as humanly possible, and pushing ourselves past what was reasonable because that was how id had always worked. At the time, it felt normal. But yes, looking back, it was not sustainable for everyone, particularly as the team grew.
With Quake’s engine, John and I have talked about this since, and we both agree that we should have made a DOOM++ first while the engine stabilized, then taken the full 3D step after. Quake may have been too ambitious, but that ambition was something we all believed in.
We were trying to make the next great leap, and none of us could really know at the beginning what that leap was or how long it would take. We were building the road while also building the car driving on it. No one had ever done anything like Quake before.
The level design point is important, too. At id, we took for granted that level designers were also going to have a strong visual sense. The maps had to play well and look great, of course. However...
... Quake made that harder because the maps had to work as gameplay spaces and as convincing 3D environments. As a coder, designer, and artist, I guess this felt natural to me (the Wizard’s Manse is a good example of what we were going for).
American was also really good at this. His aesthetics, and particularly the verticality in some of his levels, were outstanding (The Vaults of Zin, especially).
There are a hundred things we could have done differently, but we did the best we could do at the time with what we knew. Having a media circus around us certainly didn’t help.
id still goes on, and so does Wolf, DOOM, and Quake. Maybe that was what we came together to do. That is more than enough for any game dev, any team, any lifetime really.
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Long hair: A thread. I get a lot of comments on my hair, and while it's something I am known for, what's less known is that my long hair is important to me culturally, too, and the older I get, the more it matters. 120 years ago today, the "haircut order" was issued. More...👇🏽
January 11, 1902, The Commissioner of Indian Affairs William Atkinson took issue with Native people who continued to practice their traditions, among them, men wearing their hair long. So, he instructed superintendents of reservations to order men to cut their hair.
To ensure compliance, he suggested food be held back. There was public outcry that we should be forced to cut our hair or starve, and so a more "socially acceptable" path was suggested.
Update on SIGIL: SIGIL has been done for quite a while at this point. There were two production issues at Limited Run -- the head and the disk. The head is now heading through production.
All units are crafted and finished by an individual artist. The second is the disk which is expected in shortly. There was *also* an issue with that.
These are beyond the control of Romero Games, and we desperately wish that we could release it right now. We regret the delay, and have expressed your frustration to Limited Run.