“There Are A Hundred Things We Could Have Done Differently” – Quake’s Creators Reflect On The “Grim Cost” Of The Classic FPS

“Having a media circus around us certainly didn’t help”.

id Software’s influential first-person shooter, Quake, recently celebrated its 30th anniversary, and some members of the team have been reflecting back publicly on the game’s difficult, multi-year development cycle and past mistakes that have only become much clearer with hindsight.

If you’ve read about Quake’s history before, you’ll likely already know that its development took a significant toll on the studio, ultimately leading to John Romero’s departure after the game originally shipped. In retrospect, the majority of the issues stemmed from the team’s creative ambitions, with its groundbreaking 3D engine taking much longer to develop than initially anticipated, alienating the level designers, who had to constantly redesign their levels as the technology improved.

Read the full article on timeextension.com

“Having a media circus around us certainly didn’t help”.

id Software’s influential first-person shooter, Quake, recently celebrated its 30th anniversary, and some members of the team have been reflecting back publicly on the game’s difficult, multi-year development cycle and past mistakes that have only become much clearer with hindsight.

If you’ve read about Quake’s history before, you’ll likely already know that its development took a significant toll on the studio, ultimately leading to John Romero’s departure after the game originally shipped. In retrospect, the majority of the issues stemmed from the team’s creative ambitions, with its groundbreaking 3D engine taking much longer to develop than initially anticipated, alienating the level designers, who had to constantly redesign their levels as the technology improved.

Read the full article on timeextension.com

 

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