WEBVTT - The id Software Story Part Two

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<v Speaker 1>Get in touch with technology with tech Stuff from how

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<v Speaker 1>stuff works dot com. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland's senior writer for how stuff

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<v Speaker 1>works dot com, and today's episode is part two of

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<v Speaker 1>the ID Software story. Remember this was a request from

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<v Speaker 1>Dave who wrote to me and asked for an episode

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<v Speaker 1>about ID Software. But as it turns out, there's too

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<v Speaker 1>much to talk about for one episode. So in our

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<v Speaker 1>last episode, Early talked about the people responsible for forming

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<v Speaker 1>ID Software and how they found early success with titles

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<v Speaker 1>like Commander Keene and Wolfenstein three D. Today we pick

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<v Speaker 1>up where I left off with the development of the

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<v Speaker 1>blockbuster title Doom. Now, the company was still just a

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<v Speaker 1>small team of developers and they had a problem. There

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<v Speaker 1>weren't enough people to work on a follow up to Wolfenstein,

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<v Speaker 1>and simuled peneously work on the new Doom project. What's more,

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<v Speaker 1>the people at in Software all wanted to work on Doom.

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<v Speaker 1>They wanted to work on something new rather than create

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<v Speaker 1>a sequel to an already existing game, but there was

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<v Speaker 1>a lot of pressure from Apage to create a sequel.

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<v Speaker 1>Wolfenstein had been the most successful title to debut on

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<v Speaker 1>apog in its history, so they decided to do the

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<v Speaker 1>reasonable thing. They outsourced Wolfenstein too. They licensed out the

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<v Speaker 1>work to APOG, which got started on the project, but

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<v Speaker 1>after some time in development in software didn't really see

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<v Speaker 1>it progressing very well. They didn't think it was making

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<v Speaker 1>any progress, so they pulled the plug on the project.

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<v Speaker 1>Appog ended up taking these lemons and making Lemonade later on,

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<v Speaker 1>converting the work they had already produced into a brand

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<v Speaker 1>new title called Rise of the Triad. Talk a little

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<v Speaker 1>bit more about that in a second. They also hired

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<v Speaker 1>a couple of folks in nineteen One of them ended

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<v Speaker 1>up making a big name for himself a little bit

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<v Speaker 1>later on in the video game world. That would be

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<v Speaker 1>American McGhee. He's perhaps most famous for his Dark Alice

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<v Speaker 1>in Wonderland inspired games, which he made with e A

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<v Speaker 1>after his tenure with ID Software ended in nine. McGhee

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<v Speaker 1>started at ID as a tech support worker and eventually

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<v Speaker 1>worked his way up to designer, but there was a

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<v Speaker 1>point where the company decided that McGee's work and the

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<v Speaker 1>company's direction were no longer a good fit, and so

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<v Speaker 1>he was let go. One thing that did make Doom

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<v Speaker 1>possible was the evolution of computer hardware. The team had

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<v Speaker 1>been bumping up against the upper limits of the previous

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<v Speaker 1>generation of PCs, but over time, the really expensive Intel

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<v Speaker 1>three eight six microprocessor cost had started to come down,

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<v Speaker 1>and now it was finding its way into consumer level PCs.

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<v Speaker 1>More people were able to afford a three eight six PC,

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<v Speaker 1>which was better equipped to handle the demands of a

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<v Speaker 1>beefy game engine, or at least beefy at the time.

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<v Speaker 1>Three six have been around for a while. It first

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<v Speaker 1>launched in this Intel microprocessor. It took about a year

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<v Speaker 1>for manufacturing to ramp up to prod the levels that

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<v Speaker 1>Intel wanted, but even when they did reach those levels,

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<v Speaker 1>they were still really expensive, so very few people were

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<v Speaker 1>actually able to afford them. By today's standards, a three

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<v Speaker 1>six microprocessor would probably seem pretty crude and clunky. It

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<v Speaker 1>had only two seventy five thousand transistors on it A

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<v Speaker 1>little microprocessor now, I say only because today's microprocessors have

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<v Speaker 1>more than a billion transistors on them, so two five

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<v Speaker 1>thousand is nothing compared to today's uh microprocessors. The clock rate,

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<v Speaker 1>as in how fast the three D six microprocessor could work,

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<v Speaker 1>was between twelve mega hurts up to forty mega hurts

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<v Speaker 1>if you're overclocking it on the extreme end. And again,

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<v Speaker 1>your basic smartphone today can outperform those specs. But at

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<v Speaker 1>the time it was a state of the art machine

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<v Speaker 1>and it was just what it needed to take the

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<v Speaker 1>next step in game development. John Carmack, at the ripe

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<v Speaker 1>old age of twenty one years old, began to experiment

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<v Speaker 1>with stuff that older game engines just couldn't handle. That

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<v Speaker 1>included creating irregular shapes in the environment like uh, irregular

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<v Speaker 1>walls or floors that sloped around. He also wanted dynamic

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<v Speaker 1>lighting and the option to move in or outdoors. These

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<v Speaker 1>were all elements that would have been really challenging back

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<v Speaker 1>in the older Wolfenstein days, that that game engine just

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<v Speaker 1>couldn't handle this kind of level of complexity. And then

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<v Speaker 1>he also had another goal. He wanted gameplay to be

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<v Speaker 1>immersive and fast. Fast was really importan and it had

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<v Speaker 1>to be a fast paced game and really get the

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<v Speaker 1>players blood pumping. So he wanted these abilities, this ability

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<v Speaker 1>to make more complex environments, but not at the expense

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<v Speaker 1>of the speed of the game. As Carmack worked on

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<v Speaker 1>the engine, uh Romero started programming the levels and designed

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<v Speaker 1>much of the look and sound of the game. For inspiration,

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<v Speaker 1>the team looked at the art of hr Geiger, and

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<v Speaker 1>that was Geiger's work that inspired the Alien film franchise,

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<v Speaker 1>so the team used that art to guide decisions in

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<v Speaker 1>level and monster design. The walls in Doom sometimes have

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<v Speaker 1>hideous faces incorporated into them, and many of the demons

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<v Speaker 1>look pretty monstrous as well. Romero points out that by

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<v Speaker 1>today's standards, uh they might seem a bit cartoony, but

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<v Speaker 1>at the time it was considered a really etchy approach

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<v Speaker 1>to game design. Tom Hall, who had put up some

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<v Speaker 1>resistance during the development of Wolfenstein three D, campaigned for

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<v Speaker 1>are a rich story for Doom. He had in mind

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<v Speaker 1>an opening scene that would set the rest of the

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<v Speaker 1>game in motion, and in that scene, the player would

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<v Speaker 1>be taking on the role of a soldier in the

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<v Speaker 1>middle of a card game with the rest of his squad,

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<v Speaker 1>and in the middle of the game, a demon would

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<v Speaker 1>burst in, killing everyone but the player, and then the

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<v Speaker 1>game would start, and his ideas helped shape design decisions,

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<v Speaker 1>but as he tells it all later on, the focus

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<v Speaker 1>was really more on the technical side of making the

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<v Speaker 1>game work and less on the narrative or story side.

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<v Speaker 1>He'd say it would be a few years before you

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<v Speaker 1>would see a first person shooter incorporate deep story elements,

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<v Speaker 1>and the game he sites is really nailing. It was

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<v Speaker 1>Half Life, which was a from a totally different company.

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<v Speaker 1>It's from Valve, That would be the first real example

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<v Speaker 1>of that sort of thing. But he wanted it to

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<v Speaker 1>be Doom, and he started to feel really discouraged that

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<v Speaker 1>a lot of his ideas were being rejected. He wanted

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<v Speaker 1>rooms to have a purpose in Doom, so that when

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<v Speaker 1>you walked into a room in the game, you understood

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<v Speaker 1>why the room was there. It had a reason for existing.

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<v Speaker 1>It wasn't just one in a series of rooms that

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<v Speaker 1>make up a level, or just a weird, interchangeable environment

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<v Speaker 1>with undefined spaces. In his Doom, you wouldn't wonder why

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<v Speaker 1>two rooms connected together, or what purpose a weird path

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<v Speaker 1>might serve. It would have a reason and you would

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<v Speaker 1>understand what it was. To him, level design needed to

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<v Speaker 1>make sense and serve the story, but the development of

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<v Speaker 1>the game didn't really allow for his designs, and so

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<v Speaker 1>the levels were less detailed, less logical. Hall himself designed

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<v Speaker 1>about seven levels, according to his own estimation. He said

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<v Speaker 1>Romero was responsible for some of the more iconic levels

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<v Speaker 1>in Doom, particularly the ones that used multiple vertical planes,

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<v Speaker 1>you know, multiple levels within a game level. So I'm

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<v Speaker 1>using level in two different ways here, game levels meaning

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<v Speaker 1>at a stage in a game, and love was within

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<v Speaker 1>the game or within that stage rather meaning different vertical platforms.

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<v Speaker 1>Hall's account of those days sound like they were pretty rough.

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<v Speaker 1>He said that the team was working every day, seven

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<v Speaker 1>days a week, for up to sixteen hours a day,

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<v Speaker 1>and he said he was feeling increasingly isolated at that time.

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<v Speaker 1>The rest of the team sensed this as well, and

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<v Speaker 1>eventually in Romero invited Hall over for dinner and then

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<v Speaker 1>told him they were letting him go. He was essentially fired,

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<v Speaker 1>but they had also secured another job for him over

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<v Speaker 1>at Apog, so he already had a place to go.

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<v Speaker 1>It wasn't like he was just cut loose, and in

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<v Speaker 1>two thousand and fourteen, Hall said that ultimately this came

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<v Speaker 1>as a huge relief. After the Shock War off, he

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<v Speaker 1>was the first of the four main founders of IT

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<v Speaker 1>to leave it's software. He would move on to Apog

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<v Speaker 1>and work on Rise of the Triad, which I mentioned earlier.

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<v Speaker 1>It was the game that Wolfenstein, too, would turn into

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<v Speaker 1>He'd work on other games too, before moving on to

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<v Speaker 1>co found another studio. The other studio he co founded

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<v Speaker 1>was one called ion Storm, rather infamous in video game circles,

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<v Speaker 1>and a fellow co founder was John Romero. But we'll

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<v Speaker 1>get to that part of the story a little later.

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<v Speaker 1>And ion Storm could be its own episode all by itself.

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<v Speaker 1>It was a heck of a story. I remember when

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<v Speaker 1>all of that was was unfolding. Meanwhile, in Adrian Carmack

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<v Speaker 1>relished the subject matter of Doom. It was kind of

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<v Speaker 1>like the opposite of Tom Hall's reaction. He thought it

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<v Speaker 1>was fantastic. He took great delight in designing and drawing

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<v Speaker 1>numerous demonic critters and nightmarish environments. He was happy to

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<v Speaker 1>move away from the more family friendly art style that

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<v Speaker 1>Tom Hall held dear. He and Kevin Cloud, his assistant,

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<v Speaker 1>designed tons of monsters and then they commissioned a sculptor

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<v Speaker 1>to come in and create three dimensional mob as of

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<v Speaker 1>the monsters out of clay. Then they would paint the

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<v Speaker 1>models and scan them in to create virtual models for

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<v Speaker 1>the game itself. And it gave Doom a really unique look.

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<v Speaker 1>And I realized that really unique is redundant. Someone who

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<v Speaker 1>joined in Software during the development of Doom was Sandy Peterson.

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<v Speaker 1>He was a programmer who had worked for Micropros before

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<v Speaker 1>joining ID Software. Micropros was another huge game that name

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<v Speaker 1>in the computer gaming industry in the nineteen eighties. In particular,

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<v Speaker 1>one of its founders is a real legend in games,

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<v Speaker 1>Sid Meyer. Peterson would end up designing nineteen levels for Doom,

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<v Speaker 1>even though he joined the project after it had already started.

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<v Speaker 1>As the game neared completion, they had a big decision

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<v Speaker 1>they had to make. They felt they had outgrown apages

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<v Speaker 1>business model, which involved that shareware approach to get gamers interested,

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<v Speaker 1>followed by sending a physical copy of the full game

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<v Speaker 1>once an order came in. Appage only had a couple

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<v Speaker 1>of employees handling incoming calls, and the folks over at

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<v Speaker 1>it we're getting frustrated because orders were coming in faster

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<v Speaker 1>than apag could respond to them. And they asked Scott

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<v Speaker 1>Miller if he would invest in that department and grow it,

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<v Speaker 1>and he seemed reluctant to do that. So it Software

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<v Speaker 1>decided they could do this for themselves and just do

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<v Speaker 1>what Appage had been doing for them, using the Internet

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<v Speaker 1>for distribution and keeping overhead costs low so that they

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<v Speaker 1>don't have to worry about producing physical copies and all

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<v Speaker 1>that kind of stuff. So they moved out to strike

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<v Speaker 1>out on their own. Now I got more to say

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<v Speaker 1>about this next phase and its software's evolution, but first

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<v Speaker 1>let's take a quick break to thank our sponsor. During

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<v Speaker 1>alpha testing of the Doom game, ID Software sent unfinished

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<v Speaker 1>copies to a few play testers to look for bugs

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<v Speaker 1>and get feedback on how the gameplay was coming together.

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<v Speaker 1>An early build of the game. That alpha build ended

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<v Speaker 1>up leaking onto the Internet, which got a ton of attention,

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<v Speaker 1>despite the fact that it wasn't a complete game and

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<v Speaker 1>ID Software was genuinely worried that it could end up

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<v Speaker 1>tanking the game. If people played something that wasn't finished,

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<v Speaker 1>they might have a a an incorrect assumption of how

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<v Speaker 1>the game's going to turn out. But actually it helped

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<v Speaker 1>drive excitement for the title. People were really eager to

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<v Speaker 1>get hold of the finished copy. The retail price for

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<v Speaker 1>the game, at least at one point was was suggested

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<v Speaker 1>at nine dollars. That's insane, right. The game launched on

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<v Speaker 1>a server on December tenth at the University of Wisconsin

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<v Speaker 1>and almost immediately the server crashed because so many people

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<v Speaker 1>were ailing in to try and get a copy of

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<v Speaker 1>this game, and since it was about midnight when the

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<v Speaker 1>game went live, it meant there was several hours before

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<v Speaker 1>someone could get everything back online, but that really only

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<v Speaker 1>helped drive the demand for the game further and soon

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<v Speaker 1>it became a best seller. Wolfenstein three D gave birth

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<v Speaker 1>to the first person shooter genre, but Doom defined it,

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<v Speaker 1>and it's software built in a feature that would become

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<v Speaker 1>standard in nearly every FPS to follow Doom, and that

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<v Speaker 1>was the death match. That was Romero's term for a

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<v Speaker 1>competitive match between two or more players using the game engine.

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<v Speaker 1>With Doom, up to four people could play against each

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<v Speaker 1>other on physically networked computers, a local area network or land,

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<v Speaker 1>or you could play against a single person over the internet.

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<v Speaker 1>It was the birth of competitive multiplayer for first person shooters,

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<v Speaker 1>and it's another reason why people site Dom as the

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<v Speaker 1>real father of the FPS genre. So while Wolfenstein three

0:14:05.880 --> 0:14:11.800
<v Speaker 1>D did it first, Doom really got the form factor down,

0:14:13.360 --> 0:14:16.000
<v Speaker 1>and before Doom, Wolfenstein was the biggest hit from it

0:14:16.320 --> 0:14:19.640
<v Speaker 1>software with more than two hundred thousand copies sold, but

0:14:19.680 --> 0:14:23.120
<v Speaker 1>within a couple of years of launched, Doom sales blew

0:14:23.160 --> 0:14:26.320
<v Speaker 1>that number on the water by. It was estimated that

0:14:26.440 --> 0:14:30.560
<v Speaker 1>ten million computers had a copy of Doom on them.

0:14:30.640 --> 0:14:33.840
<v Speaker 1>Whether or not all those copies were full paid copies

0:14:33.920 --> 0:14:36.800
<v Speaker 1>is another matter, because again the first few levels were

0:14:36.840 --> 0:14:41.880
<v Speaker 1>offered as a shareware download. The game received positive reviews.

0:14:42.000 --> 0:14:46.560
<v Speaker 1>Fans loved it. The multiplayer was huge, an enormous innovation

0:14:46.680 --> 0:14:50.480
<v Speaker 1>and in software was the darling of the computer games industry.

0:14:51.440 --> 0:14:54.560
<v Speaker 1>And it also had another big innovation built in with Doom.

0:14:54.560 --> 0:14:57.160
<v Speaker 1>And this was a choice that John Carmack had made.

0:14:57.840 --> 0:15:01.520
<v Speaker 1>It was incredibly accessible to the mob community. Now. A

0:15:01.600 --> 0:15:05.240
<v Speaker 1>mody is someone who modifies games. They tweak code to

0:15:05.320 --> 0:15:10.880
<v Speaker 1>create new types of enemies or environments, new levels, new items,

0:15:10.960 --> 0:15:14.800
<v Speaker 1>new weapons. A modern friendly game is one that can

0:15:14.840 --> 0:15:18.560
<v Speaker 1>transform in all sorts of ways with a minimum minimum

0:15:18.600 --> 0:15:20.560
<v Speaker 1>a fuss upon the part of the matters. They don't

0:15:20.560 --> 0:15:23.760
<v Speaker 1>have to end up breaking code in order to make

0:15:23.760 --> 0:15:26.560
<v Speaker 1>it happen. Now, there are a lot of titles out

0:15:26.560 --> 0:15:30.760
<v Speaker 1>there today that have a reputation for supporting creative mods,

0:15:30.760 --> 0:15:33.440
<v Speaker 1>such as sky Rim or A Grand Theft Auto five.

0:15:34.080 --> 0:15:37.680
<v Speaker 1>Doom was an early example of this. John Karmack designed

0:15:37.680 --> 0:15:39.640
<v Speaker 1>the code so that it wouldn't be too difficult for

0:15:39.720 --> 0:15:42.360
<v Speaker 1>the moderate community to tweak it, and in fact, this

0:15:42.400 --> 0:15:46.680
<v Speaker 1>would remain one of his principles throughout his career. The

0:15:46.760 --> 0:15:49.240
<v Speaker 1>result was that Doom was viewed as a must have

0:15:49.440 --> 0:15:53.560
<v Speaker 1>game because even if you grew tired of the original gameplay,

0:15:53.760 --> 0:15:57.200
<v Speaker 1>the moderate community was always adding new stuff, which meant

0:15:57.240 --> 0:16:01.720
<v Speaker 1>that you had a continuously refreshed ame you could just

0:16:01.920 --> 0:16:06.560
<v Speaker 1>download the mods and incorporated into your own copy. It

0:16:06.680 --> 0:16:10.680
<v Speaker 1>was so big that during the presentation for Windows, Bill

0:16:10.760 --> 0:16:13.520
<v Speaker 1>Gates had a segment in which he was keyed into

0:16:13.720 --> 0:16:17.520
<v Speaker 1>the frame of a Doom game. And yes, it's just

0:16:17.680 --> 0:16:20.840
<v Speaker 1>as embarrassing and awkward as you are imagining right now.

0:16:21.120 --> 0:16:27.200
<v Speaker 1>Bill Gates standing there wearing a kind of a costume,

0:16:27.960 --> 0:16:32.320
<v Speaker 1>holding a rifle in the middle of the rifle, his

0:16:32.360 --> 0:16:36.200
<v Speaker 1>hand nowhere near the stock or the trigger, talking about

0:16:36.240 --> 0:16:40.880
<v Speaker 1>how he's going to enter the next Doom tournament, and

0:16:40.920 --> 0:16:44.520
<v Speaker 1>then a Doom sprite appears to his left. He turns,

0:16:44.920 --> 0:16:47.400
<v Speaker 1>holds the rifle out still by the middle, by the

0:16:47.400 --> 0:16:52.280
<v Speaker 1>way finger nowhere near the trigger, and blasts the bad guy.

0:16:52.760 --> 0:16:56.520
<v Speaker 1>It's awful and you should watch it anyway. The fact

0:16:56.600 --> 0:16:59.640
<v Speaker 1>that even Microsoft was acknowledging this showed what a big

0:16:59.640 --> 0:17:01.800
<v Speaker 1>deal it was, and the fact that this was a

0:17:01.880 --> 0:17:07.520
<v Speaker 1>game that was going mainstream. Like the Wolfenstein engine before it,

0:17:07.640 --> 0:17:10.320
<v Speaker 1>A lot of other computer game companies wanted to license

0:17:10.359 --> 0:17:13.240
<v Speaker 1>the technology powering Doom. It was light years ahead of

0:17:13.240 --> 0:17:16.879
<v Speaker 1>anyone else, so In Software was happy to oblige for

0:17:16.920 --> 0:17:19.880
<v Speaker 1>a fee. Companies could use the underlying engine for their

0:17:19.880 --> 0:17:22.560
<v Speaker 1>own games, and that brought in another steady stream of

0:17:22.560 --> 0:17:26.080
<v Speaker 1>revenue into the company, boosting the already impressive cash flow

0:17:26.160 --> 0:17:30.680
<v Speaker 1>from game sales. The ID crew found themselves flush with moolah,

0:17:31.400 --> 0:17:35.520
<v Speaker 1>and not everyone handled success the same way, So here's

0:17:35.560 --> 0:17:39.240
<v Speaker 1>a way to contrast. People. Both John Carmack and Romero

0:17:39.720 --> 0:17:45.240
<v Speaker 1>bought expensive sports cars like Ferraris, but John Carmack limited

0:17:45.280 --> 0:17:48.160
<v Speaker 1>his lavish spending and much of his life didn't really

0:17:48.240 --> 0:17:51.359
<v Speaker 1>change that significantly compared to what it was before. Meanwhile,

0:17:51.800 --> 0:17:55.320
<v Speaker 1>John Romero jumped a little further into the deep end

0:17:55.440 --> 0:17:58.480
<v Speaker 1>of luxury. He bought a big house, he bought more

0:17:58.560 --> 0:18:03.119
<v Speaker 1>luxury cars, He started growing big elaborate parties, and people

0:18:03.160 --> 0:18:05.520
<v Speaker 1>began to get a little worried that perhaps he was

0:18:05.520 --> 0:18:09.760
<v Speaker 1>getting caught up in the lifestyle. After Doom went gold,

0:18:10.000 --> 0:18:12.719
<v Speaker 1>John Carmack went back to the drawing board to create

0:18:13.000 --> 0:18:19.040
<v Speaker 1>guess what, yep, the next generation game engine. Essentially, every

0:18:19.080 --> 0:18:21.760
<v Speaker 1>time they release a game, Carmack wanted to build a

0:18:21.800 --> 0:18:24.399
<v Speaker 1>better game engine for the next game. He never wanted

0:18:24.440 --> 0:18:26.680
<v Speaker 1>to just rest on what he had built and then

0:18:26.960 --> 0:18:30.240
<v Speaker 1>churn out sequels. He didn't find that satisfying. He wanted

0:18:30.280 --> 0:18:33.959
<v Speaker 1>to make something better than what he made before, and

0:18:34.040 --> 0:18:38.520
<v Speaker 1>he really wanted to crack the nut that was true

0:18:38.680 --> 0:18:41.960
<v Speaker 1>three dimensional figures within a game, not three D that

0:18:42.000 --> 0:18:45.200
<v Speaker 1>projects out, but figures within the game that have three

0:18:45.200 --> 0:18:49.480
<v Speaker 1>dimensions within that virtual environment. Doom was a big jump

0:18:49.720 --> 0:18:53.600
<v Speaker 1>from Wolfenstein. But you couldn't look up or down in Doom.

0:18:53.800 --> 0:18:56.760
<v Speaker 1>You always look straight ahead no matter where you were facing,

0:18:57.280 --> 0:18:59.679
<v Speaker 1>and the critters you ran into were represented by two

0:18:59.720 --> 0:19:03.680
<v Speaker 1>domandational sprites. They weren't three dimensional virtual figures. They were

0:19:03.720 --> 0:19:08.080
<v Speaker 1>kind of like flat cardboard cutout characters. Uh what version

0:19:08.119 --> 0:19:10.520
<v Speaker 1>of him you saw was dependent upon how you were

0:19:10.520 --> 0:19:14.000
<v Speaker 1>facing them, but it was always flat. Carmak wanted something

0:19:14.000 --> 0:19:18.240
<v Speaker 1>more sophisticated than that, and when he wanted something, essentially

0:19:18.240 --> 0:19:22.520
<v Speaker 1>would go out and build it. Meanwhile, its software received

0:19:22.520 --> 0:19:25.040
<v Speaker 1>a request from a game publisher to create a version

0:19:25.400 --> 0:19:30.320
<v Speaker 1>of Doom for store shelves, which became Doomed two. So

0:19:30.600 --> 0:19:32.720
<v Speaker 1>Doom two was the one that you could find in

0:19:32.760 --> 0:19:36.760
<v Speaker 1>a box in computer game stores in the mid nineties.

0:19:36.800 --> 0:19:40.639
<v Speaker 1>It was actually really similar to the first game, just

0:19:40.760 --> 0:19:43.920
<v Speaker 1>with some new levels and a couple of new designs,

0:19:43.960 --> 0:19:48.160
<v Speaker 1>but mainly it was Doom, just with slightly different layouts.

0:19:48.160 --> 0:19:50.520
<v Speaker 1>But it was another big commercial success because it was

0:19:50.560 --> 0:19:54.040
<v Speaker 1>more of what people loved. Now on the company side,

0:19:54.880 --> 0:19:56.760
<v Speaker 1>It's software had grown to the point that it could

0:19:56.840 --> 0:19:59.399
<v Speaker 1>hire a few new people, and Romero cut back his

0:19:59.440 --> 0:20:03.720
<v Speaker 1>workout wars. He had been working fourteen or sixteen hour days,

0:20:03.760 --> 0:20:05.920
<v Speaker 1>and so now he moved to a more normal eight

0:20:05.920 --> 0:20:10.520
<v Speaker 1>hour day, much of it spent playing Doom against in

0:20:10.720 --> 0:20:13.880
<v Speaker 1>Software fans. Uh. He also spent a lot more time

0:20:14.040 --> 0:20:17.120
<v Speaker 1>in engagement with fans in general, and again people at

0:20:17.280 --> 0:20:20.080
<v Speaker 1>in Software began to worry that perhaps Romero wasn't as

0:20:20.119 --> 0:20:23.840
<v Speaker 1>involved as he needed to be. When it came time

0:20:23.880 --> 0:20:26.680
<v Speaker 1>to look at what came next, the group agreed upon

0:20:26.760 --> 0:20:30.520
<v Speaker 1>another idea, inspired by their Dungeons and Dragon sessions. So

0:20:30.600 --> 0:20:33.840
<v Speaker 1>in their games they had a mighty warrior named Quake,

0:20:34.560 --> 0:20:37.960
<v Speaker 1>and he was a fierce melee fighter. He used melee

0:20:38.040 --> 0:20:42.200
<v Speaker 1>weapons like hammers to whack bad guys, and Carmack and

0:20:42.320 --> 0:20:45.159
<v Speaker 1>Romero both thought this would be really interesting to create

0:20:45.200 --> 0:20:49.280
<v Speaker 1>a three D game first person shooter, but instead of

0:20:49.320 --> 0:20:52.480
<v Speaker 1>being a shooter, it's a first person melee game. You

0:20:52.520 --> 0:20:56.000
<v Speaker 1>have to use a hand to hand weapon and attack enemies.

0:20:56.200 --> 0:20:59.480
<v Speaker 1>It would require a new approach to game design, new

0:20:59.560 --> 0:21:02.320
<v Speaker 1>enemy to design in order to make it fair but challenging.

0:21:02.960 --> 0:21:05.520
<v Speaker 1>It was something the team was really eager to take

0:21:05.560 --> 0:21:07.879
<v Speaker 1>on because it was different enough from what they had

0:21:07.920 --> 0:21:12.440
<v Speaker 1>done before to really be engaging. So they set out

0:21:12.440 --> 0:21:15.320
<v Speaker 1>to make a fantasy based hand to hand first person

0:21:15.440 --> 0:21:19.439
<v Speaker 1>combat game. There's only one little problem. They did not

0:21:19.680 --> 0:21:22.919
<v Speaker 1>have a game engine yet. They had nothing to build

0:21:23.000 --> 0:21:26.960
<v Speaker 1>upon because John Carmack was falling behind on delivery dates

0:21:26.960 --> 0:21:30.960
<v Speaker 1>for a working game engine as he encountered unanticipated problems

0:21:30.960 --> 0:21:34.520
<v Speaker 1>while building a three D engine. Meanwhile, other teams were

0:21:34.560 --> 0:21:37.560
<v Speaker 1>creating concept art and level designs, but they couldn't do

0:21:37.600 --> 0:21:40.720
<v Speaker 1>anything with them because there was no engine to build upon.

0:21:41.600 --> 0:21:44.760
<v Speaker 1>So they company had already announced that was working on

0:21:44.800 --> 0:21:48.240
<v Speaker 1>a game called Quake, and it was already starting to

0:21:48.480 --> 0:21:52.439
<v Speaker 1>miss some promised release dates and Without a working game engine,

0:21:53.200 --> 0:21:55.199
<v Speaker 1>it didn't make any sense to put anything out, and

0:21:55.200 --> 0:21:57.679
<v Speaker 1>they couldn't really predict when something would be done because

0:21:58.040 --> 0:22:00.800
<v Speaker 1>it could take ages after the game engine is done

0:22:00.840 --> 0:22:05.080
<v Speaker 1>to build a brand new type of game. Remember, they'd

0:22:05.080 --> 0:22:08.520
<v Speaker 1>have to design a first person melee game and then

0:22:08.560 --> 0:22:10.640
<v Speaker 1>test it to make sure it was working, and then

0:22:10.760 --> 0:22:14.720
<v Speaker 1>fix anything that wasn't working. This process could take another

0:22:14.840 --> 0:22:18.440
<v Speaker 1>year or longer, and that's in addition to however long

0:22:18.480 --> 0:22:20.640
<v Speaker 1>it was going to take Carmack to finish the three

0:22:20.760 --> 0:22:24.359
<v Speaker 1>D engine. This is where things first came to a

0:22:24.440 --> 0:22:28.800
<v Speaker 1>head in IT Software. Romero and Kevin Cloud both felt

0:22:28.920 --> 0:22:31.359
<v Speaker 1>that it was really important to be innovative and push

0:22:31.440 --> 0:22:35.080
<v Speaker 1>for new features with every new franchise, so they really

0:22:35.160 --> 0:22:38.800
<v Speaker 1>wanted to incorporate this melee approach in this new game.

0:22:39.040 --> 0:22:41.439
<v Speaker 1>It would mean that Romero's designs would be part of

0:22:41.440 --> 0:22:44.200
<v Speaker 1>the game. It would mean that they would have something

0:22:44.200 --> 0:22:47.119
<v Speaker 1>totally new to talk about. They didn't want to just

0:22:47.240 --> 0:22:50.960
<v Speaker 1>keep making games and older franchises, but the rest of

0:22:51.000 --> 0:22:54.879
<v Speaker 1>the team, including John Carmack himself, said that it was

0:22:54.920 --> 0:22:58.280
<v Speaker 1>more important that they release another game in a timely fashion,

0:22:58.960 --> 0:23:02.440
<v Speaker 1>using the Doom and chise or using the Doom engine,

0:23:02.520 --> 0:23:05.360
<v Speaker 1>even because it would get the game out much more quickly.

0:23:05.960 --> 0:23:08.800
<v Speaker 1>So it came down to Romero and Kevin Cloud versus

0:23:08.800 --> 0:23:15.240
<v Speaker 1>pretty much everybody else, and everybody else won that argument. Ultimately,

0:23:15.280 --> 0:23:19.399
<v Speaker 1>they decided to drop the melee combat aspect for Quake. Instead,

0:23:19.840 --> 0:23:23.240
<v Speaker 1>it would become another first person shooter, similar to Doom

0:23:23.240 --> 0:23:27.960
<v Speaker 1>and Wolfenstein. However, they were going to wait for Carmack's

0:23:28.040 --> 0:23:31.040
<v Speaker 1>new game engine to be finished. The big advantage here

0:23:31.119 --> 0:23:34.320
<v Speaker 1>was that they had already built first person shooters. They

0:23:34.400 --> 0:23:36.680
<v Speaker 1>knew how to build first person shooters, so they didn't

0:23:36.720 --> 0:23:41.200
<v Speaker 1>have as much uncertainty about game mechanics. That part was easier.

0:23:41.280 --> 0:23:43.080
<v Speaker 1>It meant that there was going to be less on

0:23:43.119 --> 0:23:47.159
<v Speaker 1>the development time once the game engine was finished. If

0:23:47.200 --> 0:23:49.560
<v Speaker 1>they had gone with that melee approach, they have a

0:23:49.600 --> 0:23:53.840
<v Speaker 1>lot more testing on their hands. So they went with

0:23:53.880 --> 0:23:56.320
<v Speaker 1>the first person shooter model, and they cut out a

0:23:56.359 --> 0:23:59.199
<v Speaker 1>lot of uncertainty, even though that meant refining something they

0:23:59.200 --> 0:24:03.879
<v Speaker 1>had already done earlier. They had also, by that time

0:24:04.200 --> 0:24:08.480
<v Speaker 1>gained a pretty substantial fan club, including some famous fans.

0:24:09.160 --> 0:24:13.240
<v Speaker 1>One of those fans was Trent Resiner from nine Inch Nails.

0:24:13.680 --> 0:24:16.560
<v Speaker 1>He was a big fan of Doom, and so once

0:24:16.560 --> 0:24:18.320
<v Speaker 1>they found out about this, they reached out to him

0:24:18.320 --> 0:24:21.119
<v Speaker 1>and asked if he might be interested to become the

0:24:21.200 --> 0:24:25.160
<v Speaker 1>music and audio director for Quake, and he said yes.

0:24:25.920 --> 0:24:28.399
<v Speaker 1>So he ended up doing the sound design and music

0:24:28.640 --> 0:24:31.840
<v Speaker 1>for a Quake and turning it into an immersive audio

0:24:31.920 --> 0:24:34.919
<v Speaker 1>experience on top of its visual impact. So if you

0:24:35.200 --> 0:24:37.439
<v Speaker 1>ever played Quake and thought, while the sound design for

0:24:37.440 --> 0:24:40.440
<v Speaker 1>this is pretty pretty special, it's because of Trent resin

0:24:42.200 --> 0:24:44.960
<v Speaker 1>Now When it was finished, Quake allowed players to look

0:24:45.000 --> 0:24:47.240
<v Speaker 1>in all directions. You could look up and down, which

0:24:47.240 --> 0:24:49.840
<v Speaker 1>meant you had to worry about aiming up or down

0:24:49.880 --> 0:24:52.800
<v Speaker 1>for the first time. Because in Doom, if an enemy

0:24:53.080 --> 0:24:55.440
<v Speaker 1>was in front of you and you shot at it,

0:24:55.880 --> 0:24:57.719
<v Speaker 1>you were aiming at it. It didn't matter if it

0:24:57.840 --> 0:25:00.840
<v Speaker 1>was on top of some airs or at the bottom

0:25:00.880 --> 0:25:04.399
<v Speaker 1>of some stairs. Your character was magically aiming up or

0:25:04.560 --> 0:25:08.720
<v Speaker 1>down based upon you facing the enemy. You didn't really

0:25:08.720 --> 0:25:11.439
<v Speaker 1>have to worry about aiming so much because you couldn't

0:25:11.480 --> 0:25:14.480
<v Speaker 1>look up or down, and Quake it was totally different.

0:25:14.520 --> 0:25:16.719
<v Speaker 1>You could look up and down, which meant that you

0:25:16.880 --> 0:25:20.159
<v Speaker 1>suddenly had to worry about that aiming. And so a

0:25:20.240 --> 0:25:24.960
<v Speaker 1>lot of the environments included things like balconies stairs raised platforms,

0:25:25.400 --> 0:25:27.680
<v Speaker 1>requiring you to be to look up or down or

0:25:27.680 --> 0:25:32.000
<v Speaker 1>else you would get blasted into oblivion. And Quake also

0:25:32.040 --> 0:25:35.200
<v Speaker 1>built on the success of Doom's multiplayer format. With Quake,

0:25:35.520 --> 0:25:39.800
<v Speaker 1>up to sixteen players could compete online simultaneously, a pretty

0:25:39.800 --> 0:25:44.280
<v Speaker 1>big jump from the four local area network players of Doom.

0:25:44.359 --> 0:25:48.240
<v Speaker 1>Deathmatches became much more chaotic and fast paced and pretty.

0:25:48.440 --> 0:25:50.800
<v Speaker 1>It was such a popular mode that some fans in

0:25:50.880 --> 0:25:53.520
<v Speaker 1>Texas decided that they wanted to hold a big event

0:25:53.640 --> 0:25:56.560
<v Speaker 1>and invite people to come in and bring their computers

0:25:56.600 --> 0:25:59.639
<v Speaker 1>with them. So if you wanted to attend, you brought

0:25:59.640 --> 0:26:02.600
<v Speaker 1>your Peter rig. You set it up inside this big

0:26:02.640 --> 0:26:05.359
<v Speaker 1>conference hall, and it would become an enormous local area

0:26:05.440 --> 0:26:09.040
<v Speaker 1>network where Quake could be played with huge groups, and

0:26:09.080 --> 0:26:12.960
<v Speaker 1>they called it Quake Con. It was such a big

0:26:13.000 --> 0:26:16.360
<v Speaker 1>deal that even the software team came out to it,

0:26:16.760 --> 0:26:19.880
<v Speaker 1>and it would become so popular that they would hold

0:26:19.920 --> 0:26:22.960
<v Speaker 1>it every year and its software would take advantage of

0:26:22.960 --> 0:26:26.320
<v Speaker 1>it to use it as an event to announce upcoming

0:26:26.359 --> 0:26:28.879
<v Speaker 1>titles and projects. So it became a kind of a

0:26:28.920 --> 0:26:31.760
<v Speaker 1>marketing thing for in software, even though it was organized

0:26:31.760 --> 0:26:35.280
<v Speaker 1>by fans. Very useful for for a company to have

0:26:35.359 --> 0:26:39.000
<v Speaker 1>the fans to allow to work for you. Quake was

0:26:39.080 --> 0:26:42.080
<v Speaker 1>incredibly successful, though it had a little bit of a

0:26:42.119 --> 0:26:46.080
<v Speaker 1>hiccup in its growth because of a decision that its

0:26:46.119 --> 0:26:49.320
<v Speaker 1>software made when it came to distributing the game. They

0:26:49.359 --> 0:26:52.000
<v Speaker 1>decided to offer part of the game for ten dollars.

0:26:52.200 --> 0:26:55.159
<v Speaker 1>So you pay ten bucks and you get access to

0:26:55.240 --> 0:26:57.720
<v Speaker 1>the early part of the game. Technically, you would get

0:26:57.720 --> 0:27:00.600
<v Speaker 1>the full game, but only the first few levels would

0:27:00.600 --> 0:27:04.160
<v Speaker 1>be accessible. Once you completed that section, you would get

0:27:04.200 --> 0:27:05.920
<v Speaker 1>informed at to unlock the rest of the game, you

0:27:05.960 --> 0:27:08.080
<v Speaker 1>would have to pony up the money that made up

0:27:08.080 --> 0:27:10.200
<v Speaker 1>the difference in the full price tag, which was another

0:27:10.240 --> 0:27:14.399
<v Speaker 1>fifty dollars. But hackers began to examine the code for

0:27:14.480 --> 0:27:17.640
<v Speaker 1>Quake because they knew if you had that first part

0:27:17.680 --> 0:27:20.159
<v Speaker 1>of it, you had the whole game, and eventually they

0:27:20.160 --> 0:27:22.840
<v Speaker 1>figured out how to bypass the system and get access

0:27:22.840 --> 0:27:25.520
<v Speaker 1>to the full game without paying that fifty dollars, and

0:27:25.560 --> 0:27:29.760
<v Speaker 1>the hack spread across the internet very quickly, but it

0:27:29.880 --> 0:27:33.680
<v Speaker 1>still was a success for in software, and it also

0:27:33.840 --> 0:27:36.840
<v Speaker 1>inspired a new art form. A group of Quake players

0:27:36.920 --> 0:27:41.160
<v Speaker 1>created a little comedy sketch using the game Quake. They

0:27:41.160 --> 0:27:43.720
<v Speaker 1>had a group of game characters that were trying to

0:27:43.800 --> 0:27:47.000
<v Speaker 1>seek out and stop someone who was cheating in the game,

0:27:47.400 --> 0:27:49.840
<v Speaker 1>and it turns out that the person cheating is actually

0:27:49.920 --> 0:27:53.960
<v Speaker 1>John Romero. They used the Quake game engine to tell

0:27:53.960 --> 0:27:56.200
<v Speaker 1>a story, something that was pretty new at the time,

0:27:56.240 --> 0:27:59.879
<v Speaker 1>and eventually people started calling this art form mashinima for

0:28:00.080 --> 0:28:03.760
<v Speaker 1>machine animation. If you want to hear more about this process,

0:28:03.800 --> 0:28:06.520
<v Speaker 1>you should check out the episode tech Stuff Talks to

0:28:06.640 --> 0:28:10.120
<v Speaker 1>Rooster Teeth, which we published originally back in February two

0:28:10.119 --> 0:28:13.960
<v Speaker 1>tho twelve. In it, I talked to Bernie Burns, founder

0:28:13.960 --> 0:28:17.480
<v Speaker 1>of Rooster Teeth, and one of the big shows they

0:28:17.560 --> 0:28:20.280
<v Speaker 1>did that got them started was a series called Red

0:28:20.400 --> 0:28:25.440
<v Speaker 1>Versus Blue that used the Halo game engine to animate stories.

0:28:26.320 --> 0:28:28.960
<v Speaker 1>These days, Rooster Teeth does all sorts of stuff, including

0:28:29.000 --> 0:28:31.879
<v Speaker 1>feature length films. So maybe sometime I can do a

0:28:31.920 --> 0:28:36.280
<v Speaker 1>follow up story with somebody from there. Fascinating company and

0:28:36.320 --> 0:28:39.480
<v Speaker 1>I'm a huge fan of their work. Back to its software,

0:28:39.600 --> 0:28:43.400
<v Speaker 1>just like Doom and Wolfenstein, that Quake engine became a

0:28:43.480 --> 0:28:47.400
<v Speaker 1>sought after asset. Valve Software licensed it for their first

0:28:47.440 --> 0:28:51.440
<v Speaker 1>person shooter Half Life, which Tom Hall once cited as

0:28:51.480 --> 0:28:54.280
<v Speaker 1>the next real landmark in first person shooters. For its

0:28:54.320 --> 0:28:58.000
<v Speaker 1>incorporated storyline. The Quake Engine would dominate in the computer

0:28:58.080 --> 0:29:01.600
<v Speaker 1>industry until it was eventually conquered by the Unreal Engine.

0:29:02.520 --> 0:29:06.600
<v Speaker 1>After Quake went gold, the company held internal conversations about

0:29:06.600 --> 0:29:10.440
<v Speaker 1>its direction, and things really came to add Romero felt

0:29:10.480 --> 0:29:12.880
<v Speaker 1>that they were relying too heavily on formats that they

0:29:12.920 --> 0:29:16.120
<v Speaker 1>had already perfected, and he said, we should really be

0:29:16.200 --> 0:29:19.560
<v Speaker 1>doing something new and innovative. We shouldn't just keep doing

0:29:19.600 --> 0:29:22.760
<v Speaker 1>what we do well. John Carmack and most of the

0:29:22.760 --> 0:29:26.000
<v Speaker 1>rest of its software felt that Romero wasn't really dedicating

0:29:26.040 --> 0:29:28.680
<v Speaker 1>himself to the work anymore, and that he'd become too

0:29:28.760 --> 0:29:31.840
<v Speaker 1>wrapped up in his own fame and lifestyle, and so

0:29:31.880 --> 0:29:37.120
<v Speaker 1>the company said, hey, Romero, can you make tracks. They

0:29:37.160 --> 0:29:40.320
<v Speaker 1>told him to resign, and he did. He then went

0:29:40.360 --> 0:29:43.000
<v Speaker 1>on to reconnect with Tom Hall and together they formed

0:29:43.080 --> 0:29:46.720
<v Speaker 1>the company ion Storm. More on that at the end

0:29:46.760 --> 0:29:48.640
<v Speaker 1>of the episode, It's got kind of a sad ending.

0:29:49.560 --> 0:29:52.640
<v Speaker 1>The ID Software team, meanwhile, went back to work creating

0:29:52.720 --> 0:29:56.200
<v Speaker 1>a sequel to Quake because of the hacking that they

0:29:56.240 --> 0:30:00.320
<v Speaker 1>experienced when they launched the first Quake. They I did

0:30:00.320 --> 0:30:02.240
<v Speaker 1>that the best way to move forward would be to

0:30:02.320 --> 0:30:05.400
<v Speaker 1>partner with an established publisher that They had been doing

0:30:05.440 --> 0:30:07.440
<v Speaker 1>this on their own for a while, and when they

0:30:07.480 --> 0:30:11.160
<v Speaker 1>were smaller it was easier to handle, but as they

0:30:11.200 --> 0:30:14.800
<v Speaker 1>grew they realized that they needed someone with a more

0:30:15.080 --> 0:30:19.720
<v Speaker 1>established approach to publishing. But they definitely didn't want to

0:30:19.720 --> 0:30:23.520
<v Speaker 1>deal with having their IP stolen anymore, so they formed

0:30:23.520 --> 0:30:27.560
<v Speaker 1>a long term relationship with Activision. The first game they

0:30:27.560 --> 0:30:32.160
<v Speaker 1>put out was Quake two in and then they immediately

0:30:32.160 --> 0:30:36.000
<v Speaker 1>got to work on Quake three. We're in the home

0:30:36.040 --> 0:30:40.000
<v Speaker 1>stretch here, but before I conclude the story of the

0:30:40.480 --> 0:30:43.960
<v Speaker 1>software company, let's take another quick break to thank our sponsor.

0:30:52.440 --> 0:30:56.200
<v Speaker 1>It wasn't that much longer after Romero's departure that it

0:30:56.280 --> 0:31:01.720
<v Speaker 1>seemed like his accusations were really accurate ones, and John

0:31:01.760 --> 0:31:06.360
<v Speaker 1>Carmack's leadership style complicated matters. He decided that Quake three

0:31:06.520 --> 0:31:12.200
<v Speaker 1>would be a multiplayer only style game, online only, multiplayer only,

0:31:12.480 --> 0:31:16.240
<v Speaker 1>no single player component, no monster designed because it would

0:31:16.280 --> 0:31:19.160
<v Speaker 1>only be player characters fighting each other, and the rest

0:31:19.240 --> 0:31:22.480
<v Speaker 1>of the team wasn't really happy because they felt it

0:31:22.520 --> 0:31:25.280
<v Speaker 1>was limited and it really meant that a lot of

0:31:25.320 --> 0:31:29.080
<v Speaker 1>them didn't have much to do. But Carmack insisted that

0:31:29.080 --> 0:31:31.880
<v Speaker 1>that was the approach they take. It was also said

0:31:31.920 --> 0:31:34.640
<v Speaker 1>that Romero, for whatever faults he may have had, was

0:31:34.760 --> 0:31:39.120
<v Speaker 1>much better at managing people than Carmack was. People felt

0:31:39.160 --> 0:31:43.480
<v Speaker 1>ignored or dismissed, and morale started to dip. Quake three

0:31:43.520 --> 0:31:48.640
<v Speaker 1>Arena launched in ninet. It of course had a brand

0:31:48.640 --> 0:31:52.200
<v Speaker 1>new game engine powering it. The first Call of Duty

0:31:52.240 --> 0:31:56.320
<v Speaker 1>game actually uses that Quake engine as its foundation, but

0:31:56.600 --> 0:31:59.720
<v Speaker 1>that didn't help people at ID Software feel that the

0:31:59.800 --> 0:32:02.360
<v Speaker 1>come but he wasn't just doing the same thing repeatedly.

0:32:02.920 --> 0:32:07.240
<v Speaker 1>And also, the Unreal engine ended up debuting and was

0:32:07.920 --> 0:32:11.920
<v Speaker 1>comparatively easy to use. If you looked at the Quake

0:32:11.960 --> 0:32:14.520
<v Speaker 1>engine and the Unreal engine side by side, and you

0:32:14.520 --> 0:32:18.520
<v Speaker 1>looked at the actual interfaces for the two, Unreal engine

0:32:18.600 --> 0:32:22.040
<v Speaker 1>was very attractive, and it ended up becoming stiff competition

0:32:22.120 --> 0:32:26.720
<v Speaker 1>for that Quake engine. On the game development side, things

0:32:27.080 --> 0:32:30.640
<v Speaker 1>slowed down at in Software Now that wasn't on purpose.

0:32:31.600 --> 0:32:34.000
<v Speaker 1>John Carmack felt that the next game on the company,

0:32:34.280 --> 0:32:37.920
<v Speaker 1>uh Dime, would have to have an even better game engine.

0:32:38.160 --> 0:32:41.640
<v Speaker 1>Big surprise there. Every time the game came out, Carmack said,

0:32:41.760 --> 0:32:44.120
<v Speaker 1>the next engine has to be even better. We can't

0:32:44.160 --> 0:32:46.640
<v Speaker 1>just make a game on this engine. That's where he

0:32:46.640 --> 0:32:50.120
<v Speaker 1>found his satisfaction in designing the latest, greatest gaming engine

0:32:50.120 --> 0:32:53.280
<v Speaker 1>with new features and new capabilities, something that could really

0:32:53.320 --> 0:32:56.520
<v Speaker 1>take advantage of the latest generation of hardware. But he

0:32:56.680 --> 0:32:59.960
<v Speaker 1>also wanted to keep his development team at its soft

0:33:00.040 --> 0:33:03.320
<v Speaker 1>where small. He felt that that made communication better, ad

0:33:03.320 --> 0:33:05.880
<v Speaker 1>meant that you were more nimble, you could react faster.

0:33:06.600 --> 0:33:09.360
<v Speaker 1>He didn't want to see id Software balloon into a

0:33:09.480 --> 0:33:15.640
<v Speaker 1>large corporation. So there's the problem, right, That's there's a

0:33:15.680 --> 0:33:18.400
<v Speaker 1>consequence to to these two decisions, and that is it

0:33:18.440 --> 0:33:23.480
<v Speaker 1>takes longer to make games because games were getting more complex.

0:33:24.080 --> 0:33:26.280
<v Speaker 1>You were no longer in an era where one or

0:33:26.320 --> 0:33:32.480
<v Speaker 1>two people could launch a triple A title game. You

0:33:32.520 --> 0:33:34.640
<v Speaker 1>had to have a group of people working on it.

0:33:35.000 --> 0:33:38.280
<v Speaker 1>The games were so much more complex that it was

0:33:38.320 --> 0:33:43.400
<v Speaker 1>taking groups of experienced programmers longer to make games, especially

0:33:43.440 --> 0:33:46.600
<v Speaker 1>by restricting the size of the development team. So if

0:33:46.600 --> 0:33:49.080
<v Speaker 1>you keep the development team the same while the games

0:33:49.080 --> 0:33:52.200
<v Speaker 1>get more and more complex, guess what it means everything

0:33:52.240 --> 0:33:56.360
<v Speaker 1>takes longer to produce. When It's Software announced in two

0:33:56.400 --> 0:33:59.200
<v Speaker 1>thousand that their next game was going to be Doomed three,

0:33:59.760 --> 0:34:02.240
<v Speaker 1>they didn't have an idea at the time, nor did

0:34:02.240 --> 0:34:04.440
<v Speaker 1>the fans that it would take more than three years

0:34:04.480 --> 0:34:07.560
<v Speaker 1>for that game to come out, which meant that when

0:34:07.560 --> 0:34:10.480
<v Speaker 1>it finally did launch in two thousand four, there had

0:34:10.560 --> 0:34:14.840
<v Speaker 1>been five years between games from its software Quake three

0:34:14.920 --> 0:34:21.480
<v Speaker 1>Arena in Doom three in two thousand four, yikes. While

0:34:21.560 --> 0:34:24.400
<v Speaker 1>working on the game, it Software did something that they

0:34:24.480 --> 0:34:27.520
<v Speaker 1>had not done before. They began to license out their

0:34:27.560 --> 0:34:32.520
<v Speaker 1>actual game intellectual property to other game studios. Not Apage,

0:34:33.239 --> 0:34:35.279
<v Speaker 1>you know, that's who they used to work with, but

0:34:35.320 --> 0:34:38.279
<v Speaker 1>to other game studios in general. So they allowed other

0:34:38.320 --> 0:34:43.360
<v Speaker 1>developers to create games and franchises that they had themselves designed.

0:34:43.640 --> 0:34:46.359
<v Speaker 1>So the first of those was Returned to Castle Wolfenstein,

0:34:46.440 --> 0:34:49.719
<v Speaker 1>which was developed by gray Matter Interactive and Nerve Software.

0:34:51.200 --> 0:34:54.080
<v Speaker 1>That game received some mixed reviews, especially for the single

0:34:54.080 --> 0:34:59.000
<v Speaker 1>player campaign, but the multiplayer aspect was generally praised. Activision

0:34:59.239 --> 0:35:02.120
<v Speaker 1>wanted an ex spansion pack for the game, and they

0:35:02.239 --> 0:35:05.719
<v Speaker 1>ended up working with a company called Splash Damage to

0:35:05.800 --> 0:35:09.640
<v Speaker 1>design that expansion pack. But boy were they not happy

0:35:09.719 --> 0:35:14.080
<v Speaker 1>when they saw the single player component to Wolfenstein Enemy

0:35:14.200 --> 0:35:17.719
<v Speaker 1>Territory that was the expansion pack. Activision said that the

0:35:17.760 --> 0:35:22.760
<v Speaker 1>single player campaign was not good enough to publish OUCH,

0:35:23.000 --> 0:35:26.560
<v Speaker 1>but the multiplayer was seen to be really, really fun

0:35:26.640 --> 0:35:31.000
<v Speaker 1>and enjoyable, and it worked fine, so Activision released it

0:35:31.080 --> 0:35:36.640
<v Speaker 1>for free. Here's the crazy thing. You could download the

0:35:36.719 --> 0:35:41.239
<v Speaker 1>multiplayer expansion and play it even if you didn't own

0:35:41.280 --> 0:35:45.160
<v Speaker 1>the original game, which means Activision gave away a free

0:35:45.280 --> 0:35:52.480
<v Speaker 1>multiplayer game. Why oh, I couldn't find an answer to that.

0:35:52.680 --> 0:35:54.600
<v Speaker 1>I guess maybe at the time, no one really thought

0:35:54.600 --> 0:35:58.920
<v Speaker 1>it through. Doom three debuted in two thousand four two

0:35:59.000 --> 0:36:03.400
<v Speaker 1>mixed reviews. It looked really pretty. The new game engine

0:36:03.440 --> 0:36:08.200
<v Speaker 1>was phenomenal. It had amazing lighting effects, lots of dynamic

0:36:08.280 --> 0:36:11.440
<v Speaker 1>lighting in that game, but many people felt that the

0:36:11.520 --> 0:36:15.640
<v Speaker 1>actual design of the enemies and the gameplay was pretty derivative.

0:36:15.880 --> 0:36:19.160
<v Speaker 1>Enemies tend to come straight at you once they spot you.

0:36:19.200 --> 0:36:21.799
<v Speaker 1>There wasn't a whole lot of variety to it. There

0:36:21.880 --> 0:36:24.440
<v Speaker 1>was a game mechanic that required you to switch between

0:36:24.440 --> 0:36:28.359
<v Speaker 1>a flashlight and your guns, which irritated people so much

0:36:28.400 --> 0:36:30.360
<v Speaker 1>that someone created a mod that allowed you to have

0:36:30.400 --> 0:36:33.960
<v Speaker 1>a flashlight taped to your gun, because they said, if

0:36:34.000 --> 0:36:39.240
<v Speaker 1>you're on Mars, you probably have tape. I think that's reasonable.

0:36:39.400 --> 0:36:41.840
<v Speaker 1>I remember playing this game and I did it without

0:36:41.840 --> 0:36:44.680
<v Speaker 1>the mod and I hated that fact that, you know,

0:36:44.760 --> 0:36:46.879
<v Speaker 1>you had to switch between your flashlight and your gun.

0:36:46.960 --> 0:36:50.040
<v Speaker 1>The whole idea was to make it more exciting and

0:36:50.080 --> 0:36:53.319
<v Speaker 1>to ramp up the tension, but ultimately it just made

0:36:53.360 --> 0:36:56.680
<v Speaker 1>me tecked off. Anyway, the game was a huge hit,

0:36:57.040 --> 0:36:59.959
<v Speaker 1>ended up becoming the top selling title and in Software's history,

0:37:00.200 --> 0:37:03.600
<v Speaker 1>partly because it was available on multiple platforms like consoles

0:37:03.600 --> 0:37:09.240
<v Speaker 1>in the PC. In two thousand five, Adrian Carmack left

0:37:09.280 --> 0:37:14.080
<v Speaker 1>the company, which meant that the only original founder remaining

0:37:14.080 --> 0:37:17.520
<v Speaker 1>with the company was John Carmack. And remember Adrian Carmack

0:37:17.560 --> 0:37:22.880
<v Speaker 1>and John Carmack not related. Adrian Carmack later sued in Software.

0:37:23.120 --> 0:37:25.839
<v Speaker 1>He alleged that he was forced out of the company

0:37:25.840 --> 0:37:28.439
<v Speaker 1>by the other co owners so that they could get

0:37:28.480 --> 0:37:32.719
<v Speaker 1>shares of ownership of the company. So, according to Carmack,

0:37:32.920 --> 0:37:36.960
<v Speaker 1>Adrian Carmack, that is, Activision had made an offer to

0:37:37.239 --> 0:37:41.520
<v Speaker 1>purchase the Doom Quake and Wolfenstein intellectual properties for about

0:37:41.840 --> 0:37:46.360
<v Speaker 1>fifteen million dollars, but he was rejected, or rather Activision

0:37:46.400 --> 0:37:50.400
<v Speaker 1>was rejected by it, and then the other co owners

0:37:50.400 --> 0:37:53.680
<v Speaker 1>of the company tried to pressure Adrian Carmack to sell

0:37:53.800 --> 0:37:59.399
<v Speaker 1>his shares back to them for eleven million dollars. He said, well,

0:37:59.440 --> 0:38:03.439
<v Speaker 1>that severely undervalues the shares that I own. I own

0:38:04.600 --> 0:38:07.000
<v Speaker 1>of ID software. It's way too little money for so

0:38:07.120 --> 0:38:11.120
<v Speaker 1>valuable a property. Then they gave him an offer of

0:38:11.160 --> 0:38:15.120
<v Speaker 1>twenty million, according to Adrian Carmack, and then they terminated

0:38:15.200 --> 0:38:19.719
<v Speaker 1>him once he did not agree to sell at that price. Ultimately,

0:38:19.960 --> 0:38:23.400
<v Speaker 1>the lawsuit that he leveled against in Software never went anywhere,

0:38:23.680 --> 0:38:28.400
<v Speaker 1>and that's most likely because Activision never actually purchased in Software,

0:38:28.440 --> 0:38:33.320
<v Speaker 1>so it all remained hypothetical in the first place. Uh.

0:38:33.360 --> 0:38:37.360
<v Speaker 1>In two thousand five, a major major event happened, not

0:38:37.520 --> 0:38:40.200
<v Speaker 1>just for its software, but I would say the world.

0:38:41.200 --> 0:38:47.960
<v Speaker 1>That's when the Rock Dwayne Johnson himself starred in the

0:38:48.040 --> 0:38:52.640
<v Speaker 1>film version of Doom. I guess you could say it

0:38:52.680 --> 0:38:56.719
<v Speaker 1>was inspired by the game, It wasn't really connected to

0:38:56.800 --> 0:39:00.520
<v Speaker 1>Doom that much. There's a first person perspective section in

0:39:00.560 --> 0:39:02.120
<v Speaker 1>the film that's meant to be a nod to the

0:39:02.160 --> 0:39:05.600
<v Speaker 1>original source material. It's a really cheesy movie. I saw

0:39:05.640 --> 0:39:07.759
<v Speaker 1>it for free at a pre screening and ask for

0:39:07.800 --> 0:39:12.600
<v Speaker 1>my money back. It stands at nine on Rotten Tomatoes.

0:39:13.360 --> 0:39:16.120
<v Speaker 1>Just a reminder though, that The percentage on Rotten Tomatoes

0:39:16.120 --> 0:39:18.080
<v Speaker 1>tells you how many critics gave it a negative or

0:39:18.120 --> 0:39:22.520
<v Speaker 1>a positive review. So a nine percent movie isn't necessarily

0:39:22.600 --> 0:39:25.920
<v Speaker 1>worse than say, a thirty percent movie. It just means

0:39:26.080 --> 0:39:28.360
<v Speaker 1>fewer critics gave it a positive review. If it's a

0:39:28.400 --> 0:39:32.160
<v Speaker 1>movie that's right in the middle somewhere, then it could

0:39:32.160 --> 0:39:34.480
<v Speaker 1>go either way, right like, if if it's a one

0:39:34.480 --> 0:39:37.080
<v Speaker 1>out of ten scale and everyone gives it a four,

0:39:38.239 --> 0:39:40.680
<v Speaker 1>the percentage could be really low, but you would still

0:39:40.680 --> 0:39:43.280
<v Speaker 1>say it's a better movie than something that warrants a one.

0:39:44.320 --> 0:39:47.520
<v Speaker 1>All that being said, Doom the movie is awful, don't

0:39:47.560 --> 0:39:54.239
<v Speaker 1>watch It's terrible is being generous. So John Carmack had

0:39:54.320 --> 0:39:56.359
<v Speaker 1>decided that he's going to work on another game, which

0:39:56.400 --> 0:39:59.399
<v Speaker 1>means yep, you guessed. He wanted to make an all

0:39:59.560 --> 0:40:02.759
<v Speaker 1>new aiming engine. Big surprise there, and so that meant

0:40:02.760 --> 0:40:07.080
<v Speaker 1>there'd be more years between games. Meanwhile, there were rumors

0:40:07.080 --> 0:40:11.160
<v Speaker 1>that other companies besides Activision were interested in ID software.

0:40:11.960 --> 0:40:15.080
<v Speaker 1>They were still licensing out properties like Quake and Wolfenstein

0:40:15.160 --> 0:40:19.320
<v Speaker 1>to other companies. Reviews mostly criticized the style of play,

0:40:19.400 --> 0:40:23.560
<v Speaker 1>echoing the concerns Romero had expressed years earlier saying you

0:40:23.560 --> 0:40:26.680
<v Speaker 1>guys are stuck in a rut. Carmack, in the meantime,

0:40:26.719 --> 0:40:29.560
<v Speaker 1>started looking into mobile games and how he might make

0:40:29.600 --> 0:40:32.400
<v Speaker 1>a big impact there. One of the projects from his

0:40:32.480 --> 0:40:36.480
<v Speaker 1>initiative was called Orcs and Elves, which was the first

0:40:36.640 --> 0:40:41.600
<v Speaker 1>new intellectual property involving ID Software UH in years, and

0:40:41.600 --> 0:40:45.279
<v Speaker 1>it was for mobile platforms. In two thousand nine, a

0:40:45.320 --> 0:40:50.200
<v Speaker 1>company called ZeniMax Media approached ID Software and an acquisition deal,

0:40:50.360 --> 0:40:56.360
<v Speaker 1>which the company ultimately accepted. Xenomax Media also owned another

0:40:56.480 --> 0:41:00.879
<v Speaker 1>big name in computer games, Bethesda. That's the company behind

0:41:00.920 --> 0:41:03.880
<v Speaker 1>games like the most recent incarnation of the Fallout series

0:41:03.920 --> 0:41:08.520
<v Speaker 1>and the Elder Scrolls franchise. Now, what set Zemax Media

0:41:08.560 --> 0:41:12.359
<v Speaker 1>apart from other suitors was it had a reputation for

0:41:12.440 --> 0:41:15.399
<v Speaker 1>letting subsidiary companies followed their own paths in a more

0:41:15.440 --> 0:41:21.880
<v Speaker 1>or less handsoff approach. This gave ID Software the resources

0:41:21.880 --> 0:41:25.960
<v Speaker 1>they would need to develop two games simultaneously, so they

0:41:26.000 --> 0:41:28.360
<v Speaker 1>could actually work on two titles at the same time

0:41:29.080 --> 0:41:32.239
<v Speaker 1>for the first time ever. Really. One of those two

0:41:32.239 --> 0:41:35.799
<v Speaker 1>titles was Rage and the other was a new incarnation

0:41:35.880 --> 0:41:40.280
<v Speaker 1>of Doom. Both games would end up using carmas next

0:41:40.600 --> 0:41:46.560
<v Speaker 1>game engine called id Tech five Rage launched in two

0:41:46.600 --> 0:41:49.879
<v Speaker 1>thousand eleven, totally new franchise. It's set in a post

0:41:49.960 --> 0:41:53.880
<v Speaker 1>apocalyptic world and features players driving around, shooting its stuff

0:41:53.920 --> 0:41:57.560
<v Speaker 1>and generally causing mayhem. The team at ID Software called

0:41:57.560 --> 0:42:01.120
<v Speaker 1>it an open but directed world, meaning the player didn't

0:42:01.160 --> 0:42:04.600
<v Speaker 1>have absolute freedom to do everything, but had a lot

0:42:04.719 --> 0:42:07.680
<v Speaker 1>more options available with some guidance of what was to

0:42:07.719 --> 0:42:11.200
<v Speaker 1>come next. The game received good reviews but failed to

0:42:11.239 --> 0:42:14.040
<v Speaker 1>make a big impact on the market, possibly because by

0:42:14.120 --> 0:42:16.839
<v Speaker 1>two thousand eleven the computer and video game industries were

0:42:16.920 --> 0:42:19.720
<v Speaker 1>way more competitive than they had been a few years earlier.

0:42:21.239 --> 0:42:25.959
<v Speaker 1>John Carmack also co founded a new company called Armadillo Aerospace.

0:42:26.680 --> 0:42:29.640
<v Speaker 1>His gig over there is to design spacecraft, which is

0:42:29.680 --> 0:42:32.719
<v Speaker 1>a pretty nifty side project for a computer game designer.

0:42:33.480 --> 0:42:37.840
<v Speaker 1>On November twenty second, two thirteen, he resigned from ID Software.

0:42:38.640 --> 0:42:42.360
<v Speaker 1>Carmac had expressed excitement and interest in the Oculus virtual

0:42:42.400 --> 0:42:47.200
<v Speaker 1>reality platform he had joined the company earlier in and

0:42:47.239 --> 0:42:49.800
<v Speaker 1>then realized that he was going to have to switch

0:42:49.840 --> 0:42:54.600
<v Speaker 1>to full time over at Oculus and leave ID Software.

0:42:54.760 --> 0:42:58.360
<v Speaker 1>His twenty two year tenure at ID Software came to

0:42:58.400 --> 0:43:00.800
<v Speaker 1>an end, and for the first time time in its history,

0:43:01.239 --> 0:43:05.160
<v Speaker 1>its Software no longer had a founding member on staff.

0:43:06.040 --> 0:43:09.400
<v Speaker 1>Carmack had said, I wanted to remain a technical advisor

0:43:09.440 --> 0:43:13.120
<v Speaker 1>for ID, but it just didn't work out, probably for

0:43:13.160 --> 0:43:19.359
<v Speaker 1>the best, as the divided focus was challenging. It Software's

0:43:19.400 --> 0:43:21.960
<v Speaker 1>new version of Doom took a little longer to come

0:43:21.960 --> 0:43:26.640
<v Speaker 1>out than they anticipated. It launched just last year on May.

0:43:27.440 --> 0:43:30.320
<v Speaker 1>It's the fourth game in the Doom franchise and technically

0:43:30.440 --> 0:43:33.719
<v Speaker 1>is a second reboot of the series. The setting is

0:43:33.760 --> 0:43:36.279
<v Speaker 1>a research facility on Mars where the portal to Hell

0:43:36.440 --> 0:43:38.879
<v Speaker 1>has opened up, and the player takes on the role

0:43:39.040 --> 0:43:43.480
<v Speaker 1>of the Doomslayer, and featured some old school shooter mechanics,

0:43:43.520 --> 0:43:45.880
<v Speaker 1>such as the fact that your health does not regenerate

0:43:45.960 --> 0:43:48.400
<v Speaker 1>over time, you have to find health packs and you

0:43:48.400 --> 0:43:50.719
<v Speaker 1>don't have to worry about reloading weapons, but you can

0:43:50.800 --> 0:43:54.400
<v Speaker 1>run out of ammunition, and it also brings back deathmatch modes.

0:43:56.239 --> 0:43:58.600
<v Speaker 1>Its software is The company continues to work on new

0:43:58.680 --> 0:44:02.720
<v Speaker 1>games on various platforms. But let's talk about the old

0:44:02.840 --> 0:44:05.680
<v Speaker 1>founders and some of their co workers. Where are they now.

0:44:06.719 --> 0:44:10.320
<v Speaker 1>John Romero went on to found other studios like ion Storm,

0:44:10.360 --> 0:44:13.080
<v Speaker 1>which he left in two thousand one after he left,

0:44:13.080 --> 0:44:17.439
<v Speaker 1>the Dallas office closed, and then about four years later

0:44:17.480 --> 0:44:22.239
<v Speaker 1>the Austin office for ion Storm closed. That's a whole

0:44:22.280 --> 0:44:24.960
<v Speaker 1>story in itself. He also worked at Midway for a

0:44:24.960 --> 0:44:28.520
<v Speaker 1>while and Gazillion before he founded a new social gaming

0:44:28.520 --> 0:44:31.720
<v Speaker 1>company called lut Drop, and he and his wife Brenda

0:44:31.800 --> 0:44:36.160
<v Speaker 1>Romero do a lot of advocacy work for education. John

0:44:36.200 --> 0:44:39.600
<v Speaker 1>Carmack is with Oculus, which is part of Facebook. He

0:44:39.640 --> 0:44:42.600
<v Speaker 1>continues to be a big advocate for virtual reality in

0:44:42.640 --> 0:44:45.399
<v Speaker 1>general and is still quite outspoken in the world of tech.

0:44:46.160 --> 0:44:48.880
<v Speaker 1>Tom Hall, who was the first of the founders to

0:44:49.000 --> 0:44:53.920
<v Speaker 1>leave ID Software, co founded ion Storm with Romero. Obviously,

0:44:54.000 --> 0:44:57.080
<v Speaker 1>that did not last. He also has worked at Midway

0:44:57.160 --> 0:45:02.000
<v Speaker 1>Games along with Romero, and at lute Drop along with Romero.

0:45:03.000 --> 0:45:05.880
<v Speaker 1>Adrian Carmack got out of the game business after his

0:45:05.960 --> 0:45:09.920
<v Speaker 1>contentious departure, at least for a while. He returned fairly recently.

0:45:09.960 --> 0:45:14.080
<v Speaker 1>In April sixteen, John Romero released a video teasing a

0:45:14.080 --> 0:45:17.960
<v Speaker 1>new first person shooter and announced that Adrian Carmack was

0:45:18.040 --> 0:45:21.759
<v Speaker 1>involved in the project. It was called black Room and

0:45:21.800 --> 0:45:24.920
<v Speaker 1>it was all attached to a Kickstarter campaign, but the

0:45:24.960 --> 0:45:29.239
<v Speaker 1>campaign was canceled in just four days before it could

0:45:29.239 --> 0:45:31.839
<v Speaker 1>reach its seven hundred thousand dollar goal. It had hit

0:45:31.960 --> 0:45:36.840
<v Speaker 1>a hundred thirty one thousand before Romero canceled the Kickstarter campaign.

0:45:37.239 --> 0:45:39.239
<v Speaker 1>He said that he was canceling it until they could

0:45:39.239 --> 0:45:42.200
<v Speaker 1>produce a working demo to show gamers what the finished

0:45:42.200 --> 0:45:45.440
<v Speaker 1>product would be like, so that people weren't just backing

0:45:45.920 --> 0:45:51.400
<v Speaker 1>an idea that may not ever materialize. Sandy Peterson had

0:45:51.480 --> 0:45:54.640
<v Speaker 1>left in Software in nine seven. He joined a company

0:45:54.680 --> 0:45:58.440
<v Speaker 1>called Ensemble Studios in and got involved in a little

0:45:58.480 --> 0:46:02.279
<v Speaker 1>game called Age of Empire Airs, which met with some success.

0:46:03.120 --> 0:46:05.800
<v Speaker 1>These days, he tends to work on cool board games.

0:46:05.840 --> 0:46:08.400
<v Speaker 1>There's one called Cathulu Wars that I really want to

0:46:08.400 --> 0:46:11.000
<v Speaker 1>try out. It also has a video game version and

0:46:11.160 --> 0:46:15.600
<v Speaker 1>was a highly successful crowdfunded project. Kevin Cloud remained at

0:46:15.600 --> 0:46:18.480
<v Speaker 1>ID Software and served as creative director for the company

0:46:18.480 --> 0:46:20.480
<v Speaker 1>for a while. One of the notes trivia I've found

0:46:20.480 --> 0:46:23.520
<v Speaker 1>out about Kevin Cloud is that when you look down

0:46:23.560 --> 0:46:26.040
<v Speaker 1>and you see the hands and doom and Doom too,

0:46:26.640 --> 0:46:30.000
<v Speaker 1>those are Kevin Cloud's hands. And that's all I've got.

0:46:30.320 --> 0:46:32.759
<v Speaker 1>That's the story of it Software. It continues on to

0:46:32.880 --> 0:46:35.640
<v Speaker 1>this day, and maybe sometime I'll have an update about

0:46:35.680 --> 0:46:38.719
<v Speaker 1>them in the future. For now, it's time to sign off.

0:46:39.040 --> 0:46:42.040
<v Speaker 1>If any of you have suggestions for future episodes or guests,

0:46:42.440 --> 0:46:46.000
<v Speaker 1>right and let me know the addresses Text stuff at

0:46:46.280 --> 0:46:49.239
<v Speaker 1>how stuffworks dot com or drop me a line on

0:46:49.280 --> 0:46:51.920
<v Speaker 1>Facebook or Twitter. The handle at each of those is

0:46:52.000 --> 0:46:55.400
<v Speaker 1>tech Stuff hs W and I'll talk to you again

0:46:56.040 --> 0:47:04.320
<v Speaker 1>really soon. For more on this and thousands of other topics,

0:47:04.520 --> 0:47:14.879
<v Speaker 1>is it how stuff works dot com