WEBVTT - TechStuff Classic: The id Software Story Part Two

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<v Speaker 1>Welcome to tech Stuff, a production from iHeartRadio. Hey therein

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<v Speaker 1>Welcome to tech Stuff. I'm your host, Jonathan Strickland. I'm

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<v Speaker 1>an executive producer with iHeartRadio, and how the tech are you.

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<v Speaker 1>It's time for another tech Stuff Classic episode. This is

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<v Speaker 1>actually the conclusion of a two parter. So if you

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<v Speaker 1>didn't listen to last week's classic, which was The ID

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<v Speaker 1>Software Story Part one, I recommend you go do that

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<v Speaker 1>first because this is The ID Software Story Part two

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<v Speaker 1>and you don't want to walk into a movie right

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<v Speaker 1>in the middle right, you want to see it from

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<v Speaker 1>the beginning. Anyway. This episode originally published way back on

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<v Speaker 1>April seventh, twenty seventeen. Hope you enjoy. So in our

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<v Speaker 1>last episode, I really talked about the people responsible for

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<v Speaker 1>forming ID Software and how they found early success with

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<v Speaker 1>titles like Commander Keene and Wolfenstein three. Today we'd 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

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<v Speaker 1>Wolfenstein and simultaneously work on the new Doom project. What's more,

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<v Speaker 1>the people at ID 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>Apagee 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 apage, which got started on the project, but

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<v Speaker 1>after some time in development, ID Software didn't really see

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<v Speaker 1>it progressing very well. They didn't think it was a

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<v Speaker 1>making it a progress, so they pulled the plug on

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<v Speaker 1>the project. Apagee ended up taking these lemons and making

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<v Speaker 1>Lemonade later on, converting the work they had already produced

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<v Speaker 1>into a brand new title called Rise of the Triad.

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<v Speaker 1>Talk a little bit more about that in a second.

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<v Speaker 1>They also hired a couple of folks in nineteen ninety three.

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<v Speaker 1>One of them ended up making a big name for

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<v Speaker 1>himself a little bit later on in the video game world.

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<v Speaker 1>That would be American McGee. He's perhaps most famous for

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<v Speaker 1>his Dark Alice in Wonderland inspired games, which he made

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<v Speaker 1>with EA. After his tenure with ID Software ended in

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<v Speaker 1>nineteen ninety eight, McGhee started at ID as a tech

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<v Speaker 1>support worker and eventually worked his way up to designer,

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<v Speaker 1>but there was a point where the company decided that

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<v Speaker 1>McGee's work and the company's direction were no longer a

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<v Speaker 1>good fit, and so he was let go. One thing

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<v Speaker 1>that did make Doom possible was the evolution of computer hardware.

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<v Speaker 1>The team had been bumping up against the upper limits

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<v Speaker 1>of the previous generation of PCs, but over time, the

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<v Speaker 1>really expensive Intel three eighty six microprocessor cost had started

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<v Speaker 1>to come down, and now it was finding its way

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<v Speaker 1>into consumer level PCs. More people were able to afford

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<v Speaker 1>a three eighty six PC, which was better equipped to

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<v Speaker 1>handle the demands of a BFY game engine, or at

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<v Speaker 1>least BF at the time. Now three eighty six had

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<v Speaker 1>been around for a while. It first launched in nineteen

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<v Speaker 1>eighty five. This Intel microprocessor, it took about a year

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<v Speaker 1>for manufacturing to ramp up to the levels that Intel wanted,

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<v Speaker 1>but even when they did reach those levels, they were

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<v Speaker 1>still really expensive, so very few people were actually able

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<v Speaker 1>to afford them. By today's standards, a three eighty six

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<v Speaker 1>microprocessor would probably seem pretty crude and clunky. It had

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<v Speaker 1>only two hundred and seventy five 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 hundred

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<v Speaker 1>and seventy five thousand is nothing compared to today's microprocessors.

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<v Speaker 1>The clock rate, as in how fast the three eighty

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<v Speaker 1>six microprocessor could work, was between twelve megahertz up to

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<v Speaker 1>forty megahurts if you're overclocking it on the extreme end.

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<v Speaker 1>And again, your basic smartphone today can outperform those specs.

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<v Speaker 1>But at the time it was a state of the

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<v Speaker 1>art machine and it was just what it needed to

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<v Speaker 1>take the next step in game development. John Karmack, at

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<v Speaker 1>the ripe old age of twenty one years old, began

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<v Speaker 1>to experiment with stuff that older game engines just couldn't handle.

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<v Speaker 1>That included creating irregular shapes in the environment, like 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 out doors.

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<v Speaker 1>These were all elements that would have been really challenging

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<v Speaker 1>back in the older Wolfenstein days 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 important. It had to

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<v Speaker 1>be a fast paced game and really get the player's

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<v Speaker 1>blood pumping, so he wanted these abilities, this ability to

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<v Speaker 1>make more complex environments, but not at the expense of

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<v Speaker 1>the speed of the game. As Carmak worked on the engine,

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<v Speaker 1>Romero started programming the levels and designed much of the

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<v Speaker 1>look and sound of the game. For inspiration, the team

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<v Speaker 1>looked at the art of hr Geiger, and that was

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<v Speaker 1>Geiger's work that inspired the Alien film franchise, so the

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<v Speaker 1>team used that art to guide decisions in level and

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<v Speaker 1>monster design. The walls in Doom sometimes have hideous faces

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<v Speaker 1>incorporated in to them, and many of the demons look

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<v Speaker 1>pretty monstrous as well. Romero points out that by today's

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<v Speaker 1>standards they might seem a bit cartoony, but at the

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<v Speaker 1>time it was considered a really etchy approach to game design.

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<v Speaker 1>Tom Hall, who had put up some resistance during the

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<v Speaker 1>development of Wolfenstein three D, campaigned for a rich story

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<v Speaker 1>for Doom. He had in mind an opening scene that

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<v Speaker 1>would set the rest of the game in motion, and

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<v Speaker 1>in that scene, the player would be taking on the

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<v Speaker 1>role of a soldier in the middle of a card

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<v Speaker 1>game with the rest of his squad, and in the

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<v Speaker 1>middle of the game a demon would burst in, killing

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<v Speaker 1>everyone but the player, and then the game would start,

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<v Speaker 1>and his ideas helped shape design decisions, but as he

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<v Speaker 1>tells it all later on, the focus was really more

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<v Speaker 1>on the technical side of making the game work and

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<v Speaker 1>less on the narrative or story side. He'd say it

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<v Speaker 1>would be a few years before you would see a

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<v Speaker 1>first person shooter incorporate deep story elements, and the game

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<v Speaker 1>he cites is really nailing it. Half Life, which was

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<v Speaker 1>a from a totally different company. It's from Valve, that

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<v Speaker 1>would be the first real example of that sort of thing.

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<v Speaker 1>But he wanted it to be Doom, and he started

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<v Speaker 1>to feel really discouraged that a lot of his ideas

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<v Speaker 1>were being rejected. He wanted rooms to have a purpose

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<v Speaker 1>in Doom, so that when you walked into a room

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<v Speaker 1>in the game, you understood why the room was there.

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<v Speaker 1>It had a reason for existing. It wasn't just one

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<v Speaker 1>in a series of rooms that make up a level,

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<v Speaker 1>or just a weird interchangeable environment with undefined spaces. In

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<v Speaker 1>his Doom, you wouldn't wonder why two rooms connected together,

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<v Speaker 1>or what purpose a weird path might serve, it would

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<v Speaker 1>have a reason and you would understand what it was.

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<v Speaker 1>To him, level design needed to make sense and serve

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<v Speaker 1>the story, but the development of the game didn't really

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<v Speaker 1>allow for his designs, and so the levels were less detailed,

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<v Speaker 1>less logical. Hall himself designed about seven levels, according to

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<v Speaker 1>his own estimation. He said Romero was responsible for some

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<v Speaker 1>of the more iconic levels in Doom, particularly the ones

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<v Speaker 1>that used multiple vertical planes. You know, multiple levels within

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<v Speaker 1>a game level. So I'm using level in two different

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<v Speaker 1>ways here, game levels meaning at a stage in a game,

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<v Speaker 1>and levels within the game or within that stage rather

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<v Speaker 1>meaning different vertical platforms. Hall's account of those days sound

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<v Speaker 1>like they were pretty rough. He said that the team

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<v Speaker 1>was working every day, seven days a week, for up

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<v Speaker 1>to sixteen hours a day, and he said he was

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<v Speaker 1>feeling increasingly isolated at that time. The rest of the

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<v Speaker 1>team sensed this as well, and eventually, in nineteen ninety three,

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<v Speaker 1>Romero invited Hall over for dinner and then told him

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<v Speaker 1>they were letting him go. He was essentially fired, but

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<v Speaker 1>they had also secured another job for him over at Apogee,

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<v Speaker 1>so he already had a place to go. It wasn't

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<v Speaker 1>like he was just cut loose, and in twenty fourteen

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<v Speaker 1>said that ultimately this came as a huge relief after

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<v Speaker 1>the Shock War off. He was the first of the

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<v Speaker 1>four main founders of ID to leave ID Software. He

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<v Speaker 1>would move on to Apagee and work on Rise of

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<v Speaker 1>the Triad, which I mentioned earlier. It was the game

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<v Speaker 1>that Wolfenstein Io would turn into. He'd work on other

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<v Speaker 1>games too, before moving on to co found another studio.

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<v Speaker 1>The other studio he co founded was one called ion Storm,

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<v Speaker 1>rather infamous in video game circles, and his fellow co

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<v Speaker 1>founder was John Romero. But we'll get to that part

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<v Speaker 1>of the story a little later, and ion Storm could

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<v Speaker 1>be its own episode all by itself. It was a

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<v Speaker 1>heck of a story. I remember when all of that

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<v Speaker 1>was unfolding. Meanwhile, in nineteen ninety three, Adrian Carmak relished

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<v Speaker 1>the subject matter of Doom. It was kind of like

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<v Speaker 1>the opposite of Tom Hall's reaction. He thought it was fantastic.

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<v Speaker 1>He took great delight in designing and drawing numerous demonic

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<v Speaker 1>critters and nightmarish environments. He was happy to move away

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<v Speaker 1>from the more family friendly art style that Tom Hall

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<v Speaker 1>held dear. He and Kevin Cloud, his assistant, designed tons

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<v Speaker 1>of monsters, and then they commissioned a sculptor to come

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<v Speaker 1>in and create three dimensional models of the monsters out

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<v Speaker 1>of clay. Then they would paint the models and scan

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<v Speaker 1>them in to create virtual models for the game itself.

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<v Speaker 1>And it gave Doom a really unique look. And I

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<v Speaker 1>realized that really unique is redundant. Someone who joined ID

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<v Speaker 1>Software during the development of Doom was Sandy Peterson. He

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<v Speaker 1>was a programmer who had worked for Micropros before joining

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<v Speaker 1>ID Software. Micropros was another huge name in the computer

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<v Speaker 1>gaming industry in the nineteen eighties. In particular, one of

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<v Speaker 1>its founders is a real legend in games, Sid Meyer.

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<v Speaker 1>Peterson would end up designing nineteen levels for Doom, even

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<v Speaker 1>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 Apagee's

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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. Abajee 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 were getting frustrated because orders were coming in faster

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<v Speaker 1>than apagee 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 ID 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 apage 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 in ID 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 playtesters to look for bugs and

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<v Speaker 1>get feedback on how the gameplay was coming together. An

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<v Speaker 1>early build of the game that alpha build ended up

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<v Speaker 1>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 an incorrect assumption of how the game's

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<v Speaker 1>going to turn out, but actually it helped drive excitement

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<v Speaker 1>for the title. People were really eager to get hold

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<v Speaker 1>of the finished copy. The retail price for the game,

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<v Speaker 1>at least at one point was a was suggested at

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<v Speaker 1>nine dollars. That's insane, right. The game launched on a

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<v Speaker 1>server on December tenth, nineteen ninety three, at the University

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<v Speaker 1>of Wisconsin, and almost immediately the server crashed because so

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<v Speaker 1>many people were dialing in to try and get a

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<v Speaker 1>copy of this game, and since it was about midnight

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<v Speaker 1>when the game went live, it meant there was several

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<v Speaker 1>hours before someone could get everything back online, but that

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<v Speaker 1>really only helped drive the demand for the game further,

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<v Speaker 1>and soon it became a best seller. Wolfenstein three D

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<v Speaker 1>gave birth to the first person shooter genre, but Doom

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<v Speaker 1>defined it, and id Software built in a feature that

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<v Speaker 1>would become standard in nearly every FPS to follow Doom,

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<v Speaker 1>and that was the death match. That was Romero's term

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<v Speaker 1>for a competitive match between two or more players. Using

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<v Speaker 1>the game engine Doom, up to four people could play

0:14:02.080 --> 0:14:06.040
<v Speaker 1>against each other on physically networked computers, a local area network,

0:14:06.160 --> 0:14:10.120
<v Speaker 1>or a land or you could play against a single

0:14:10.160 --> 0:14:13.800
<v Speaker 1>person over the internet. It was the birth of competitive

0:14:13.880 --> 0:14:17.600
<v Speaker 1>multiplayer for first person shooters, and it's another reason why

0:14:17.600 --> 0:14:22.480
<v Speaker 1>people cite Doom as the real father of the FPS genre.

0:14:23.200 --> 0:14:27.520
<v Speaker 1>So while Wolfenstein three D did it first, Doom really

0:14:28.400 --> 0:14:33.520
<v Speaker 1>got the form factor down. And before Doom, Wolfenstein was

0:14:33.560 --> 0:14:36.240
<v Speaker 1>the biggest hit from ID Software with more than two

0:14:36.280 --> 0:14:39.360
<v Speaker 1>hundred thousand copies sold, but within a couple of years

0:14:39.360 --> 0:14:42.680
<v Speaker 1>of launch, Doom sales blew that number out of the water.

0:14:42.920 --> 0:14:46.120
<v Speaker 1>By nineteen ninety five, it was estimated that ten million

0:14:46.280 --> 0:14:49.600
<v Speaker 1>computers had a copy of Doom on them. Whether or

0:14:49.640 --> 0:14:53.200
<v Speaker 1>not all those copies were full paid copies is another matter,

0:14:53.280 --> 0:14:56.560
<v Speaker 1>because again the first few levels were offered as a

0:14:56.720 --> 0:15:01.640
<v Speaker 1>shareware download. The game received positive fans loved it. The

0:15:01.720 --> 0:15:06.320
<v Speaker 1>multiplayer was huge, an enormous innovation, and ID Software was

0:15:06.400 --> 0:15:10.560
<v Speaker 1>the darling of the computer games industry. And it also

0:15:10.720 --> 0:15:13.360
<v Speaker 1>had another big innovation built in with Doom. And this

0:15:13.560 --> 0:15:16.680
<v Speaker 1>was a choice that John Carmack had made. It was

0:15:16.720 --> 0:15:20.720
<v Speaker 1>incredibly accessible to the modern community. Now, a mot is

0:15:20.760 --> 0:15:25.040
<v Speaker 1>someone who modifies games. They tweak code to create new

0:15:25.160 --> 0:15:30.400
<v Speaker 1>types of enemies or environments, new levels, new items, new weapons.

0:15:31.360 --> 0:15:34.120
<v Speaker 1>A modern friendly game is one that can transform in

0:15:34.160 --> 0:15:37.880
<v Speaker 1>all sorts of ways with a minimum of fuss upon

0:15:37.960 --> 0:15:40.360
<v Speaker 1>the part of the motters. They don't have to end

0:15:40.440 --> 0:15:44.080
<v Speaker 1>up breaking code in order to make it happen. Now,

0:15:44.080 --> 0:15:46.160
<v Speaker 1>there are a lot of titles out there today that

0:15:46.280 --> 0:15:50.480
<v Speaker 1>have a reputation for supporting creative mods, such as Skyrim

0:15:50.720 --> 0:15:53.960
<v Speaker 1>or a Grand Theft Auto five. Doom was an early

0:15:54.080 --> 0:15:56.920
<v Speaker 1>example of this. John Carmack designed the code so that

0:15:56.960 --> 0:15:59.360
<v Speaker 1>it wouldn't be too difficult for the modern community to

0:15:59.400 --> 0:16:02.160
<v Speaker 1>tweak it, and in fact, this would remain one of

0:16:02.200 --> 0:16:06.560
<v Speaker 1>his principles throughout his career. The result was that Doom

0:16:06.640 --> 0:16:09.440
<v Speaker 1>was viewed as a must have game because even if

0:16:09.480 --> 0:16:13.479
<v Speaker 1>you grew tired of the original gameplay, the modern community

0:16:13.600 --> 0:16:16.320
<v Speaker 1>was always adding new stuff, which meant that you had

0:16:16.600 --> 0:16:21.800
<v Speaker 1>a continuously refreshed game. You could just download the mods

0:16:21.800 --> 0:16:25.440
<v Speaker 1>and incorporate it into your own copy. It was so

0:16:25.560 --> 0:16:29.320
<v Speaker 1>big that during the presentation for Windows ninety five, Bill

0:16:29.360 --> 0:16:32.120
<v Speaker 1>Gates had a segment in which he was keyed into

0:16:32.320 --> 0:16:36.200
<v Speaker 1>the frame of a Doom game. And yes, it's just

0:16:36.280 --> 0:16:39.520
<v Speaker 1>as embarrassing and awkward as you are imagining right now.

0:16:39.720 --> 0:16:45.800
<v Speaker 1>Bill Gates standing there wearing a kind of a costume

0:16:46.600 --> 0:16:50.840
<v Speaker 1>holding a rifle in the middle of the rifle, his

0:16:50.920 --> 0:16:54.800
<v Speaker 1>hand nowhere near the stock or the trigger, talking about

0:16:54.840 --> 0:16:59.480
<v Speaker 1>how he's going to enter the next Doom tournament, and

0:16:59.520 --> 0:17:03.160
<v Speaker 1>then a Doom spread appears to his left. He turns,

0:17:03.560 --> 0:17:06.000
<v Speaker 1>holds the rifle out still by the middle, by the

0:17:06.000 --> 0:17:10.200
<v Speaker 1>way finger nowhere near the trigger, and blasts the bad guy.

0:17:11.320 --> 0:17:15.120
<v Speaker 1>It's awful and you should watch it anyway. The fact

0:17:15.160 --> 0:17:18.240
<v Speaker 1>that even Microsoft was acknowledging this showed what a big

0:17:18.280 --> 0:17:20.439
<v Speaker 1>deal it was, and the fact that this was a

0:17:20.480 --> 0:17:26.159
<v Speaker 1>game that was going mainstream. Like the Wolfenstein engine before it,

0:17:26.240 --> 0:17:28.920
<v Speaker 1>a lot of other computer game companies wanted to license

0:17:28.960 --> 0:17:31.840
<v Speaker 1>the technology powering Doom. It was light years ahead of

0:17:31.840 --> 0:17:35.960
<v Speaker 1>anyone else, so ID Software was happy to oblige for fee.

0:17:35.960 --> 0:17:39.119
<v Speaker 1>Companies could use the underlying engine for their own games,

0:17:39.160 --> 0:17:41.840
<v Speaker 1>and that brought in another steady stream of revenue into

0:17:41.840 --> 0:17:45.720
<v Speaker 1>the company, boosting the already impressive cash flow from game sales.

0:17:46.359 --> 0:17:50.359
<v Speaker 1>The ID crew found themselves flush with moolah, and not

0:17:50.440 --> 0:17:54.840
<v Speaker 1>everyone handled success the same way. So here's a way

0:17:54.880 --> 0:17:59.320
<v Speaker 1>to contrast people. Both John Carmack and Romero bought expensive

0:17:59.359 --> 0:18:05.080
<v Speaker 1>sports car like Ferraris, but John Carmack limited his lavish spending,

0:18:05.160 --> 0:18:08.000
<v Speaker 1>and much of his life didn't really change that significantly

0:18:08.040 --> 0:18:12.000
<v Speaker 1>compared to what it was before. Meanwhile, John Romero jumped

0:18:12.000 --> 0:18:15.080
<v Speaker 1>a little further into the deep end of luxury. He

0:18:15.160 --> 0:18:18.159
<v Speaker 1>bought a big house, he bought more luxury cars, He

0:18:18.240 --> 0:18:22.360
<v Speaker 1>started throwing big, elaborate parties, and people began to get

0:18:22.359 --> 0:18:24.959
<v Speaker 1>a little worried that perhaps he was getting caught up

0:18:25.040 --> 0:18:29.600
<v Speaker 1>in the lifestyle. After Doom went gold, John Carmack went

0:18:29.680 --> 0:18:32.879
<v Speaker 1>back to the drawing board to create guess what yep,

0:18:33.119 --> 0:18:38.399
<v Speaker 1>the next generation game engine. Essentially every time they release

0:18:38.480 --> 0:18:41.359
<v Speaker 1>a game, Carmack wanted to build a better game engine

0:18:41.359 --> 0:18:43.800
<v Speaker 1>for the next game. He never wanted to just rest

0:18:43.880 --> 0:18:46.639
<v Speaker 1>on what he had built and then churn out sequels.

0:18:46.920 --> 0:18:49.480
<v Speaker 1>He didn't find that satisfying. He wanted to make something

0:18:49.520 --> 0:18:53.560
<v Speaker 1>better than what he made before, and he really wanted

0:18:53.640 --> 0:18:58.760
<v Speaker 1>to crack the nut that was true three dimensional figures

0:18:58.800 --> 0:19:01.600
<v Speaker 1>within a game, not three D that projects out, but

0:19:02.040 --> 0:19:04.720
<v Speaker 1>figures within the game that have three dimensions within that

0:19:04.840 --> 0:19:09.480
<v Speaker 1>virtual environment. Doom was a big jump from Wolfenstein. But

0:19:10.080 --> 0:19:12.879
<v Speaker 1>you couldn't look up or down in Doom. You always

0:19:12.880 --> 0:19:16.000
<v Speaker 1>look straight ahead, no matter where you were facing, and

0:19:16.119 --> 0:19:19.360
<v Speaker 1>the critters you ran into were represented by two dimensional sprites.

0:19:19.400 --> 0:19:22.560
<v Speaker 1>They weren't three dimensional virtual figures. They were kind of

0:19:22.560 --> 0:19:27.119
<v Speaker 1>like flat cardboard cutout characters. What version of them you

0:19:27.200 --> 0:19:29.720
<v Speaker 1>saw was dependent upon how you were facing them, but

0:19:29.760 --> 0:19:33.880
<v Speaker 1>it was always flat. Carmak wanted something more sophisticated than that,

0:19:34.600 --> 0:19:37.320
<v Speaker 1>and when he wanted something, essentially, he would go out

0:19:37.320 --> 0:19:41.800
<v Speaker 1>and build it. Meanwhile, ID Software received a request from

0:19:41.840 --> 0:19:44.919
<v Speaker 1>a game publisher to create a version of Doom for

0:19:45.040 --> 0:19:49.920
<v Speaker 1>store shelves, which became Doom two. So Doom Too was

0:19:49.960 --> 0:19:52.760
<v Speaker 1>the one that you could find in a box in

0:19:53.080 --> 0:19:56.480
<v Speaker 1>computer game stores in the mid nineties. It was actually

0:19:56.680 --> 0:19:59.880
<v Speaker 1>really similar to the first game, just with some new

0:20:00.119 --> 0:20:03.479
<v Speaker 1>levels and a couple of new designs, but mainly it

0:20:03.600 --> 0:20:07.080
<v Speaker 1>was Doom, just with slightly different layouts. But it was

0:20:07.119 --> 0:20:09.640
<v Speaker 1>another big commercial success because it was more of what

0:20:09.680 --> 0:20:14.239
<v Speaker 1>people loved. Now on the company side, ID Software had

0:20:14.280 --> 0:20:15.960
<v Speaker 1>grown to the point that it could hire a few

0:20:16.000 --> 0:20:19.760
<v Speaker 1>new people, and Romero cut back his work hours. He

0:20:19.840 --> 0:20:22.560
<v Speaker 1>had been working fourteen or sixteen hour days and so

0:20:22.680 --> 0:20:25.080
<v Speaker 1>now he moved to a more normal eight hour day,

0:20:26.160 --> 0:20:30.280
<v Speaker 1>much of it spent playing Doom against ID Software fans.

0:20:31.119 --> 0:20:33.520
<v Speaker 1>He also spent a lot more time in engagement with

0:20:33.600 --> 0:20:36.720
<v Speaker 1>fans in general, and again people at ID Software began

0:20:36.800 --> 0:20:39.480
<v Speaker 1>to worry that perhaps Romero wasn't as involved as he

0:20:39.520 --> 0:20:42.879
<v Speaker 1>needed to be. When it came time to look at

0:20:42.920 --> 0:20:46.960
<v Speaker 1>what came next, the group agreed upon another idea inspired

0:20:47.000 --> 0:20:49.879
<v Speaker 1>by their Dungeons and Dragon sessions. So in their games

0:20:49.920 --> 0:20:53.600
<v Speaker 1>they had a mighty warrior named Quake, and he was

0:20:53.640 --> 0:20:57.760
<v Speaker 1>a fierce melee fighter. He used melee weapons like hammers

0:20:58.080 --> 0:21:01.879
<v Speaker 1>to whack bad guys, and Carmack and Romero both thought

0:21:02.000 --> 0:21:04.480
<v Speaker 1>this would be really interesting to create a three D

0:21:05.040 --> 0:21:08.560
<v Speaker 1>game first person shooter, but instead of being a shooter,

0:21:08.720 --> 0:21:11.560
<v Speaker 1>it's a first person melee game. You have to use

0:21:11.600 --> 0:21:15.080
<v Speaker 1>a hand to hand weapon and attack enemies. It would

0:21:15.160 --> 0:21:18.879
<v Speaker 1>require a new approach to game design, new enemy design

0:21:19.040 --> 0:21:21.920
<v Speaker 1>in order to make it fair but challenging. It was

0:21:22.080 --> 0:21:24.880
<v Speaker 1>something the team was really eager to take on because

0:21:25.000 --> 0:21:27.160
<v Speaker 1>it was different enough from what they had done before

0:21:27.520 --> 0:21:31.280
<v Speaker 1>to really be engaging. So they set out to make

0:21:31.320 --> 0:21:34.800
<v Speaker 1>a fantasy based hand to hand first person combat game.

0:21:35.600 --> 0:21:38.800
<v Speaker 1>There's only one little problem. They did not have a

0:21:38.920 --> 0:21:42.359
<v Speaker 1>game engine yet, they had nothing to build upon. Because

0:21:42.440 --> 0:21:45.840
<v Speaker 1>John Carmack was falling behind on delivery dates for a

0:21:45.880 --> 0:21:50.240
<v Speaker 1>working game engine as he encountered unanticipated problems while building

0:21:50.280 --> 0:21:54.080
<v Speaker 1>a three D engine. Meanwhile, other teams were creating concept

0:21:54.160 --> 0:21:56.719
<v Speaker 1>art and level designs, but they couldn't do anything with

0:21:56.840 --> 0:22:00.280
<v Speaker 1>them because there was no engine to build upon. So

0:22:00.840 --> 0:22:03.480
<v Speaker 1>the company had already announced that was working on a

0:22:03.520 --> 0:22:07.439
<v Speaker 1>game called Quake, and it was already starting to miss

0:22:07.600 --> 0:22:11.240
<v Speaker 1>some promised release dates. And without a working game engine,

0:22:11.800 --> 0:22:13.760
<v Speaker 1>it didn't make any sense to put anything out, and

0:22:13.800 --> 0:22:16.280
<v Speaker 1>they couldn't really predict when something would be done because

0:22:16.640 --> 0:22:19.360
<v Speaker 1>it could take ages after the game engine is done

0:22:19.480 --> 0:22:23.600
<v Speaker 1>to build a brand new type of game. Remember, they'd

0:22:23.680 --> 0:22:27.120
<v Speaker 1>have to design a first person melee game and then

0:22:27.160 --> 0:22:29.240
<v Speaker 1>test it to make sure it was working, and then

0:22:29.359 --> 0:22:33.320
<v Speaker 1>fix anything that wasn't working. This process could take another

0:22:33.440 --> 0:22:37.040
<v Speaker 1>year or longer, and that's in addition to however long

0:22:37.080 --> 0:22:39.240
<v Speaker 1>it was going to take Karmac to finish the three

0:22:39.320 --> 0:22:42.920
<v Speaker 1>D engine. This is where things first came to a

0:22:43.040 --> 0:22:47.439
<v Speaker 1>head in ID Software. Romero and Kevin Cloud both felt

0:22:47.520 --> 0:22:49.920
<v Speaker 1>that it was really important to be innovative and push

0:22:50.000 --> 0:22:53.720
<v Speaker 1>for new features with every new franchise, so they really

0:22:53.760 --> 0:22:57.439
<v Speaker 1>wanted to incorporate this melee approach in this new game,

0:22:57.640 --> 0:23:00.040
<v Speaker 1>it would mean that Romero's designs would be part of

0:22:59.920 --> 0:23:02.800
<v Speaker 1>the game. It would mean that they would have something

0:23:02.840 --> 0:23:05.720
<v Speaker 1>totally new to talk about. They didn't want to just

0:23:05.840 --> 0:23:09.520
<v Speaker 1>keep making games in older franchises, but the rest of

0:23:09.600 --> 0:23:13.480
<v Speaker 1>the team, including John Carmack himself, said that it was

0:23:13.520 --> 0:23:16.880
<v Speaker 1>more important that they release another game in a timely fashion,

0:23:17.560 --> 0:23:21.439
<v Speaker 1>using the Doom franchise or using the Doom engine, even

0:23:21.840 --> 0:23:23.960
<v Speaker 1>because it would get the game out much more quickly.

0:23:24.560 --> 0:23:27.359
<v Speaker 1>So it came down to Romero and Kevin Cloud versus

0:23:27.400 --> 0:23:33.840
<v Speaker 1>pretty much everybody else, and everybody else won that argument. Ultimately,

0:23:33.880 --> 0:23:38.000
<v Speaker 1>they decided to drop the melee combat aspect for Quake. Instead,

0:23:38.440 --> 0:23:41.800
<v Speaker 1>it would become another first person shooter, similar to Doom

0:23:41.840 --> 0:23:46.600
<v Speaker 1>and Wolfenstein. However, they were going to wait for Carmak's

0:23:46.680 --> 0:23:49.600
<v Speaker 1>new game engine to be finished. The big advantage here

0:23:49.720 --> 0:23:52.960
<v Speaker 1>was that they had already built first person shooters. They

0:23:53.000 --> 0:23:55.280
<v Speaker 1>knew how to build first person shooters, so they didn't

0:23:55.320 --> 0:23:59.800
<v Speaker 1>have as much uncertainty about game mechanics. That part was easier,

0:24:00.119 --> 0:24:01.800
<v Speaker 1>meant that there was going to be less on the

0:24:01.840 --> 0:24:05.879
<v Speaker 1>development time once the game engine was finished. If they

0:24:05.880 --> 0:24:08.400
<v Speaker 1>had gone with that melee approach, they'd have a lot

0:24:08.440 --> 0:24:12.560
<v Speaker 1>more testing on their hands, so they went with the

0:24:12.600 --> 0:24:15.080
<v Speaker 1>first person shooter model, and they cut out a lot

0:24:15.119 --> 0:24:17.960
<v Speaker 1>of uncertainty, even though that meant refining something they had

0:24:18.000 --> 0:24:23.159
<v Speaker 1>already done earlier. They had also by that time, gained

0:24:23.480 --> 0:24:27.960
<v Speaker 1>a pretty substantial fan club, including some famous fans. One

0:24:28.000 --> 0:24:31.760
<v Speaker 1>of those fans was Trent Resner from nine Inch Nails.

0:24:32.280 --> 0:24:35.160
<v Speaker 1>He was a big fan of Doom, and so once

0:24:35.160 --> 0:24:36.919
<v Speaker 1>they found out about this, they reached out to him

0:24:36.920 --> 0:24:39.360
<v Speaker 1>and asked if he might be interested to become the

0:24:39.800 --> 0:24:43.760
<v Speaker 1>music and audio director for Quake, and he said yes.

0:24:44.520 --> 0:24:47.000
<v Speaker 1>So he ended up doing the sound design and music

0:24:47.200 --> 0:24:51.080
<v Speaker 1>for Quake and turning it into an immersive audio experience

0:24:51.160 --> 0:24:54.040
<v Speaker 1>on top of its visual impact. So if you ever

0:24:54.040 --> 0:24:56.159
<v Speaker 1>played Quake and thought, while the sound design for this

0:24:56.280 --> 0:25:00.960
<v Speaker 1>is pretty pretty special, it's because of Trent Resnor. Now,

0:25:01.000 --> 0:25:03.679
<v Speaker 1>when it was finished, Quake allowed players to look in

0:25:03.760 --> 0:25:06.040
<v Speaker 1>all directions. You could look up and down, which meant

0:25:06.080 --> 0:25:08.560
<v Speaker 1>you had to worry about aiming up or down for

0:25:08.600 --> 0:25:11.800
<v Speaker 1>the first time, because in Doom, if an enemy was

0:25:11.840 --> 0:25:14.560
<v Speaker 1>in front of you and you shot at it, you

0:25:14.600 --> 0:25:16.520
<v Speaker 1>were aiming at it. It didn't matter if it was

0:25:17.760 --> 0:25:19.560
<v Speaker 1>on top of some stairs or at the bottom of

0:25:19.600 --> 0:25:23.480
<v Speaker 1>some stairs. Your character was magically aiming up or down

0:25:24.000 --> 0:25:27.439
<v Speaker 1>based upon you facing the enemy. You didn't really have

0:25:27.480 --> 0:25:30.240
<v Speaker 1>to worry about aiming so much because you couldn't look

0:25:30.320 --> 0:25:33.199
<v Speaker 1>up or down. And Quake it was totally different. You

0:25:33.280 --> 0:25:35.880
<v Speaker 1>could look up and down, which meant that you suddenly

0:25:35.920 --> 0:25:39.000
<v Speaker 1>had to worry about that aiming, and so a lot

0:25:39.000 --> 0:25:43.960
<v Speaker 1>of the environments included things like balconies, stairs, raised platforms,

0:25:44.000 --> 0:25:46.280
<v Speaker 1>requiring you to be to look up or down or

0:25:46.280 --> 0:25:50.520
<v Speaker 1>else you would get blasted into oblivion. And Quake also

0:25:50.600 --> 0:25:53.800
<v Speaker 1>built on the success of Doom's multiplayer format. With Quake,

0:25:54.119 --> 0:25:58.399
<v Speaker 1>up to sixteen players could compete online simultaneously, a pretty

0:25:58.400 --> 0:26:02.000
<v Speaker 1>big jump from the four or local area network players

0:26:02.040 --> 0:26:05.240
<v Speaker 1>of Doom. Death matches became much more chaotic and fast

0:26:05.240 --> 0:26:08.639
<v Speaker 1>paced and pretty It was such a popular mode that

0:26:08.680 --> 0:26:11.399
<v Speaker 1>some fans in Texas decided that they wanted to hold

0:26:11.440 --> 0:26:13.879
<v Speaker 1>a big event and invite people to come in and

0:26:14.080 --> 0:26:17.760
<v Speaker 1>bring their computers with them. So if you wanted to attend,

0:26:17.840 --> 0:26:20.840
<v Speaker 1>you brought your computer rig you set it up inside

0:26:20.840 --> 0:26:23.200
<v Speaker 1>this big conference hall, and it would become an enormous

0:26:23.320 --> 0:26:27.200
<v Speaker 1>local area network where Quake could be played with huge groups,

0:26:27.560 --> 0:26:31.320
<v Speaker 1>and they called it Quake Con. It was such a

0:26:31.359 --> 0:26:34.560
<v Speaker 1>big deal that even the ID Software team came out

0:26:34.600 --> 0:26:37.960
<v Speaker 1>to it, and it would become so popular that they

0:26:38.000 --> 0:26:41.000
<v Speaker 1>would hold it every year and ID Software would take

0:26:41.000 --> 0:26:43.560
<v Speaker 1>advantage of it to use it as an event to

0:26:43.760 --> 0:26:47.320
<v Speaker 1>announce upcoming titles and projects. So it became a kind

0:26:47.320 --> 0:26:49.600
<v Speaker 1>of a marketing thing for ID Software, even though it

0:26:49.640 --> 0:26:53.760
<v Speaker 1>was organized by fans. Very useful for a company to

0:26:53.800 --> 0:26:57.359
<v Speaker 1>have the fans do allow to work for you. Quake

0:26:57.520 --> 0:27:00.560
<v Speaker 1>was incredibly successful, though it had a little bit of

0:27:00.600 --> 0:27:04.480
<v Speaker 1>a hiccup in its growth because of a decision that

0:27:04.520 --> 0:27:07.040
<v Speaker 1>ID Software made when it came to distributing the game.

0:27:07.720 --> 0:27:10.560
<v Speaker 1>They decided to offer part of the game for ten dollars,

0:27:10.800 --> 0:27:13.320
<v Speaker 1>So you'd pay ten bucks and you would get access

0:27:13.680 --> 0:27:16.120
<v Speaker 1>to the early part of the game. Technically, you would

0:27:16.119 --> 0:27:18.920
<v Speaker 1>get the full game, but only the first few levels

0:27:18.960 --> 0:27:22.600
<v Speaker 1>would be accessible. Once you completed that section, you would

0:27:22.600 --> 0:27:24.480
<v Speaker 1>get informed that to unlock the rest of the game

0:27:24.480 --> 0:27:26.520
<v Speaker 1>you would have to pony up the money that made

0:27:26.560 --> 0:27:28.439
<v Speaker 1>up the difference in the full price tag, which was

0:27:28.480 --> 0:27:32.920
<v Speaker 1>another fifty dollars. But hackers began to examine the code

0:27:32.960 --> 0:27:35.960
<v Speaker 1>for Quake because they knew if you had that first

0:27:36.040 --> 0:27:38.640
<v Speaker 1>part of it, you had the whole game, And eventually

0:27:38.640 --> 0:27:41.000
<v Speaker 1>they figured out how to bypass the system and get

0:27:41.040 --> 0:27:43.560
<v Speaker 1>access to the full game without paying that fifty dollars,

0:27:44.040 --> 0:27:47.399
<v Speaker 1>and the hack spread across the internet very quickly, but

0:27:48.280 --> 0:27:51.960
<v Speaker 1>it still was a success for ID Software, and it

0:27:52.000 --> 0:27:55.000
<v Speaker 1>also inspired a new art form. A group of Quake

0:27:55.080 --> 0:27:59.159
<v Speaker 1>players created a little comedy sketch using the game Quake.

0:27:59.560 --> 0:28:02.200
<v Speaker 1>They had a group of game characters that were trying

0:28:02.240 --> 0:28:05.080
<v Speaker 1>to seek out and stop someone who was cheating in

0:28:05.160 --> 0:28:07.879
<v Speaker 1>the game, and it turns out that the person cheating

0:28:08.000 --> 0:28:12.240
<v Speaker 1>is actually John Romero. They used the Quake game engine

0:28:12.240 --> 0:28:14.439
<v Speaker 1>to tell a story, something that was pretty new at

0:28:14.480 --> 0:28:17.200
<v Speaker 1>the time, and eventually people started calling this art form

0:28:17.440 --> 0:28:21.440
<v Speaker 1>machinema for machine animation. If you want to hear more

0:28:21.440 --> 0:28:24.200
<v Speaker 1>about this process, you should check out the episode tech

0:28:24.280 --> 0:28:27.880
<v Speaker 1>Stuff Talks to Rooster Teeth, which we published originally back

0:28:27.920 --> 0:28:31.719
<v Speaker 1>in February twenty twelve in and I talked to Bernie Burns,

0:28:32.119 --> 0:28:35.880
<v Speaker 1>founder of Rooster Teeth, and one of the big shows

0:28:35.920 --> 0:28:38.680
<v Speaker 1>they did that got them started was a series called

0:28:38.720 --> 0:28:42.400
<v Speaker 1>Red Versus Blue that used the Halo game engine to

0:28:43.000 --> 0:28:47.160
<v Speaker 1>animate stories. These days, Rooster Teeth does all sorts of stuff,

0:28:47.160 --> 0:28:50.360
<v Speaker 1>including feature length films, So maybe sometime I can do

0:28:50.400 --> 0:28:54.760
<v Speaker 1>a follow up story with somebody from there. Fascinating company,

0:28:54.800 --> 0:28:57.280
<v Speaker 1>and I'm a huge fan of their work. Back to

0:28:57.320 --> 0:29:00.360
<v Speaker 1>ID Software, just like Doom and Wolf and styf that

0:29:00.440 --> 0:29:05.200
<v Speaker 1>Quake Engine became a sought after asset. Valve Software licensed

0:29:05.240 --> 0:29:08.440
<v Speaker 1>it for their first person shooter Half Life, which Tom

0:29:08.480 --> 0:29:11.720
<v Speaker 1>Hall once cited as the next real landmark in first

0:29:11.760 --> 0:29:15.640
<v Speaker 1>person shooters. For its incorporated storyline. The Quake Engine would

0:29:15.680 --> 0:29:18.640
<v Speaker 1>dominate in the computer industry until it was eventually conquered

0:29:18.640 --> 0:29:23.160
<v Speaker 1>by the Unreal Engine. After Quake went gold, the company

0:29:23.200 --> 0:29:27.360
<v Speaker 1>held internal conversations about its direction, and things really came

0:29:27.400 --> 0:29:30.120
<v Speaker 1>to a head. Romero felt that they were relying too

0:29:30.160 --> 0:29:33.840
<v Speaker 1>heavily on formats that they had already perfected, and he said,

0:29:33.920 --> 0:29:36.880
<v Speaker 1>we should really be doing something new and innovative. We

0:29:36.920 --> 0:29:40.520
<v Speaker 1>shouldn't just keep doing what we do well. John Carmack

0:29:40.640 --> 0:29:42.800
<v Speaker 1>and most of the rest of BID Software felt that

0:29:42.920 --> 0:29:46.520
<v Speaker 1>Romero wasn't really dedicating himself to the work anymore, and

0:29:46.520 --> 0:29:48.880
<v Speaker 1>that he become too wrapped up in his own fame

0:29:48.960 --> 0:29:52.960
<v Speaker 1>and lifestyle, and so the company said, hey, Romero, can

0:29:53.000 --> 0:29:57.720
<v Speaker 1>you make tracks? They told him to resign, and he did.

0:29:58.440 --> 0:30:00.959
<v Speaker 1>He then went on to reconnect with Tom and together

0:30:01.040 --> 0:30:05.080
<v Speaker 1>they formed the company ion Storm. More on that at

0:30:05.080 --> 0:30:07.240
<v Speaker 1>the end of the Episode's got kind of a sad ending.

0:30:08.160 --> 0:30:11.240
<v Speaker 1>The ID Software team meanwhile, went back to work creating

0:30:11.320 --> 0:30:14.720
<v Speaker 1>a sequel to Quake. Because of the hacking that they

0:30:14.880 --> 0:30:18.959
<v Speaker 1>experienced when they launched the first Quake, they decided that

0:30:19.080 --> 0:30:21.280
<v Speaker 1>the best way to move forward would be to partner

0:30:21.320 --> 0:30:24.120
<v Speaker 1>with an established publisher. That They had been doing this

0:30:24.200 --> 0:30:26.240
<v Speaker 1>on their own for a while, and when they were

0:30:26.280 --> 0:30:30.080
<v Speaker 1>smaller it was easier to handle, but as they grew,

0:30:30.680 --> 0:30:34.360
<v Speaker 1>they realized that they needed someone with a more established

0:30:34.400 --> 0:30:38.520
<v Speaker 1>approach to publishing. But they definitely didn't want to deal

0:30:38.560 --> 0:30:42.200
<v Speaker 1>with having their IP stolen anymore, so they formed a

0:30:42.240 --> 0:30:46.320
<v Speaker 1>long term relationship with Activision. The first game they put

0:30:46.360 --> 0:30:49.960
<v Speaker 1>out was Quake two in nineteen ninety seven, and then

0:30:50.000 --> 0:30:54.240
<v Speaker 1>they immediately got to work on Quake three. We're in

0:30:54.280 --> 0:30:58.040
<v Speaker 1>the home stretch here, but before I conclude the story

0:30:58.120 --> 0:31:01.440
<v Speaker 1>of the ID Software Company, let's take another quick break

0:31:01.560 --> 0:31:14.280
<v Speaker 1>to thank our sponsor. It wasn't that much longer after

0:31:14.360 --> 0:31:18.720
<v Speaker 1>Romero's departure that it seemed like his accusations were really

0:31:19.680 --> 0:31:24.440
<v Speaker 1>accurate ones, and John Carmack's leadership style complicated matters. He

0:31:24.520 --> 0:31:28.920
<v Speaker 1>decided that Quake three would be a multiplayer only style game,

0:31:29.440 --> 0:31:35.400
<v Speaker 1>online only, multiplayer only, no single player component, no monster designed,

0:31:35.400 --> 0:31:37.960
<v Speaker 1>because it would only be player characters fighting each other,

0:31:38.360 --> 0:31:41.640
<v Speaker 1>and the rest of the team wasn't really happy because

0:31:41.680 --> 0:31:44.600
<v Speaker 1>they felt it was limited and it really meant that

0:31:44.640 --> 0:31:46.800
<v Speaker 1>a lot of them didn't have much to do, but

0:31:46.880 --> 0:31:50.800
<v Speaker 1>Carmack insisted that that was the approach they take. It

0:31:50.880 --> 0:31:53.600
<v Speaker 1>was also said that Romero, for whatever faults he may

0:31:53.640 --> 0:31:57.480
<v Speaker 1>have had, was much better at managing people than Carmack was.

0:31:58.000 --> 0:32:01.600
<v Speaker 1>People felt ignored or dismissed, and morale started to dip.

0:32:02.520 --> 0:32:06.840
<v Speaker 1>Quake three Arena launched in nineteen ninety nine, It of

0:32:06.920 --> 0:32:10.840
<v Speaker 1>course had a brand new game engine powering it. The

0:32:10.920 --> 0:32:14.320
<v Speaker 1>first Call of Duty game actually uses that Quake engine

0:32:14.400 --> 0:32:18.160
<v Speaker 1>as its foundation, but that didn't help people at ID

0:32:18.280 --> 0:32:21.240
<v Speaker 1>Software feel that the company wasn't just doing the same

0:32:21.240 --> 0:32:26.320
<v Speaker 1>thing repeatedly. And also, the Unreal engine ended up debuting

0:32:26.360 --> 0:32:31.200
<v Speaker 1>and was comparatively easy to use. If you looked at

0:32:31.200 --> 0:32:34.000
<v Speaker 1>the Quake engine and the Unreal engine side by side,

0:32:34.000 --> 0:32:36.840
<v Speaker 1>and you looked at the actual interfaces for the two

0:32:37.400 --> 0:32:40.800
<v Speaker 1>unreal engine was very attractive, and it ended up becoming

0:32:40.800 --> 0:32:46.080
<v Speaker 1>stiff competition for that Quake engine. On the game development side,

0:32:46.120 --> 0:32:50.240
<v Speaker 1>things slowed down at ID Software. Now. That wasn't on purpose.

0:32:51.280 --> 0:32:54.720
<v Speaker 1>John Carmack felt that the next game on the company, Dime,

0:32:54.920 --> 0:32:58.040
<v Speaker 1>would have to have an even better game engine. Big

0:32:58.080 --> 0:33:01.320
<v Speaker 1>surprise there. Every time it game came out, Karmac said,

0:33:01.440 --> 0:33:03.840
<v Speaker 1>the next engine has to be even better. We can't

0:33:03.880 --> 0:33:06.280
<v Speaker 1>just make a game on this engine. That's where he

0:33:06.320 --> 0:33:09.800
<v Speaker 1>found his satisfaction in designing the latest, greatest gaming engine

0:33:09.840 --> 0:33:12.960
<v Speaker 1>with new features and new capabilities, something that could really

0:33:13.000 --> 0:33:16.200
<v Speaker 1>take advantage of the latest generation of hardware. But he

0:33:16.360 --> 0:33:20.360
<v Speaker 1>also wanted to keep his development team at ID Software small.

0:33:20.480 --> 0:33:23.320
<v Speaker 1>He felt that that made communication better. It meant that

0:33:23.400 --> 0:33:26.680
<v Speaker 1>you were more nimble, you could react faster. He didn't

0:33:26.680 --> 0:33:30.280
<v Speaker 1>want to see ID Software balloon into a large corporation.

0:33:31.000 --> 0:33:36.640
<v Speaker 1>So there's the problem, right. There's a consequence to these

0:33:36.680 --> 0:33:39.240
<v Speaker 1>two decisions, and that is it takes longer to make

0:33:39.400 --> 0:33:44.160
<v Speaker 1>games because games were getting more complex. You were no

0:33:44.240 --> 0:33:47.000
<v Speaker 1>longer in an era where one or two people could

0:33:47.200 --> 0:33:52.520
<v Speaker 1>launch a triple A title game. You had to have

0:33:52.760 --> 0:33:55.239
<v Speaker 1>a group of people working on it. The games were

0:33:55.280 --> 0:33:58.959
<v Speaker 1>so much more complex that it was taking groups of

0:33:59.000 --> 0:34:04.640
<v Speaker 1>experienced longer to make games, especially by restricting the size

0:34:04.640 --> 0:34:07.160
<v Speaker 1>of the development team. So if you keep the development

0:34:07.160 --> 0:34:09.960
<v Speaker 1>team the same while the games get more and more complex,

0:34:10.080 --> 0:34:14.120
<v Speaker 1>guess what it means everything takes longer to produce. When

0:34:14.160 --> 0:34:17.560
<v Speaker 1>ID Software announced in two thousand that their next game

0:34:17.600 --> 0:34:20.239
<v Speaker 1>was going to be Doom three, they didn't have an

0:34:20.280 --> 0:34:22.680
<v Speaker 1>idea at the time, nor did the fans, that it

0:34:22.680 --> 0:34:24.719
<v Speaker 1>would take more than three years for that game to

0:34:24.760 --> 0:34:28.200
<v Speaker 1>come out, which meant that when it finally did launch

0:34:28.239 --> 0:34:31.400
<v Speaker 1>in two thousand and four, there had been five years

0:34:31.560 --> 0:34:35.880
<v Speaker 1>between games from ID software Quake three Arena in nineteen

0:34:35.960 --> 0:34:39.960
<v Speaker 1>ninety nine to Doom three in two thousand and four. Yikes.

0:34:40.960 --> 0:34:43.920
<v Speaker 1>While working on the game, ID Software did something that

0:34:43.960 --> 0:34:47.000
<v Speaker 1>they had not done before. They began to license out

0:34:47.000 --> 0:34:52.480
<v Speaker 1>their actual game intellectual property to other game studios. Not Apage,

0:34:52.920 --> 0:34:54.920
<v Speaker 1>you know, that's who they used to work with, but

0:34:55.000 --> 0:34:57.960
<v Speaker 1>to other game studios in general. So they allowed other

0:34:58.000 --> 0:35:02.960
<v Speaker 1>developers to create games and franchises that they had themselves designed.

0:35:03.320 --> 0:35:06.040
<v Speaker 1>So the first of those was returned to Castle Wolfenstein,

0:35:06.080 --> 0:35:09.400
<v Speaker 1>which was developed by gray Matter Interactive and Nerve Software.

0:35:10.840 --> 0:35:13.720
<v Speaker 1>That game received some mixed reviews, especially for the single

0:35:13.760 --> 0:35:18.680
<v Speaker 1>player campaign, but the multiplayer aspect was generally praised. Activision

0:35:18.960 --> 0:35:22.120
<v Speaker 1>wanted an expansion pack for the game, and they ended

0:35:22.200 --> 0:35:25.800
<v Speaker 1>up working with a company called Splash Damage to design

0:35:25.880 --> 0:35:29.560
<v Speaker 1>that expansion pack. But boy were they not happy when

0:35:29.600 --> 0:35:34.440
<v Speaker 1>they saw the single player component to Wolfenstein Enemy Territory

0:35:34.640 --> 0:35:37.760
<v Speaker 1>that was the expansion pack. Activision said that the single

0:35:37.760 --> 0:35:42.759
<v Speaker 1>player campaign was not good enough to publish ouch, but

0:35:43.320 --> 0:35:46.400
<v Speaker 1>the multiplayer was seen to be really, really fun and

0:35:46.640 --> 0:35:52.320
<v Speaker 1>enjoyable and it worked fine, so Activision released it for free.

0:35:52.480 --> 0:35:57.759
<v Speaker 1>Here's the crazy thing. You could download the multiplayer expansion

0:35:58.800 --> 0:36:01.960
<v Speaker 1>and play it even if you didn't own the original game,

0:36:02.360 --> 0:36:10.400
<v Speaker 1>which means Activision gave away a free multiplayer game. Why. Oh,

0:36:10.719 --> 0:36:13.000
<v Speaker 1>I couldn't find an answer to that. I guess maybe

0:36:13.000 --> 0:36:16.200
<v Speaker 1>at the time, no one really thought it through. Doom

0:36:16.280 --> 0:36:19.560
<v Speaker 1>three debuted in two thousand and four to mixed reviews.

0:36:19.920 --> 0:36:24.120
<v Speaker 1>It looked really pretty, The new game engine was phenomenal.

0:36:24.160 --> 0:36:28.440
<v Speaker 1>It had amazing lighting effects, lots of dynamic lighting in

0:36:28.520 --> 0:36:32.320
<v Speaker 1>that game, but many people felt that the actual design

0:36:32.400 --> 0:36:36.000
<v Speaker 1>of the enemies and the gameplay was pretty derivative. Enemies

0:36:36.360 --> 0:36:38.799
<v Speaker 1>tend to come straight at you once they spot you.

0:36:38.880 --> 0:36:41.440
<v Speaker 1>There wasn't a whole lot of variety to it. There

0:36:41.520 --> 0:36:44.080
<v Speaker 1>was a game mechanic that required you to switch between

0:36:44.120 --> 0:36:48.040
<v Speaker 1>a flashlight and your guns, which irritated people so much

0:36:48.040 --> 0:36:50.040
<v Speaker 1>that someone created a mod that allowed you to have

0:36:50.040 --> 0:36:53.640
<v Speaker 1>a flashlight taped to your gun, because they said, if

0:36:53.680 --> 0:36:58.920
<v Speaker 1>you're on Mars, you probably have tape. I think that's reasonable.

0:36:59.040 --> 0:37:01.439
<v Speaker 1>I remember playing this game and I did it without

0:37:01.480 --> 0:37:04.680
<v Speaker 1>the mod, and I hated that fact that you had

0:37:04.680 --> 0:37:06.960
<v Speaker 1>to switch between your flashlight and your gun. The whole

0:37:07.080 --> 0:37:10.320
<v Speaker 1>idea was to make it more exciting and to ramp

0:37:10.400 --> 0:37:15.360
<v Speaker 1>up the tension, but ultimately it just made me ticked off. Anyway,

0:37:15.400 --> 0:37:17.520
<v Speaker 1>the game was a huge hit, end up becoming the

0:37:17.560 --> 0:37:20.799
<v Speaker 1>top selling title in ID Software's history, partly because it

0:37:20.840 --> 0:37:23.920
<v Speaker 1>was available on multiple platforms like consoles in the PC.

0:37:25.000 --> 0:37:29.480
<v Speaker 1>In two thousand and five, Adrian Carmack left the company,

0:37:30.200 --> 0:37:33.960
<v Speaker 1>which meant that the only original founder remaining with the

0:37:34.000 --> 0:37:37.560
<v Speaker 1>company was John Carmack. And remember Adrian Carmack and John

0:37:37.640 --> 0:37:42.960
<v Speaker 1>Carmack not related. Adrian Carmack later sued ID Software. He

0:37:43.000 --> 0:37:45.680
<v Speaker 1>alleged that he was forced out of the company by

0:37:45.719 --> 0:37:48.560
<v Speaker 1>the other co owners so that they could get shares

0:37:48.719 --> 0:37:53.319
<v Speaker 1>of ownership of the company. So, according to Carmack, Adriancarmak,

0:37:53.360 --> 0:37:57.480
<v Speaker 1>that is, Activision had made an offer to purchase the

0:37:57.640 --> 0:38:02.840
<v Speaker 1>Doom Quake and Wolfenstein intellectual properties for about fifteen million dollars,

0:38:03.719 --> 0:38:06.680
<v Speaker 1>but he was rejected, or rather Activision was rejected by

0:38:06.680 --> 0:38:10.680
<v Speaker 1>id and then the other co owners of the company

0:38:11.120 --> 0:38:14.400
<v Speaker 1>tried to pressure Adrian Karmak to sell his shares back

0:38:14.719 --> 0:38:19.239
<v Speaker 1>to them for eleven million dollars. He said, well, that

0:38:19.600 --> 0:38:23.520
<v Speaker 1>severely undervalues the shares that I own. I own forty

0:38:23.560 --> 0:38:26.400
<v Speaker 1>one percent of ID Software. It's way too little money

0:38:26.400 --> 0:38:30.400
<v Speaker 1>for so valuable a property. Then they gave him an

0:38:30.440 --> 0:38:33.400
<v Speaker 1>offer of twenty million, according to Adrian Karmak, and then

0:38:33.920 --> 0:38:37.480
<v Speaker 1>they terminated him once he did not agree to sell

0:38:37.520 --> 0:38:41.440
<v Speaker 1>at that price. Ultimately, the lawsuit that he leveled against

0:38:41.440 --> 0:38:45.640
<v Speaker 1>ID Software never went anywhere, and that's most likely because

0:38:45.680 --> 0:38:48.920
<v Speaker 1>Activision never actually purchased ID Software, so it all remained

0:38:48.960 --> 0:38:54.040
<v Speaker 1>hypothetical in the first place. In two thousand and five,

0:38:54.719 --> 0:38:58.240
<v Speaker 1>a major major event happened, not just for ID Software,

0:38:58.280 --> 0:39:03.279
<v Speaker 1>but I would say the world. That's when the rock

0:39:04.320 --> 0:39:09.760
<v Speaker 1>Dwayne Johnson himself starred in the film version of Doom.

0:39:11.480 --> 0:39:13.920
<v Speaker 1>I guess you could say it was inspired by the game.

0:39:14.719 --> 0:39:18.480
<v Speaker 1>It wasn't really connected to Doom that much. There's a

0:39:18.520 --> 0:39:21.120
<v Speaker 1>first person perspective section in the film that's meant to

0:39:21.120 --> 0:39:23.840
<v Speaker 1>be a nod to the original source material. It's a

0:39:23.840 --> 0:39:26.320
<v Speaker 1>really cheesy movie. I saw it for free at a

0:39:26.360 --> 0:39:30.040
<v Speaker 1>pre screening and asked for my money back. It stands

0:39:30.040 --> 0:39:33.879
<v Speaker 1>at nineteen percent on Rotten Tomatoes. Just a reminder, though,

0:39:33.880 --> 0:39:36.359
<v Speaker 1>that the percentage on Rotten Tomatoes tells you how many

0:39:36.400 --> 0:39:39.480
<v Speaker 1>critics gave it a negative or a positive review. So

0:39:39.680 --> 0:39:43.520
<v Speaker 1>a nineteen percent movie isn't necessarily worse than, say, a

0:39:43.680 --> 0:39:46.840
<v Speaker 1>thirty percent movie. It just means fewer critics gave it

0:39:46.880 --> 0:39:48.880
<v Speaker 1>a positive review. If it's a movie that's right in

0:39:48.920 --> 0:39:52.840
<v Speaker 1>the middle somewhere, then it could go either way, right Like,

0:39:52.880 --> 0:39:55.720
<v Speaker 1>if it's a one out of ten scale and everyone

0:39:55.800 --> 0:39:59.400
<v Speaker 1>gives it a four, the percentage could be really low,

0:39:59.680 --> 0:40:01.560
<v Speaker 1>but you I would still say it's a better movie than

0:40:01.600 --> 0:40:06.000
<v Speaker 1>something that warrants a one. All that being said, Doom

0:40:06.040 --> 0:40:09.760
<v Speaker 1>the movie is awful. Don't watch it. It's terrible. Nineteen

0:40:09.800 --> 0:40:14.480
<v Speaker 1>percent is being generous. So John Carmack had decided that

0:40:14.520 --> 0:40:17.040
<v Speaker 1>he's going to work on another game, which means, yep,

0:40:17.160 --> 0:40:19.439
<v Speaker 1>you guessed it. He wanted to make an all new

0:40:19.560 --> 0:40:22.720
<v Speaker 1>gaming engine. Big surprise there, and so that meant there'd

0:40:22.760 --> 0:40:26.839
<v Speaker 1>be more years between games. Meanwhile, there were rumors that

0:40:26.960 --> 0:40:31.719
<v Speaker 1>other companies besides Activision were interested in ID Software. They

0:40:31.719 --> 0:40:34.920
<v Speaker 1>were still licensing out properties like Quake and Wolfenstein to

0:40:34.960 --> 0:40:39.440
<v Speaker 1>other companies. Reviews mostly criticized the style of play, echoing

0:40:39.520 --> 0:40:43.479
<v Speaker 1>the concerns Romero had expressed years earlier saying you guys

0:40:43.480 --> 0:40:46.720
<v Speaker 1>are stuck in a rut. Carmak, in the meantime, started

0:40:46.760 --> 0:40:49.319
<v Speaker 1>looking into mobile games and how he might make a

0:40:49.360 --> 0:40:52.680
<v Speaker 1>big impact there. One of the projects from his initiative

0:40:53.120 --> 0:40:56.520
<v Speaker 1>was called Orcs and Elves, which was the first new

0:40:56.600 --> 0:41:01.480
<v Speaker 1>intellectual property involving ID Software in years, and it was

0:41:01.520 --> 0:41:05.360
<v Speaker 1>for mobile platforms. In two thousand and nine, a company

0:41:05.360 --> 0:41:09.880
<v Speaker 1>called Zenemax Media approached ID Software in an acquisition deal,

0:41:10.040 --> 0:41:16.040
<v Speaker 1>which the company ultimately accepted. Zenemax Media also owned another

0:41:16.160 --> 0:41:20.560
<v Speaker 1>big name in computer games, Bethesda. That's the company behind

0:41:20.600 --> 0:41:23.560
<v Speaker 1>games like the most recent incarnation of the Fallout series

0:41:23.600 --> 0:41:28.200
<v Speaker 1>and the Elder Scrolls franchise. Now what set Zenomax Media

0:41:28.239 --> 0:41:32.000
<v Speaker 1>apart from other suitors was it had a reputation for

0:41:32.120 --> 0:41:35.040
<v Speaker 1>letting subsidiary companies follow their own paths in a more

0:41:35.120 --> 0:41:41.040
<v Speaker 1>or less hands off approach. This gave ID Software the

0:41:41.080 --> 0:41:44.920
<v Speaker 1>resources they would need to develop two games simultaneously, so

0:41:45.520 --> 0:41:47.640
<v Speaker 1>they could actually work on two titles at the same

0:41:47.680 --> 0:41:51.640
<v Speaker 1>time for the first time ever. Really. One of those

0:41:51.680 --> 0:41:54.719
<v Speaker 1>two titles was Rage and the other was a new

0:41:54.800 --> 0:41:59.440
<v Speaker 1>incarnation of Doom. Both games would end up using Carmac's

0:41:59.600 --> 0:42:06.040
<v Speaker 1>next game engine, called id Tech five. Rage launched in

0:42:06.080 --> 0:42:09.600
<v Speaker 1>twenty eleven. Totally new franchise. It set in a post

0:42:09.600 --> 0:42:13.560
<v Speaker 1>apocalyptic world and features players driving around, shooting its stuff

0:42:13.600 --> 0:42:17.200
<v Speaker 1>and generally causing mayhem. The team at ID Software called

0:42:17.200 --> 0:42:20.799
<v Speaker 1>it an open but directed world, meaning the player didn't

0:42:20.800 --> 0:42:24.279
<v Speaker 1>have absolute freedom to do everything, but had a lot

0:42:24.400 --> 0:42:27.360
<v Speaker 1>more options available with some guidance of what was to

0:42:27.400 --> 0:42:30.880
<v Speaker 1>come next. The game received good reviews but failed to

0:42:30.880 --> 0:42:33.719
<v Speaker 1>make a big impact on the market, possibly because by

0:42:33.800 --> 0:42:36.839
<v Speaker 1>twenty eleven the computer and video game industries were way

0:42:36.880 --> 0:42:39.400
<v Speaker 1>more competitive than they had been a few years earlier.

0:42:40.920 --> 0:42:45.600
<v Speaker 1>John Carmack also co founded a new company called Armadillo Aerospace.

0:42:46.280 --> 0:42:49.279
<v Speaker 1>His gig over there is to design spacecraft which is

0:42:49.320 --> 0:42:52.400
<v Speaker 1>a pretty nifty side project for a computer game designer.

0:42:53.120 --> 0:42:57.480
<v Speaker 1>On November twenty second, twenty thirteen, he resigned from ID Software.

0:42:58.320 --> 0:43:02.000
<v Speaker 1>Carmack had expressed excitement an interest in the Oculus virtual

0:43:02.040 --> 0:43:06.400
<v Speaker 1>reality platform. He had joined the company earlier in twenty thirteen,

0:43:06.800 --> 0:43:08.880
<v Speaker 1>and then realized that he was going to have to

0:43:09.120 --> 0:43:14.240
<v Speaker 1>switch to full time over at Oculus and leave ID Software.

0:43:14.400 --> 0:43:18.040
<v Speaker 1>His twenty two year tenure at ID Software came to

0:43:18.080 --> 0:43:20.520
<v Speaker 1>an end, and for the first time in its history,

0:43:20.920 --> 0:43:24.880
<v Speaker 1>ID Software no longer had a founding member on staff.

0:43:25.719 --> 0:43:29.080
<v Speaker 1>Carmack had said, I wanted to remain a technical advisor

0:43:29.120 --> 0:43:32.759
<v Speaker 1>for ID but it just didn't work out, probably for

0:43:32.800 --> 0:43:39.040
<v Speaker 1>the best, as the divided focus was challenging. ID Software's

0:43:39.080 --> 0:43:41.640
<v Speaker 1>new version of Doom took a little longer to come

0:43:41.640 --> 0:43:45.040
<v Speaker 1>out than they anticipated. It launched just last year on

0:43:45.120 --> 0:43:48.239
<v Speaker 1>May thirteenth, twenty sixteen. It's the fourth game in the

0:43:48.239 --> 0:43:52.240
<v Speaker 1>Doom franchise and technically is a second reboot of the series.

0:43:52.719 --> 0:43:55.160
<v Speaker 1>The setting is a research facility on Mars where a

0:43:55.239 --> 0:43:58.000
<v Speaker 1>portal to Hell has opened up, and the player takes

0:43:58.040 --> 0:44:01.480
<v Speaker 1>on the role of the Doom Slagh. It featured some

0:44:01.600 --> 0:44:04.120
<v Speaker 1>old school shooter mechanics such as the fact that your

0:44:04.120 --> 0:44:06.800
<v Speaker 1>health does not regenerate over time. You have to find

0:44:06.840 --> 0:44:09.760
<v Speaker 1>health packs and you don't have to worry about reloading weapons,

0:44:09.800 --> 0:44:12.479
<v Speaker 1>but you can run out of ammunition. And it also

0:44:12.560 --> 0:44:17.520
<v Speaker 1>brings back deathmatch modes. ID Software as the company continues

0:44:17.560 --> 0:44:21.320
<v Speaker 1>to work on new games on various platforms. But let's

0:44:21.320 --> 0:44:24.520
<v Speaker 1>talk about the old founders and some of their coworkers.

0:44:24.520 --> 0:44:28.080
<v Speaker 1>Where are they now? John Romero went on to found

0:44:28.160 --> 0:44:31.000
<v Speaker 1>other studios like ion Storm, which he left in two

0:44:31.040 --> 0:44:34.560
<v Speaker 1>thousand and one. After he left, the Dallas office closed,

0:44:34.960 --> 0:44:39.160
<v Speaker 1>and then about four years later, the Austin office for

0:44:39.520 --> 0:44:43.239
<v Speaker 1>ion Storm closed. That's a whole story in itself. He

0:44:43.280 --> 0:44:46.200
<v Speaker 1>also worked at Midway for a while and Gazillion before

0:44:46.239 --> 0:44:49.480
<v Speaker 1>he founded a new social gaming company called loot Drop,

0:44:50.080 --> 0:44:52.319
<v Speaker 1>and he and his wife, Brenda Romero do a lot

0:44:52.320 --> 0:44:57.520
<v Speaker 1>of advocacy work for education. John Carmack is with Oculus,

0:44:57.560 --> 0:45:00.319
<v Speaker 1>which is part of Facebook. He continues to be big

0:45:00.360 --> 0:45:03.600
<v Speaker 1>advocate for virtual reality in general and is still quite

0:45:03.640 --> 0:45:06.920
<v Speaker 1>outspoken in the world of tech. Tom Hall, who was

0:45:07.000 --> 0:45:10.279
<v Speaker 1>the first of the founders to leave ID Software, co

0:45:10.400 --> 0:45:15.000
<v Speaker 1>founded ion Storm with Romero. Obviously that did not last.

0:45:15.040 --> 0:45:18.360
<v Speaker 1>He also has worked at Midway Games along with Romero

0:45:18.880 --> 0:45:23.799
<v Speaker 1>and at Loot Drop along with Romero. Adrian Karmak got

0:45:23.800 --> 0:45:26.560
<v Speaker 1>out of the game business after all his contentious departure,

0:45:26.600 --> 0:45:29.719
<v Speaker 1>at least for a while. He returned fairly recently. In

0:45:29.760 --> 0:45:33.719
<v Speaker 1>April twenty sixteen, John Romero released a video teasing a

0:45:33.800 --> 0:45:37.640
<v Speaker 1>new first person shooter and announced that Adrian Carmack was

0:45:37.719 --> 0:45:41.400
<v Speaker 1>involved in the project. It was called black Room, and

0:45:41.480 --> 0:45:44.560
<v Speaker 1>it was all attached to a Kickstarter campaign, but the

0:45:44.600 --> 0:45:48.879
<v Speaker 1>campaign was canceled in just four days before it could

0:45:48.920 --> 0:45:51.520
<v Speaker 1>reach its seven hundred thousand dollars goal. It had hit

0:45:51.600 --> 0:45:55.200
<v Speaker 1>one hundred and thirty one thousand before Romero canceled the

0:45:55.440 --> 0:45:58.520
<v Speaker 1>Kickstarter campaign. He said that he was canceling it until

0:45:58.560 --> 0:46:01.440
<v Speaker 1>they could produce a working to show gamers what the

0:46:01.480 --> 0:46:04.560
<v Speaker 1>finished product would be like, so that people weren't just

0:46:04.680 --> 0:46:10.880
<v Speaker 1>backing an idea that may not ever materialize. Sandy Peterson

0:46:10.960 --> 0:46:13.879
<v Speaker 1>had left ID Software in nineteen ninety seven. He joined

0:46:13.920 --> 0:46:17.000
<v Speaker 1>a company called Ensemble Studios in nineteen ninety seven and

0:46:17.040 --> 0:46:19.920
<v Speaker 1>got involved in a little game called Age of Empires,

0:46:20.280 --> 0:46:23.840
<v Speaker 1>which met with some success. These days, he tends to

0:46:23.840 --> 0:46:27.240
<v Speaker 1>work on cool board games. There's one called Cuthulhu Wars

0:46:27.239 --> 0:46:29.000
<v Speaker 1>that I really want to try out. It also has

0:46:29.040 --> 0:46:33.120
<v Speaker 1>a video game version and was a highly successful crowdfunded project.

0:46:33.840 --> 0:46:37.080
<v Speaker 1>Kevin Cloud remained at ID Software and served as creative

0:46:37.120 --> 0:46:39.080
<v Speaker 1>director for the company for a while. One of the

0:46:39.080 --> 0:46:41.560
<v Speaker 1>notes trivia I've found out about Kevin Cloud is that

0:46:42.239 --> 0:46:44.520
<v Speaker 1>when you look down and you see the hands and

0:46:44.640 --> 0:46:49.080
<v Speaker 1>Doom and Doom too, those are Kevin Cloud's hands. And

0:46:49.239 --> 0:46:52.719
<v Speaker 1>that concludes the discussion about the ID Software story a

0:46:52.840 --> 0:46:55.720
<v Speaker 1>two parter. I could probably have gone into much more detail.

0:46:56.400 --> 0:46:59.000
<v Speaker 1>There's so much to talk about, and that company was

0:46:59.080 --> 0:47:03.240
<v Speaker 1>incredibly in luential, so maybe at some point I will

0:47:03.360 --> 0:47:06.120
<v Speaker 1>take another stab at it. We'll see, but I feel

0:47:06.160 --> 0:47:09.360
<v Speaker 1>like those are pretty good start for getting a handle

0:47:09.400 --> 0:47:12.240
<v Speaker 1>on what ID Software was and how it was important.

0:47:12.640 --> 0:47:14.680
<v Speaker 1>I hope all of you out there are doing well.

0:47:15.640 --> 0:47:24.759
<v Speaker 1>I'll talk to you again really soon. Tech Stuff is

0:47:24.800 --> 0:47:29.360
<v Speaker 1>an iHeartRadio production. For more podcasts from iHeartRadio, visit the

0:47:29.400 --> 0:47:33.040
<v Speaker 1>iHeartRadio app, Apple Podcasts, or wherever you listen to your

0:47:33.080 --> 0:47:37.320
<v Speaker 1>favorite shows.