"There were ideas of abstract environments – medieval type stuff – but there wasn't any written-down design for Quake during its first year," Romero says of the game's initial design push. However, the sheer complexity of building the tech for Quake resulted in a situation where its engine continually evolved over the course of a year, which hardly helped Romero's efforts to manage the game's design process. "We had never done this before, so it was a big technical undertaking, and since we were doing so much new with this engine we thought: 'Well, what can we do that's new in game design? Let's not tie ourselves to what we've done in the past with military themes, but maybe get closer to D&D with Quake'." "The idea was that we were going to have a full-3D engine that was on the internet and was scriptable in its own language," Romero explains. Lovecraft, as I'd just been exposed to him."īut in order to do justice to Lovecraft's nightmarish fiction, Quake's newfound aesthetic would need to be underpinned by cutting-edge tech, as Romero and his Quake team soon became aware of. Sandy basically said: 'Oh, no, no.' He gave me these Chaosium books, and when I read them I was mind-destroyed I was just blown away by the monsters. "I had heard his name, but I thought he was just a classic writer. "When that decision was made, I basically decided that I was going to be leaving when the game was over" John Romeroīeyond Quake's striking name, the well-oiled machine known as id further differentiated its latest concept from the Doom franchise when one of Romero's fellow designers introduced him to the Gothic horror writings of cult author H. With Quake, there were only nine of us, but by that time everyone on the team was awesome." We got Doom done mostly with only five people, and then we got a sixth person during the last few months. Wolfenstein was four people, and it took us four months to make. "We used to make games in two months – we made 11 games in 1991. "We had been making games for over 10 years before Wolfenstein, so we were already experts before we got together," Romero beams. Furthermore, prior to id's formation the company's founders had spent close to a decade in games development honing their respective skills on an impressive number of releases.Īfter conquering mainstream gaming with Doom, id next produced a well-received sequel in 1994 with Doom 2 and, buoyed by the follow-up's success, the nine-man team moved on to their next project – Quake – with a belief that they were unstoppable, as id co-founder John Romero recalls. While many gamers didn't become aware of id Software until the release of the firm's genre defining IP Doom in 1993, it had actually been developing first-person shooters for several years before the arrival of its breakthrough title.
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