id Software
Parent ZeniMax Media (2009–present) | | |
Divisions | id Software Frankfurt | |
---|---|---|
Website | idsoftware.com |
id Software LLC (
id Software made important technological developments in video game technologies for the PC (running MS-DOS and Windows), including work done for the Wolfenstein, Doom, and Quake franchises at the time. id's work was particularly important in 3D computer graphics technology and in game engines that are used throughout the video game industry. The company was involved in the creation of the first-person shooter (FPS) genre: Wolfenstein 3D is often considered to be the first true FPS; Doom is a game that popularized the genre and PC gaming in general; and Quake was id's first true 3D FPS.
On June 24, 2009, ZeniMax Media acquired the company. In 2015, they opened a second studio in Frankfurt, Germany.[2]
History
Formation
The founders of id Software –
Around the same time in 1990,
The shareware distribution method was initially employed by id Software through Apogee Software to sell their products, such as the Commander Keen, Wolfenstein and Doom games.[9] They would release the first part of their trilogy as shareware, then sell the other two installments by mail order. Only later (about the time of the release of Doom II) did id Software release their games via more traditional shrink-wrapped boxes in stores (through other game publishers).
After Wolfenstein 3D's great success, id began working on Doom. After Hall left the company, Sandy Petersen and Dave Taylor were hired before the release of Doom in December 1993.[10]
The end of the classic lineup
Quake was released on June 22, 1996 and was considered a difficult game to develop due to creative differences. Animosity grew within the company and it caused a conflict between Carmack and Romero, which led the latter to leave id after the game's release. Soon after, other staff left the company as well such as Michael Abrash, Shawn Green, Jay Wilbur, Petersen and Mike Wilson.[11] Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. In fact, he volunteered to take lead as he had five years of experience as project manager in MicroProse but he was turned down by Carmack.[12]
ZeniMax Media and Microsoft
On June 24, 2009, it was announced that id Software had been acquired by ZeniMax Media (owner of Bethesda Softworks). The deal would eventually affect publishing deals id Software had before the acquisition, namely Rage, which was being published through Electronic Arts.[13] ZeniMax received in July a $105 million investment from StrongMail Systems for the id acquisition, it's unknown if that was the exact price of the deal.[14][15] id Software moved from the "cube-shaped" Mesquite office to a location in Richardson, Texas during the spring of 2011.[16]
On June 26, 2013, id Software president Todd Hollenshead quit after 17 years of service.[17]
On November 22, 2013, it was announced id Software co-founder and Technical Director John Carmack had fully resigned from the company to work full-time at
He was the last of the original founders to leave the company.Tim Willits left the company in 2019.[20] ZeniMax Media was acquired by Microsoft for US$7.5 billion in March 2021 and became part of Xbox Game Studios.[21][22]
Company name
The company writes its name with a lowercase id, which is pronounced as in "did" or "kid", and, according to the book
Key employees
- Kevin Cloud – Artist (1992-2006), Executive producer (2007–present)
- Donna Jackson – Office manager / "id mom" (1994–present)[25][26]
- Marty Stratton – Director of Business Development (1997-2006), Executive Producer[27] (2006–present) Studio Director (2019–present)
- Robert Duffy – Chief Technology Officer[27] (1998–present)
- Hugo Martin – Creative Director[28] (2013–present)
Former key employees
Arranged in chronological order:
- level designer, writer, creative director (1991–1993). After a dispute with John Carmack over the designs of Doom, Hall was forced to resign from id Software in August 1993. He joined 3D Realmssoon afterwards.
- Bobby Prince– Music composer (1991–1994). A freelance musician who went on to pursue other projects after Doom II.
- Programmer (1993–1996). Taylor left id Software and co-founded Crack dot Com.
- along with Hall on November 15, 1996.
- Michael Abrash – Programmer (1995–1996). Returned to Microsoft after the release of Quake, but eventually worked with Carmack again at Reality Labs.
- Shawn Green – Software support (1991–1996). Left id Software to join Romero at Ion Storm.
- Jay Wilbur – Business manager (1991–1997). Left id Software after Romero's departure and joined Epic Games in 1997.
- Sandy Petersen – Level designer (1993–1997). Left id Software for Ensemble Studios in 1997.
- Mike Wilson – PR and marketing (1994–1997). Left id Software to become CEO of Ion Storm with Romero. Left a year later to found Gathering of Developers and later Devolver Digital.
- American McGee – Level designer (1993–1998). McGee was fired after the release of Quake II. He joined Electronic Arts and created American McGee's Alice.
- Adrian Carmack – Co-founder, artist (1991–2005). Carmack was forced out of id Software after the release of Doom 3 because he would not sell his stock at a low price to the other owners.[30] Adrian sued id Software and the lawsuit was settled during the Zenimax acquisition in 2009.[31]
- Todd Hollenshead – President (1996–2013) Left id Software on good terms to work at Nerve Software.
- Oculus VRon August 7, 2013, as a side project, but unable to handle two companies at the same time, Carmack resigned from id Software on November 22, 2013, to pursue Oculus full-time, making him the last founding member to leave the company.
- Tim Willits – Level designer (1995– 2001), creative director (2002–2011), studio director (2012–2019)[32] He is now the chief creative officer at Saber Interactive.[33]
Timeline
Game development
Technology
Starting with their first shareware game series, Commander Keen, id Software has licensed the core source code for the game, or what is more commonly known as the engine. Brainstormed by
id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen, Wolfenstein 3D, ShadowCaster,[34] Doom, Quake, Quake II, and Quake III, as well as the technology used in making Doom 3. After being used first for id Software's in-house game, the engines are licensed out to other developers. According to Eurogamer.net, "id Software has been synonymous with PC game engines since the concept of a detached game engine was first popularized". During the mid to late 1990s, "the launch of each successive round of technology it's been expected to occupy a headlining position", with the Quake III engine being most widely adopted of their engines. However id Tech 4 had far fewer licensees than the Unreal Engine from Epic Games, due to the long development time that went into Doom 3 which id Software had to release before licensing out that engine to others.
Despite his enthusiasm for open source code, Carmack revealed in 2011 that he had no interest in licensing the technology to the mass market. Beginning with Wolfenstein 3D, he felt bothered when third-party companies started "pestering" him to license the id tech engine, adding that he wanted to focus on new technology instead of providing support to existing ones. He felt very strongly that this was not why he signed up to be a game programmer for; to be "holding the hands" of other game developers. Carmack commended Epic Games for pursuing the licensing to the market beginning with Unreal Engine 3. Even though the said company has gained more success with its game engine than id Software over the years, Carmack had no regrets by his decision and continued to focus on open source until his departure from the company in 2013.[35]
In conjunction with his self-professed affinity for sharing
The GPL release of the Quake III engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.
On August 4, 2011, John Carmack revealed during his QuakeCon 2011 keynote that they will be releasing the source code of the Doom 3 engine (id Tech 4) during the year.[37]
id Software publicly stated they would not support the Wii console (possibly due to technical limitations),[38] although they have since indicated that they may release titles on that platform (although it would be limited to their games released during the 1990s).[39] They continued this policy with the Wii U but for Nintendo Switch, they collaborated with Panic Button starting with 2016's Doom and Wolfenstein II: The New Colossus.
Since id Software revealed their engine id Tech 5, they call their engines "id Tech", followed by a version number.[40] Older engines have retroactively been renamed to fit this scheme, with the Doom engine as id Tech 1.
IMF Music File Format
IMF ("id music file" or "id's music format") is an
A large number of songs in id Software's early games (such as Commander Keen and Wolfenstein 3D) were composed by
Linux gaming
id Software was an early pioneer in the
The tradition of porting to Linux was first started by
John Carmack has expressed his stance with regard to Linux builds in the past.
Despite no longer releasing native binaries, id was an early adopter of
Games
Commander Keen
Wolfenstein
The company's breakout product was released on May 5, 1992:
Doom
Eighteen months after their release of Wolfenstein 3D, on December 10, 1993, id Software released
Quake
On June 22, 1996, the release of
In 2008, id Software was honored at the 59th Annual
The
There have also been other spin-offs such as Quake Mobile in 2005 and Quake Live, an internet browser based modification of Quake III. A game called Quake Arena DS was planned and canceled for the Nintendo DS. John Carmack stated, at QuakeCon 2007, that the id Tech 5 engine would be used for a new Quake game.
Rage
Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's
On July 14, 2008, id Software announced at the 2008
On August 12, 2010, during Quakecon 2010, id Software announced Rage US ship date of September 13, 2011, and a European ship date of September 15, 2011.[71] During the keynote, id Software also demonstrated a Rage spin-off title running on the iPhone.[72] This technology demo later became Rage HD. The game was ultimately released in October 2011.[73]
On May 14, 2018, Bethesda Softworks announced
Other games
During its early days, id Software produced much more varied games; these include the early 3D first-person shooter experiments that led to
Other media
id Software has also published novels based on the Doom series
id Software became involved in film development when they oversaw the film adaption of their
Controversy
id Software was the target of controversy over two of their most popular games, Doom and the earlier Wolfenstein 3D. More recently in 2022, id Software found themselves mired in a controversy concerning libel against Doom Eternal's composer.
Doom
Doom was notorious for its high levels of
The game again sparked controversy throughout a period of
While Doom and other violent video games have been blamed for nationally covered school shootings, 2008 research featured by Greater Good Science Center[79] shows that the two are not closely related. Harvard Medical School researchers Cheryl Olson and Lawrence Kutner found that violent video games did not correlate to school shootings. The United States Secret Service and United States Department of Education analyzed 37 incidents of school violence and sought to develop a profile of school shooters; they discovered that the most common traits among shooters were that they were male and had histories of depression and attempted suicide. While many of the killers—like the vast majority of young teenage boys—did play video games, this study did not find a relationship between gameplay and school shootings. In fact, only one-eighth of the shooters showed any special interest in violent video games, far less than the number of shooters who seemed attracted to books and movies with violent content.[80]
Wolfenstein 3D
As for Wolfenstein 3D, due to its use of Nazi symbols such as the swastika and the anthem of the Nazi Party, Horst-Wessel-Lied, as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994. Despite the fact that Nazis are portrayed as the enemy in Wolfenstein, the use of those symbols is a federal offense in Germany unless certain circumstances apply. Similarly, the Atari Jaguar version was confiscated following a verdict by the Amtsgericht Berlin Tiergarten on December 7, 1994. The Unterhaltungssoftware Selbstkontrolle lifted the outright ban in 2018 in favor of analysing depictions on a case-by-case basis, and the international version of the game was removed from the list of banned titles in 2019.[81][82]
Due to concerns from Nintendo of America, the Super NES version was modified to not include any swastikas or Nazi references; furthermore, blood was replaced with sweat to make the game seem less violent, and the attack dogs in the game were replaced by giant mutant rats. Employees of id Software are quoted in The Official DOOM Player Guide about the reaction to Wolfenstein, claiming it to be ironic that it was morally acceptable to shoot people and rats, but not dogs. Two new weapons were added as well. The Super NES version was not as successful as the PC version.[citation needed] [83]
Soundtrack dispute
In May 2020, after the Doom Eternal Original Soundtrack was released,[84] there was a serious backlash to the Doom Eternal OST and accusations of low quality work that did not match composer Mick Gordon's usual standards. On April 19, Gordon confirmed on Twitter that it was not his work,[85] and Marty Stratton subsequently posted on May 20 a 2,500-word open letter[86] on Reddit blaming Gordon for everything that went wrong with the process of creating music for the soundtrack.[85][86] Following this, public outcry against Gordon reached a level where he received explicit death threats and graphic messages of intent to harm him and his family. Gordon's message accounts, servers, and phones were allegedly inundated with abuse to extreme levels, seriously impacting his mental health.[87]
On November 9, 2022, Mick published a 14,000-word article on Medium[88] explaining his side of the story as a defensive rebuttal of the nine outlined accusations in Stratton's post (described as "an extensive series of lies"), substantiated with various forms of evidence including photographs of emails, receipts, and file metadata to verify his claims.[89][87][90] It included claims that Gordon had yet to receive over half of his payment for his work and awards from the soundtrack's nominations at The Game Awards 2020 Stratton had reportedly claimed to deliver on Gordon's behalf; that his name had been listed on the OST's pre-order for weeks before Bethesda had contracted him to work on it just 48 hours before the game's release; Mossholder had been composing an alternate version of the OST as early as August 2019, and in response to request from Gordon's lawyers for Stratton's Reddit post to be removed, he was offered six figures in exchange for a lifetime gag order, but never the possibility of Stratton's defamatory post being removed.[88]
On November 16, 2022 Bethesda released a statement backing Marty Stratton, Chad Mossholder, and everyone in the id software team. Their statement further claimed that they had evidence to rebut Gordon's claims, without releasing mentioned evidence, and expressed concern that his statement enticed harassment and violence towards the team.[91]
People
In 2003, the book Masters of Doom chronicled the development of id Software, concentrating on the personalities and interaction of John Carmack and John Romero. Below are the key people involved with id's success.
John Carmack
Carmack's skill at
John Romero
John Romero saw the horizontal scrolling demo Dangerous Dave in Copyright Infringement and immediately had the idea to form id Software on September 20, 1990.[92] Romero pioneered the game engine licensing business with his "id Summer Seminar" in 1991 where the Keen4 engine was licensed to Apogee for Biomenace.[93] John also worked closely with the DOOM community and was the face of id to its fans. One success of this engagement was the fan-made game Final DOOM, published in 1996.[94] John also created the control scheme for the FPS, and the abstract level design style of DOOM that influenced many 3D games that came after it.[95] John added par times to Wolfenstein 3D, and then DOOM, which started the phenomenon of Speedrunning.[96] Romero wrote almost all the tools that enabled id Software and many others to develop games with id Software's technology.[97] Romero was forced to resign in 1996 after the release of Quake, then later formed the company Ion Storm. There, he became infamous through the development of Daikatana, which was received negatively from reviewers and gamers alike upon release. Afterward, Romero co-founded The Guildhall in Dallas, Texas,[98] served as chairman of the CPL eSports league,[99] created an MMORPG publisher and developer named Gazillion Entertainment,[99] created a hit Facebook game named Ravenwood Fair that garnered 25 million monthly players in 2011,[100] and started Romero Games in Galway, Ireland in 2015.[101]
Both Tom Hall and John Romero have reputations as designers and idea men who have helped shape some of the key PC gaming titles of the 1990s.
Tom Hall
Tom Hall was forced to resign by id Software during the early days of Doom development, but not before he had some impact; for example, he was responsible for the inclusion of teleporters in the game. He was let go before the shareware release of Doom and then went to work for Apogee, developing Rise of the Triad with the "Developers of Incredible Power". When he finished work on that game, he found he was not compatible with the Prey development team at Apogee, and therefore left to join his ex-id Software compatriot John Romero at Ion Storm. Hall has frequently commented that if he could obtain the rights to Commander Keen, he would immediately develop another Keen title.
Sandy Petersen
Sandy Petersen was a level designer for 19 of the 27 levels in the original Doom title as well as 17 of the 32 levels of Doom II. As a fan of
American McGee
American McGee was a
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- ^ "Romero Bio at GDC". Archived from the original on October 26, 2021. Retrieved October 26, 2021.
- ^ a b John Romero
- ^ Ravenwood Fair
- ^ Romero Games
Bibliography
- Kushner, David (2003). ISBN 0-375-50524-5.