Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.

Hageman id software project

  • Loggen Sie sich ein, um Kommentare anzuzeigen.

  • Gehören Sie zu den Ersten, denen das gefällt!

Hageman id software project

  1. 1. Id Software From Rise to Fall By Adam Hageman
  2. 2. The Early Days <ul><li>Softdisk wanted to get into the Game market </li></ul><ul><ul><li>Created a sub label &quot;Gamers Edge&quot; </li></ul></ul><ul><ul><ul><li>Hired: </li></ul></ul></ul><ul><ul><ul><ul><li>John Romero – Built software tools and designed games </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Adrian Carmack – Artist </li></ul></ul></ul></ul><ul><ul><ul><ul><li>John Carmack – Programmer and Genius </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Tom Hall - Programmer </li></ul></ul></ul></ul><ul><ul><li>Romero convinced Softdisk that PC Games were the way of the future </li></ul></ul><ul><ul><ul><li>Problem was, Pcs of that era were not equipped to handle scrolling graphics. </li></ul></ul></ul>
  3. 4. Scott Miller <ul><li>Scott Miller – Established Apogee </li></ul><ul><ul><li>Designed a distribution model that used the internet. </li></ul></ul><ul><ul><ul><li>He would put up a game online for free </li></ul></ul></ul><ul><ul><ul><li>Anybody could download it and play it </li></ul></ul></ul><ul><ul><ul><li>At the end of the trial a screen would come up saying that if they wanted to play the rest of the game, They would have to mail in a check. </li></ul></ul></ul><ul><ul><ul><ul><li>Cut out Marketers, Distributers, and all the middle men. </li></ul></ul></ul></ul>
  4. 6. A little white lie <ul><li>Scott Miller discovered a game </li></ul><ul><ul><li>Pyramids of Egypt, Developed by John Romero. </li></ul></ul><ul><ul><ul><li>Wanted to team up with John and work something out with him </li></ul></ul></ul><ul><li>Softdisk would frequently read their programmer's </li></ul><ul><ul><li>Made sure other companies were not trying to steal their programmers. </li></ul></ul><ul><li>To get around this, Scott sent fake fan mail to John, pretending to be a different person each time but leaving the same callback number and address. </li></ul>
  5. 7. John Romero: ''The is one of the &quot;legendary&quot; letters that Scott Miller (CEO of 3D Realms; back then Apogee Software) wrote me trying to get me to contact him so we could work together. You'll see he changed his name at the end of the letter because he was paranoid that Softdisk would be screening all mail that was delivered to their employees to prevent poaching. The reason Scott wanted to contact me is because he saw my PC game Pyramids of Egypt (which was a conversion from the 1985 Apple // version) published on Big Blue Disk and wanted to know if I would do a derivative of that game for him to publish. He wrote a few more of these kinds of crazy letters before I contacted him (one of them said, &quot;Please write back! I'm 65 years old!&quot; LOL!)''
  6. 8. The Discovery <ul><li>John never called </li></ul><ul><ul><li>BUT, While reading a PC Games article on Scott miller, He noticed the address at the bottem. </li></ul></ul><ul><ul><ul><li>He went over to his wall where he pinned all his fan mail up and recognized the address. </li></ul></ul></ul><ul><ul><ul><li>John was OUTRAGED. </li></ul></ul></ul><ul><ul><ul><ul><li>He thought Scott was some crazy guy </li></ul></ul></ul></ul><ul><ul><ul><ul><li>John Romero sent an angry letter to Scott in reply, Explained that he did not appreciate being lied to. </li></ul></ul></ul></ul><ul><ul><ul><ul><ul><li>John Romero left a call back number. </li></ul></ul></ul></ul></ul><ul><ul><ul><ul><li>Scott called him back immediately, Apologized, and offered him a deal. </li></ul></ul></ul></ul><ul><ul><ul><ul><ul><li>If Romero would make a game for him, He would get a huge percentage of the profits. </li></ul></ul></ul></ul></ul><ul><ul><ul><ul><ul><li>Romero was no longer angry </li></ul></ul></ul></ul></ul>
  7. 9. John Romero: ''Here's the letter Scott wrote me just after we got in touch over the phone about possibly doing some work with him. You can see that I told him they don't go through personal mail and it was okay to send it directly to me at work.''
  8. 10. Spontanious Breakthrough <ul><li>Without telling the world, John Carmack changed the world </li></ul><ul><ul><li>Figured out a way to get scrolling graphics to work on a PC </li></ul></ul><ul><ul><li>&quot;If the sky is always the same shade of blue, Why redraw it? Why not redraw only the parts that move?&quot; </li></ul></ul><ul><ul><li>That night, John Carmak and his friend John Hall stayed up and remade the entire first level of Super Mario brothers 3. </li></ul></ul><ul><ul><ul><li>When they were finished, They left a copy on John Romero's Desk. </li></ul></ul></ul>
  9. 11. Dangerous Dave in Copyright Infringement <ul><li>The next morning when John Romero came into work, </li></ul><ul><ul><li>He saw the disk and loaded it up. </li></ul></ul><ul><ul><ul><li>The screen read &quot;Dangerous Dave in Copyright Infringement&quot; </li></ul></ul></ul><ul><ul><li>When the game loaded up and John hit the arrow key and saw that the screen scrolled, He was blown away. </li></ul></ul><ul><ul><li>Side Scrollers were the holy grail of gaming </li></ul></ul><ul><ul><ul><li>Now Pc's were able to use the technique. </li></ul></ul></ul>
  10. 14. No PC for Super Mario 3 <ul><li>Next few weeks they remade Super Maro 3 </li></ul><ul><ul><li>Not just the full level, but the entire game. </li></ul></ul><ul><ul><li>&quot;Borrowed&quot; their work computers ever weekend and would bring them back early monday morning </li></ul></ul><ul><ul><li>Tried to sell their conversion to Nintendo </li></ul></ul><ul><ul><ul><li>All they had to do was pay them for their work </li></ul></ul></ul><ul><ul><ul><li>Nintendo Declined </li></ul></ul></ul><ul><ul><ul><li>The guys were CRUSHED </li></ul></ul></ul><ul><ul><li>John Romero remembered about Scott Miller. </li></ul></ul><ul><ul><ul><li>Why Remake Mario when they could make their own games and sell them with a man dieing to work with them. </li></ul></ul></ul>
  11. 15. Commander Keen in Command <ul><li>John called up Scott Miller and told him they could make a game for him. Best of all, It could scroll. </li></ul><ul><ul><li>Scott miller was estatic! </li></ul></ul><ul><li>Once again, the guys borrowed their work computers. </li></ul><ul><ul><li>Created Commander Keen. </li></ul></ul><ul><ul><ul><li>Scott Miller released the trial on December 14th, 1990. </li></ul></ul></ul><ul><ul><ul><li>After only 10 days, Commander Keen alone made $30,000 </li></ul></ul></ul><ul><ul><ul><ul><li>(Huge Success, The game market was a lot smaller back then) </li></ul></ul></ul></ul>
  12. 16. John Romero: ''Here's the first offical letter written from id Software to Apogee Software detailing our plans to develop the first Commander Keen trilogy. The signatures are: John Romero, John Carmack, Tom Hall, Jay Wilbur and you'll see we were calling ourself Ideas From The Deep at the very beginning - that was a company that myself and Lane Roathe started in February 1989. IFD is still around today: http://www.ifd.com and Lane Roathe is still operating it!''
  13. 17. Id, In Demand <ul><li>Febuary 1st, 1991 </li></ul><ul><ul><li>John Romero, John Carmack, and Adrian Carmack left Softdisk to develop on their own </li></ul></ul><ul><ul><li>Called themselves &quot;Ideas From the Deep&quot; </li></ul></ul><ul><ul><ul><li>Later decided to shorten it to Id Software </li></ul></ul></ul><ul><ul><ul><ul><li>And thus, Id Software was born. </li></ul></ul></ul></ul><ul><ul><li>Tom Hall joined Id Software a few months later. </li></ul></ul><ul><ul><ul><li>Had to finish his latest project at Softdisk. </li></ul></ul></ul>
  14. 18. John Romero, Kevin Cloud, Adrian Carmack John Carmack John Romero's Business Card
  15. 19. Adding an Extra Dimension <ul><li>Id Software was stuck with Softdisk </li></ul><ul><ul><li>Carmak created his tech on Softdisk's time and created Commander Keen on Softdisk Computers. </li></ul></ul><ul><ul><ul><li>Softdisk never got any of the profits </li></ul></ul></ul><ul><ul><li>Id Software agreed to develop a game for Softdisk every two months for $5000 per game </li></ul></ul><ul><li>Winged Commander had been released in the previous year </li></ul><ul><ul><li>Provided the guys at Id with inspiration. </li></ul></ul><ul><ul><li>Effects were slow. Graphics were a huge drain on the computer </li></ul></ul><ul><ul><ul><li>John Carmack knew he could do a better job </li></ul></ul></ul>
  16. 20. Id Tech <ul><li>April 1991, Id created Hovertank 3D </li></ul><ul><ul><li>Early 3D Game </li></ul></ul><ul><ul><li>Walls were solid colors </li></ul></ul><ul><ul><li>Enemys were simple </li></ul></ul><ul><ul><li>Gameplay was nothing special </li></ul></ul><ul><li>On the other hand, </li></ul><ul><ul><li>Movement was smooth, Unlike other 3D Games of the time </li></ul></ul><ul><ul><li>Used the first version of Carmack's Engine. </li></ul></ul><ul><li>Failure </li></ul><ul><ul><li>Softdisk's distribution technique was outdated and word didn't spread like Scott Miller's Technique. </li></ul></ul>
  17. 22. Hello Wisconsin, Goodbye Louisiana <ul><li>September, 1991 </li></ul><ul><ul><li>The guys at Id Software were tired of Louisiana and decided to move </li></ul></ul><ul><ul><li>Tom Hall convinced them to move to Madison. Wisconsin. </li></ul></ul><ul><ul><ul><li>Setup shop in their apartments </li></ul></ul></ul><ul><li>Still had their promise with Softdisk. </li></ul><ul><ul><li>Decided to try and make another 3D Game </li></ul></ul>
  18. 23. John Romero: ''Right in the middle of the picture is the apartment where John Carmack lived and id Software worked. It was a 3 bedroom apartment so John was upstairs and all the id equipment was downstairs. We were only here for 6 months. The sky was just as gray back then so we just stayed inside and made Keens 4-6 and the beginning of Wolfenstein 3D.''
  19. 24. Catacomb 3D <ul><li>November 1991, Catacomb 3D released </li></ul><ul><ul><li>HUGE Technological advancements made to Carmack's Game Engine </li></ul></ul><ul><ul><ul><li>Walls were textured rather then solid colors </li></ul></ul></ul><ul><ul><ul><li>Higher Resolution graphics </li></ul></ul></ul><ul><ul><ul><li>More images on screen at once (More enemys) </li></ul></ul></ul><ul><ul><li>By getting rid of the Vehicle aspect similar to Hovertanks 3D, Players were more immersed. </li></ul></ul><ul><li>When Scott Miller (Internet Distributer, Apogee) Saw Catacomb 3D, He was blown away. </li></ul>
  20. 26. The Revival <ul><li>Scott miller had asked the guys if they wanted to make a game for them </li></ul><ul><ul><li>They Agreed </li></ul></ul><ul><ul><ul><li>Carmak had been working on even more improvements to his Game Engine. </li></ul></ul></ul><ul><ul><ul><ul><li>Needed an excuse to put it to use </li></ul></ul></ul></ul><ul><ul><li>John Romero suggested they remake Castle Wolfenstine(1981) </li></ul></ul><ul><ul><ul><li>A game where a prisoner of war in a Nazi fortress tries to break out and find his freedom </li></ul></ul></ul><ul><ul><ul><li>Company that previously owned Castle Wolfenstine went broke and lost the copyright </li></ul></ul></ul><ul><ul><ul><ul><li>Wolfenstine became Public domain </li></ul></ul></ul></ul>
  21. 28. The First Disagreement <ul><li>Everyone was excited about the project, Expecially John Romero </li></ul><ul><ul><li>John Romero took over design of the game (Suppose to be Tom Halls job) </li></ul></ul><ul><ul><li>The guys wanted to move onto more adult themes and bring action and gore into the game </li></ul></ul><ul><ul><ul><li>Tom Hall thought games were suppose to be light hearted and fun </li></ul></ul></ul><ul><ul><ul><li>He did not like the direction the company was moving in </li></ul></ul></ul>
  22. 29. Wolfen$tine <ul><li>Wolfenstine 3D Released to the internet on May 5th, 1992 Through Apogee </li></ul><ul><ul><li>Word of it's release spread quickly </li></ul></ul><ul><ul><ul><li>Wolfenstine 3D Brought in $200,000 a month....for a year and a half. </li></ul></ul></ul><ul><ul><ul><li>Nothing like it has ever happenedbefore. The entire computer gaming world exploded around it </li></ul></ul></ul><ul><ul><ul><ul><li>No other game looked as good and ran as smooth </li></ul></ul></ul></ul><ul><ul><li>Nintendo begged Id Software to make them a console version of Wolfenstine 3D </li></ul></ul><ul><ul><ul><li>Without any blood and with giant rats replacing the guard dogs. </li></ul></ul></ul>
  23. 31. German Law <ul><li>Wolfenstine triggered one of the earliest debates over the legal status of the internet. </li></ul><ul><ul><li>The game had been made in America and never sold on a German Store Shelf. </li></ul></ul><ul><ul><li>Any representation of the German Swastika is illegal under German Law. </li></ul></ul><ul><ul><ul><li>Game banned in Germany, But it didn't stop german gamers from downloading it. </li></ul></ul></ul><ul><ul><li>People debated weither or not Id Software had broken the law, or if it even applies to them </li></ul></ul><ul><ul><li>Wolfenstine 3D was the first game to bare a warning screen. (as a joke) </li></ul></ul><ul><ul><ul><li>&quot;This game has been voluntarily Rated [PC-13|Profound Carnage] by Id Software&quot; </li></ul></ul></ul>
  24. 33. Tom Crusin their way to the top <ul><li>Romero thought that 2D Side Scrollers were ancient history </li></ul><ul><ul><li>Decided that &quot;First Person Shooters&quot; &quot;FPS&quot; were the future. </li></ul></ul><ul><ul><li>John Carmack already had a name for their new game. </li></ul></ul><ul><ul><ul><li>In 1986, The Movie &quot;Color of Money&quot; was released. </li></ul></ul></ul><ul><ul><ul><ul><li>Tom cruse brings in a black case containing his favorite pool stick. </li></ul></ul></ul></ul><ul><ul><ul><ul><li>When hes asked what is inside the case he replies with &quot;Doom&quot; </li></ul></ul></ul></ul>
  25. 35. Rise of the Triad <ul><li>After barely surviving their first Wisconson Winter, The guys decided to move closer to a warmer climate and their distributer, Scott Hall (Apogee) </li></ul><ul><ul><li>Moved to Mesquite on April 1st, 1992 (Just outside of Dallas Texas) </li></ul></ul><ul><li>Decided they wanted to make a sequel to Wolfenstine 3D, but also a new game to showcase Carmak's new tech. </li></ul><ul><ul><li>Everyone wanted to work on the new game rather then Wolfenstine 2 </li></ul></ul><ul><ul><li>Id Software handed off the game to Apogee </li></ul></ul><ul><ul><ul><li>Later on canceled the game, but rather then letting it go to waste they released it as a stand alone game called &quot;Rise of the Triad&quot; </li></ul></ul></ul>
  26. 37. After an inspiring game of D&D, <ul><li>Ideas were flowing for their new game. </li></ul><ul><ul><li>Adrian Carmack suggested fighting demons and monsters and the guys agreed. </li></ul></ul><ul><ul><ul><li>Their idea was to harness alien technology and use them to battle monsters from the darkest pits of the earth. </li></ul></ul></ul><ul><ul><ul><li>Adrian Carmack was estatic because he loved drawing monsters. </li></ul></ul></ul><ul><ul><ul><ul><li>Groaned and complained whenever they had to do a childrens game </li></ul></ul></ul></ul><ul><ul><ul><li>Allowed him to release his creative energy. </li></ul></ul></ul><ul><ul><li>Tom Hall wasn't happy about this project either. </li></ul></ul>
  27. 39. If it ain't broke, Make it better. <ul><li>During the creation of the new game, John Carmack was already recoding his ground breaking engine. </li></ul><ul><ul><li>Wanted the new DOOM engine to make Wolfenstine look primitive </li></ul></ul><ul><ul><ul><li>Rather then a flat ground and single level, He wanted a multi-level map, Stairways, and the ability to go out into open spaces. </li></ul></ul></ul><ul><ul><ul><li>Dynamic Lighting </li></ul></ul></ul><ul><ul><ul><li>Odd angles and weird geometry (Rather then cubes and flat surfaces) </li></ul></ul></ul><ul><ul><ul><li>Wanted it to run smoothly on the average computer </li></ul></ul></ul>
  28. 40. The Fall of Apogee <ul><li>Apogee was falling victim to its own success. </li></ul><ul><ul><li>Thousands of orders were being processed a day. </li></ul></ul><ul><ul><ul><li>Orders were hand processed over the phone by only two guys. </li></ul></ul></ul><ul><li>Id Software tried to convince Scott Hall to contract with a company to handle that. </li></ul><ul><ul><li>Scott Hall was slow to change </li></ul></ul><ul><li>Id Software broke away from Apogee and Scott Hall. </li></ul><ul><ul><li>Implemented their own form of Digital Distribution </li></ul></ul><ul><ul><li>Kept all the revenue to themselves </li></ul></ul><ul><ul><li>Went fully independant </li></ul></ul>
  29. 41. Absolute Synergy <ul><li>The team was working in perfect cooperation </li></ul><ul><ul><li>John Romero and John Carmack worked closely together. Romero was able to craft levels that perfectly showcased Carmack's technology. </li></ul></ul><ul><ul><li>Kevin Cloud joined the team and worked along side Adrian Carmack </li></ul></ul><ul><ul><ul><li>Wanted to take the art even further so they hired a sculpter to sculpt each monster out of clay. The resulting models were scanned into the game. </li></ul></ul></ul><ul><ul><ul><ul><li>Used the same technique to digitize the charicter's arms, weapons, as well as all the animations. </li></ul></ul></ul></ul><ul><ul><li>Tom Hall however hated the direction the company was going. His work output suffered and he was asked to leave the company. </li></ul></ul>
  30. 42. Joe Siegler (as Sebastian &quot;Doyle&quot; Krist) getting digitized next to Tom Hall Joe Siegler (level designer) discovers the magic of monitors
  31. 43. Call the Plumber, We've got a leak <ul><li>Doom was nearing the end of its development phase. </li></ul><ul><ul><li>Shortly after John Hall left the company, Copys were sent out to Beta Testers and an Alpha Version of the game was leaked. </li></ul></ul><ul><ul><ul><li>Provided an extraordinary amount of hype surrounding the game. </li></ul></ul></ul>
  32. 44. Oops... <ul><li>December 10th, 1993. Id Software uploaded the free trial onto The University of Wisconsin's Servers. </li></ul><ul><ul><li>The servers crashed immediately </li></ul></ul><ul><ul><li>Servers were being overloaded with download requests </li></ul></ul><ul><ul><ul><li>It was MIDNIGHT </li></ul></ul></ul>
  33. 46. The Game that Rocked the World <ul><li>Doom was everything Wolfenstine was, but better. </li></ul><ul><ul><li>One of the major additions was Multiplayer. </li></ul></ul><ul><ul><ul><li>4 Player Lan or 2 Player over the internet. </li></ul></ul></ul><ul><ul><ul><ul><li>Romero called this game style as &quot;Deathmatch&quot; </li></ul></ul></ul></ul><ul><li>In just 2 years, It was estimated that Doom was installed on nearly 10,000,000 computers. </li></ul><ul><ul><li>Bill gates was jealous and used Doom in one of his videos to advertise Windows 95 as a Gaming Platform. </li></ul></ul><ul><li>http://www.youtube.com/watch?v=KN0K58EfJSg#t=38s </li></ul>
  34. 48. Modding Community <ul><li>In addition to the revolutionary multiplayer, John Carmack wrote the engine so that it was modder friendly. </li></ul><ul><ul><li>Anybody could add new items and make their own maps. </li></ul></ul><ul><ul><ul><li>Modders would be able to show off their creativity </li></ul></ul></ul><ul><ul><ul><li>Another reason to buy the game </li></ul></ul></ul><ul><ul><ul><li>Consumers would get tons of free maps and items </li></ul></ul></ul><ul><ul><li>It was like buying the game, and then getting tons of free content every single day </li></ul></ul><ul><ul><li>Doom sold millions of copies, and it did it just by word of mouth, At a time when the internet was at its early stages. </li></ul></ul>
  35. 50. Attack of the Clones <ul><li>Doom is frequently cited as the most important game ever created. </li></ul><ul><ul><li>Every game that followed its style was referred to as &quot;Doom Clones&quot; </li></ul></ul><ul><ul><li>To date, The most ported game. </li></ul></ul><ul><ul><ul><li>Copies being playable on just about every moddable device (Xbox 360s, All the way to cheap Nokia phones) </li></ul></ul></ul>
  36. 52. A step backwards <ul><li>Carmack had huge ideas for the new version of his engine. </li></ul><ul><ul><li>Old – Not truly 3d (An Approximation), Enemys were 2D Sprites, and you couldn't look up or down. </li></ul></ul><ul><li>Work on the new engine took a lot of time </li></ul><ul><ul><li>Decided they would build their next game on Carmack's old engine. </li></ul></ul><ul><ul><ul><li>Released Doom 2 in October of 1994. </li></ul></ul></ul><ul><ul><ul><ul><li>New Singleplayer and Multiplayer maps </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Gave the company a strong retail presence </li></ul></ul></ul></ul>
  37. 53. It all comes down to D&D <ul><li>Id Software felt they needed a change in gameplay </li></ul><ul><ul><li>Doom was about fighting at a distance. They wanted to make a game where you got up close and personal with the enemy. </li></ul></ul><ul><ul><ul><li>inspired from a charicter in The Advanced Dungens and Dragons Player Handbook named Quake. </li></ul></ul></ul><ul><ul><ul><li>Warrior named Quake, who defeated monsters with his powerful hammer. </li></ul></ul></ul><ul><ul><li>The only thing that stopped them was the fact that Carmac wasn't done with his new engine. </li></ul></ul><ul><ul><ul><li>Ideas were stuck on paper. </li></ul></ul></ul><ul><ul><ul><li>Release date slipped by and the design team was still left waiting for the new engine to be finished. </li></ul></ul></ul>
  38. 54. Last minute decisions <ul><li>Meeting was called. </li></ul><ul><ul><li>If they were to wait for the new engine to be finished, It would take YEARS </li></ul></ul><ul><ul><li>Most of the employees at Id Software thought it was a better idea to go back to the old engine rather then waiting. </li></ul></ul><ul><ul><ul><li>Romero HATED this idea. </li></ul></ul></ul><ul><ul><ul><ul><li>Wanted the new game to be innovative </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Didn't want Id Software to be the type of company that releases the same game over and over again. </li></ul></ul></ul></ul><ul><ul><ul><li>Everyone Disagreed with Romero and they scrapped his design and returned to the old engine. He was OUTRAGED. </li></ul></ul></ul><ul><ul><ul><li>It was decided that Quake would be another FPS Game. </li></ul></ul></ul>
  39. 55. Another breakthrough in Carmack's Engine <ul><li>When John Carmack finnally finished the upgrades to his engine: </li></ul><ul><ul><li>Players were no longer limited to only looking left and right, but they could look up and down as well. </li></ul></ul><ul><ul><li>True and Accurate 3D </li></ul></ul><ul><ul><li>Higher Resolution textures </li></ul></ul><ul><ul><li>Dynamic Light </li></ul></ul><ul><ul><li>Upgraded Multiplayer </li></ul></ul><ul><ul><ul><li>16 Players simultaniously </li></ul></ul></ul><ul><ul><li>3D Stereo Sound. </li></ul></ul><ul><ul><ul><li>Id Software hired Trent Reznor from 9 Inch Nails to write the music and design the sound effects for Quake </li></ul></ul></ul>
  40. 56. Game hacked, Profits slashed <ul><li>Id Software released Quake on June 22nd, 1996 </li></ul><ul><ul><li>First time they sold their games in a Retail store as a boxed copy </li></ul></ul><ul><ul><ul><li>Players found that it was only $10. </li></ul></ul></ul><ul><ul><ul><li>When they loaded it up, They found they had to pay an additional $50 dollars for an unlock key. </li></ul></ul></ul><ul><ul><ul><ul><li>Underestimated the power of the internet. Within a couple hours one hacker found out how to unlock the game for free, Everyone else started to do the same. </li></ul></ul></ul></ul><ul><ul><li>Although Piracy was eating into Id Software's Profit margin, Quake was a HUGE success. </li></ul></ul><ul><ul><ul><li>16 player multiplayer was fun and addictive. </li></ul></ul></ul><ul><ul><li>Quake grew so huge that two fans in Texas decided to start their own Open Tournament. </li></ul></ul><ul><ul><ul><li>Anybody could come, You just had to bring your own computer. </li></ul></ul></ul><ul><ul><ul><li>Quakecon was born </li></ul></ul></ul>
  41. 58. Shareing is careing <ul><li>Developers wanted more then ever to licence Carmack's engine </li></ul><ul><ul><li>Quake Engine powered the first game from Valve Software – Half Life, As well as serve as the base for the Source Engine </li></ul></ul><ul><ul><li>First Call of Duty game runs on Carmack's engine. The Engine it runs on now is derrived from it </li></ul></ul>
  42. 60. 3...2...1... ACTION! <ul><li>Quake was not only played, but also used to make movies. </li></ul><ul><ul><li>Quake engine as a multimedia medium is the earliest knwon example of &quot;Machinima&quot; </li></ul></ul><ul><ul><ul><li>Term used to describe a video made inside a videogame. </li></ul></ul></ul><ul><ul><li>First was called &quot;Diary of a Camper&quot; </li></ul></ul><ul><ul><ul><li>Players called &quot;The Rangers&quot; have to battle an unfair mysterious player. </li></ul></ul></ul><ul><ul><ul><li>After they defeated him, they learned it was John Romero </li></ul></ul></ul><ul><ul><ul><ul><li>Made fun of the fact that John played the game more then he worked </li></ul></ul></ul></ul><ul><ul><ul><ul><li>http://www.youtube.com/watch?v=uSGZOuD3kCU </li></ul></ul></ul></ul>
  43. 61. O Romero, Romero, wherefore art thou Romero? <ul><li>Although Quake was a success, Carmak and the other guys at Id Software had enough of Romero's additude. </li></ul><ul><ul><li>Constant partying </li></ul></ul><ul><ul><li>Not working </li></ul></ul><ul><ul><li>Reckless spending </li></ul></ul><ul><li>Carmak, With the rest of the company behind him, Asked Carmack to resign </li></ul><ul><ul><li>Romero agreed. He felt that the games produced by Id Software were becoming old and boring. </li></ul></ul><ul><ul><ul><li>Same type of game being made, Nothing innovative. </li></ul></ul></ul>
  44. 63. The Start of Id's Depression <ul><li>Id Software began developement on Quake 2 </li></ul><ul><ul><li>Threw out their old model (after the failure of the $10 system) and made a deal with Activision </li></ul></ul><ul><ul><ul><li>Activision and Id Software put out Quake II on December 9th, 1997 </li></ul></ul></ul><ul><ul><ul><ul><li>Critics complained that they were just spinning their wheels. Argued that it was just Quake, but on a newer engine (Proved that Romero was right) </li></ul></ul></ul></ul><ul><ul><li>During the production of Quake 3, Id Software's team began to fall apart. </li></ul></ul><ul><ul><ul><li>Romero was a good leader and provided encouragement </li></ul></ul></ul><ul><ul><ul><li>Carmack on the other hand was a reclusive programming genius who didn't know how to keepa team motivated and was not open to new ideas </li></ul></ul></ul><ul><ul><ul><ul><li>Announced to the team that Quake 3 would be Multiplayer only. </li></ul></ul></ul></ul><ul><ul><ul><ul><li>The team was furious. They wanted to make something new, An interesting story with new mosnters to fight. Carmack ignored them. </li></ul></ul></ul></ul>
  45. 64. The Competition was Unreal <ul><li>ID Software in competition with The Unreal Engine and Unreal Tournament games </li></ul><ul><ul><li>UT had more weapons, game modes, as well as free software to create levels and items without the need to licence. </li></ul></ul><ul><ul><li>Unreal Engine quickly overshadowed Carmack's Quake Engine </li></ul></ul>
  46. 66. Return to Castle &quot;Fail&quot;enstine <ul><li>Carmack liked the idea of a small focus development team </li></ul><ul><ul><li>Crippled Id Software, Game Development became slow. </li></ul></ul><ul><ul><li>Doom 3 announced June of 2000, Took 4 years to finish. </li></ul></ul><ul><li>In the mean time, Id Software worked with Activision to release Grey Matter Studio's &quot;Return to Castle Wolfenstine&quot; </li></ul><ul><ul><li>Singleplayer was so bad that it was deemed unsellable and a failure. </li></ul></ul><ul><ul><li>Multiplayer wasn't bad, Activision decided to release it as Freeware in May 2003 under the name of &quot;Return to Castle Wolfenstine: Enemy Territory&quot; </li></ul></ul>
  47. 68. Doom III, Just in time <ul><li>August 3rd, 2004, Doom III was released. </li></ul><ul><ul><li>Game looked amazing, Even to todays standards </li></ul></ul><ul><ul><li>Emphasis on lighting </li></ul></ul><ul><ul><li>Turned the greatest action shooter in the history of videogames into a survival horror </li></ul></ul><ul><ul><ul><li>Rooms were dimly light and the player was given a small flashlight that only lit up a small section of the screen. </li></ul></ul></ul><ul><ul><li>The Cold and dimly lit interior of the rooms combined with bone chilling sound effects would send even the most hardened gamers to their mothers. </li></ul></ul><ul><li>Doom III went on to be the most commercially successful game in Id Software's history. </li></ul><ul><ul><li>Developed for both the PC and Xbox. </li></ul></ul><ul><ul><ul><li>Proved that Multiplatform development was possible </li></ul></ul></ul>
  48. 70. Last man standing <ul><li>Some time after Activision and ID Software teamed up, </li></ul><ul><ul><li>Adrian Carmak left the company </li></ul></ul><ul><ul><ul><li>Threatened to Sue Id Software </li></ul></ul></ul><ul><ul><ul><li>Clamed that they had fired him once before so that he wouldn't get any of the money from Activision </li></ul></ul></ul><ul><li>Of the four people who origionally created Id Software, Only one remained. </li></ul>
  49. 71. Selling the ground they walked on <ul><li>In order to keep the money flowing </li></ul><ul><ul><li>Carmack decided to licence out the intelectual property to other developers in order to fund new games. </li></ul></ul><ul><ul><ul><li>Quake Wars – Raven Software </li></ul></ul></ul><ul><ul><ul><li>Enemy Territories: Quake Wars – Splash Damage </li></ul></ul></ul><ul><ul><ul><li>Wolfenstine – Raven Software </li></ul></ul></ul><ul><ul><li>Used Carmacks engine and Id's Wolfenstine name. </li></ul></ul><ul><ul><ul><li>All were mostly failures. </li></ul></ul></ul>
  50. 72. Saved by the bell <ul><li>Mid 2009 </li></ul><ul><ul><li>Id Software recieved an offer of Acquisition </li></ul></ul><ul><ul><li>Being independant was no longer sustainable </li></ul></ul><ul><ul><ul><li>Needed financial backing and so on June 24th, 2009, Id Software announced that they would be a subsidiary of ZeniMax Media </li></ul></ul></ul><ul><ul><li>ZeniMax was the perfect choice </li></ul></ul><ul><ul><ul><li>Gave Id Software the funding it needed without interfering in the development. </li></ul></ul></ul><ul><ul><ul><li>Let the talented developers do what they do best and backed them the whole way </li></ul></ul></ul>
  51. 73. The Here and Now <ul><li>Currently Id Software has two different teams working on seperate games. </li></ul><ul><ul><li>Both are running on Carmacks brand new engine &quot;Id Tech 5&quot; </li></ul></ul><ul><ul><ul><li>First one is called Rage </li></ul></ul></ul><ul><ul><ul><ul><li>&quot;Set in a post apocalyptic world where gangs are the only law, It will blend driving elements, RPG, and of course, action. </li></ul></ul></ul></ul><ul><ul><ul><li>Second one is a brand new Doom. </li></ul></ul></ul>
  52. 75. Political Impact <ul><li>Sparked debates about Video Game Violence </li></ul><ul><li>Any representation of the German Swastika is illegal under German Law. </li></ul><ul><ul><li>Game banned in Germany, But it didn't stop german gamers from downloading it. </li></ul></ul><ul><li>People debated weither or not Id Software had broken the law, or if it even applies to them </li></ul><ul><li>Wolfenstine 3D was the first PC game to bare a warning screen. (as a joke) </li></ul><ul><ul><li>&quot;This game has been voluntarily Rated [PC-13|Profound Carnage] by Id Software&quot; </li></ul></ul>
  53. 76. Economical Impact <ul><li>After only 10 days, Commander Keen alone made $30,000, First time a videogame sold so quickly. </li></ul><ul><li>Beat their personal Record </li></ul><ul><ul><li>Wolfenstine 3D Brought in $200,000 a month....for a year and a half. Became a Phenomenon </li></ul></ul><ul><li>Four &quot;Nobodys&quot; went from working in their apartments to being one of the richest game developers in less then 10 years. </li></ul>
  54. 77. Social Impact <ul><li>Creation of Quakecon </li></ul><ul><ul><li>Largest Quake Gathering in the world </li></ul></ul><ul><ul><li>Quake players socialize and compete </li></ul></ul><ul><li>A few large companys use to stay late and play Quake together on their work computers </li></ul>
  55. 78. Misc Pictures:
  56. 79. Steven Blackburn (Beta Tester) hard at work Tom Hall (as El Oscuro) printout of all the graphics/sound files used in Rise of the triad stretched out in the hallway. William Scarboro and the Excalibat
  57. 80. John Romero and Shawn Green Headbanging to Alice in Chains, Black Sabbath, Judas, and Dokken The office door is the one Carmack blasted open with his axe Softdisk offices
  58. 81. The End
  59. 82. The End Seriously.... The End.