id Software ( officially) is an American computer game developer based in Mesquite, Texas, a suburb of Dallas. The company was founded by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack (no relation to John Carmack). It is now considered the most influential of the many game development companies in the Dallas area, known as the Dallas Gaming Mafia.
History
The founders of id Software met in the offices of Softdisk developing multiple games for Softdisk's monthly publishing. These included
Dangerous Dave and other titles. In September 1990, John Carmack discovered an efficient way to perform rapid side-scrolling graphics on the PC. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1990 NES game
Super Mario Bros. 3, inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the demo, entitled "Dangerous Dave in Copyright Infringement", he realized that Carmack's breakthrough could mean fame and fortune, and the id Software guys immediately began moonlighting, going so far as to "borrow" company computers that were not being used over the weekends and at nights while they whipped together a full-scale carbon copy of
Super Mario Bros. 3 for the PC, hoping to license it to Nintendo.
Despite their work, Nintendo turned them down, saying they had no interest in expanding to the PC market. Around this time, Scott Miller of Apogee Software learned of the group and their exceptional talent, having played one of John Romero's Softdisk games,
Pyramids of Egypt, and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address. When he confronted Miller, Miller explained that the deception was necessary since companies at that time were very protective of their talent and it was the only way he could get Romero to initiate contact with him. Miller suggested that they develop shareware games that he would distribute. As a result, the id Software team began the development of
Commander Keen, a Mario-style side-scrolling game for the PC, once again "borrowing" company computers to work on it at odd hours at the lake house at which they lived in Shreveport, Louisiana. On December 14 1990, the first episode was released as shareware by Miller's company, Apogee, and orders began rolling in. Shortly after this, Softdisk management learned of the team's deception and suggested that they form a new company together, but the administrative staff at Softdisk threatened to resign if such an arrangement were made. In a legal settlement, the team was required to provide a game to Softdisk every two months for a certain period of time, but they would do so on their own. On February 1 1991, id Software was founded.
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. 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 release their games via more traditional shrink-wrapped boxes in stores (through other game publishers).
id 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 John Romero, id held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including Scott Miller, George Broussard, Ken Rogoway, Jim Norwood and Todd Replogle. One of the nights, id Software put together an impromptu game known as "Wac-Man" to demonstrate not only the technical prowess of the Keen engine, but also how it worked internally.
Since then, id Software has licensed the
Keen engine,
Wolfenstein 3D engine,
Wolfenstein 3D + slopes engine,
DOOM engine, the
Quake,
Quake II, and
Quake III engines, as well as their latest technology that was used in making
Doom 3. These engines have powered numerous notable titles, with their most successful engine being the
Quake III engine.
In conjunction with his self-professed affinity for sharing source code, John Carmack has open-sourced all of the major id Software engines under the GPL license. Historically, the source code for each engine has been released once the code base is 5 years old. Consequently, many home grown projects have sprung up porting the code to different platforms, cleaning up the source code, or providing major modifications to the core engine.
Wolfenstein 3D,
DOOM and
Quake engine ports are ubiquitous to nearly all platforms capable of running games, such as hand-held PCs, iPods, the PSP, the Nintendo DS and more. Impressive core modifications include Quake Tenebrae
[1] which adds stencil shadow volumes into the original
Quake engine. Another such project is ioQuake3
[2], which maintains a goal of cleaning up the source code, adding features and fixing bugs.
The source code to the
Quake III engine was previously supposed to have been released around the end of 2004. However, John Carmack announced that the GPL release had been put on hold in order to maintain a grace period, since the
Quake III engine was still being licensed to commercial customers who would otherwise become upset over the sudden loss in value of their recent investment. The
Quake III source code was released under the GPL on August 19 2005.
Id Software has publicly stated they will not support the Wii console, although they have since indicated that there may, in fact, be properties that can be brought to the platform.
[ "id Properties Coming to Wii" from Cubed3]Since id Software revealed their new engine id Tech 5, they will be calling all their technology "id tech," followed by the version of the technology.
Film production
Id Software became involved in film development when they were in the production team of the film adaption of their
Doom franchise in 2005. In August 2007, Todd Hollenshead stated at Quakecon 2007 that a
Return to Castle Wolfenstein is in development which re-teams the
Silent Hill writer/producer team, Roger Avary as writer and director and Samuel Hadida as producer.
Linux
Id Software's Linux games have been some of the most popular of the platform. Many id Software games won the Readers' and Editors' Choice awards of Linux Journal. Some id titles ported to Linux are
Doom (the first id game to be ported),
Quake,
Quake II,
Quake III Arena,
Return to Castle Wolfenstein,
Enemy Territory,
Doom 3,
Quake 4, and
Quake Wars. Since id Software released the source code for some of their previous games, several games which were not ported (such as Wolfenstein 3D, Heretic, and HeXen) can run on Linux by the use of source ports.
Game series
Commander Keen
The
Commander Keen series, a platform game introducing one of the first smooth side-scrolling game engines for the PC, brought id Software into the gaming mainstream. The game was very successful and spawned a whole series of titles. It was also the series of id Software that designer Tom Hall was most affiliated with.
Wolfenstein 3D
]]The company's breakout product was 1992's
Wolfenstein 3D, a first person shooter (FPS) with smooth 3D graphics that were unprecedented in computer games, and with violent game play that many gamers found engaging. After essentially founding an entire genre with this game, id created
Doom,
Doom II,
Quake,
Quake II,
Quake III Arena,
Doom 3 and
Quake IV. Each of these first person shooters featured progressively higher levels of graphical technology (and progressively higher minimum system requirements).
Wolfenstein 3D spawned a prequel and a sequel, the prequel called
Spear of Destiny, and the second,
Return to Castle Wolfenstein, used the id Tech 3 engine . A third
Wolfenstein sequel is being developed by Raven Software.
Doom
.]]Shortly following their release of Wolfenstein 3D
, in 1993 id released Doom
which would again set new standards for graphic quality and graphic violence in computer gaming. Id redefined the benchmark for realism for the first-person shooter genre, which they popularized with Wolfenstein 3D
. Doom
featured a sci-fi/horror setting with graphic quality that had never been seen on personal computers or even video game consoles (in fact, the later console ports of the game featured notably poorer graphics than the original DOS version). Doom
became a cultural phenomenon and its violent theme would eventually launch a new wave of criticism decrying the dangers of violence in video games. Doom
was ported to numerous platforms, inspired many knock-offs and was eventually followed by the technically similar Doom II
. Though popularizing the genre with Wolfenstein 3D
, id really made its mark in video game history with the shareware release of Doom
, and eventually revisited the theme of this game in 2004 with their release of Doom 3
. John Carmack said in an interview at QuakeCon 2007 that there will be a Doom 4
, however work has yet to begin on it[3]
Quake
, the third game in the Quake
series.]]The June 22 1996 release of Quake
marked the second milestone in id history. Quake
combined a cutting edge fully 3D engine with an excellent art style to create what was at the time regarded as a feast for the eyes. Audio was not neglected either, having recruited Nine Inch Nails frontman Trent Reznor to facilitate unique sound-effects and ambient music for the game. It also included the work of Michael Abrash. Furthermore, Quake
s main innovation—the capability to play a deathmatch (competitive gameplay between living opponents instead of against computer-run characters) over the Internet (especially through the add-on QuakeWorld) seared the title into the minds of gamers as another smash hit.
Rage
Todd Hollenshead announced in May 2007 that id had begun working on an all new series that would be using a new engine that is currently being developed by John Carmack. Hollenshead also mentioned that the title would be completely developed in-house, marking the first game since 2004's
Doom 3 to be done so.
At 2007's WWDC, John Carmack showed the new engine called id Tech 5.
At Quakecon 2007, the title of the new game was revealed as
Rage.
Company name
Note the lowercase
id, the correct pronunciation of which is a much-argued subject. The current official pronunciation is
id as in "did" or "kid", which is in coincidental reference to the id as a psychological concept developed by Sigmund Freud. Evidence of this can be found as early as
Wolfenstein 3D with the statement "that's Id, as in the id, ego, and superego in the psyche" appearing in the game's documentation. Even today,
id's History page makes a direct reference toFreud.
Originally however, the company name has deeper roots than simple psychological reference. When working at Softdisk, the team that later founded id Software took the name "
Ideas from the Deep" (a company created by John Romero and Lane Roathe in 1989), attributing themselves as "IFD guys". Since the term "id" can be seen as a shortening of IFD to "ID", some argue that it can still be pronounced "eye-dee". The
I was later made lowercase in the release of the second Commander Keen series, eventually followed by the
D. Since
Wolfenstein 3D used the "id" pronunciation together with the mixed-case "iD", many argue that the capitalization is purely a stylistic choice.
Key figures
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
The lead programmer for id Software is John Carmack, whose skill at 3D programming is widely recognized in the software industry. He is the last of the original founders still employed by the company.
John Romero
John Romero, who was forced to resign after the release of
Quake, later formed the ill-fated company Ion Storm. There, he became infamous through the development of
Daikatana, which got mediocre reception from reviewers and gamers alike upon release.Romero now heads the Cyberathlete Professional League Board of Directors and is currently developing a MMOG for his new company, Slipgate Ironworks.
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; he was responsible, for example, 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 compadre John Romero at Ion Storm. Hall has frequently commented that if id Software ever sold him the rights to
Commander Keen he would immediately develop another Keen title.
American McGee
American McGee was a level designer for
Doom II,
The Ultimate Doom,
Quake, and
Quake II. After he was fired
[ "An Interview with American McGee" from PrimoTechnogy.com] during the development of
Quake II, he moved to Rogue Entertainment where he gained industry notoriety with the development of his own game
American McGee's Alice. Rogue Entertainment operated in the same building as id Software. When Rogue shut down, he became president of his own company, The Mauretania Import Export Company, which recently released the critically panned game
Bad Day L.A..
Current Team
Co-Owners
Employees
Games by id Software
Developer
(Note:
Dangerous Dave is a solo project of John Romero predating id's formation, but id produced its first sequel and it is sometimes regarded as an early id title. Later Dangerous Dave sequels were not made by id, nor were later
Catacomb titles)
- Dangerous Dave (1988)
- Commander Keen
- Episode 1: Marooned on Mars (1990)
- Episode 2: The Earth Explodes (1991)
- Episode 3: Keen Must Die (1991)
- Keen Dreams (1991)
- Episode 4: Secret of the Oracle (1991)
- Episode 5: The Armageddon Machine (1991)
- Episode 6: Aliens Ate My Baby Sitter (1991)
- Dangerous Dave in the Haunted Mansion (1991)
- Rescue Rover (1991)
- Rescue Rover 2 (1991)
- Shadow Knights (1991)
- Hovertank 3D (1991)
- Catacomb 3D: A New Dimension (1991) re-released as Catacomb 3-D: The Descent
- Wolfenstein 3D (1992)
- Doom (1993)
- Hell on Earth (1994)
- Master Levels for Doom II (1995)
- Final Doom (1996)
- Quake (1996)
- Quake II (1997)
- Quake III Arena (1999)
- Expansion: Team Arena (2000)
- Doom 3 (2004)
- Resurrection of Evil (2005)
- Quake 4 (2005)
- Quake Wars (2007)
- Rage (2008)
Publisher / Producer
- Heretic - Raven Software (1994)
- HeXen - Raven Software (1995)
- HeXen II - Raven Software (1997)
- Quake Expansion Packs
- Scourge of Armagon - Ritual Entertainment (1997)
- Dissolution of Eternity - Rogue Entertainment (1997)
- Quake II Expansion Packs
- The Reckoning - Gray Matter Interactive (1998)
- Ground Zero - Rogue Entertainment (1998)
- Return to Castle Wolfenstein - Gray Matter Interactive, Nerve Software (multiplayer) (2001)
- Enemy Territory - Splash Damage (2003)
- Resurrection of Evil - Nerve Software (2005)
- Quake 4 - Raven Software (2005)
- Doom RPG - Fountainhead Entertainment (2005)
- Orcs & Elves - Fountainhead Entertainment (2006)
- Quake Wars - Splash Damage (2007)
Additional reading
- Kushner, David (2003). How Two Guys Created an Empire and Transformed Pop Culture, New York: Random House. ISBN 0-375-50524-5.
References
External links
Articles
Companies established in 1991United States video game companiesCompanies based in the Dallas-Fort Worth MetroplexDoomVideo game developersEntertainment Software Association
Id SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId Software?? ?????Id SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId SoftwareId Yaz?l?mId Software