Id Software

Id Software

Infobox_Company
company_name = id Software
company_
company_type = Private
foundation = Shreveport, Louisiana, USA (February 1, 1991)
location = Mesquite, Texas
key_people = John Carmack, Lead Programmer
Todd Hollenshead, CEO
Kevin Cloud, Artist
Tim Willits, Game Designer
num_employees = 65 [ [http://www.1up.com/do/feature?cId=3170256 "id's Growing Pains"] from 1up]
industry = Computer and video games
products = See complete products listing
revenue =
homepage = [http://www.idsoftware.com/ www.idsoftware.com]

id Software (IPAEng|ɪd 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 developed 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 most 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 Darkplaces which adds stencil shadow volumes into the original "Quake" engine along with a more efficient network protocol. Another such project is ioQuake3, 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,Fact|date=June 2007 although they have since indicated that there may, in fact, be properties that can be brought to the platform. [ [http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii "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. [cite news |url=http://www.idsoftware.com/business/technology |title=id Software: Technology licensing |publisher=idsoftware.com |accessdate=2007-07-15]

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" movie 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", ', "Doom 3", "Quake 4", and '. Since id Software and licencees released the source code for some of their previous games, several games which were not ported (such as Wolfenstein 3D, Spear of Destiny, Heretic, HeXen, and Rise of the Triad) can run on Linux and other operating systems 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" and "Doom 3". 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"

Eighteen months after 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 [ [http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More ] ]

"Quake"

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.

In 2008 id was honored at the 59th Annual Technology & Engineering Emmy Awards for the pioneering work "Quake" represented in user modifiable games. [ [http://kotaku.com/342028/2008-tech-emmy-winners 2008 Tech Emmy Winners] from Kotaku.com] Id is the only game development company ever honored twice by the National Academy of Television Arts & Sciences, having been given an Emmy Award in 2007 for creation of the 3D technology that underlies modern shooter computer games.Fact|date=May 2008

"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. [cite news |first=iTZKooPA |url=http://tgnforums.stardock.com/?forumid=141&aid=154029 |title=New IP Coming From id Software |publisher=Totalgaming.net |date=2007-05-31 |accessdate=2007-06-01] At 2007's WWDC, John Carmack showed the new engine called id Tech 5. [cite news|url=http://www.macrumors.com/2007/06/11/wwdc-game-on/ |title=WWDC: Game On |publisher=MacRumors |date=2007-06-11 |accessdate=2007-06-11] Later that year, at QuakeCon 2007, the title of the new game was revealed as "Rage". [cite news|url=http://shacknews.com/onearticle.x/48289|title=id Reveals Rage, Implies PS3, 360 and PC Versions|publisher=shacknews|date=2007-08-03 |accessdate=2007-08-03]

Most recently, on July 14, 2008, id announced at the 2008 E3 event that they would be publishing Rage through EA, and not id's longtime publisher Activision. [cite news|url=http://www.computerandvideogames.com/article.php?id=193022|title=id Software, EA Partner For RAGE Publishing Deal]

Company name

The name of the company is currently written with a lowercase "id", which is pronounced as in "did" or "kid", and is presented by the company as a reference to the id, a psychological concept introduced by Sigmund Freud. Evidence of the reference 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 to Freud. [ [http://www.idsoftware.com/business/history/ id's History page] ]

However, 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 the "IFD guys". Since "id" can be seen as a shortening of IFD to "ID", some have been led to believe that it can 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", it can be argued 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 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.". [cite news| url=http://www.metacritic.com/games/platforms/pc/baddayla |publisher=metacritic.com |title=Bad Day L.A. on Metacritic |accessdate=2008-07-10]

Co-owners

*John Carmack, Technical director
*Kevin Cloud, artist
*Tim Willits, lead designer
*Todd Hollenshead, CEO

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)
*"" (1991) re-released as "Catacomb 3-D: The Descent"
*"Wolfenstein 3D" (1992)
**"Spear of Destiny" (1992)
*"Doom" (1993)
**" [http://doom.wikia.com/wiki/Ultimate_Doom The Ultimate Doom] " (1995)
*"" (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)
**"" (2005)
*"Rage" (2009)
*"Doom 4" (TBA) [ [http://www.idsoftware.com/ Announcement of "Doom 4"] from official id home page]

Publisher / Producer

*"Heretic" - Raven Software (1994)
*"HeXen" - Raven Software (1995)
*"HeXen II" - Raven Software (1997)
*Quake Expansion Packs
**"" - Ritual Entertainment (1997)
**"" - 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)
*"" - Splash Damage (2003)
*"" - Nerve Software (2005)
*"Quake 4" - Raven Software (2005)
*"Doom RPG" - Fountainhead Entertainment (2005)
*"Orcs & Elves" - Fountainhead Entertainment (2006)
*"" - Splash Damage (2007)
*"Wolfenstein" - Raven Software (TBA)

Additional reading

*Kushner, David (2003). "", New York: Random House. ISBN 0-375-50524-5.

Trivia

* [http://images.wikia.com/doom/images/8/80/Endoom1.pngIn the ENDOOM WAD lump of Doom and The Ultimate Doom, id Software said that they enjoyed making the Doom game] .
*In the MS-DOS version of the very first Quake game, id Software says that they love their customers almost as much as God does.
*On the back cover of the French, Italian, and Spain packaging of The Ultimate Doom, the id Software people are said to be "fiendish geniuses", and on the back cover of Master Levels for Doom II, they are described as being "the demented minds of id Software".
*Many of id Software's games have funny quit messages, and the difficulty levels in the games are just funny sentences written in first-person, as though the protagonist is saying them.

References

External links

* [http://www.idsoftware.com/ Official id Software website]
* [http://www.mobygames.com/company/id-software-inc "id Software" profile] at MobyGames

Articles

* [http://pc.ign.com/articles/804/804112p1.html "E3 2007: id Into the Future"]
* [http://web.archive.org/web/20050325063428/http://www.spectrum.ieee.org/WEBONLY/publicfeature/aug02/id.html "The Wizardry of Id"] article by David Kushner from IEEE Spectrum Online
*" [http://www.gamespy.com/e32002/pc/id/ A Chat With id Software] ", a GameSpy interview with people at id Software
*" [http://www.3drealms.com/keenhistory/ A Look Back at Commander Keen] " at 3D Realms, includes some details on the history of id
*" [http://www.usatoday.com/tech/bonus/2007-07-16-q&a-id_N.htm?csp=34 Q&A with id Software's Kevin Cloud and Steve Nix] "
*" [http://www.gamesindustry.biz/content_page.php?aid=27037 id Software's Todd Hollenshead and Tim Willits on Games for Windows, digital distribution and the studio's future.] "
*" [http://www.shacknews.com/featuredarticle.x?id=488 Interview: id Software's Kevin Cloud & Steve Nix] "
*" [http://www.quakeunity.com/article=13 A look inside id Software with High Definition video and pictures.] "


Wikimedia Foundation. 2010.

Look at other dictionaries:

  • Software engineering — (SE) is the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software.[1] It is the… …   Wikipedia

  • Software testing — is an empirical investigation conducted to provide stakeholders with information about the quality of the product or service under test [ [http://www.kaner.com/pdfs/ETatQAI.pdf Exploratory Testing] , Cem Kaner, Florida Institute of Technology,… …   Wikipedia

  • Software — [ˈsɒf(t)wɛː] ist ein Sammelbegriff für die Gesamtheit ausführbarer Programme und die zugehörigen Daten.[1] Sie dient dazu, Aufgaben zu erledigen, indem sie von einem Prozessor ausgewertet wird und so softwaregesteuerte Geräte, die einen Teil der… …   Deutsch Wikipedia

  • Software development process — Activities and steps Requirements Specification …   Wikipedia

  • Software patent debate — is the argument dealing with the extent to which it should be possible to patent software and computer implemented inventions as a matter of public policy. Policy debate on software patents has been active for years. [Cite book |last=Nichols… …   Wikipedia

  • Software Assurance — (SwA) is defined as “the level of confidence that software is free from vulnerabilities, either intentionally designed into the software or accidentally inserted at anytime during its lifecycle, and that the software functions in the intended… …   Wikipedia

  • Software Innovation — can be understood in (at least) two ways:1. Software Product Innovation the creation of novel and useful software programs.2. Software Process Innovation the introduction of novel and useful ways of developing software.Innovation should be… …   Wikipedia

  • Software documentation — or source code documentation is written text that accompanies computer software. It either explains how it operates or how to use it, and may mean different things to people in different roles. Contents 1 Role of documentation in software… …   Wikipedia

  • Software cracking — is the modification of software to remove or disable features which are considered undesirable by the person cracking the software, usually related to protection methods: copy protection, trial/demo version, serial number, hardware key, date… …   Wikipedia

  • Software prototyping — Software prototyping, a possible activity during software development, is the creation of prototypes, i.e., incomplete versions of the software program being developed.A prototype typically simulates only a few aspects of the features of the… …   Wikipedia

  • Software rot — Software rot, also known as code rot or software erosion or software decay or software entropy, is a type of bit rot. It describes the perceived slow deterioration of software over time that will eventually lead to it becoming faulty, unusable,… …   Wikipedia


Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”

We are using cookies for the best presentation of our site. Continuing to use this site, you agree with this.