There are a few things that I look back on as my mistakes in the early days
Impact of Quake on id Software
- Many see Quake as both a landmark achievement and the inflection point where the studio “gutted” itself creatively.
- Some argue the technical leap (full 3D, new networking model, scripting, moddability) justified the internal cost and burnout.
- Others think a more incremental “Doom++” approach might have preserved the team and still succeeded commercially.
Overwork, Leadership, and Regret
- The original technical leader reflects that people were pushed too hard and that “startup intensity” isn’t sustainable in a maturing company.
- Commenters connect this to common founder behavior: running themselves at extremes, then expecting the same from employees who don’t share the upside.
- Several note executives may read this as a “how to win at any cost, apologize later” playbook rather than a warning.
- There is debate over how useful retrospective regret is:
- One side: critical for personal growth and passing on wisdom.
- Other side: easy to draw the wrong lessons from complex histories.
Youth, Exploitation, and “Skin in the Game”
- Multiple comments describe tech’s reliance on young workers willing to sacrifice work–life balance for vague promises of riches or recognition.
- Ageism is raised as a structural problem: older engineers are less desired even though they’ve learned the hard lessons.
- Some defend intense “young energy” as historically important for societal progress; others object that this treats people as expendable means.
Tech vs. Game Design
- Broad agreement that the studio excelled at engine and graphics innovation but increasingly lagged in game design and storytelling.
- Quake is seen as technically superior but, for many, a less fun or memorable game than Doom.
- Opinions diverge on later titles:
- Some praise multiplayer-focused entries as peak competitive FPS.
- Others see rival games (e.g., from other studios using derivative engines) as surpassing them in design, physics, and narrative.
Company Trajectory and Engines
- Discussion notes that the studio never evolved into a platform powerhouse like other engine vendors, despite early dominance.
- After the original team fragmented, later engines and features (e.g., virtual texturing) had mixed impact and were sometimes rolled back.
- Recent reboots of the flagship franchise are widely considered strong games but no longer industry-defining on the technology front.
Ethics: Games vs. People
- One thread contrasts “games are more important than game companies” with concern for the human cost on individuals who burned out or left.
- Some commenters explicitly reject “ends justify the means,” arguing great games don’t warrant wrecking people’s health or careers.