Id Software(4)
wikipedia | 2013-07-16 13:18


Other media
Id Software has also been associated with novels since the publication of the original Doom novels. This has been restarted from 2008 onward with Matthew J. Costello's (a story consultant forDoom 3 and now Rage) new Doom 3 novels: Worlds on Fire and Maelstrom.

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.

Controversy
Id Software was the target of controversy over two of their most popular games, Doom and the earlier Wolfenstein 3D:

Doom
Doom was and remains notorious for its high levels of violence, gore, and satanic imagery, which have generated much controversy from a broad range of groups. Yahoo! Games has it listed as one of the top ten controversial games of all time. It has been criticized numerous times by religious organizations for its diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder David Grossman. Doom prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing, and in 1994 led to unsuccessful attempts by Washington state senator Phil Talmadge to introduce compulsory licensing of VR use.

The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre in 1999, were avid players of the game. While planning for the massacre, Harris said that the killing would be "like fucking Doom" and that his shotgun was "straight out of the game". A rumor spread afterwards that Harris had designed Doom levels that looked like the halls of the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing these levels over and over. Although Harris did design Doom levels, they were not simulations of Columbine High School.

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as the Swastika and the anthem of the Nazi Party, Horst-Wessel-Lied, as theme music, the PC version of the game was withdrawn from circulation in Germany in 1994, following a verdict by the Amtsgericht München on January 25, 1994.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.

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.

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
Main article: John D. 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
Main article: 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 received generally negative reception from reviewers and gamers alike upon release.

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
Main article: 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 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
Main article: 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 H.P. Lovecraft, his influence is apparent in the Lovecraftian feel of the monsters for Quake, and he created the fourth and final "episode" of the game. He left Id Software during the production of Quake II and most of his work was scrapped before the title was released.

American McGee
Main article: American McGee
American McGee was a level designer for Doom II, The Ultimate Doom, Quake, and Quake II. He was asked to resign after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice. After leaving Electronic Arts, he became an independent entrepreneur and game developer. McGee now heads independent development house Spicy Horse in Shanghai, where he works on various projects.

Books
Kushner, David (2003). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, New York: Random House. ISBN 0-375-50524-5.

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