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>History of Quake: Part 3
That year without any game design was quite hard on everybody at id Software. At one point, Adrian Carmack had prepared a set of Aztec textures because the designers thought that they would have an Aztec section, but American McGee was unexcited about them, so they had to be deleted. (Nonetheless, Mesoamerican textures were later reintroduced in Dissolution of Eternity.) They had to conceive a theme from which McGee could be inspired.
John Carmack had no desire to enlarge the company, so nobody else was hired at the time.
The engine was eventually prepared, but everybody else was mentally exhausted. In November, id Software held a meeting to discuss the game, but the designers were so exhausted that they couldn’t think of any new game design, and they desired to just finish Quake. American McGee proposed that the game have weaponry in the style of Doom, and his proposal gained overwhelming support. This disappointed Romero, because he really desired to make a new game design. Early on, Quake was supposed to be merely a fantasy world with swords, balls with chains, &c., but they decided to make the game more like Doom. Romero worked on the game for seven more months, and it was ‘insane’ and arduous to make it. McGee was mysteriously absent, and the crew could not get a hold of him, so Romero had Tim Willits finish McGee’s works. Romero had to do a lot of sound work on it.