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>History of Quake: Part 1
Quake traces its origins back to a promotion in the first Commander Keen trilogy, where it was titled Quake: The Fight For Justice. The player was named Quake (taken from a Dungeons & Dragons character in Carmack’s world [1]), the strongest and most dangerous person on the continent. He would have a weapon called the Hammer of Thunderbolts, a Ring of Regeneration, and a trans-dimensional artifiact. Quake would fight for Justice, a secret organization devoted to vanquishing evil from the land. The game would contain fully animated backgrounds. All of the people one would meet would have their own lives, personalities, and objectives. There would have been interesting puzzles and decisions that wouldn’t be simply yes or no, but complex correlations of people and events. They commenced working on it in 1991; id Software did some prototyping and they decided that it was not yet time to fabricate that game since technology needed to advance more.
Sometime after id Software finished Doom II, they worked on a new, fully three dimensional game engine. The engine was not prepared to make a game for a year, and during that year, id Software always thought that it was going to happen at some point. John Romero wrote QuakeEd, and simultaneously exploring Quake level design wondering what it would appear as and what rules they should be following. There were nine people working on Quake, but only Adrian Carmack, John Carmack, John Romero, and Kevin Cloud had been with a game during its entire development, whereas both Sandy Petersen and Dave Taylor arrived halfway through the Quake’s development. It was very difficult for the team because they had to continuously dispose of concepts that they worked on. For example, American McGee was working on various levels for John Carmack’s engine, only to have to delete them constantly. They also had to dispose of code in the scripting language because they just recreated the scripting language.