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| hq_location_city = [[Richardson, Texas]]
| hq_location_city = [[Richardson, Texas]]
| hq_location_country = US
| hq_location_country = US
| key_people = {{Unbulleted list|Marty Stratton {{nowrap|([[studio director]])}}|Hugo Martin {{nowrap|([[creative director]])}}}}
| key_people = {{Unbulleted list|Marty Stratton {{nowrap|(co-[[studio director]])}}|Hugo Martin {{nowrap|(co-studio director)}}}}
| products = {{Unbulleted list|''[[Wolfenstein]]''|(1992–2008)|''[[Doom (franchise)|Doom]]''|(1993–present)|''[[Quake (series)|Quake]]''|(1996–present)|''[[Rage (video game)|Rage]]''|(2011–present)}}
| products = {{Unbulleted list|[[id Tech]]|''[[Wolfenstein]]'' series {{nowrap|(1992–2008)}}|''[[Doom (franchise)|Doom]]'' series {{nowrap|(1993–present)}}|''[[Quake (series)|Quake]]'' series {{nowrap|(1996–present)}}|''[[Rage (video game)|Rage]]'' series {{nowrap|(2011–present)}}}}
| num_locations = 2 (2024)
| num_locations = 2 (2024)
| num_employees = 200+<ref>{{Cite web |date=August 17, 2016 |title=Game Changers Speaker Series: Garrett Young of id Software |url=https://www.youtube.com/watch?v=17bAwR1TiXo |url-status=live |archive-url=https://web.archive.org/web/20220624080053/https://www.youtube.com/watch?v=17bAwR1TiXo |archive-date=June 24, 2022 |access-date=June 24, 2022 |website=[[YouTube]] |time=34:32}}</ref>
| num_employees = 200+<ref>{{Cite web |date=August 17, 2016 |title=Game Changers Speaker Series: Garrett Young of id Software |url=https://www.youtube.com/watch?v=17bAwR1TiXo |url-status=live |archive-url=https://web.archive.org/web/20220624080053/https://www.youtube.com/watch?v=17bAwR1TiXo |archive-date=June 24, 2022 |access-date=June 24, 2022 |website=[[YouTube]] |time=34:32}}</ref>
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id Software made important technological developments in video game technologies for the [[IBM PC compatible|PC]] (running [[MS-DOS]] and [[Microsoft Windows|Windows]]), including work done for the ''[[Wolfenstein]]'', ''[[Doom (franchise)|Doom]]'', and ''[[Quake (series)|Quake]]'' franchises at the time. id's work was particularly important in [[3D computer graphics]] technology and in [[game engine]]s that are used throughout the [[video game industry]]. The company was involved in the creation of the [[first-person shooter]] (FPS) genre: ''[[Wolfenstein 3D]]'' is often considered to be the first true FPS; ''[[Doom (1993 video game)|Doom]]'' is a game that popularized the genre and PC gaming in general; and ''[[Quake (video game)|Quake]]'' was id's first true 3D FPS.
id Software made important technological developments in video game technologies for the [[IBM PC compatible|PC]] (running [[MS-DOS]] and [[Microsoft Windows|Windows]]), including work done for the ''[[Wolfenstein]]'', ''[[Doom (franchise)|Doom]]'', and ''[[Quake (series)|Quake]]'' franchises at the time. id's work was particularly important in [[3D computer graphics]] technology and in [[game engine]]s that are used throughout the [[video game industry]]. The company was involved in the creation of the [[first-person shooter]] (FPS) genre: ''[[Wolfenstein 3D]]'' is often considered to be the first true FPS; ''[[Doom (1993 video game)|Doom]]'' is a game that popularized the genre and PC gaming in general; and ''[[Quake (video game)|Quake]]'' was id's first true 3D FPS.


On June 24, 2009, [[ZeniMax Media]] acquired the company. In 2015, they opened a second studio in [[Frankfurt]], Germany.<ref>{{Cite web |date=August 5, 2015 |title=Id Software opens German studio |url=https://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |url-status=live |archive-url=https://web.archive.org/web/20170318001938/http://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |archive-date=March 18, 2017 |access-date=March 17, 2017}}</ref>
On June 24, 2009, [[ZeniMax Media]] acquired the company. In 2015, it opened a second studio in [[Frankfurt]], Germany.<ref>{{Cite web |date=August 5, 2015 |title=Id Software opens German studio |url=https://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |url-status=live |archive-url=https://web.archive.org/web/20170318001938/http://www.gamesindustry.biz/articles/2015-08-05-id-software-opens-german-studio |archive-date=March 18, 2017 |access-date=March 17, 2017}}</ref>


== History ==
== History ==


=== Formation ===
=== Formation ===
The founders of id Software – [[John Carmack]], [[John Romero]], and [[Tom Hall]] – met in the offices of [[Softdisk]] based in [[Shreveport, Louisiana]], developing multiple games for Softdisk's monthly publishing, including ''[[Dangerous Dave]]''. Along with another Softdisk employee, Lane Roathe, they had formed a small group they called Ideas from the Deep (IFD), a name that Romero and Roathe had come up with.<ref name="gspy origins" /> In September 1990, Carmack developed [[adaptive tile refresh|an efficient way to rapidly side-scroll graphics]] on the [[IBM PC compatible|PC]]. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 [[Nintendo Entertainment System|NES]] game ''[[Super Mario Bros. 3]]'', inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the [[game demo|demo]], entitled ''Dangerous Dave in Copyright Infringement'', he realized that Carmack's breakthrough could have potential. The IFD team moonlighted over a week and over two weekends to create a larger demo of their PC version of ''Super Mario Bros. 3''. They sent their work to [[Nintendo]]. According to Romero, Nintendo had told them that the demo was impressive, but "they didn't want their intellectual property on anything but their own hardware, so they told us Good Job and You Can't Do This".<ref>{{Cite web |last=Frank |first=Allegra |date=December 14, 2015 |title=Doom dev shares rare Super Mario Bros. 3 PC demo |url=https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |url-status=live |archive-url=https://web.archive.org/web/20210713212017/https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Polygon (website)|Polygon]]}}</ref> While the pair had not readily shared the demo though acknowledged its existence in the years since, a working copy of the demo was discovered in July 2021 and preserved at the [[Museum of Play]].<ref>{{Cite web |last=Gurwin |first=Gabe |date=July 13, 2021 |title=Id Software's Super Mario Bros. 3 PC Port Found In The Wild |url=https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |url-status=live |archive-url=https://web.archive.org/web/20210713200251/https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[GameSpot]]}}</ref>
The founders of id Software – [[John Carmack]], [[Tom Hall]], and [[John Romero]] – met in the offices of [[Softdisk]] based in [[Shreveport, Louisiana]], developing multiple games for Softdisk's monthly publishing, including ''[[Dangerous Dave]]''. Along with another Softdisk employee, Lane Roathe, they had formed a small group they called Ideas from the Deep (IFD), a name that Romero and Roathe had come up with.<ref name="gspy origins" /> In September 1990, Carmack developed [[adaptive tile refresh|an efficient way to rapidly side-scroll graphics]] on the [[IBM PC compatible|PC]]. Upon making this breakthrough, Carmack and Hall stayed up late into the night making a replica of the first level of the popular 1988 [[Nintendo Entertainment System|NES]] game ''[[Super Mario Bros. 3]]'', inserting stock graphics of Romero's Dangerous Dave character in lieu of Mario. When Romero saw the [[game demo|demo]], entitled ''Dangerous Dave in Copyright Infringement'', he realized that Carmack's breakthrough could have potential. The IFD team moonlighted over a week and over two weekends to create a larger demo of their PC version of ''Super Mario Bros. 3''. They sent their work to [[Nintendo]]. According to Romero, Nintendo had told them that the demo was impressive, but "they didn't want their intellectual property on anything but their own hardware, so they told us Good Job and You Can't Do This".<ref>{{Cite web |last=Frank |first=Allegra |date=December 14, 2015 |title=Doom dev shares rare Super Mario Bros. 3 PC demo |url=https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |url-status=live |archive-url=https://web.archive.org/web/20210713212017/https://www.polygon.com/2015/12/14/10123754/john-romero-super-mario-bros-3-pc-demo |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Polygon (website)|Polygon]]}}</ref> While the pair had not readily shared the demo though acknowledged its existence in the years since, a working copy of the demo was discovered in July 2021 and preserved at the [[Museum of Play]].<ref>{{Cite web |last=Gurwin |first=Gabe |date=July 13, 2021 |title=Id Software's Super Mario Bros. 3 PC Port Found In The Wild |url=https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |url-status=live |archive-url=https://web.archive.org/web/20210713200251/https://www.gamespot.com/articles/id-softwares-super-mario-bros-3-pc-port-found-in-the-wild/1100-6493889/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[GameSpot]]}}</ref>


Around the same time in 1990, [[Scott Miller (programmer)|Scott Miller]] of [[3D Realms|Apogee Software]] learned of the group and their exceptional talent, having played one of Romero's Softdisk games, ''Dangerous Dave'', and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address.<ref>{{Cite web |date=May 15, 2006 |title=Interview with John Romero |url=https://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |url-status=live |archive-url=https://web.archive.org/web/20141110121949/http://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |archive-date=November 10, 2014 |access-date=July 12, 2010}}</ref><ref>{{Cite web |date=August 21, 2009 |title=20 Years of Evolution: Scott Miller and 3D Realms |url=http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |url-status=dead |website=[[Gamasutra]] |archive-url=https://web.archive.org/web/20130808123226/http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |archive-date=August 8, 2013 |access-date=July 12, 2010|author-last1=Edwards|author-first1=Benj}}</ref> When he confronted Miller, Miller explained that the deception was necessary since Softdisk screened letters it received. Although disappointed by not actually having received mail from multiple fans, Romero and other Softdisk developers began proposing ideas to Miller. One of these was ''[[Commander Keen]]'', a side-scrolling game that incorporated the previous work they had done on the ''Super Mario Bros. 3'' demonstration.<ref>{{Cite web |last=Orland |first=Kyle |date=July 13, 2021 |title=Museum obtains rare demo of id Software's Super Mario Bros. 3 PC port |url=https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |url-status=live |archive-url=https://web.archive.org/web/20210713220727/https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Ars Technica]]}}</ref> The first ''Commander Keen'' game, ''[[Commander Keen in Invasion of the Vorticons]]'', was released through Apogee in December 1990, which became a very successful [[shareware]] game. After their first royalty check, Romero, Carmack, and [[Adrian Carmack]] (no relation) decided to start their own company.<ref name="NGen30">{{Cite magazine |date=June 1997 |title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9 |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=30 |pages=8–12}}</ref> After hiring Hall, the group finished the ''Commander Keen'' series, then hired Jay Wilbur and [[Kevin Cloud]] and began working on ''[[Wolfenstein 3D]]''.{{r|lombardi199407}} id Software was officially founded by Romero, John and Adrian Carmack and Hall on February 1, 1991. The name "id" came out of their previous IFD; Roathe had left the group, and they opted to drop the "F" to leave "id". They initially used "id" as an initialism for "In Demand", but by the time of the fourth ''Commander Keen'' game, they opted to let "id" stand out "as a cool word", according to Romero.<ref name="gspy origins">{{Cite web |last=Keefer |first=John |date=March 31, 2006 |title=GameSpy Retro: Developer Origins, Page 15 of 19 |url=http://www.gamespy.com/articles/697/697083p15.html |url-status=dead |archive-url=https://web.archive.org/web/20070609133106/http://www.gamespy.com/articles/697/697083p15.html |archive-date=June 9, 2007 |website=[[GameSpy]]}}</ref> In September 1991, they relocated to [[Madison, Wisconsin]].<ref name="mastersdoom pg 87">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=87}}</ref> Later on April 1, 1992, they relocated to an office in [[Mesquite, Texas]].<ref name="mastersdoom pg 105">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=105}}</ref>
Around the same time in 1990, [[Scott Miller (programmer)|Scott Miller]] of [[3D Realms|Apogee Software]] learned of the group and their exceptional talent, having played one of Romero's Softdisk games, ''Dangerous Dave'', and contacted Romero under the guise of multiple fan letters that Romero came to realize all originated from the same address.<ref>{{Cite web |date=May 15, 2006 |title=Interview with John Romero |url=https://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |url-status=live |archive-url=https://web.archive.org/web/20141110121949/http://legacy.3drealms.com/news/2006/05/the_apogee_legacy_19.html |archive-date=November 10, 2014 |access-date=July 12, 2010}}</ref><ref>{{Cite web |date=August 21, 2009 |title=20 Years of Evolution: Scott Miller and 3D Realms |url=http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |url-status=dead |website=[[Gamasutra]] |archive-url=https://web.archive.org/web/20130808123226/http://www.gamasutra.com/view/feature/4112/20_years_of_evolution_scott_.php |archive-date=August 8, 2013 |access-date=July 12, 2010|author-last1=Edwards|author-first1=Benj}}</ref> When he confronted Miller, Miller explained that the deception was necessary since Softdisk screened letters it received. Although disappointed by not actually having received mail from multiple fans, Romero and other Softdisk developers began proposing ideas to Miller. One of these was ''[[Commander Keen]]'', a side-scrolling game that incorporated the previous work they had done on the ''Super Mario Bros. 3'' demonstration.<ref>{{Cite web |last=Orland |first=Kyle |date=July 13, 2021 |title=Museum obtains rare demo of id Software's Super Mario Bros. 3 PC port |url=https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |url-status=live |archive-url=https://web.archive.org/web/20210713220727/https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/ |archive-date=July 13, 2021 |access-date=July 13, 2021 |website=[[Ars Technica]]}}</ref> The first ''Commander Keen'' game, ''[[Commander Keen in Invasion of the Vorticons]]'', was released through Apogee in December 1990, which became a very successful [[shareware]] game. After their first royalty check, Romero, Carmack, and [[Adrian Carmack]] (no relation) decided to start their own company.<ref name="NGen30">{{Cite magazine |date=June 1997 |title=Does John Romero Still Enjoy Shooting People? |url=https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9 |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=30 |pages=8–12}}</ref> After hiring Hall, the group finished the ''Commander Keen'' series, then hired Jay Wilbur and [[Kevin Cloud]] and began working on ''[[Wolfenstein 3D]]''.{{r|lombardi199407}} id Software was officially founded by Romero, John and Adrian Carmack and Hall on February 1, 1991. The name "id" came out of their previous IFD; Roathe had left the group, and they opted to drop the "F" to leave "id". They initially used "id" as an initialism for "In Demand", but by the time of the fourth ''Commander Keen'' game, it opted to let "id" stand out "as a cool word", according to Romero.<ref name="gspy origins">{{Cite web |last=Keefer |first=John |date=March 31, 2006 |title=GameSpy Retro: Developer Origins, Page 15 of 19 |url=http://www.gamespy.com/articles/697/697083p15.html |url-status=dead |archive-url=https://web.archive.org/web/20070609133106/http://www.gamespy.com/articles/697/697083p15.html |archive-date=June 9, 2007 |website=[[GameSpy]]}}</ref> In September 1991, it relocated to [[Madison, Wisconsin]].<ref name="mastersdoom pg 87">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=87}}</ref> Later on April 1, 1992, it relocated to an office in [[Mesquite, Texas]].<ref name="mastersdoom pg 105">{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture |title-link=Masters of Doom |publisher=[[Random House]] |year=2003 |isbn=0-375-50524-5 |page=105}}</ref>


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.<ref name=NGen30/> 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 Software release their games via more traditional shrink-wrapped boxes in stores (through other [[video game publisher|game publishers]]).
The shareware distribution method was initially employed by id Software through Apogee Software to sell its products, such as the ''Commander Keen'', ''Wolfenstein'' and ''Doom'' games.<ref name=NGen30/> 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 Software release their games via more traditional shrink-wrapped boxes in stores (through other [[video game publisher|game publishers]]).


After ''Wolfenstein 3D''{{'}}s great success, id began working on ''[[Doom (1993 video game)|Doom]]''. After Hall left the company, [[Sandy Petersen]] and [[Dave Taylor (game programmer)|Dave Taylor]] were hired before the release of ''Doom'' in December 1993.{{r|lombardi199407}}
After ''Wolfenstein 3D''{{'}}s great success, id began working on ''[[Doom (1993 video game)|Doom]]''. After Hall left the company, [[Sandy Petersen]] and [[Dave Taylor (game programmer)|Dave Taylor]] were hired before the release of ''Doom'' in December 1993.{{r|lombardi199407}}


=== The end of the classic lineup ===
=== The end of the classic lineup ===
''Quake'' was released on June 22, 1996 and was considered a difficult game to develop due to creative differences. Animosity grew within the company and it caused a conflict between Carmack and Romero, which led the latter to leave id after the game's release. Soon after, other staff left the company as well such as [[Michael Abrash]], Shawn Green, Jay Wilbur, Petersen and Mike Wilson.<ref>{{Cite web |last=Barton |first=Matt |title=Matt Chat 54: Quake with John Romero |url=https://www.youtube.com/watch?v=Pq__3XNvvHI |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/Pq__3XNvvHI |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=March 20, 2010 }}{{cbignore}}</ref> Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. In fact, he volunteered to take lead as he had five years of experience as project manager in [[MicroProse]] but he was turned down by Carmack.<ref>{{Cite web |last=Petersen |first=Sandy |title=Why Is Quake Like That? |url=https://www.youtube.com/watch?v=MUeu96TKQwU |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/MUeu96TKQwU |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=July 2, 2021 }}{{cbignore}}</ref>
''Quake'' was released on June 22, 1996, and was considered a difficult game to develop due to creative differences. Animosity grew within the company and it caused a conflict between Carmack and Romero, which led the latter to leave id after the game's release. Soon after, other staff left the company as well such as [[Michael Abrash]], Shawn Green, Jay Wilbur, Petersen and Mike Wilson.<ref>{{Cite web |last=Barton |first=Matt |title=Matt Chat 54: Quake with John Romero |url=https://www.youtube.com/watch?v=Pq__3XNvvHI |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/Pq__3XNvvHI |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=March 20, 2010 }}{{cbignore}}</ref> Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. In fact, he volunteered to take lead as he had five years of experience as project manager in [[MicroProse]] but he was turned down by Carmack.<ref>{{Cite web |last=Petersen |first=Sandy |title=Why Is Quake Like That? |url=https://www.youtube.com/watch?v=MUeu96TKQwU |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/MUeu96TKQwU |archive-date=2021-12-11 |access-date=15 July 2021 |website=YouTube|date=July 2, 2021 }}{{cbignore}}</ref>


=== ZeniMax Media and Microsoft ===
=== ZeniMax Media and Microsoft ===
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=== Technology ===
=== Technology ===
[[File:John Carmack GDC 2010.jpg|right|thumb|Co-founder John Carmack at the 2010 [[Game Developers Conference|GDC]]]]
[[File:John Carmack GDC 2010.jpg|right|thumb|Co-founder John Carmack at the 2010 [[Game Developers Conference|GDC]]]]
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 Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including [[Scott Miller (programmer)|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.
Starting with its 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 Software held a weekend session titled "The id Summer Seminar" in the summer of 1991 with prospective buyers including [[Scott Miller (programmer)|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.


id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including ''Commander Keen'', ''Wolfenstein 3D'', ''[[ShadowCaster]]'',<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=[[Masters of Doom]] |publisher=Random House Publishing Group |year=2004 |isbn=0-8129-7215-5 |edition=paperback |pages=119–122}}</ref> ''Doom'', ''Quake'', ''Quake II'', and ''Quake III'', as well as the technology used in making ''Doom 3''. After being used first for id Software's in-house game, the engines are licensed out to other developers. According to ''Eurogamer.net'', "id Software has been synonymous with PC game engines since the concept of a detached game engine was first popularized". During the mid to late 1990s, "the launch of each successive round of technology it's been expected to occupy a headlining position", with the ''Quake III'' engine being most widely adopted of their engines. However [[id Tech 4]] had far fewer licensees than the [[Unreal Engine]] from [[Epic Games]], due to the long development time that went into ''Doom 3'' which id Software had to release before licensing out that engine to others.
id Software has developed its own game engine for each of its titles when moving to the next technological milestone, including ''Commander Keen'', ''Wolfenstein 3D'', ''[[ShadowCaster]]'',<ref>{{Cite book |last=Kushner |first=David |author-link=David Kushner (writer)|title=[[Masters of Doom]] |publisher=Random House Publishing Group |year=2004 |isbn=0-8129-7215-5 |edition=paperback |pages=119–122}}</ref> ''Doom'', ''Quake'', ''Quake II'', and ''Quake III'', as well as the technology used in making ''Doom 3''. After being used first for id Software's in-house game, the engines are licensed out to other developers. According to ''Eurogamer.net'', "id Software has been synonymous with PC game engines since the concept of a detached game engine was first popularized". During the mid to late 1990s, "the launch of each successive round of technology it's been expected to occupy a headlining position", with the ''Quake III'' engine being most widely adopted of its engines. However [[id Tech 4]] had far fewer licensees than the [[Unreal Engine]] from [[Epic Games]], due to the long development time that went into ''Doom 3'' which id Software had to release before licensing out that engine to others.


Despite his enthusiasm for open source code, Carmack revealed in 2011 that he had no interest in licensing the technology to the mass market. Beginning with ''Wolfenstein 3D'', he felt bothered when third-party companies started "pestering" him to license the id tech engine, adding that he wanted to focus on new technology instead of providing support to existing ones. He felt very strongly that this was not why he signed up to be a game programmer for; to be "holding the hands" of other game developers. Carmack commended Epic Games for pursuing the licensing to the market beginning with Unreal Engine 3. Even though the said company has gained more success with its game engine than id Software over the years, Carmack had no regrets by his decision and continued to focus on open source until his departure from the company in 2013.<ref>{{Cite web |last=Gamespot |title=id Software 20th Anniversary Feature |url=https://www.youtube.com/watch?v=IoLaA-CVmTE |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/IoLaA-CVmTE |archive-date=2021-12-11 |access-date=21 January 2019 |website=YouTube|date=August 15, 2011 }}{{cbignore}}</ref>
Despite his enthusiasm for open source code, Carmack revealed in 2011 that he had no interest in licensing the technology to the mass market. Beginning with ''Wolfenstein 3D'', he felt bothered when third-party companies started "pestering" him to license the id tech engine, adding that he wanted to focus on new technology instead of providing support to existing ones. He felt very strongly that this was not why he signed up to be a game programmer for; to be "holding the hands" of other game developers. Carmack commended Epic Games for pursuing the licensing to the market beginning with Unreal Engine 3. Even though the said company has gained more success with its game engine than id Software over the years, Carmack had no regrets by his decision and continued to focus on open source until his departure from the company in 2013.<ref>{{Cite web |last=Gamespot |title=id Software 20th Anniversary Feature |url=https://www.youtube.com/watch?v=IoLaA-CVmTE |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/IoLaA-CVmTE |archive-date=2021-12-11 |access-date=21 January 2019 |website=YouTube|date=August 15, 2011 }}{{cbignore}}</ref>
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The GPL release of the ''Quake III'' engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.
The GPL release of the ''Quake III'' engine's source code was moved from the end of 2004 to August 2005 as the engine was still being licensed to commercial customers who would otherwise be concerned over the sudden loss in value of their recent investment.


On August 4, 2011, [[John Carmack]] revealed during his [[QuakeCon]] 2011 keynote that they will be releasing the source code of the ''[[Doom 3]]'' engine ([[id Tech 4]]) during the year.<ref>{{Cite web |title=Doom 3 Source-Code To Be Released This Year |url=https://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |url-status=live |archive-url=https://web.archive.org/web/20111011045711/http://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |archive-date=October 11, 2011}}</ref>
On August 4, 2011, [[John Carmack]] revealed during his [[QuakeCon]] 2011 keynote that it will be releasing the source code of the ''[[Doom 3]]'' engine ([[id Tech 4]]) during the year.<ref>{{Cite web |title=Doom 3 Source-Code To Be Released This Year |url=https://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |url-status=live |archive-url=https://web.archive.org/web/20111011045711/http://www.phoronix.com/scan.php?page=news_item&px=OTc1MQ |archive-date=October 11, 2011}}</ref>


id Software publicly stated they would not support the [[Wii]] console (possibly due to technical limitations),<ref>{{Cite web |date=April 12, 2009 |title=id Software boss unconvinced by Wii |url=http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |url-status=dead |archive-url=https://web.archive.org/web/20090413101828/http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |archive-date=April 13, 2009 |website=Play.tm}}</ref> although they have since indicated that they may release titles on that platform (although it would be limited to their games released during the 1990s).<ref>[https://web.archive.org/web/20070928001953/http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii "id Properties Coming to Wii"] from Cubed3</ref> They continued this policy with the [[Wii U]] but for [[Nintendo Switch]], they collaborated with [[Panic Button (company)|Panic Button]] starting with 2016's ''[[Doom (2016 video game)|Doom]]'' and ''[[Wolfenstein II: The New Colossus]]''.
id Software publicly stated it would not support the [[Wii]] console (possibly due to technical limitations),<ref>{{Cite web |date=April 12, 2009 |title=id Software boss unconvinced by Wii |url=http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |url-status=dead |archive-url=https://web.archive.org/web/20090413101828/http://play.tm/news/24147/id-software-boss-unconvinced-by-wii/ |archive-date=April 13, 2009 |website=Play.tm}}</ref> although it has since indicated that it may release titles on that platform (although it would be limited to its games released during the 1990s).<ref>[https://web.archive.org/web/20070928001953/http://www.cubed3.com/news/6961/1/id_Properties_Coming_to_Wii "id Properties Coming to Wii"] from Cubed3</ref> They continued this policy with the [[Wii U]] but for [[Nintendo Switch]], it collaborated with [[Panic Button (company)|Panic Button]] starting with 2016's ''[[Doom (2016 video game)|Doom]]'' and ''[[Wolfenstein II: The New Colossus]]''.


Since id Software revealed their engine [[id Tech 5]], they call their engines "[[id Tech]]", followed by a version number.<ref>{{Cite news |title=id Software: Technology licensing |publisher=idsoftware.com |url=http://www.idsoftware.com/business/technology |access-date=July 15, 2007 |archive-url=https://web.archive.org/web/20071215034944/http://www.idsoftware.com/business/technology |archive-date=December 15, 2007}}</ref> Older engines have retroactively been renamed to fit this scheme, with the [[Doom engine|''Doom'' engine]] as id Tech 1.
Since id Software revealed its engine [[id Tech 5]], it calls its engines "[[id Tech]]", followed by a version number.<ref>{{Cite news |title=id Software: Technology licensing |publisher=idsoftware.com |url=http://www.idsoftware.com/business/technology |access-date=July 15, 2007 |archive-url=https://web.archive.org/web/20071215034944/http://www.idsoftware.com/business/technology |archive-date=December 15, 2007}}</ref> Older engines have retroactively been renamed to fit this scheme.


==== IMF Music File Format ====
==== IMF Music File Format ====
IMF ("id music file" or "id's music format") is an [[audio file format]] created by id Software for the [[AdLib]] [[sound card]] for use in their video games.<ref>{{Cite web |title=IMF Format |url=https://moddingwiki.shikadi.net/wiki/IMF_Format |access-date=6 October 2023}}</ref> The format is similar to [[Musical Instrument Digital Interface|MIDI]], in that it defines musical notes, and does not support [[sampling (music)|sample]]d [[digital audio]] for sound effects. IMF files store the actual bytes sent to the AdLib's [[Yamaha YM3812|OPL2]] chip, which uses [[frequency modulation synthesis|FM synthesis]] to produce audio output. The format is based on the AdLib command syntax, with a few modifications. Due to the limited features and relatively low sound quality, modern games no longer use IMF music.
IMF ("id music file" or "id's music format") is an [[audio file format]] created by id Software for the [[AdLib]] [[sound card]] for use in its video games.<ref>{{Cite web |title=IMF Format |url=https://moddingwiki.shikadi.net/wiki/IMF_Format |access-date=6 October 2023}}</ref> The format is similar to [[Musical Instrument Digital Interface|MIDI]], in that it defines musical notes, and does not support [[sampling (music)|sample]]d [[digital audio]] for sound effects. IMF files store the actual bytes sent to the AdLib's [[Yamaha YM3812|OPL2]] chip, which uses [[frequency modulation synthesis|FM synthesis]] to produce audio output. The format is based on the AdLib command syntax, with a few modifications. Due to the limited features and relatively low sound quality, modern games no longer use IMF music.


A large number of songs in id Software's early games (such as ''Commander Keen'' and ''Wolfenstein 3D'') were composed by [[Robert Prince (video game composer)|Bobby Prince]] in IMF format. Other game developers like [[3D Realms|Apogee Software]] also used this format in their games (such as ''[[Cosmo's Cosmic Adventure]]'', ''[[Duke Nukem II]]'', and ''[[Monster Bash]]'').
A large number of songs in id Software's early games (such as ''Commander Keen'' and ''Wolfenstein 3D'') were composed by [[Robert Prince (video game composer)|Bobby Prince]] in IMF format. Other game developers like [[3D Realms|Apogee Software]] also used this format in its games (such as ''[[Cosmo's Cosmic Adventure]]'', ''[[Duke Nukem II]]'', and ''[[Monster Bash]]'').


=== Linux gaming ===
=== Linux gaming ===
[[File:TTimo! (1002574181).jpg|thumb|right|Timothee Besset was responsible for many Linux ports of id Software's games.]]
[[File:TTimo! (1002574181).jpg|thumb|right|Timothee Besset was responsible for many Linux ports of id Software's games.]]
id Software was an early pioneer in the [[Linux gaming]] market,<ref>[http://gaming.hexus.net/content/item.php?item=1011&page=3 HEXUS.gaming – Feature – Linux Gaming] {{webarchive|url=https://web.archive.org/web/20110719184812/http://gaming.hexus.net/content/item.php?item=1011&page=3 |date=July 19, 2011 }} Jo Shields, March 25, 2005</ref> and 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]].<ref>[http://www.linuxjournal.com/article/2438?page=0,1 1997 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110608003859/http://www.linuxjournal.com/article/2438?page=0%2C1 |date=June 8, 2011 }} [[Linux Journal]], December 1997</ref><ref>[http://www.linuxjournal.com/article/4323?page=0,1 2000 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607181359/http://www.linuxjournal.com/article/4323?page=0%2C1 |date=June 7, 2011 }} [[Linux Journal]], November 2000</ref><ref>[http://www.linuxjournal.com/article/6380 Linux Journal Announces Winners of 8th Annual Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607191046/http://www.linuxjournal.com/article/6380 |date=June 7, 2011 }} [[Linux Journal]], October 2002</ref><ref>[http://www.linuxjournal.com/article/9368?page=0,3 Editors' Choice 2006] {{webarchive|url=https://web.archive.org/web/20101202161058/http://www.linuxjournal.com/article/9368?page=0%2C3 |date=December 2, 2010 }} [[Linux Journal]], November 2006</ref> Some id Software titles ported to Linux are ''[[Doom (1993 video game)|Doom]]'' (the first id Software game to be ported), ''[[Quake (video game)|Quake]]'', ''[[Quake II]]'', ''[[Quake III Arena]]'', ''[[Return to Castle Wolfenstein]]'', ''[[Wolfenstein: Enemy Territory]]'', ''[[Doom 3]]'', ''[[Quake 4]]'', and ''[[Enemy Territory: Quake Wars]]''. Since id Software and some of its licensees [[John Carmack#Open-source software|released]] the source code for some of their previous games, several games which were not ported (such as ''[[Catacomb 3D]]'', ''[[Catacomb Abyss]]'', ''[[Wolfenstein 3D]]'', ''[[Spear of Destiny (video game)|Spear of Destiny]]'', ''[[Blake Stone: Aliens of Gold]]'', ''[[Blake Stone: Planet Strike]]'', ''[[Super 3D Noah's Ark]]'', ''[[Rise of the Triad]]'', ''[[Doom 64]]'', ''[[Strife (1996 video game)|Strife]]'', ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic|Hexen]]'', ''[[Hexen II]]'', ''[[Star Trek: Voyager – Elite Force|Star Trek: Voyager – Elite Force Holomatch]]'', ''[[Star Wars Jedi Knight II: Jedi Outcast]]'', ''[[Star Wars Jedi Knight: Jedi Academy]]'') can run on Linux and other [[operating system]]s natively through the use of [[source port]]s. ''[[Quake Live]]'' also launched with Linux support, although this, alongside [[OS X]] support, was later removed when changed to a standalone title.<ref>{{Cite web |date=November 7, 2013 |title=QUAKE LIVE Standalone Game |url=http://www.quakelive.com/forum/showthread.php?34313 |url-status=dead |archive-url=https://web.archive.org/web/20131107224204/http://www.quakelive.com/forum/showthread.php?34313 |archive-date=November 7, 2013 |access-date=November 7, 2013 |website=quakelive.com |publisher=id Software}}</ref>
id Software was an early pioneer in the [[Linux gaming]] market,<ref>[http://gaming.hexus.net/content/item.php?item=1011&page=3 HEXUS.gaming – Feature – Linux Gaming] {{webarchive|url=https://web.archive.org/web/20110719184812/http://gaming.hexus.net/content/item.php?item=1011&page=3 |date=July 19, 2011 }} Jo Shields, March 25, 2005</ref> and 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]].<ref>[http://www.linuxjournal.com/article/2438?page=0,1 1997 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110608003859/http://www.linuxjournal.com/article/2438?page=0%2C1 |date=June 8, 2011 }} [[Linux Journal]], December 1997</ref><ref>[http://www.linuxjournal.com/article/4323?page=0,1 2000 Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607181359/http://www.linuxjournal.com/article/4323?page=0%2C1 |date=June 7, 2011 }} [[Linux Journal]], November 2000</ref><ref>[http://www.linuxjournal.com/article/6380 Linux Journal Announces Winners of 8th Annual Readers' Choice Awards] {{webarchive|url=https://web.archive.org/web/20110607191046/http://www.linuxjournal.com/article/6380 |date=June 7, 2011 }} [[Linux Journal]], October 2002</ref><ref>[http://www.linuxjournal.com/article/9368?page=0,3 Editors' Choice 2006] {{webarchive|url=https://web.archive.org/web/20101202161058/http://www.linuxjournal.com/article/9368?page=0%2C3 |date=December 2, 2010 }} [[Linux Journal]], November 2006</ref> Some id Software titles ported to Linux are ''[[Doom (1993 video game)|Doom]]'' (the first id Software game to be ported), ''[[Quake (video game)|Quake]]'', ''[[Quake II]]'', ''[[Quake III Arena]]'', ''[[Return to Castle Wolfenstein]]'', ''[[Wolfenstein: Enemy Territory]]'', ''[[Doom 3]]'', ''[[Quake 4]]'', and ''[[Enemy Territory: Quake Wars]]''. Since id Software and some of its licensees [[John Carmack#Open-source software|released]] the source code for some of its previous games, several games which were not ported (such as ''[[Catacomb 3D]]'', ''[[Catacomb Abyss]]'', ''[[Wolfenstein 3D]]'', ''[[Spear of Destiny (video game)|Spear of Destiny]]'', ''[[Blake Stone: Aliens of Gold]]'', ''[[Blake Stone: Planet Strike]]'', ''[[Super 3D Noah's Ark]]'', ''[[Rise of the Triad]]'', ''[[Doom 64]]'', ''[[Strife (1996 video game)|Strife]]'', ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic|Hexen]]'', ''[[Hexen II]]'', ''[[Star Trek: Voyager – Elite Force|Star Trek: Voyager – Elite Force Holomatch]]'', ''[[Star Wars Jedi Knight II: Jedi Outcast]]'', ''[[Star Wars Jedi Knight: Jedi Academy]]'') can run on Linux and other [[operating system]]s natively through the use of [[source port]]s. ''[[Quake Live]]'' also launched with Linux support, although this, alongside [[OS X]] support, was later removed when changed to a standalone title.<ref>{{Cite web |date=November 7, 2013 |title=QUAKE LIVE Standalone Game |url=http://www.quakelive.com/forum/showthread.php?34313 |url-status=dead |archive-url=https://web.archive.org/web/20131107224204/http://www.quakelive.com/forum/showthread.php?34313 |archive-date=November 7, 2013 |access-date=November 7, 2013 |website=quakelive.com |publisher=id Software}}</ref>


The tradition of porting to Linux was first started by [[Dave D. Taylor]], with Zoid Kirsch doing some later porting.<ref>{{cite web|title=An interview with Dave "Zoid" Kirsch of linux quake fame|url=http://linuxpower.org/display_item.phtml?id=105|archive-url=https://web.archive.org/web/19990910231358/http://linuxpower.org/display_item.phtml?id=105|website=Linux Power|first1=Barath|last1=Raghavan|first2=Jeremy|last2=Katz|first3=Jack|last3=Moffitt|archive-date=1999-09-10|date=1999-02-19|access-date=2023-02-27}}</ref> Since ''[[Quake III Arena]]'', Linux porting had been handled by [[Timothee Besset]]. The majority of all [[id Tech 4]] games, including those made by other developers, have a Linux client available, the only current exceptions being ''[[Wolfenstein (2009 video game)|Wolfenstein]]'' and ''[[Brink (video game)|Brink]]''. Similarly, almost all of the games utilizing the [[Quake II engine|''Quake II'' engine]] have Linux ports, the only exceptions being those created by [[Ion Storm]] (''[[Daikatana]]'' later received a community port<ref>{{cite web|url=https://www.pcgamer.com/meet-the-superfans-who-spent-a-decade-bringing-daikatana-back-to-life/|title=Meet the superfans who spent a decade bringing Daikatana back to life|first=Luke|last=Winkie|date=February 16, 2017|access-date=July 15, 2024|website=[[PC Gamer]]}}</ref>). Despite fears by the Linux gaming community that [[id Tech 5]] would not be ported to that platform,<ref>[http://ubuntuforums.org/showthread.php?t=1244727%22 Bad news. id Software really is abandoning Linux. – Ubuntu Forums] {{webarchive|url=https://web.archive.org/web/20101020221148/http://ubuntuforums.org/showthread.php?t=1244727%22 |date=October 20, 2010 }}. Retrieved September 16, 2009.</ref> Timothee Besset in his blog stated "I'll be damned if we don't find the time to get Linux builds done".<ref>{{Cite web |title=id Software and Linux – TTimo's blog |url=http://ttimo.vox.com/library/post/id-software-and-linux.html |url-status=dead |archive-url=https://web.archive.org/web/20090916044404/http://ttimo.vox.com/library/post/id-software-and-linux.html |archive-date=September 16, 2009 |access-date=October 25, 2010 |publisher=Ttimo.vox.com}}</ref> Besset explained that id Software's primary justification for releasing Linux builds was better code quality, along with a technical interest in the platform. However, on January 26, 2012, Besset announced that he had left id.<ref>[http://www.bluesnews.com/s/129587/timothee-besset-leaves-id Timothee Besset Leaves id] {{webarchive|url=https://web.archive.org/web/20140202234833/http://www.bluesnews.com/s/129587/timothee-besset-leaves-id |date=February 2, 2014 }} on Blue'sNews (January 31, 2012)</ref>
The tradition of porting to Linux was first started by [[Dave D. Taylor]], with Zoid Kirsch doing some later porting.<ref>{{cite web|title=An interview with Dave "Zoid" Kirsch of linux quake fame|url=http://linuxpower.org/display_item.phtml?id=105|archive-url=https://web.archive.org/web/19990910231358/http://linuxpower.org/display_item.phtml?id=105|website=Linux Power|first1=Barath|last1=Raghavan|first2=Jeremy|last2=Katz|first3=Jack|last3=Moffitt|archive-date=1999-09-10|date=1999-02-19|access-date=2023-02-27}}</ref> Since ''[[Quake III Arena]]'', Linux porting had been handled by [[Timothee Besset]]. The majority of all [[id Tech 4]] games, including those made by other developers, have a Linux client available, the only current exceptions being ''[[Wolfenstein (2009 video game)|Wolfenstein]]'' and ''[[Brink (video game)|Brink]]''. Similarly, almost all of the games utilizing the [[Quake II engine|''Quake II'' engine]] have Linux ports, the only exceptions being those created by [[Ion Storm]] (''[[Daikatana]]'' later received a community port<ref>{{cite web|url=https://www.pcgamer.com/meet-the-superfans-who-spent-a-decade-bringing-daikatana-back-to-life/|title=Meet the superfans who spent a decade bringing Daikatana back to life|first=Luke|last=Winkie|date=February 16, 2017|access-date=July 15, 2024|website=[[PC Gamer]]}}</ref>). Despite fears by the Linux gaming community that [[id Tech 5]] would not be ported to that platform,<ref>[http://ubuntuforums.org/showthread.php?t=1244727%22 Bad news. id Software really is abandoning Linux. – Ubuntu Forums] {{webarchive|url=https://web.archive.org/web/20101020221148/http://ubuntuforums.org/showthread.php?t=1244727%22 |date=October 20, 2010 }}. Retrieved September 16, 2009.</ref> Timothee Besset in his blog stated "I'll be damned if we don't find the time to get Linux builds done".<ref>{{Cite web |title=id Software and Linux – TTimo's blog |url=http://ttimo.vox.com/library/post/id-software-and-linux.html |url-status=dead |archive-url=https://web.archive.org/web/20090916044404/http://ttimo.vox.com/library/post/id-software-and-linux.html |archive-date=September 16, 2009 |access-date=October 25, 2010 |publisher=Ttimo.vox.com}}</ref> Besset explained that id Software's primary justification for releasing Linux builds was better code quality, along with a technical interest in the platform. However, on January 26, 2012, Besset announced that he had left id.<ref>[http://www.bluesnews.com/s/129587/timothee-besset-leaves-id Timothee Besset Leaves id] {{webarchive|url=https://web.archive.org/web/20140202234833/http://www.bluesnews.com/s/129587/timothee-besset-leaves-id |date=February 2, 2014 }} on Blue'sNews (January 31, 2012)</ref>
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=== ''Doom'' ===
=== ''Doom'' ===
{{Main|Doom (franchise)}}
{{Main|Doom (franchise)}}
Eighteen months after their release of ''Wolfenstein 3D'', on December 10, 1993, id Software released ''[[Doom (1993 video game)|Doom]]'' which would again set new standards for graphic quality and graphic violence in computer gaming. ''Doom'' featured a [[science fiction|sci-fi]]/[[horror fiction|horror]] setting with graphic quality that had never been seen on personal computers or even [[video game console]]s. ''Doom'' became a cultural phenomenon and its violent theme would eventually launch a new wave of [[Video game controversy|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: Hell on Earth]]''. id Software 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 would be a ''[[Doom 4]]''. It began development on May 7, 2008.<ref>{{Cite magazine |title=QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More |url=http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |magazine=[[Game Informer]] |archive-url=https://web.archive.org/web/20071029050912/http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |archive-date=October 29, 2007 |url-status=dead |access-date=October 25, 2010}}</ref> ''[[Doom (2016 video game)|Doom]] 2016'', the fourth installation of the ''Doom'' series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, and was later released on Nintendo Switch on November 10, 2017. In June 2018, the sequel to the 2016 ''Doom'', ''[[Doom Eternal]]'' was officially announced at [[Electronic Entertainment Expo 2018|E3 2018]] with a teaser trailer, followed by a gameplay reveal at [[QuakeCon]] in August 2018.<ref>{{Cite web |title=DOOM Eternal – Official Gameplay Reveal |url=https://www.youtube.com/watch?v=CGq8Ee2gOe4 |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/CGq8Ee2gOe4 |archive-date=2021-12-11 |access-date=29 November 2018 |website=YouTube | date=August 10, 2018 |publisher=Bethesda Softworks}}{{cbignore}}</ref><ref>{{Cite web |title=DOOM Eternal – Official E3 Teaser | date=June 10, 2018 |url=https://www.youtube.com/watch?v=_oVwrpfo_QA |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/_oVwrpfo_QA |archive-date=2021-12-11 |access-date=29 November 2018 |publisher=YouTube}}{{cbignore}}</ref>
Eighteen months after its release of ''Wolfenstein 3D'', on December 10, 1993, id Software released ''[[Doom (1993 video game)|Doom]]'' which would again set new standards for graphic quality and graphic violence in computer gaming. ''Doom'' featured a [[science fiction|sci-fi]]/[[horror fiction|horror]] setting with graphic quality that had never been seen on personal computers or even [[video game console]]s. ''Doom'' became a cultural phenomenon and its violent theme would eventually launch a new wave of [[Video game controversy|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: Hell on Earth]]''. id Software made its mark in video game history with the [[shareware]] release of ''Doom'', and eventually revisited the theme of this game in 2004 with its release of ''[[Doom 3]]''. John Carmack said in an interview at QuakeCon 2007 that there would be a ''[[Doom 4]]''. It began development on May 7, 2008.<ref>{{Cite magazine |title=QuakeCon 2007: John Carmack Talks Rage, id Tech 5 And More |url=http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |magazine=[[Game Informer]] |archive-url=https://web.archive.org/web/20071029050912/http://www.gameinformer.com/News/Story/200708/N07.0803.1731.12214.htm?Page=2 |archive-date=October 29, 2007 |url-status=dead |access-date=October 25, 2010}}</ref> ''[[Doom (2016 video game)|Doom]] 2016'', the fourth installation of the ''Doom'' series, was released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, and was later released on Nintendo Switch on November 10, 2017. In June 2018, the sequel to the 2016 ''Doom'', ''[[Doom Eternal]]'' was officially announced at [[Electronic Entertainment Expo 2018|E3 2018]] with a teaser trailer, followed by a gameplay reveal at [[QuakeCon]] in August 2018.<ref>{{Cite web |title=DOOM Eternal – Official Gameplay Reveal |url=https://www.youtube.com/watch?v=CGq8Ee2gOe4 |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/CGq8Ee2gOe4 |archive-date=2021-12-11 |access-date=29 November 2018 |website=YouTube | date=August 10, 2018 |publisher=Bethesda Softworks}}{{cbignore}}</ref><ref>{{Cite web |title=DOOM Eternal – Official E3 Teaser | date=June 10, 2018 |url=https://www.youtube.com/watch?v=_oVwrpfo_QA |url-status=live |archive-url=https://ghostarchive.org/varchive/youtube/20211211/_oVwrpfo_QA |archive-date=2021-12-11 |access-date=29 November 2018 |publisher=YouTube}}{{cbignore}}</ref>


=== ''Quake'' ===
=== ''Quake'' ===
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Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine. 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.<ref>{{Cite news |date=May 31, 2007 |title=New IP Coming From id Software |website=[[TotalGaming.net]] |url=http://tgnforums.stardock.com/?forumid=141&aid=154029 |access-date=June 1, 2007 |archive-url=https://web.archive.org/web/20070927025815/http://tgnforums.stardock.com/?forumid=141&aid=154029 |archive-date=September 27, 2007}}</ref> At 2007's [[WWDC]], John Carmack showed the new engine called [[id Tech 5]].<ref>{{Cite news |date=June 11, 2007 |title=WWDC: Game On |publisher=MacRumors |url=http://www.macrumors.com/2007/06/11/wwdc-game-on/ |url-status=live |access-date=June 11, 2007 |archive-url=https://web.archive.org/web/20160303170810/http://www.macrumors.com/2007/06/11/wwdc-game-on/ |archive-date=March 3, 2016}}</ref> Later that year, at [[QuakeCon]] 2007, the title of the new game was revealed as ''[[Rage (video game)|Rage]]''.<ref>{{Cite news |date=August 3, 2007 |title=id Reveals Rage, Implies PS3, 360 and PC Versions |publisher=shacknews |url=http://shacknews.com/onearticle.x/48289 |url-status=live |access-date=August 3, 2007 |archive-url=https://web.archive.org/web/20070926235543/http://www.shacknews.com/onearticle.x/48289 |archive-date=September 26, 2007}}</ref>
Todd Hollenshead announced in May 2007 that id Software had begun working on an all new series that would be using a new engine. 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.<ref>{{Cite news |date=May 31, 2007 |title=New IP Coming From id Software |website=[[TotalGaming.net]] |url=http://tgnforums.stardock.com/?forumid=141&aid=154029 |access-date=June 1, 2007 |archive-url=https://web.archive.org/web/20070927025815/http://tgnforums.stardock.com/?forumid=141&aid=154029 |archive-date=September 27, 2007}}</ref> At 2007's [[WWDC]], John Carmack showed the new engine called [[id Tech 5]].<ref>{{Cite news |date=June 11, 2007 |title=WWDC: Game On |publisher=MacRumors |url=http://www.macrumors.com/2007/06/11/wwdc-game-on/ |url-status=live |access-date=June 11, 2007 |archive-url=https://web.archive.org/web/20160303170810/http://www.macrumors.com/2007/06/11/wwdc-game-on/ |archive-date=March 3, 2016}}</ref> Later that year, at [[QuakeCon]] 2007, the title of the new game was revealed as ''[[Rage (video game)|Rage]]''.<ref>{{Cite news |date=August 3, 2007 |title=id Reveals Rage, Implies PS3, 360 and PC Versions |publisher=shacknews |url=http://shacknews.com/onearticle.x/48289 |url-status=live |access-date=August 3, 2007 |archive-url=https://web.archive.org/web/20070926235543/http://www.shacknews.com/onearticle.x/48289 |archive-date=September 26, 2007}}</ref>


On July 14, 2008, id Software announced at the 2008 [[Electronic Entertainment Expo|E3]] event that they would be publishing ''Rage'' through [[Electronic Arts]], and not id's longtime publisher [[Activision]].<ref>{{Cite news |title=id Software, EA Partner For RAGE Publishing Deal |url=http://www.computerandvideogames.com/article.php?id=193022 |url-status=live |archive-url=https://web.archive.org/web/20080730003532/http://www.computerandvideogames.com/article.php?id=193022 |archive-date=July 30, 2008}}</ref> However, since then ZeniMax has also announced that they are publishing ''Rage'' through [[Bethesda Softworks]].<ref>{{Cite news |title=ZeniMax/Bethesda to publish RAGE |url=http://bethblog.com/index.php/2009/12/15/bethesda-softworks-to-publish-rage/ |url-status=live |access-date=December 15, 2009 |archive-url=https://web.archive.org/web/20230115094722/https://bethesda.net/ |archive-date=January 15, 2023}}</ref>
On July 14, 2008, id Software announced at the 2008 [[Electronic Entertainment Expo|E3]] event that it would be publishing ''Rage'' through [[Electronic Arts]], and not id's longtime publisher [[Activision]].<ref>{{Cite news |title=id Software, EA Partner For RAGE Publishing Deal |url=http://www.computerandvideogames.com/article.php?id=193022 |url-status=live |archive-url=https://web.archive.org/web/20080730003532/http://www.computerandvideogames.com/article.php?id=193022 |archive-date=July 30, 2008}}</ref> However, since then ZeniMax has also announced that it is publishing ''Rage'' through [[Bethesda Softworks]].<ref>{{Cite news |title=ZeniMax/Bethesda to publish RAGE |url=http://bethblog.com/index.php/2009/12/15/bethesda-softworks-to-publish-rage/ |url-status=live |access-date=December 15, 2009 |archive-url=https://web.archive.org/web/20230115094722/https://bethesda.net/ |archive-date=January 15, 2023}}</ref>


On August 12, 2010, during Quakecon 2010, id Software announced ''Rage'' US ship date of September 13, 2011, and a European ship date of September 15, 2011.<ref>{{Cite news |title=id shows more Rage and announces release date |url=http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |url-status=live |archive-url=https://web.archive.org/web/20100819145447/http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |archive-date=August 19, 2010}}</ref> During the keynote, id Software also demonstrated a ''Rage'' spin-off title running on the [[iPhone]].<ref>{{Cite news |title=QuakeCon: Rage coming to iPhone, running at 60fps |url=http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |url-status=live |archive-url=https://web.archive.org/web/20101218110711/http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |archive-date=December 18, 2010}} from Joystiq.com</ref> This technology demo later became ''Rage HD''. The game was ultimately released in October 2011.<ref>{{Cite web |last=Rose |first=Mike |date=June 10, 2011 |title=id Software's Rage Delayed Until October |url=https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |url-status=live |archive-url=https://web.archive.org/web/20221018141109/https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |archive-date=October 18, 2022 |access-date=October 18, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref>
On August 12, 2010, during Quakecon 2010, id Software announced ''Rage'' US ship date of September 13, 2011, and a European ship date of September 15, 2011.<ref>{{Cite news |title=id shows more Rage and announces release date |url=http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |url-status=live |archive-url=https://web.archive.org/web/20100819145447/http://www.gamespot.com/events/quakecon2010/story.html?sid=6273462 |archive-date=August 19, 2010}}</ref> During the keynote, id Software also demonstrated a ''Rage'' spin-off title running on the [[iPhone]].<ref>{{Cite news |title=QuakeCon: Rage coming to iPhone, running at 60fps |url=http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |url-status=live |archive-url=https://web.archive.org/web/20101218110711/http://www.joystiq.com/2010/08/12/quakecon-rage-coming-to-iphone-running-at-60fps/ |archive-date=December 18, 2010}} from Joystiq.com</ref> This technology demo later became ''Rage HD''. The game was ultimately released in October 2011.<ref>{{Cite web |last=Rose |first=Mike |date=June 10, 2011 |title=id Software's Rage Delayed Until October |url=https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |url-status=live |archive-url=https://web.archive.org/web/20221018141109/https://www.gamedeveloper.com/business/id-software-s-i-rage-i-delayed-until-october |archive-date=October 18, 2022 |access-date=October 18, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref>
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[[File:Keen3Gameplay.png|thumb|right|180px|Screenshot of a ''Commander Keen'' game, ''Keen Must Die!'']]
[[File:Keen3Gameplay.png|thumb|right|180px|Screenshot of a ''Commander Keen'' game, ''Keen Must Die!'']]
[[File:Doom ingame 1.png|thumb|180px|A screenshot from the first episode of ''[[Doom (1993 video game)|Doom]]'']]
[[File:Doom ingame 1.png|thumb|180px|A screenshot from the first episode of ''[[Doom (1993 video game)|Doom]]'']]
During its early days, id Software produced much more varied games; these include the early 3D first-person shooter experiments that led to ''[[Wolfenstein 3D]]'' and ''[[Doom (1993 video game)|Doom]]'' – ''[[Hovertank 3D]]'' and ''[[Catacomb 3D]]''. There was also the ''[[Rescue Rover]]'' series, which had two games – ''Rescue Rover'' and ''Rescue Rover 2''. Also there was [[John Romero]]'s ''[[Dangerous Dave]]'' series, which included such notables as the tech demo (''In Copyright Infringement'') which led to the ''[[Commander Keen]]'' engine, and the decently popular ''[[Dangerous Dave in the Haunted Mansion]]''. ''In the Haunted Mansion'' was powered by the same engine as the earlier id Software game ''[[Shadow Knights]]'', which was one of the several games written by id Software to fulfill their contractual obligation to produce games for [[Softdisk]], where the id Software founders had been employed. id Software has also overseen several games using its technology that were not made in one of their IPs such as ''[[ShadowCaster]]'', (early-[[Doom engine|id Tech 1]]), ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic]]'' (id Tech 1), ''[[Hexen II]]'' ([[Quake engine|''Quake'' engine]]), and ''[[Orcs and Elves]]'' (''[[Doom RPG]]'' engine).
During its early days, id Software produced much more varied games; these include the early 3D first-person shooter experiments that led to ''[[Wolfenstein 3D]]'' and ''[[Doom (1993 video game)|Doom]]'' – ''[[Hovertank 3D]]'' and ''[[Catacomb 3D]]''. There was also the ''[[Rescue Rover]]'' series, which had two games – ''Rescue Rover'' and ''Rescue Rover 2''. Also there was [[John Romero]]'s ''[[Dangerous Dave]]'' series, which included such notables as the tech demo (''In Copyright Infringement'') which led to the ''[[Commander Keen]]'' engine, and the decently popular ''[[Dangerous Dave in the Haunted Mansion]]''. ''In the Haunted Mansion'' was powered by the same engine as the earlier id Software game ''[[Shadow Knights]]'', which was one of the several games written by id Software to fulfill its contractual obligation to produce games for [[Softdisk]], where the id Software founders had been employed. id Software has also overseen several games using its technology that were not made in one of its IPs such as ''[[ShadowCaster]]'' (pre-''Doom'' engine), ''[[Heretic (video game)|Heretic]]'', ''[[Hexen: Beyond Heretic]]'' ([[Doom engine|''Doom'' engine]]), ''[[Hexen II]]'' ([[Quake engine|''Quake'' engine]]), and ''[[Orcs and Elves]]'' (''[[Doom RPG]]'' engine).


== Other media ==
== Other media ==
id Software has also published novels based on the ''Doom'' series [[Doom novels|''Doom'' novels]]. After a brief hiatus from publishing, id resumed and re-launched the novel series in 2008 with [[Matthew J. Costello]]'s (a story consultant for ''[[Doom 3]]'' and now ''[[Rage (video game)|Rage]]'') new ''Doom 3'' novels: ''[[Doom 3: Worlds on Fire|Worlds on Fire]]'' and ''[[Doom 3: Maelstrom|Maelstrom]]''.
id Software has also published novels based on the ''Doom'' series [[Doom novels|''Doom'' novels]]. After a brief hiatus from publishing, id resumed and re-launched the novel series in 2008 with [[Matthew J. Costello]]'s (a story consultant for ''[[Doom 3]]'' and now ''[[Rage (video game)|Rage]]'') new ''Doom 3'' novels: ''[[Doom 3: Worlds on Fire|Worlds on Fire]]'' and ''[[Doom 3: Maelstrom|Maelstrom]]''.


id Software became involved in film development when they oversaw the film adaption of their ''[[Doom (film)|Doom]]'' franchise in 2005. In August 2007, [[Todd Hollenshead]] stated at QuakeCon 2007 that a ''[[Return to Castle Wolfenstein (film)|Return to Castle Wolfenstein]]'' movie is in development which re-teams the ''[[Silent Hill (film)|Silent Hill]]'' writer/producer team, [[Roger Avary]] as writer and director and [[Samuel Hadida]] as producer. A new ''Doom'' film, titled ''[[Doom: Annihilation]]'', was released in 2019, although id itself stressed its lack of involvement.<ref>{{Cite web |last=Bankhurst |first=Adam |date=March 12, 2019 |title=Doom Studio Makes Very Clear It Has Nothing to Do With New Doom Movie |url=https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |url-status=live |archive-url=https://web.archive.org/web/20190313010232/https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |archive-date=March 13, 2019 |access-date=March 12, 2019 |website=IGN}}</ref>
id Software became involved in film development when it oversaw the film adaption of its ''[[Doom (film)|Doom]]'' franchise in 2005. In August 2007, [[Todd Hollenshead]] stated at QuakeCon 2007 that a ''[[Return to Castle Wolfenstein (film)|Return to Castle Wolfenstein]]'' movie is in development which re-teams the ''[[Silent Hill (film)|Silent Hill]]'' writer/producer team, [[Roger Avary]] as writer and director and [[Samuel Hadida]] as producer. A new ''Doom'' film, titled ''[[Doom: Annihilation]]'', was released in 2019, although id itself stressed its lack of involvement.<ref>{{Cite web |last=Bankhurst |first=Adam |date=March 12, 2019 |title=Doom Studio Makes Very Clear It Has Nothing to Do With New Doom Movie |url=https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |url-status=live |archive-url=https://web.archive.org/web/20190313010232/https://www.ign.com/articles/2019/03/12/doom-studio-makes-very-clear-it-has-nothing-to-do-with-new-doom-movie |archive-date=March 13, 2019 |access-date=March 12, 2019 |website=IGN}}</ref>


== Controversy ==
== Controversy ==
id Software was the target of controversy over two of their most popular games, ''[[Doom (1993 video game)#Controversies|Doom]]'' and the earlier ''[[Wolfenstein 3D]]''. More recently in 2022, id Software found themselves mired in a controversy concerning libel against [[Doom Eternal|Doom Eternal's]] composer.
id Software was the target of controversy over two of its most popular games, ''[[Doom (1993 video game)#Controversies|Doom]]'' and the earlier ''[[Wolfenstein 3D]]''. More recently in 2022, id Software found themselves mired in a controversy concerning libel against [[Doom Eternal|Doom Eternal's]] composer.


=== ''Doom'' ===
=== ''Doom'' ===
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== People ==
== 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.
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.
 
[[File:John-carmack-by-bill-cramer.jpg|thumb|upright=0.6|John Carmack in 2008]]
=== John Carmack ===
=== John Carmack ===
{{Main|John Carmack}}
{{Main|John Carmack}}
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== External links ==
== External links ==
{{Portal|Companies|Video games}}
* {{Official website}}
* {{Official website}}


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{{ZeniMax Media}}
{{ZeniMax Media}}
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{{Wolfenstein series}}
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{{Quake series}}
{{Quake series}}
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