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6/19/2025, 7:16:18 PM
>>11809940
>The only reason why this ancient game managed to maintain popularity is due to the simple fact that ID software was smart enough to release its source code back in the day.
There are countless no-name games which did that which remain forgotten, Doom was also a good and solid game at its core.
The source code was also not available from the start, Doom released in 1993, Doom 2 in 1994, and the source code was released December 27th, 1997, a time by which Quake had been the hot new thing, and a few weeks after the release of Quake 2. iD also never released any of their tools (because they were all NEXSTeP software which wouldn't run on PC or Mac anyway), people simply had to craft all the software they needed themselves, before they even had the source code.
The mapping and modding scene sure kept it alive, but it never would have if the games hadn't been strong games with a staying power of their own.
>>11810329
John Carmack wanted it for personal and ideological reasons, and so did John Romero, both of them were very much on the exact same page on this, because both of them grew up as troubled bedroom coders who learned their crafts by studying and taking apart other people's software. For Carmack and Romero, this was their "Hacker's Ethos," and why Carmack refused to patent anything.
Having seen people hack and transform Wolfenstein 3D (including things like the mod where you shoot Barney The Dinosaur, which they thought was hilarious), they both thought that it would be really cool if Doom could directly facilitate users modifying the game, thus the .wad loading system. With Doom, they loved a lot of what they saw people do modding it too, one of those Star Wars Doom conversions really wowed them. Guys like Jay Wilbur and Kevin Cloud really didn't like the idea of the .wad thing because of the fear of exploitation and competition, but Cloud admitted later that he was completely wrong and that it was the right thing to do.
>The only reason why this ancient game managed to maintain popularity is due to the simple fact that ID software was smart enough to release its source code back in the day.
There are countless no-name games which did that which remain forgotten, Doom was also a good and solid game at its core.
The source code was also not available from the start, Doom released in 1993, Doom 2 in 1994, and the source code was released December 27th, 1997, a time by which Quake had been the hot new thing, and a few weeks after the release of Quake 2. iD also never released any of their tools (because they were all NEXSTeP software which wouldn't run on PC or Mac anyway), people simply had to craft all the software they needed themselves, before they even had the source code.
The mapping and modding scene sure kept it alive, but it never would have if the games hadn't been strong games with a staying power of their own.
>>11810329
John Carmack wanted it for personal and ideological reasons, and so did John Romero, both of them were very much on the exact same page on this, because both of them grew up as troubled bedroom coders who learned their crafts by studying and taking apart other people's software. For Carmack and Romero, this was their "Hacker's Ethos," and why Carmack refused to patent anything.
Having seen people hack and transform Wolfenstein 3D (including things like the mod where you shoot Barney The Dinosaur, which they thought was hilarious), they both thought that it would be really cool if Doom could directly facilitate users modifying the game, thus the .wad loading system. With Doom, they loved a lot of what they saw people do modding it too, one of those Star Wars Doom conversions really wowed them. Guys like Jay Wilbur and Kevin Cloud really didn't like the idea of the .wad thing because of the fear of exploitation and competition, but Cloud admitted later that he was completely wrong and that it was the right thing to do.
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