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John Carmack on the mistakes around Quake that ruined id software

twitter.com|312 points|145 comments|by shadowtree|Jun 24, 2026

Retrospective: John Carmack’s Analysis of the Strategic Failures Surrounding Quake and id Software

John Carmack, the legendary programmer behind some of the most influential engines in gaming history, has often reflected on the trajectory of id Software. While Quake was a technical triumph, Carmack posits that the decisions made during its development and the subsequent business pivots created a foundation for the company's eventual decline.

The Technical Leap: From 2.5D to True 3D

The transition from Doom to Quake wasn't just an upgrade; it was a complete paradigm shift. While Doom used a "pseudo-3D" approach, Quake introduced a fully 3D world with polygonal entities and complex lighting.

The Mathematical Foundation

To achieve this, Carmack had to implement sophisticated linear algebra. The engine relied heavily on:

  • Vector Mathematics: Calculating directions and distances in 3D space.
  • Matrix Transformations: Rotating and scaling objects.
  • BSP (Binary Space Partitioning): A method to optimize rendering by dividing the world into a tree structure.

The core logic can be represented by the basic transformation of a vertex v\mathbf{v}: v=Mv\mathbf{v}' = \mathbf{M} \cdot \mathbf{v} Where M\mathbf{M} is the transformation matrix and v\mathbf{v} is the original vertex position.


The "Engine Trap" and Business Pivot

One of the most significant "mistakes" was not a technical one, but a strategic one. id Software shifted its focus from creating games to licensing technology.

Comparison: Game Focus vs. Engine Focus

FeatureGame-Centric ApproachEngine-Centric Approach
Primary GoalPlayer ExperienceTechnical Versatility
Revenue StreamUnit Sales / RetailLicensing Fees
Development CycleIterative DesignTooling & Optimization
Market PositionCreative LeaderInfrastructure Provider

"We became a company that sold the shovel rather than the gold," is the essence of the critique. By focusing on the id Tech licenses, the company decoupled itself from the actual art of game design.


The Organizational Decay

Carmack notes that the internal culture of id Software was characterized by a "rockstar" mentality. This led to several systemic issues:

  1. Lack of Management: The company operated without traditional corporate structures.
  2. Technical Obsession: A tendency to prioritize perfect code \rightarrow functional products.
  3. Isolation: The team worked in a vacuum, ignoring the evolving industry trends toward larger teams and collaborative design.

The Development Workflow (Simplified)


The Technical Debt of Perfectionism

Carmack’s drive for efficiency often led to the creation of highly specialized code. While brilliant, this made the software rigid. For example, the implementation of the BSP tree was a masterpiece of optimization but created a rigid pipeline for level design.

Example: Pseudo-code for a BSP Traversal

void TraverseBSP(Node* node, Frustum* frustum) {
    if (node == nullptr) return;

    // Check if the node's bounding box is inside the view frustum
    if (!frustum->IsVisible(node->bounds)) {
        return; // Culling: Don't render what we can't see
    }

    if (node->isLeaf) {
        RenderLeaf(node);
    } else {
        // Recurse based on the splitting plane
        TraverseBSP(node->front, frustum);
        TraverseBSP(node->back, frustum);
    }
}

Final Reflections and Lessons Learned

In hindsight, the "ruin" of id Software wasn't caused by a single bad game, but by a slow drift away from the core value proposition of entertainment.

The "Post-Mortem" Checklist

  • Achieve technical superiority (The Quake era).
  • Establish a dominant engine license.
  • Maintain a balance between tooling and creativity.
  • Adapt to the "Live Service" and "AAA" team scale.
  • Avoid the trap of technical narcissism.

Ultimately, Carmack suggests that the very thing that made id Software great—their uncompromising pursuit of technical excellence—became the blind spot that prevented them from evolving into a sustainable modern studio. The legacy of Quake remains a towering achievement in computer science, but it serves as a cautionary tale about the difference between building a great tool and building a great business.