On Saturday, June 22, 1996, I came in to the office and was alone. The previous day, I told the team that since the game was finished, I’d be in the office the following day to upload the shareware version. Quake was ready to be unleashed, and none of the others were there. That’s how burned out and disconnected we’d become. It was both surprising and sad. Every id release before Quake was a company-wide, sometimes industry-changing, event. It didn’t matter if it was four in the morning, everyone was there to watch our games launch. Newsgroups and bulletin boards provided us with a live,
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