Earlier in March, Tom and I noticed Wolfenstein was missing something, something fun that we were used to, but that this engine didn’t support: secret areas. They were a staple of exploration and of our games. We lobbied Carmack to add some way of pushing a wall to reveal a hidden area, but he didn’t want to violate the purity of his engine to hack in a secrets-revealing “pushwall.” The next couple of months, we pressed him on it until he finally agreed in April to hack it in. It was a trying situation for Tom because, as the creative director, his design was expected to be supported by tech,
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