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All of science and technology and culture and learning and academics is built upon using the work that others have done before, Carmack thought. But to take a patenting approach and say it’s like, well, this idea is my idea, you cannot extend this idea in any way, because I own this idea—it just seems so fundamentally wrong. Patents were jeopardizing the very thing that was central to his life: writing code to solve problems. If the world became a place in which he couldn’t solve a problem without infringing on someone’s patents, he would be very unhappy living there.
He approached the dilemma as he had in Keen: try the obvious approach first; if that fails, think outside the box.
Making a game, writing code, for Carmack, was increasingly becoming an exercise in elegance: how to write something that achieved the desired effect in the cleanest way possible.
When pushed at one point to create a design document for Quake, he grudgingly responded with a two-page sketch. The rest thought it was a lazy attempt. But, as Romero was quick to explain, independence had long been id’s modus operandi. They never had a design document, never wrote anything down; the only person who’d tried was his old cohort Tom Hall, and it got him fired.
“You have to give yourself the freedom to back away from something when you make a mistake,” Carmack said. “If you pretend you’re infallible and bully ahead on something, even when there are many danger signs that it’s not the right thing, well, that’s a sure way to leave a crater in the ground. You want to always be reevaluating things and say, Okay, it sounded like a good idea but it doesn’t seem to be working out very well and we have this other avenue which is looking like it’s working out better—let’s just do that.”