Carmack: 'I pushed everyone too hard', and Quake was too ambitious (twitter.com)
Carmack's admission is structural: Quake bundled a new renderer, a client-server netcode layer, and the QuakeC scripting engine at once, bottlenecking the whole studio on his graphics work while the rest shipped Doom expansions.
The thread refuses the apology. Several argue the leap was the point, that the next-gen engine was id's job, and that second-guessing a masterpiece is the wrong lesson.
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