Quake II Magazine Archive: id Software ⁠— Quake 4

"If I concentrate really hard, then at the back of my peripheral vision I can just about make out the swish of a ponytail as Todd Hollenshead, CEO of id Software, shakes his head in dismay. 'No, your other right. Over there. The red armour,' he sighs, as I nervously jab the WASD of Quake 4 deathmatch, walking into walls, falling off ledges, and getting hurled into walls through faulty jump-pad use. I've been marked out as a player of remedial standards and Hollenshead is doing his utmost to make me less of a loser. It's horrible, and hard as I push myself I just can't concentrate. It's truly the stuff of nightmares. I'm playing Quake in front of the men from id ⁠— and the men from id think that I'm a noob. Freud would have a field day."

Quake II Magazine Archive: id Software — Doom Series

"Doom-induced Motion Sickness: Many people have been discussing Doom-induced motion sickness on the net since the game came out. There is no real cure for some except to stop playing (obviously out of the question!). Here are some helpful hints: Take breaks. Most people get sick after long periods. Playing on a plane, train, or in a car on a laptop will cause both you and the person sitting next to you to hurl. Get up slowly after playing. Turn your monitor off, sit for 5 minutes after playing and then get up. Change the screen size (using the plus and minus keys) from time to time. Try adjusting your distance from the monitor (usually further away is better). Try an alternate control. Most people find the mouse is the best way to control your speed. Destroy your computer, erase all copies of Doom in your possession and move to a desert island."

America’s Elite: The leader, John Carmack — January 1998

"The toughest thing about John Carmack is picking which career highlight to call out — creating the 3D game genre, Wolfenstein 3D, Doom, Quake — any of these would suffice. A self-described 'technology idealist,' it's hard to engage him in conversation until you hit a hot spot — OpenGL versus D3D, for example. Through the success of the Quake licensing initiative, his work is actually more important to the industry now, with legions of 'next Carmacks' trying to equal his impact."

High Profile: John Romero — “Doomed” to transform the computer game industry, by Todd Copilevitz, May 11, 1997

As John got older, "I told him lots of times that if he was ever going to make money with this stuff he'd need to be the head of a computing department," says John Schuneman, John's stepfather. "I kept telling him to get into the scientific uses for computers." John, now age 29, never did. He never finished college, or worked for a big company. But he kept his singular focus on games. And for the last five years his stepfather has been eating those words, with pride.

Ad Hoc Evangelist — John Carmack and Brian Hook interviewed by Alex St. John, January 30, 1998

"While he's parted ways with Microsoft, Alex St. John still defends DirectX. He traveled to the Lone Star state to talk about APIs, software patents, 3D hardware, the best talents in the game industry, the volatility of plan files, politics, ethics, and the future of SGI's OpenGL with John Carmack and id's outspoken new programmer Brian Hook..."

Planetquake.com — Paul Howard Steed FAQ, by Paul Steed, August 14, 1997

"Okay. Thinking about it I guess the following is a sort of Psteed FAQ. Feel free to include any of this in a Q2 FAQ. The questions and answers have been culled from my inbox and I've left out any names to protect the innocent. But if I do in some way offend someone it was completely intentional. Forgive any redundancy whether it's in this post itself or in a previous post by our illustrious info wranglers such as Redwood or Blue. Oh and BTW, DOESN'T OUR LITTLE GAME WE'RE WORKING ON KICK SOME MAJOR AND TOTAL ASS?!?!? Oh yeah. Thought you'd say that."