> One real problem that I don’t accept the blame for is that we were insisting that level designers be not just game designers, but also have strong visual design esthetics. They needed to make things that not only played well, but looked awesome, and it got more challenging as the technology provided a richer palette. Romero covered that well, which set our company expectations early on.
> We should have figured out how to pair up artists and designers earlier, but there was infighting among the designers, and the ones that could manage the visuals were happy to disparage the ones that couldn’t.
> Sorry, Sandy.
Is he saying that it was a mistake (but not his mistake... Romero's perhaps?) to demand that game designers were also artists? And that this resulted in a loss of talent ("Sorry, Sandy") versus just encouraging more collaboration between artists and designers?
https://x.com/SandyofCthulhu/status/2069592209645785294
> How Quake ruined id Software.
> There has been a lot of praise of Quake of late, with its 30th anniversary, and it's deserved. Quake is an amazing feat of art, programming, and design. I worked on it, and everything came together almost perfectly from all of us. We ended up with a free-wheeling, frenetic action game with enough of a visible world to grip the imagination.
> ... [thread continues] ...
That's the interesting part that Twitter no longer lets us see without logging in...