Arcade Attack Podcast – February (1 of 4) 2020 – Tim Willits (id) – Interview

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The id Software legend Tim Willits joins our Adrian for a no holds barred chat about creating the Quake games, leading design on DOOM 3 and what he really thinks about some of his former id colleagues (you’ve probably guessed who we’re on about).

Greener pastures await him at Saber Interactive after around 24 years at id. Think you’ve heard all there is to know about Quake and DOOM? Think again! Tim’s truly got his BFG out for this one and we loved it, hope you will too.

And why not go and have a listen to what Adrian and Dylan make of DOOM for dessert?

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2 Comments on “Arcade Attack Podcast – February (1 of 4) 2020 – Tim Willits (id) – Interview”

  1. Tim Willits’ assertions that id created the first client-server architecture PC games and that Quake was the first shipped 3D engine game are not true. While it can be said that Quake was the first 3D FPS, Kesmai Corporation arguably holds both of the firsts Tim attributes to id.

    Kesmai’s games were all client-server, were all PC based, and Kesmai started releasing them on the GEnie service in the late 1980s. By the time Quake was released Kesmai had almost a decade of experience with PC client-server architecture and had multiple titles running as such – Including Air Warrior, Legends of Kesmai, and Multiplayer Battletech.

    Kesmai’s “SVGA Air Warrior”, their first boxed PC release featured 3D polygonal graphics and was released in 1991. That’s a full half decade before Quake. The second sequel to that, Air Warrior III, featuring full 3D acceleration and texture mapped polygons shipped shortly after Quake.

    History has all but forgotten Kesmai, and that is a shame, but what they pioneered should be recognized for what it was.

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