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World of Software > Software > “Sorry, Sandy” – John Carmack regrets the end of the “Quake” team
Software

“Sorry, Sandy” – John Carmack regrets the end of the “Quake” team

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Last updated: 2026/06/28 at 8:37 PM
News Room Published 28 June 2026
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“Sorry, Sandy” – John Carmack regrets the end of the “Quake” team
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It was translated with technical assistance and editorially reviewed before publication.

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On Monday of this week, gaming milestone “Quake” turned 30 years old. Accordingly, many of its inventors also acknowledged the anniversary on social media. This also includes the designer Sandy Petersen, who at id Software was primarily involved in most of the levels of “Doom II” and was solely responsible for the fourth episode of “Quake”.

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In a short thread entitled “How Quake ruined id Software” on Platform It has long been known that there was a power struggle between these two during the development of the game, which Romero lost: he was forced out of the company with a severance payment and then founded his own studio “Ion Storm”. Numerous other employees, including Sandy Peterson, the designer American McGee and the assembly genius Mike Abrash also left the company shortly after “Quake”.

Burnout nach Quake

According to Peterson, everyone was “burned out” when “Quake” was finally finished, and the team was even “mentally broken.” You simply worked too hard. John Carmack personally doesn’t blame Peterson in his thread. According to the designer, the result was worth it all. Only, according to his theory, what id Software was back then was destroyed by the hard work under extreme conditions.

After a few hours, John Carmack, who has been largely blamed for the end of the classic id team due to his supposedly dictatorial leadership style, replied to Petersen’s thread. On Back then, he really wanted to make a perfect multiplayer shooter in a fully polygonal environment. According to Carmack, it would have been better to first develop an expanded Doom engine for multiplayer via LAN and Internet, and then a new, fully three-dimensional game.

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Permanent startup doesn’t work

“I put too much pressure on everyone,” Carmack admits frankly. If you constantly push people toward “permanent startup intensity,” they would suffer. I also noticed this in myself at this time. The management lesson he also uses is that established companies – id was already worth millions at that time – needed “more looseness”. In addition, and Carmack alludes to Romero without naming him, the company structure with the founders’ shares was wrong and created the wrong incentives. It should be emphasized here that the two Johns have long since reconciled and will, among other things, appear together at this year’s QuakeCon.

Carmack concludes his post with a simple “Sorry, Sandy.” Petersen obviously fully deserves this apology because he never appears in the role of the bitter ex-employee. In his thread he also emphasizes that everyone who left id back then went on to be successful in the games industry. In a video published six years ago about the circumstances at id during the development of Quake, he made it clear that he appreciated Carmack and did not blame him personally. According to Peterson, in addition to the eccentric code guru, there were also other employees at id at the time who literally sabotaged the work of their colleagues. The story about the team behind Quake doesn’t seem to have been fully told yet.

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