Main Facts

At the annual QuakeCon convention held in Gaylord, Texas, a historic gathering took place. Several of the original founders and key pioneers of id Software reunited for a retrospective panel, celebrating the legacy of the studio that pioneered the first-person shooter (FPS) genre. Among the attendees was John Carmack, the legendary lead programmer whose revolutionary graphics engines powered Doom, Quake, and Wolfenstein 3D.

While attending the convention, Carmack took the opportunity to test his skills on the newly released Doom port for the Evercade handheld gaming console. His experience highlighted a fascinating dynamic: even the architect of a game’s engine can fall victim to its intricate, decades-old level design.

John Carmack's Evercade Play Session:
┌────────────────────────────────────────────────────────┐
│ Level E1M4 (Command Control)                           │
│  - Target Par Time: 1 minute, 30 seconds               │
│  - Carmack's Completion Time: ~15 minutes              │
├────────────────────────────────────────────────────────┤
│ Level E1M5 (Phobos Lab)                                │
│  - Target Par Time: 2 minutes, 45 seconds               │
│  - Carmack's Completion Time: ~15 minutes              │
└────────────────────────────────────────────────────────┘

In a public statement shared on the social media platform X, Carmack admitted that he quickly lost his bearings during the play session. "I sat down to try the Evercade Doom port, and before I knew it, I was on level four, and realizing that I had forgotten where all the keycards were," Carmack wrote. He revealed that it took him approximately 15 minutes each to navigate through Level 4 ("Command Control") and Level 5 ("Phobos Lab") of the game’s iconic first episode, Knee-Deep in the Dead. Despite the navigation difficulties, Carmack expressed his admiration for the game’s lasting appeal, concluding: "Still a great game after all these years!"


Chronology

The journey of id Software, John Carmack, and the Doom franchise is one of the most celebrated sagas in interactive entertainment history. Understanding the significance of Carmack’s recent play session requires looking at the timeline of his career, the evolution of the studio, and the history of QuakeCon.

id Software & John Carmack: A Selected Timeline
│
├── 1991 ── id Software founded by John Carmack, John Romero, Tom Hall, and Adrian Carmack.
│
├── 1993 ── "Doom" is released via shareware, revolutionizing PC gaming and 3D graphics.
│
├── 1996 ── The first QuakeCon is held in Garland, Texas; John Romero departs id Software.
│
├── 1997 ── Carmack releases the source code of "Doom", sparking decades of community mods.
│
├── 2013 ── Carmack departs id Software to join Oculus VR as Chief Technology Officer.
│
└── Present Day ── Founders reunite at QuakeCon; Carmack revisits "Doom" on the Evercade.
  • 1991 – The Founding of id Software: John Carmack, John Romero, Tom Hall, and Adrian Carmack established id Software. The team quickly set new standards for PC game performance with Commander Keen and Wolfenstein 3D.
  • 1993 – The Release of Doom: On December 10, 1993, id Software uploaded the first episode of Doom to an FTP server at the University of Wisconsin–Parkside. The game introduced advanced binary space partitioning (BSP) trees, texture mapping, variable lighting, and network play (co-op and "deathmatch"), transforming the PC gaming industry.
  • 1996 – The First QuakeCon and Romero’s Departure: Established by fans as a small gathering in Garland, Texas, QuakeCon quickly grew into id Software’s official convention. That same year, creative differences led to John Romero’s departure from the company following the release of Quake.
  • 1997 – The Open-Source Milestone: In a move that secured the game’s longevity, John Carmack released the source code for the Doom engine under a non-profit license (and later under the GNU General Public License in 1999). This allowed developers to port the game to almost every operating system and device imaginable.
  • 2013 – Carmack’s Departure: After years of developing cutting-edge engines for Quake II, Quake III Arena, Doom 3, and Rage, Carmack officially left id Software to join Oculus VR as its Chief Technology Officer, pivoting his career toward virtual reality and, eventually, Artificial General Intelligence (AGI).
  • The Modern Era – The Reunion: After years of physical and professional distance, the founders of id Software have increasingly re-engaged with their joint history. The retrospective panel at this year’s QuakeCon in Gaylord, Texas, served as a rare public reunion of the minds that built the foundations of modern 3D gaming.

Supporting Data

Carmack’s self-admitted struggle on Levels 4 and 5 of the first episode of Doom highlights the contrast between modern, linear game design and the maze-like architecture of early 1990s shooters.

Level Design and Navigation Metrics

Doom’s levels were designed primarily by John Romero and Sandy Petersen. Unlike modern first-person shooters, which often guide players down visual corridors, Doom utilized abstract, non-linear layouts that required backtracking, secret-hunting, and color-coded security keycards to progress.

+-----------------------------------------------------------------------------------+
|                           EPISODE 1 NAVIGATION METRICS                            |
+----------------------+--------------------------+---------------------------------+
| Metric               | E1M4: "Command Control"  | E1M5: "Phobos Lab"              |
+----------------------+--------------------------+---------------------------------+
| Primary Designer     | John Romero              | John Romero / Sandy Petersen    |
| Required Keycards    | Yellow, Blue             | Yellow, Blue                    |
| Official Par Time    | 1 minute, 30 seconds     | 2 minutes, 45 seconds           |
| Speedrun Record      | Under 30 seconds         | Under 50 seconds                |
| Carmack's Play Time  | ~15 minutes (900 sec)    | ~15 minutes (900 sec)           |
+----------------------+--------------------------+---------------------------------+
  • E1M4 ("Command Control"): This map features a centralized hub structure with multiple branching paths. To complete the level, players must locate the yellow and blue keycards while managing radioactive slime hazards. The official par time set by id Software is 1:30. Carmack’s time of 15 minutes is roughly ten times the intended par time, illustrating how easy it is to lose track of the level flow without recent familiarity.
  • E1M5 ("Phobos Lab"): Widely considered one of the most complex levels in the first episode, "Phobos Lab" relies on dark corridors, light switches, secret teleporters, and a sequence of keycard acquisitions. The official par time is 2:45. Spending 15 minutes on this map demonstrates the effectiveness of the level’s puzzle design, which still works as intended three decades later.

The Evercade Platform

The hardware Carmack used during his play session is the Evercade, a line of retro-focused gaming systems developed by Blaze Entertainment.

  • Medium: Evercade uses physical cartridges to distribute licensed classic games.
  • The Doom Collection: The cartridge Carmack played compiles classic ports of Doom and Doom II.
  • Emulation & Performance: The system aims for high-fidelity emulation of original console and PC titles, providing modern gamers—and, in this case, the original creator—with a tactile, console-like experience that closely mirrors the original game’s visual and mechanical feedback.

Official Responses

The reactions from id Software’s founders and other high-profile developers highlight the different ways creators interact with their past work.

John Carmack’s Reflection

In his post on X, Carmack focused on the enduring quality of the gameplay loop rather than his rustiness:

"I sat down to try the Evercade Doom port, and before I knew it, I was on level four, and realizing that I had forgotten where all the keycards were. It wound up taking me 15 minutes each on level four and five. Still a great game after all these years!"

Carmack’s reaction reflects his historically pragmatic approach to technology. Known for looking forward rather than backward, his willingness to sit down and play Doom on a modern retro handheld shows a rare moment of nostalgia for his early work.

id co-founder John Carmack revisits Doom at QuakeCon: 'Still a great game after all these years!'

John Romero’s Active Engagement

In contrast to Carmack, who transitioned away from game development to focus on aerospace and artificial intelligence, co-founder John Romero has remained actively involved in the Doom community.

Romero regularly plays community mods—such as the highly acclaimed, reality-bending mod MyHouse.wad—and streams his playthroughs to audiences worldwide. Furthermore, Romero continues to design new levels for the original engine. In recent years, he released Sigil (2019) and Sigil II (2023), which serve as unofficial fifth and sixth episodes for the original 1993 game. These releases demonstrate his continuous engagement with the design philosophies he helped establish.

Contrast with Other Industry Pioneers

The relationship between game developers and their past creations varies widely across the industry.

┌──────────────────────────────────────────────────────────────────────────┐
│                      DEVELOPER-TO-LEGACY SPECTRUM                        |
├──────────────────────────────────────────────────────────────────────────┤
│  John Romero:                                                            │
│  Active preservationist and creator. Continues to build content for      │
│  original engines (e.g., Sigil II) and streams community mods.           │
├──────────────────────────────────────────────────────────────────────────┤
│  John Carmack:                                                           │
│  Forward-looking technologist. Rarely revisits past work, but appreciates│
│  mechanical longevity when prompted by modern ports.                     │
├──────────────────────────────────────────────────────────────────────────┤
│  Swen Vincke (Larian Studios):                                           │
│  Avoids revisiting personal favorites (e.g., Ultima VII) to preserve     │
│  memories; rarely plays own games post-launch due to production fatigue. │
└──────────────────────────────────────────────────────────────────────────┘

Swen Vincke, the CEO of Larian Studios and director of Baldur’s Gate 3, has expressed a very different philosophy. Vincke admitted that he has never replayed Ultima VII: The Black Gate—one of his favorite games and a major inspiration for his work—because he is afraid that doing so would ruin his fond memories of playing it in the 1990s.

Furthermore, Vincke noted that he rarely plays Larian’s games after they launch. Having spent years testing and playing every segment of a title during its production, he finds that he cannot experience the finished product as a player would, preferring instead to move directly on to the next project.


Implications

John Carmack’s return to Doom at QuakeCon highlights several important themes regarding the longevity of software, the evolution of game design, and the preservation of digital media.

The Mechanics of Timeless Design

The fact that Doom remains engaging and challenging to its own creator over thirty years after its release points to the strength of its core mechanics.

  • Pacing and Movement: Doom’s fast-running speed (equivalent to nearly 30 miles per hour in-game) and responsive controls create a game feel that remains satisfying to play.
  • The Combat Loop: The relationships between different enemy types (such as the long-range Imp, the aggressive Pinky, and the area-denial Cacodemon) force players to make quick tactical decisions.
  • Spatial Navigation: The non-linear levels that Carmack found difficult to navigate are now viewed as a welcome contrast to modern, highly guided campaigns. The level design requires active spatial mapping and memory, turning navigation into a core gameplay mechanic rather than a simple transition between combat arenas.

Open-Source Preservation

Carmack’s decision to open-source the Doom engine in 1997 is one of the main reasons the game remains so accessible today. By making the source code public, Carmack ensured that Doom would survive beyond the lifespan of MS-DOS.

This decision laid the groundwork for modern source ports (such as GZDoom and Chocolate Doom) and allowed the game to be adapted to almost any screen-bearing device, from modern consoles like the Evercade to unconventional platforms like smart refrigerators and digital cameras.

The Developer’s Perspective on Legacy

For developers, revisiting old codebases or game designs can be a strange experience. Games are products of their time, limited by the hardware, budgets, and team sizes available during their creation.

For Carmack, whose career has been defined by pushing the boundaries of what is technically possible, playing Doom on a handheld console serves as a reminder of what can be accomplished within tight hardware limits. In 1993, Carmack had to invent new mathematical techniques to render 3D environments in real-time on 486-class PCs. Today, those same complex environments can be played on a portable device, serving as a testament to the longevity of elegant programming.

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