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3 entries of 164 involving id Software

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1990-1999 The 1990s

Shareware corridors bring first-person shooting to ordinary computers

id Software's shareware release used a fast ray-casting engine to put players inside texture-mapped corridors on ordinary computers. Giving the first episode away and selling the rest by mail proved shareware could fund serious development.

Key facts and significance Hide details
Region
North America
Period
The 1990s

Why it matters

Two things arrived together: a viewpoint that made the player occupy the space, and a distribution model that let a tiny studio reach a mass audience without a publisher. Both became foundations of the personal computer game business, and the first-person shooter grew into one of the medium's dominant forms.

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Doom arrives with deathmatch and files players can edit

id Software's shooter combined varied level geometry, networked play against other people, and data files players could replace. Shareware distribution put it on office and campus computers everywhere, and its editable resources created modern modding culture.

Key facts and significance Hide details
Region
North America
Period
The 1990s

Why it matters

One shareware release from a small studio established three durable practices at once: the first-person shooter as a mass genre, networked competitive play as a reason to own a computer, and player-made content as a legitimate part of a game's life. Few single releases have influenced as much of what followed.

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Quake moves the shooter into real 3D and onto the internet

id Software released Quake as shareware on June 22, 1996. Its engine rendered genuinely three-dimensional spaces, and multiplayer over the internet shipped with the game rather than arriving later as an add-on.

Key facts and significance Hide details
Region
North America
Period
The 1990s

Why it matters

Three things that now define online shooters arrived together here: true three-dimensional geometry, mouse aiming as the assumed default, and internet play as a shipped feature rather than a local network trick. The volunteer infrastructure that formed around it became the template for how multiplayer scenes organize themselves.

Read the full entry 3 sources