The
source code of
Quake was released on December 22, 1999. The id Software maps, objects, textures, sounds, and other creative works remain under their original proprietary license. The
shareware distribution of
Quake is still freely redistributable and usable with the GPLed engine code. One must purchase a copy of
Quake in order to receive the registered version of the game which includes more single-player episodes and the
deathmatch maps. Based on the success of the first
Quake game,
Quake II,
Quake III Arena, and
Quake 4 were published, with
Quake 4 being developed by
Raven Software using the
id Tech 4 engine from
Doom 3.
Quake was the game primarily responsible for the emergence of the
machinima artform of films made in game engines, thanks to edited
Quake demos such as
Ranger Gone Bad and
Blahbalicious, the in-game film ''The Devil's Covenant
, and the in-game-rendered, four-hour epic film The Seal of Nehahra. On June 22, 2006, it had been ten years since the original uploading of the game to cdrom.com archives. Many Internet forums had topics about it, and it was a front-page story on Slashdot. On October 11, 2006, John Romero released the original map files for all of the levels in Quake''.
Quake has four sequels:
Quake II,
Quake III Arena,
Quake 4, and
Enemy Territory: Quake Wars. In 2002, a version of
Quake was produced for mobile phones. A copy of
Quake was also released as a compilation in 2001, labeled
Ultimate Quake, which included the original
Quake,
Quake II, and
Quake III Arena which was published by
Activision. In 2008,
Quake was honored at the 59th Annual
Technology & Engineering Emmy Awards for advancing the art form of user modifiable games.
John Carmack accepted the award. Years after its original release,
Quake is still regarded by many critics as one of the greatest and most influential games ever made. In 2025,
The Strong National Museum of Play inducted
Quake into its
World Video Game Hall of Fame. Co-creator of
Quake, John Romero, attended the induction ceremony. Lindsey Kurano of The Strong Museum said "
Quake’s legacy lives on in its atmospheric single player campaign, its influence in how online games are played, its active modding community, and its creation and shaping of esports." As an example of the dedication that
Quake has inspired in its fan community, a group of expert players recorded
speedrun demos (replayable recordings of the player's movement) of
Quake levels completed in record time on the "Nightmare"
skill level. The footage was edited into a continuous 19 minutes, 49 seconds demo called
Quake done Quick and released on June 10, 1997. Owners of
Quake could replay this demo in the game engine, watching the run unfold as if they were playing it themselves. Most full-game speedruns are a collaborative effort by a number of runners (though some have been done by single runners on their own). Although each particular level is credited to one runner, the ideas and techniques used are iterative and collaborative in nature, with each runner picking up tips and ideas from the others, so that speeds keep improving beyond what was thought possible as the runs are further optimized and new tricks or routes are discovered. Further time improvements of the continuous whole game run were achieved into the 21st century. In addition, many thousands of individual level runs are kept at
Speed Demos Archive's
Quake section, including many on custom maps. Speedrunning is a counterpart to multiplayer modes in making
Quake one of the first games promoted as a virtual sport.
Sequels After the departure of Sandy Petersen, the remaining id employees chose to change the thematic direction substantially for
Quake II, making the design more technological and futuristic, rather than maintaining the focus on
Lovecraftian horror.
Quake 4 followed the design themes of
Quake II, whereas
Quake III Arena mixed these styles; it had a parallel setting that housed several "id all-stars" from various games as playable characters. The mixed settings occurred because
Quake II originally began as a separate product line. The id designers fell back on the project's nickname of "
Quake II" because the game's fast-paced, tactile feel felt closer to a Quake game than a new franchise. Since any sequel to the original
Quake had already been vetoed, it became a way of continuing the series without continuing the storyline or setting of the first game. In June 2011, John Carmack made an offhand comment that id Software was considering going back to the "...mixed up Cthulhu-ish Quake 1 world and rebooting [in] that direction."
Aftermath and controversies Quake drew criticism for its intense
graphic violence, including detailed blood effects, gore, and enemy dismemberment, building on the debates sparked by id Software's earlier game
Doom. Though the
Entertainment Software Rating Board (ESRB), established in 1994, rated
Quake "Mature" for players 17 and older, the game remained part of broader 1990s concerns about video game violence and its potential effects on young players. The controversy surrounding
Quake and similar titles intensified after the
1999 Columbine High School massacre, where reports noted that the perpetrators were fans of id Software games, including
Quake II and
Doom. This led to renewed media scrutiny and political calls for regulation of violent video games, with critics arguing that such titles could desensitize players to real-world violence or contribute to aggression. In response to the backlash, id Software co-founder
John Carmack emphasized that the company focused on creating games they personally enjoyed, stating, "We make the games we like to play and throw them out into the world... We don’t get involved in politics". Petersen claimed in July 2021 that the lack of a team leader was the cause of it all. He volunteered to take lead as he had five years of experience as project manager in
MicroProse, but he was turned down by Carmack. Romero has discussed their relative lack of experience at the time and failure to communicate with one another, and has stated that there is no long-lasting animosity between the staff. In 2000, Romero released
Daikatana, the game that he envisioned
Quake being, and despite its shaky development, and being considered one of the worst games of all time, he said
Daikatana was "more fun to make than
Quake" due to the lack of creative interference. ==Notes==