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Chapter 673 - A video game company.

What once occupied the place of ID Software, Billy observed how bureaucracy moved—one of the greatest problems of companies was bureaucracy, which seemed to reform itself only to perpetuate corporate gridlock, where many people acted within an absurd chain of command, filled with what is called inefficiency. That was why Anne always focused on giving independence to all teams while others handled the chores. Meetings were held monthly, entirely work-focused, with team leaders, performance bonuses, and a coordinator overseeing each case.

ID Software, as a whole, employed about 1,000 people. Many companies were acquired, others were created, and in each, work advanced through countless projects.

a. ID Software

a. ID Software: Texas

b. ID Software RPG Platforms

c. Raven Software

d. Parallax Software

e. Blizzard Entertainment

f. ID Software Atlanta: 1995

g. Epic Games: acquired in November for $12 million

h. ID Software: Nevada, 1997

Billy rested his cheek against his hand while reviewing the annual meeting, his only wish being for it to end. So many technical terms he honestly despised in his own good-natured way—it was a headache, thousands of words to explain something simple and to the point, nothing extraordinary or vibrant, just a moment to endure.

–We'll talk later, – commented Alexa Rilley.

–Indeed, we will, – Billy murmured as she left, his tone not indignant but suggestive enough to hint at unspoken thoughts.

The sixth team's task was simply to update each game to the new platform and extend the open code to a new title that would allow them to improve overall quality. For the excellent work they always delivered, and due to their dedication alongside her husband, their talent was such that even management roles seemed unnecessary—Billy preferred paying them double rather than naming them managers. Each of them possessed a rare gift for performing far beyond expectations. They were brilliant engineers who could contextualize problems in code, improve existing systems—all in exchange for a month of vacation, solid medical benefits, and the freedom to take time off for personal health.

–I didn't expect to see you here, – said Richard Boll.

–Well, I know Raimon and Anne work tirelessly every month, but sometimes I like to come by and see what's right or wrong myself, – replied Billy, observing Richard Boll, who looked older and heavier, but whose calm and mature demeanor reflected the magnificent experience years of work had given him.

–It's a pleasure to have you here, – responded Boll.

–The meeting was revealing. Interestingly, we're doing such a swift update—it's ideal, especially as we prepare to phase out consoles in the coming months, – Billy replied.

–We're ready for it. –

–Very well. I'll visit the teams to see how their development processes are coming along, – said Billy, moving past Richard Boll, who nodded. Thoughts flooded Billy's mind—his creative freedom was among the best in the business, and he often delivered milestones at a remarkable pace. For example, he had already provided new models for upcoming games—League of Legends would serve as a reference point for the next era. For now, Billy's goal was to create seamless connectivity for gaming peripherals, with free online service and two or three playable demos for every new Xbox buyer.

ID Software Series: Video Games

Doom: 1993 [1]

Wolfenstein 3D: 1993

Pokémon: 1994

Tomb Raider: 1994

Resident Evil: 1995 [2]

Forza Horizon: 1995

Tony Hawk: 1996

Silent Hill: 1996

Halo: 1997 (with Parallax)

Outcast: 1997 (with Epic Games and Parallax)

Resident Evil 2: June 1998

Second Team

Crash: in production since 1994; original split storyline with Crash and Professor Octavio

Crash Bandicoot: 1996

2.5 Crash Bandicoot 2: in production

2.6 Crash Underworld: in production

Crash Team Racing

Deus Ex: exclusive to the second team

4.4 Crash Bash

Tomb Raider 2

Crash 3

Third Team

Led by John Carmack: expanding the Doom and Quake series.

Doom 2 – 1995

Quake II – 1996

2.3 Coliseum – June 1996: a war-torn world where great warriors fight each other; similar to Mortal Kombat, but as an exploratory game following a gladiator who earns his freedom, faces trials, and ascends to godhood. [3] One of ID Software's bestsellers with five million copies, its open-combat battles caused a sensation. An updated version was expected for 2000.

Resident Evil: Origins – 1998

Doom 3 – 1999

Fourth Team

Lux Party – 1995

Super Smash Lux – in production 1996 (by Capcom) [4]

Lux Karts – 1997 (with Parallax)

Fifth Team

Max Payne – in production

Ratchet & Clank – production started in June 1998

Sixth Team

Remakes of all series produced before 1995, adapting them to new graphic design standards and often improving the quality of basic titles.

–Well, you two are the wizards who want to start a company, – Billy remarked, eyeing John Romero and John Carmack.

–Our contract ends in February 2000, – John Romero replied, almost defensively, as if pushed to his limits by constant demands.

–No problem, as long as you don't poach my team, – Billy said with a grin. Ideas were always the most valuable asset, and when nurtured by the right company, they could bring games to greater heights.

–Well, I'm afraid we do have arrangements with some, – Romero admitted.

–I'll pay them a good penny each, – Billy joked with Romero and Carmack. Both men seemed born to live life on the edge—their visions for games were clear. Even with their earnings, their ambition didn't wane; they had saved over $300,000 to fund the production of a few simple games for PC, often replicating the Doom model. Over time, they preferred to stay grounded and collaborate with ID Software, their teamwork proving that great work could be done with humility while waiting for their own moment.

–We offer better bonuses and good shares to those willing to work with us, – Romero countered again.

Billy Rio, with his usual composure and without wasting time, understood how difficult it was to meet all those demands. It was almost impossible to slice the pie evenly—many overlooked the inherent costs of the profession: taxes, labor expenses, and operating profits.

–In that case, I think we'll all be lucky with your new company. I almost hope you manage to outdo us in salaries, – Billy replied, shaking Romero's hand before moving on to review other projects.

The hallways of ID Software gleamed. What was once a small office had grown into a vast building with 300 employees. Teams worked side by side. Despite the challenges, people kept joining—employees genuinely loved making games. They were young, full of life, and grateful for the opportunities.

The bright corridors were dazzling. Billy eventually reached the leaders of the first team, the Rilley couple, who were responsible for the most challenging projects and had a knack for spotting real talent.

–You two always manage to surprise me, – Billy said, now facing them directly.

–We heard you've got a new online play system that lets players connect and share with other teams over the internet, – Alexa Rilley responded.

–In fact, all we need to do is what they're doing at Steam—which, by the way, is my company, – Billy replied with a grin. His website, where they sold games and released patches, had been rejected by many, but for Billy, it was a glimpse of the future—hitting early meant hitting accurately.

–As long as the Pixar and Autodesk teams help us, – Alexa replied, and Billy nodded in agreement.

[1] The next Doom game would feature music from two famous metal rock bands, thanks to Billy's request.

[2] This title was developed by Parallax Software with assistance from the third team.

[3] Main characters included Atlas, the protagonist gladiator with a Greco-Roman combat style; Achilles, the reincarnation of the legendary warrior, wielding his spear like a god; and Spartacus, the condemned slave with a hatred-fueled armor, using a traditional Roman combat style with a shield and a sword he could only equip for eight seconds, though it granted him the power to slow enemies in battle.

[4] Featuring 30 characters, including Luxury Fairy, Crash, Doom, Quake, and Dr. Cortex.

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