There are a few things that I look back on as my mistakes in the early days

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Carmack reflects on Quake's technical overambition and regrets pushing his team too hard.

John Carmack identifies several early mistakes at id Software. Quake was technically overambitious; a simpler Doom++ engine could have supported multiplayer and modding work with a more stable base, deferring full 6DOF to a sequel. He pushed everyone too hard, noting that maturing companies need more slack and constant startup intensity burns people out. The original stock arrangement created bad incentives; standard vesting would have been better. He does not take blame for insisting level designers have both game design and visual design skills, a standard set by Romero that led to infighting among designers.

What commenters are saying

Commenters largely endorse Carmack's self-criticism, especially his insight that constant intensity leads to burnout. Several note that this wisdom is rarely applied in the tech industry, where leaders often learn only after accumulating wealth. One camp argues that founders driving themselves the same way is different because they reap disproportionate rewards. A subthread explores how tech culture's emphasis on intellectual achievement and youth marginalizes the humanities and the messy human factors that dominate real-world outcomes. Links are provided to Sandy Petersen's original thread for necessary context.