The 'GDC 25' Chronicles: A Quake Aftershock
[Continuing his 'GDC 25' archival research ahead of the 25th Game Developers Conference in San Francisco this February/March, official GDC historian Jason Scott goes back to CGDC 1996 for a classic keynote speech on id's Quake from Mike Abrash.]
The videos of Game Developers Conference and CGDC speeches in the boxes mailed to me from headquarters go back to 1996, with a few in 1997, more in 1998, and then a lot more after the turn of the century.
The later ones are on BetaSP and other high-end format tapes, while the pre-2000 recordings tend to be on VHS (or the previously revealed audio tapes).
There's something about those VHS tapes that give them a sense of authority, that we're looking in on a window of a time lost, even though it's barely a decade ago.
The videos are especially interesting considering the huge leaps in computing power since then, where the people in the video talk about boundaries and pushing limits that barely register on our modern radar.
But if you want someone talking about pushing boundaries in the most intense fashion, then you can't do much better than a CGDC 1996 keynote talk from Michael Abrash, formerly of id Software.
Here's some screengrabs from the VHS that we retrieved from the GDC archives:
In a sign of id Software and John Carmack's open policy, Abrash presents this speech about internal coding methods of seminal first-person shooter Quake just after he left the company (and very soon after Quake was released).