Doom (1993 video game)
Because id planned to self-publish the game, as the game neared completion they had to set up the systems to sell the game. Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of "Doom". He felt that the mainstream press was uninterested in the game, and as id would make the most money off of copies they sold directly to customers—up to 85 percent of the planned US$40 price—he decided to leverage the shareware market as much as possible, buying only a single ad in any gaming magazine. Instead, he reached out directly to software retailers, offering them copies of the first "Doom" episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.
Doom (2016 video game)
John Carmack, co-founder of and then lead developer at id Software, indicated that "Doom 4" was in development at QuakeCon on August 3, 2007. It was announced in May 2008. id Software CEO Todd Hollenshead suggested that like "", the game would take place on Earth. Carmack stated that it would feature gameplay more akin to the original "Doom" games rather than the survival horror gameplay of "Doom 3".
In 2008, Carmack claimed that Doom 4 would look "three times better" than "Rage" even though it was intended to run at 30 frames per second on Xbox 360 and PlayStation 3, rather than the 60 that "Rage" was targeting. It was planned to run at 60 frames per second on Windows with state-of-the-art hardware. Carmack also stated that the game was running on the id Tech 5 game engine. In 2009, he revealed that the multiplayer component was being developed separately and would run at 60 frames per second. He stated in 2011 that "you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful."