In 1996, id Software released Quake, one of the most influential games ever made, and one that nearly destroyed the team behind it. In this episode, David and Rob Kassin trace the full arc of how Quake came to be, starting with a Dungeons and Dragons campaign, running through a year of engine development that left designers with nothing to do but wait, and ending with a shareholder confrontation, a last minute redesign, and a launch day that one man spent alone in an empty office. Along the way, they explore what the game was supposed to be, what it became, and what it cost the people who built it, on today's trip down Memory Card Lane.Read transcript