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回報翻譯問題
Technology-wise, they would do the next "big" thing with Quake (1996), which was their first "true 3D" game, as DooM would have been just way too slow and sluggish would they opt for a proper 3D engine at the time. (see "RoboCop 3 DOS" for how a early 90s 3D FPS looked like)
The next big jump was DooM 3, with it's advanced lighting/shadowing tech, which blew people away in 2002 when it was first shown. (and also leaked - the alpha version was leaked by a ATi, nowadays AMD, employee to showcase their new Radeon 9700 graphics cards)
Technically speaking, DooM 3 was everything Carmack wanted to achieve, but didn't have the hardware to do so.
Then, there was the "Gigatexture" tech shown in Rage, which was impressive, but the game also had various technical issues at release time and this tech was kinda made for SSD disks, which could load textures much faster.
As we know, DooM 4, which was supposed to use an evolved version of "Gigatextures", was scrapped and the remaining id team went back to the drawing board to concieve DooM 2016 reboot, which put the franchise, as well as id's name, back on track.
Note that Carmack also was experimenting with "ray-traced voxel octrees" which would have likely been used in their next titles, would he still stay at id.
Romero left after the first Quake, so we will never know how their games would have been like if he sticked around.
I think Quake II would have felt more like the OG Quake, but with improved engine and semi non-linear (segmented) level design, so no Stroggs and Sci-Fi focus.
And Quake III would probably have had a SP campaign, not just MP arenas and bots.
And I'm pretty sure Romero would have wanted to be part of the level design team behind RTCW and DooM 3.
But his other "masterpiece", Daikatana, would not have seen the light of day. (a tragic loss, I know)