Following John Carmack, John Romero, and Sandy Petersen on twitter. You can get a glimpse as to why the team behind the great success of id Software eventually fell out and left.
This is them arguing with 30 years of maturity behind them. I bet it was heated in the 90s.
I am hesitant to weigh in on discussions about 30+ year old details. I understand enough about memory in general, and mine in particular, to not have great confidence about it. I generally trust Romero’s memory more than mine — I was always a bit jealous of that capability.
In broad terms, multiplayer gaming was right up there with 3D gaming in my grand visions of what I wanted to accomplish. The early FPS games were very much “first person Gauntlet”, and Gauntlet had multiplayer.
I do clearly remember the first time I got two computers running Doom taking to each other. Moving around on one computer and seeing the character move on the other screen was sublime. And then, of course, I shot the other character. Every shared virtual environment inhabited by young men inevitably hosts deathmatch.
I suspect the confusion here may be around the fraction of people that originally bought Doom because of multiplayer. It was almost certainly well under 10%. Maybe under 1%. It wrecked some college networks, but most people didn’t have Ethernet cards or null modem cables. We probably did have some conversations correctly predicting that. Deathmatch was awesome, but most of our players never got to experience it.
Even four games later for Quake 3 Arena, being “deathmatch focused” was a huge internal battle, and not at all obviously viable.