Id was technical excellence paired with artistic blindness. As the machines progressed, the value of the technical excellence faded. What was left? A test case for OS & compiler development.
The issue wasn't artistic blindness, the id art was solid. The issue was a lack of game design. Doom worked because it was crazy fast and you could have a lot of sprites on the screen at once, so it had this crazy hectic quality. Quake's 3d engine meant you couldn't be so fast and couldn't anywhere close to the number of enemies on screen at once, so the game wanted a more soulslike design, but they stuck with the run and gun design but with spongier enemies, which just didn't feel great.
The issue wasn't artistic blindness, the id art was solid. The issue was a lack of game design. Doom worked because it was crazy fast and you could have a lot of sprites on the screen at once, so it had this crazy hectic quality. Quake's 3d engine meant you couldn't be so fast and couldn't anywhere close to the number of enemies on screen at once, so the game wanted a more soulslike design, but they stuck with the run and gun design but with spongier enemies, which just didn't feel great.