Justice was never released. Lead designer and director John Romero later conceived of Quake as an action game taking place in a fully 3D world, inspired by Sega AM2's 3D fighting game Virtua Fighter. Quake was also intended to feature Virtua Fighter influenced third-person melee combat, but id Software considered it to be risky. Because the project was taking too long, the third-person melee was eventually dropped. This led to creative differences between Romero and id Software, and eventually his departure from the company after Quake was released. Even though he led the project, Romero did not receive any money from Quake. In 2000, Romero released Daikatana, the game that he envisioned Quake being, and despite its shaky development, and being considered one of the worst games of all time, he said Daikatana was "more fun to make than Quake" due to the lack of creative interference. Quake was given as a title to the game that id Software was working on shortly after the release of Doom II. The earliest information released described Quake as focusing on a Thor-like character who wields a giant hammer, and is able to knock away enemies by throwing the hammer (complete with real-time inverse kinematics). Initially, the levels were supposed to be designed in an Aztec style, but the choice was dropped some months into the project. Early screenshots then showed medieval environments and dragons. The plan was for the game to have more RPG-style elements. However, work was very slow on the engine, since John Carmack, the main programmer of Quake, was not only developing a fully 3D engine, but also a TCP/IP networking model (Carmack later said that he should have done two separate projects which developed those things). Working with a game engine that was still in development presented difficulties for the designers. Eventually, the whole id Software team began to think that the original concept may not have been as wise a choice as they first believed. Thus, the final game was very stripped down from its original intentions, and instead featured gameplay similar to Doom and its sequel, although the levels and enemies were closer to medieval RPG style rather than science-fiction. In a December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What