According to id Software creative director Tim Willits, Doom 3: BFG Edition didn't require as much from the studio as you might think.

"We had 14 people on it," Willits told Polygon during an interview at QuakeCon 2012. "And now we have a few more people helping, but it really wasn't much, because we were wrapping some stuff up with Rage, and then we're wrapping up on the next project. We have four level designers that worked on the Lost Mission. We have, what, six programmers, and one animator for the new project. So it wasn't much of a resource drain."

The benefit of sidelining those 14-or-so team members far outweighed the cost, according to Willits. He explained that the team wanted the Doom franchise to reach as many potential fans as it possibly could before Doom 4 reached store shelves — and that means putting Doom 3 in the hands of console gamers who may have missed it the first time around.

"You know, there's 100 million PS3s and 360s out there, this is the top of the maturity of this cycle," Willits explained. "This is the perfect time, and this is a good bridge. It's all the Dooms in one package.

"Especially the PS3," he added. "PS3, PS2, PS1 folks; they may have never played a Doom game. And there's like, 60, 70 million of those out there. That's a huge market that we need to introduce to this franchise."