Most likely they didn't ever actually buy the game, and only played the shareware version, which had few (if any) story parts to it.
The reason why the gameplay itself was lacking (and lacking in Wolf 3D) was because it was the style of the time. Although proven by both Quake and Daikatana, the gameplay would have continued to be simplistic had John Romero stayed at id.
id's staff is currently NOT the same ones that worked on Wolf, Quake, or Doom. Most of those people have likely moved on by now. id does this thing called "hiring" (gasp!) and they do it to "new people" on a regular basis (double gasp!)
To my knowledge, no one has ever been assigned to "story" on any id single player game yet. Nor "writing" or anything of the sort. With games NOW, though, such a thing is an absolute necessity. Just as Level Design wasn't a word when Doom was made.
id has before set more precedents, and had fewer to follow. Now they are on the heels of Half Life. After Half Life, no one expected an action game with anything less than an extensive story, played out in the game before the player's eyes. id's last single player game came out in late 1997, before Half Life. (apologies for the previous typo, I meant to say "half
a decade", not "a decade")
And no, RtCW was, again, NOT made by id, it was made by Gray Matter and Raven.
I'm holding my judgement until I see who is announced as the writer.
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