It is an updated version of Quake III Arena that was originally designed as a free-to-play game launched via a web browser plug-in.
Once Quake Live exited its closed beta stage, it was to be funded partially by in-game and website-based advertisements.
[13] Problems with this model surfaced almost immediately with the announcement by the advertising agency that they were struggling as a result of the financial difficulties.
[14] At QuakeCon 2009, John Carmack stated publicly that their financial scheme for the game had so far failed to provide sufficient income to keep the project in the black.
As a result, he announced that a premium subscription service was being planned: The in-game advertising stuff has not been big business.
[15]Marty Stratton, id Software's Executive Producer, has commented that: The plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site.
[16]On August 6, 2010, the game left its public beta period, and "premium" and "pro" subscription options were announced.
[17] On September 11, 2012, id Software introduced subscriptions in one, three, six, and twelve month increments, along with the ability to purchase redeemable gift tokens.
As part of the update, Quake Live also switched from its own in-house account system to using the Steamworks API, giving the game tighter integration with the Steam ecosystem and client features.