Early in development, rifts in the team began to appear. Hall, who despite having wanted to develop a different game remained the lead designer and creative director for the company, did not want "Doom" to have the same lack of plot as "Wolfenstein 3D". At the end of November he delivered a design document, which he named the "Doom Bible", that described the plot, backstory, and design goals for the project. His design was a science fiction horror concept wherein scientists on the Moon open a portal from which aliens emerge. Over a series of levels the player discovers that the aliens are demons; Hell also steadily infects the level design as the atmosphere becomes darker and more terrifying. While Romero initially liked the idea, John Carmack not only disliked it but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than a deep story, John Carmack wanted to focus on the technological innovations, dropping the levels and episodes of "Wolfenstein" in favor of a fast, continuous world. Hall disliked the idea, but Romero sided with Carmack. Although John Carmack was the lead programmer rather than a designer, he was becoming seen in the company as the most important source of ideas; the company considered taking out key person insurance on Carmack but no one else.