![]() ![]() But we really did learn, like, “Wow, this is someone to work with. We had to make two games in one month and ship it and that was using all the hours to do that. ![]() #Quake guy sounds trial#The knowledge of the language we used, the amount of focus and time we would dedicate to doing our craft was equal and I never met anyone else that was as dedicated as I was, you know? DOOM 1993Īnd so, we really did hit it off, as the first thing we had to do was kind of a trial by fire. You know, when we were in the room working, there was nothing but someone walking in the door that would stop us from doing what we were doing.īut the level of knowledge of a computer was great. I think a lot of it had to do with the singular focus on programming that we had in game development that, luckily, we started back in the day, pre-internet, pre-social media, pre-notifications, pre-cell phone. ![]() What made you and Carmack such kindred spirits? You met Carmack during your stint at Softdisk quite early in your career, and in DOOM Guy, you describe him as one of the first people to really get you. #Quake guy sounds software#And that is what I’ve always liked to do, is to work with other people and to try and do something really great and see if we can pull it off.Įarlier you mentioned John Carmack, who was one of your id Software co-founders. It all feeds into a team – a special team culture to create something really interesting. Why would someone want to do something new if it wasn’t positive and interesting and fun and cool? That’s what positivity is and getting other people excited about it and getting them to work with you to make it. ![]() Geez, I guess that there would be a lot chalked up to positivity. How much of your success would you chalk up to this positive mindset? Similarly, you put a positive spin on your failures with the video game-inspired mantra “Load your save and try again”. I come from a distinctly disadvantaged background, but if I can do it, anyone can.Īt the same time, readers going into DOOM Guy expecting you to rain down fire on your supposed enemies are in for a shock, since your recollections are infused with an overwhelming amount of optimism and gratitude. And John Carmack read it and he provided feedback on some technical details, and so did Tom and Adrian. There’s so much info out there and some of it’s kind of muddy and this account I’d say is the authoritative account. And another reason for writing the book is just for game history. It was from that talk that I gave and how surprised people were after I gave the talk because they didn’t really know that information, like where I came from and how I grew up and everything. Was the reaction to that talk, which revealed a lot about your experiences growing up that wasn’t widely known, what prompted you to write the book? Note: This interview has been edited for length and clarity.ĭOOM Guy starts with you recalling a talk you gave at a conference held by a game company based in eastern Canada. DOOM Guy also dives into the often-challenging circumstances of Romero’s early life, as well as the highs and lows of a career that spans almost four decades.Ĭultured Vultures recently caught up with Romero to talk about DOOM Guy’s biggest revelations, including his reflections on the making of DOOM, Quake, Wolfenstein 3D, and more. Romero’s role in the creation of DOOM is covered in fascinating detail in DOOM Guy: Life in First Person, his new autobiography from Abrams Books. The blood-soaked first-person shooter is widely considered one of the most influential games ever made, and designer John Romero was one of its chief architects. Ask someone to name the greatest video games of all time, and odds are that DOOM will be among the titles they come back with. ![]()
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