John Romero, a revered figure in the gaming industry, is best known for co-creating the groundbreaking game Doom and for his instrumental role in establishing the immensely popular first-person shooter genre. During the 90s, Romero played a pivotal role in revolutionizing the gaming field, yielding a profound impact on the industry as a whole. Many of today's games owe their existence and influence to the visionary work of Romero and his colleagues at id Software, who developed iconic games such as Doom, Quake, and Wolfenstein 3D.
Recently, Romero released an extensively detailed memoir entitled "Doom Guy: Life in First Person," chronicling his life journey thus far. The memoir commences with his challenging upbringing in the deserts of Tuscon and provides an intimate glimpse into the life of a young programmer fueled by an unquenchable passion for game creation. In an interview with Game Rant, Romero delved into the intricacies of his experiences recounted in the book, shared his perspectives on modern first-person shooters, and expressed his hope that his story would inspire aspiring creators to pursue their own passions. This interview has been condensed and edited for conciseness and clarity.
Q: Why did you choose to write your life story at this point?
Romero: It's an interesting tale. Back in Canada, around four years ago, I was invited to speak at a conference. They expressed their curiosity about my life journey and upbringing, and were eager to understand the person behind the creation of those games. They wanted to know about my upbringing and how I became the person I am today.
While presenting the talk, I noticed that people were taken aback and unprepared for the story. They were unaware that I grew up in the desert of Arizona, in a family plagued by poverty, substance abuse, and loss. It was a challenging upbringing.
Someone suggested that this story should be documented in a book, and it was a revelation to me since it had never crossed my mind. Reflecting on what should be included in the book, I realized that I could encompass not just the beginning but the entirety of our journey. It could serve as an exceptional "definitive id Software history book," chronicling all the dates, games, and achievements leading up to our groundbreaking release of Quake in 1996.
Anyone in need of researching or referring to game dates or times can conveniently access the required information right here at this location, where the events occurred. In order to address both these queries, such as "What took place after Ion Storm?" and the frequent inquiries about Blackroom, I have included pertinent details in this comprehensive compilation.
Was there something you hesitated to share but felt it was necessary to express?
I didn't intend to hide any details from the early part of my story. Even though it was challenging, I wanted to share it because I believed others could connect with it. It was crucial for people to feel a connection with me, as I believe it is important for them to realize that they too can achieve similar success regardless of their background. I wanted them to know that no matter how difficult their circumstances may be, there is still hope for everyone.
When people read my story, they won't find any magic in it. It's simply a matter of understanding the necessary steps and staying focused on the task at hand. This applies whether it's programming, design, writing, art, or any other field. Regardless, I want everyone to know how much I love my family. We still maintain a close connection. Although I grew up in a challenging environment, I have come to terms with any negativity. As a child, I didn't realize that not having money was a disadvantage because the concept of money was beyond my comprehension. However, as teenagers face adversity and feel disadvantaged, I believe this book can serve as an inspiration to reassure them that they have the ability to succeed. Technology has the power to transform lives, and learning how to use it effectively can open countless doors. This message forms an integral part of my story.
Q: In the book, you discussed the profound impact of your first multiplayer experience in Doom, specifically the exhilaration of destroying another player and realizing the significance of this milestone in the gaming world. Have there been any recent innovations that have had a similar groundbreaking effect?
Romero: The advent of internet gameplay was a game-changer. When we developed Doom, the internet existed, and we utilized email and various other tools. However, multiplayer games were limited to local area networks and modems. The prospect of having a game that could be played over the internet was the future of gaming. This vision became a reality with Quake, where players could now exclusively engage in online gameplay.
We were aware of the trajectory of Doom - we knew that online gaming would eventually surpass LAN gaming. Our goal was to first establish multiplayer gaming on a LAN, ensuring that it functioned properly and figuring out the logistics such as rules and naming conventions.
This process involved taking small steps, similar to a baby's first steps. Prior to Quake, which would take more time to develop, we needed an intermediate solution. The limitation with Doom was that if someone wanted to play at an unconventional hour, such as three in the morning, there would be no one to play with. This issue could have been resolved with the advent of the internet.
So in the middle, there was this step called DWANGO. It was a platform where you would dial up with your modem to access a server. On this server, you would find a vibrant community of people with whom you could connect and play games directly on DWANGO. It was a way of connecting computers together and engaging in multiplayer gaming. Although it wasn't quite internet gaming, it came incredibly close. One could say it was the precursor to the full-fledged internet gaming experience we eventually got with Quake.
Q: In your book, you discussed a recent conversation you had with Adrian Carmack regarding the current state of first-person shooters and emerging trends. Could you share some insights from that conversation? What are your thoughts on the influx of retro shooters and Battle Royales in the FPS genre today?
Romero: Personally, I find all types of shooters fascinating, whether they belong to the boomer/retro category or the more modern game-as-a-service style. I enjoy exploring and playing them all, often downloading titles such as Ultrakill, Turbo Overkill, and Severed Steel from Steam.
There is a wide variety of captivating retro-style shooters to play, each with their own unique interpretation of what qualifies as old school. These games incorporate exciting features like Turbo Overkill’s slide kills, where players can slide across the ground and eliminate any obstacles in their path.
It is fascinating to witness individuals still striving to preserve this aesthetic, despite it being a current trend reminiscent of the graphic style seen in PlayStation games from 1995 rather than PC games. It is impressive that people feel nostalgic for that era and aspire to create games that emulate it, while also acknowledging that they can enhance the overall design considering the development of design language over the years. This allows for the creation of games that not only surpass the quality of those from the past but also seamlessly fit into that particular period.
I am a huge fan of the Ghost Recon series and must say that Ghost Recon Breakpoint is by far the finest tactical shooter I have ever experienced. Although I initially played Breakpoint before Wildlands, I am now going back to explore Wildlands. However, I firmly believe that Breakpoint, released in 2023, reigns supreme as the ultimate tactical shooter. It truly is exceptional.
In addition to playing hero shooters like Valorant and Overwatch, I find it fascinating to witness the innovations within these games. Destiny 2, in particular, stands out as an outstanding game. The abundance of such games allows for exploration across various realms and subgenres, resulting in an incredible gaming experience. I thoroughly enjoy playing all of them as they each offer unique interpretations. A notable example of innovative gaming is the game XIII, with its captivating cartoon panels that I deeply appreciate.
Q: In terms of mechanics, shooters are quite similar. What sets apart shooters that fail to engage players from those that captivate them for countless hours?
Romero: Firstly, it is crucial for the controls to feel exceptionally responsive. Additionally, it is important to continuously provide the player with fresh elements. Each time a new level is reached, there should be not just one, but multiple new aspects to explore. This way, players can truly immerse themselves in an authentic adventure, rather than encountering the same five monsters in different levels. It must be a progressive journey, with the narrative seamlessly accompanying the player's progression through these levels. The aim is for players to feel that the story is evolving and that they play a significant role in it.
Half-Life 2 is undeniably one of the most impeccably designed first-person shooters in existence. It effortlessly achieves what every player desires in a shooter experience. You crave a multitude of capabilities, accompanied by an exhilarating sense of fear and curiosity. The game grants you the freedom to explore extensively, while incorporating thrilling moments in arena-like settings. However, it skillfully avoids the pitfall of becoming predictable or formulaic, as that ultimately alienates players. The key to engrossing players lies in consistently surprising and captivating them.
Numerous games attempt to emulate this successful formula. Personally, I am particularly fond of F.E.A.R. Although towards the end, F.E.A.R. does succumb to a predictable pattern due to the repetitive office settings, the journey leading up to and following this phase is nothing short of extraordinary.
Not only the frightening segments, but also the scenes in slow motion and particularly, the amusing conversations uttered by those guys while annihilating the soldiers – they were absolutely incredible. If you haven't experienced Breakpoint, it bears a striking resemblance to Breakpoint, without a doubt. Breakpoint genuinely evokes the sensation of encountering those F.E.A.R. soldiers within the game.
Q: Have you mentioned your interest in discussing games, whether it's programming techniques or the games you're currently engaged with. Can you share which game has captured your attention the most recently?
Romero: Lately, Breakpoint has been occupying a significant portion of my focus. The reason being, when the original Ghost Recon was released in 2001, I became enamored with that game. I acquired Desert Siege and Island Thunder, and on every computer I owned, those were the very first things I installed, starting from scratch each time. So, I've been playing that series for two decades. I encountered GRAW and experienced Future Soldier, but they didn't captivate me in the same way. However, when I came across Breakpoint, I finally exclaimed, "They've done it again!"
I extensively play the games I develop, such as Sigil. Creating numerous levels for Sigil requires a significant amount of gameplay time. Currently, I am working on the sequel to Sigil. The process entails constant modification, testing, and playing around, repeatedly. However, this repetition is necessary in order to create high-quality games. Whether designing a game or a level, it is essential to play through them countless times for them to have a satisfying feel.
I understand that a major aspect of your workflow involves repeatedly playing the level whenever even minor changes are made. Although it may seem laborious, it evidently yields favorable results.
Romero: When creating levels, a single element can have a major impact. Testing is crucial, as simply throwing in a large number of monsters is not the solution for the player. It's about strategically placing different types of enemies, as this can completely transform the dynamics of the area. Even adding just one enemy can significantly alter the entire gameplay experience. For example, introducing a cyber demon can completely change the nature of an entire section. This presents a challenge for the player, especially when they are underpowered with limited resources.
It's an intriguing problem that keeps me engaged as I constantly playtest my levels. Interestingly, it never becomes monotonous for me; it's always enjoyable. I strive to experience that same sense of fun because I believe the players will feel it too. If it's not entertaining for me, then I know it needs to be changed.
That's how you make good games. Like your game.
Q: When it comes to innovations for developers, have there been any technologies or techniques that have impressed you lately?
In my opinion, Unreal 5's Lumen and Nanite systems are truly groundbreaking and have revolutionized game development. The traditional methods of optimization during the development process have completely transformed with Unreal 5. Beyond these significant updates, Unreal 5 has also introduced Quartz, which ensures perfect audio timing, and Chaos, a powerful tool for environmental destruction.
One of the remarkable aspects of the engine is its flexibility to incorporate other technologies. If a specific technology is not supported by Unreal 5, there are always opportunities to integrate third-party options. This openness contributes to Unreal 5 being the best choice. Furthermore, the engine's ability to deliver successful games is crucial, instilling confidence in its capabilities. Unreal 5 has a proven track record of shipping games.
Q: Your mention of how writing the book has been transformative for you caught my attention. How has it impacted your perspective?
Romero: It was truly enlightening to witness all aspects of my life from a broader perspective and identify patterns of behavior that stem from my upbringing. It allowed me to understand why I engage in certain actions. Furthermore, I was able to assess my mistakes and acknowledge them by analyzing the book as a whole. That's why I included some of these valuable lessons in the book – they were my personal learning experiences.
The most significant aspect is that I feel incredibly grateful for the opportunity to create games. As a child, my sole aspiration in life was to make games every day. There was never any focus on monetary gain; it was simply a matter of being able to pursue my passion. By setting realistic goals, they become attainable, and that was exactly what I aimed for. I am truly ecstatic that I am able to continue following my dreams.
Q: Does the book discuss the Columbine tragedy and how the media blamed Doom and violent games? Has this issue persisted or do you believe people have moved past this idea?
Romero: I believe we have moved on because I rarely see news outlets blaming video games for subsequent incidents. Numerous studies have disproven the connection between the two, so now the attention shifts away from games and focuses more on guns. It's a relief that games are no longer unfairly criticized after enduring years of association with major tragedies. While these events are undeniably terrible, they stem from a different problem unrelated to gaming.
The initial falling out with John Carmack during Quake's development appeared to be caused by the relentless pressure and resulting breakdowns after months of intense crunch. Will the shift towards achieving a better work-life balance in game development help prevent similar situations in the future?
I believe so. The COVID experience has taught us that people genuinely enjoy the flexibility and freedom of working from home, and it has completely transformed the way we work. Taking this lesson into consideration, I believe that whatever approach works best for individuals should be embraced. For instance, if working four days a week allows them to enjoy a three-day weekend every week and be more productive during their working hours, it could greatly benefit many people. It's worth experimenting with different approaches, as there are numerous intriguing social experiments to explore. However, the success of these initiatives ultimately depends on the nature of the project and the dynamics within the team.
I enjoy collaborating with my colleagues who share the same level of dedication. It's amusing to see that even on vacation, my coders prefer coding and discussing it, even without access to a computer. Coding is their passion and they truly love what they do.
Transitioning from a five-day week project to a four-day schedule could pose challenges. I'm uncertain if our industry is moving in that direction. However, there are numerous valuable lessons, such as not overworking oneself as it can decrease effectiveness and potentially harm the outcome. Taking breaks and resting are essential, especially if spending excessive time on the computer. It is important to return refreshed in the morning.
Q: Overall, what do you hope readers will take away from their experience reading the book?
I hope that people will truly relish the rich historical content within it. I am confident that they will embrace the underlying message of pursuing one's passion. Moreover, I believe they will depart with a sense of utmost positivity, mirroring the essence of my own story.
Furthermore, I want to emphasize that if I can achieve it, anyone can. There are no inherent distinctions between me and anyone else. It all boils down to investing time and wholeheartedly pursuing one's interests.
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