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Interview With John Romero

spensdawg writes "Here is an interesting interview with John Romero on Games.net. He gets into the original design philosophy for the first Doom games, what he would have done differently, and his plans for the future. Worth watching if you want to know a little more about the mad scientist behind Doom." A warning: this is a video interview

211 comments

  1. Requires flash 8 by Anonymous Coward · · Score: 0, Troll

    I assume thats why no ones posting comments }:(

    1. Re:Requires flash 8 by TeXMaster · · Score: 1

      Like /.ers ever care to RTFA ...

      --
      "I'm never quite so stupid as when I'm being smart" (Linus van Pelt)
    2. Re:Requires flash 8 by Anonymous Coward · · Score: 0

      What does the version number have to do with it?

    3. Re:Requires flash 8 by stunt_penguin · · Score: 0, Flamebait

      It's a video. If it didn't require Flash 8, it'd require streaming windows media (horrible), realplayer (oh, the humanity!) or quicktime (actually i wouldn't mind that).

      Quit complaining, luddite.

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    4. Re:Requires flash 8 by wed128 · · Score: 1

      There's no flash 8 for linux.

    5. Re:Requires flash 8 by yo_tuco · · Score: 1

      "Like /.ers ever care to RTFA ..."

      Except in this case it is LTFA (listen).

  2. Flashplayer 8 required :( by Anonymous Coward · · Score: 4, Informative

    This article is not going to be much use for Linux users, as it requires Flash 8.

    Two points:

    - Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.

    - Why has Macromedia has only released a (very buggy) flashplayer 7 for linux x86, and no flashplayer at all for amd64? The selling point of Flash is that it's multi-platform but that's not really the case.

    I look forward to the day when SVG and other standard technologies becomes more prevalent and Flash is relegated to the technology graveyard.

    1. Re:Flashplayer 8 required :( by djb6 · · Score: 0

      Does anyone know if there is the transcript of this interview anywhere?

    2. Re:Flashplayer 8 required :( by Freaky+Spook · · Score: 5, Funny

      - Why has Macromedia has only released a (very buggy) flashplayer 7 for linux x86, and no flashplayer at all for amd64? The selling point of Flash is that it's multi-platform but that's not really the case.

      I guess since adobe is now in charge it isn't as high a priority, they are too busy finding bloat to put in it.

    3. Re:Flashplayer 8 required :( by Berre · · Score: 1
      - Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.
      umm, because it's not a text article?
    4. Re:Flashplayer 8 required :( by demo · · Score: 1

      Seems like more and more news-sources are releasing videos instead of articles (or transcripts). Is it that much cheaper to produce?

      --
      ---
    5. Re:Flashplayer 8 required :( by rolfwind · · Score: 4, Interesting
      Seems like more and more news-sources are releasing videos instead of articles (or transcripts). Is it that much cheaper to produce?


      It brings in more revenue because it's harder to quote (bloggers love to copy and paste entire sections, just as /.ers do but would they type it out? Not most.) and gives incentive for people to go to that site and sit through their ads. Plus, they actually show commercials, not just banners or animated gifs, I had to sit through a minute long Lemmings commercial just to watch the interview.
    6. Re:Flashplayer 8 required :( by Yaztromo · · Score: 5, Informative
      Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.

      Because it's not text, it's video. And if that weren't bad enough, every 5 seconds or so it decides to pause the video to buffer some more. I don't know if it's my Internet connection tonight (which has been slow and flakey at times for no apparant reason), or if the site is being /.'ed, but either way the video player has some serious issues with its buffering time heuristic.

      In the end, it just isn't worth it. Trust me, you're not missing a thing.

      Yaz.

    7. Re:Flashplayer 8 required :( by BruceCage · · Score: 5, Informative

      Interestingly enough if you directly go to the SWF file, you can listen to the interview without actually having Flash Player 8.

      --
      Perfect is the enemy of done.
    8. Re:Flashplayer 8 required :( by KiloByte · · Score: 1
      The selling point of Flash is that it's multi-platform but that's not really the case.
      The selling point of Flash are web ads, and this is exactly the reason to not install it, ever.

      Even with FlashBlock around, I simply don't care enough about Homestarr to stomach the wasted screen space on like 1/3 of pages. And with flashovers, FlashBlock doesn't shove Flash deep enough.

      Let it rot.
      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    9. Re:Flashplayer 8 required :( by ObsessiveMathsFreak · · Score: 1

      I look forward to the day when SVG and other standard technologies becomes more prevalent and Flash is relegated to the technology graveyard.

      That is never going to happen, for two reasons.

      One, Macromedia has a vested interest in keeping its sticky thumbs in everyones browser via Flash installations. They're not going to allow SVG to usurp the great thing they've got going, not matter how many users it infuriates. Expect a wealth of new Flash upgrades and especially better Flash authoring tools if SVG even look slike it's goign mainstream.

      Two, Flash is entrenched. It's not going anywhere fast. It's supported on a huge number of browsers and has no real competator. Even the mighty Google used it as a basis for their video serive. When Google relies on something, you know it's here to stay.

      The only way Flash is being replaced, is by a slow, almost imperceptable secular trend in both websites and browsers.

      --
      May the Maths Be with you!
    10. Re:Flashplayer 8 required :( by Eideewt · · Score: 1

      Adblock blocks Flash ads too, you know.

    11. Re:Flashplayer 8 required :( by KiloByte · · Score: 1

      Except, Adblock assumes an opt-out principle. For flash, I would want opt-in: 99.9% of all Flash is trash.

      Also, note that a missed graphical ad is just a bit of visual annoyance. A missed piece of Flash is a major slowdown, tries to take over the browser, and generally is a major pain in the ass.

      --
      The creatures outside looked from Alt-Right to Antifa; but already it was impossible to say which was which.
    12. Re:Flashplayer 8 required :( by hauntingthunder · · Score: 0

      testify brother Why can't Google buy adobe and take flash out behind the wood shed and put it out of our misery ;-) only sligtly jokeing

      --
      You will never get to heaven with an Ak 47... But A Zu 30 is good for Low Flying Cherubim
    13. Re:Flashplayer 8 required :( by pablomarx · · Score: 5, Informative
      Except, Adblock assumes an opt-out principle. For flash, I would want opt-in: 99.9% of all Flash is trash.
      Then try either FlashBlock (Firefox Extension) or these userContent.css rules. Both block all Flash, putting a placeholder where the Flash object would've been allowing you to click to load it.
    14. Re:Flashplayer 8 required :( by glesga_kiss · · Score: 2, Interesting

      Flash Video is Evil. Yes, that's with a capital "E". Computer designers had video overlays nailed back in Windows 98. Remember the "Buddy Holly" video? Are you all trying to tell me now that we are throwing all that efficiency away and replacing it with a flash object painting to a browser renderer, which then paints to the screen? I can't believe my 3.0GHz dual-core is dropping frames now.

      You can't save it either, nor can you zoom in / resize. I'm running at 1600x1200, your 100x100 flash video is the size of a postage stamp. "Always on top overlay mode"? Forget it.

      Adobe are KILLING flash. Embedded video will never be more than a novelty thanks to them, they seem to be eating up all of the video content providers.

    15. Re:Flashplayer 8 required :( by Eideewt · · Score: 1

      I forgot. By Adblock I meant Adblock + Filterset.g Updater. I haven't seen a Flash ad since I installed the two.

    16. Re:Flashplayer 8 required :( by KDR_11k · · Score: 1

      As an Opera user I simply disable plugins and use the site preferences to whitelist the few pages that deserve it. Same for cookies and animated GIFs. Should it be necessary I have the "enable plugins" checkbox in my toolbar. Doesn't FF have a similar feature?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:Flashplayer 8 required :( by KDR_11k · · Score: 1

      He already said that doesn't do enough for flashovers, whatever that may be.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:Flashplayer 8 required :( by doti · · Score: 1
      Except, Adblock assumes an opt-out principle. For flash, I would want opt-in: 99.9% of all Flash is trash.


      Just add a filter to *.swf
      --
      factor 966971: 966971
    19. Re:Flashplayer 8 required :( by Quarters · · Score: 4, Funny
      >> A warning: this is a video interview >> - Why does a text article require flashplayer 8 to view it?

      Ruminate on those two statements for a while.

    20. Re:Flashplayer 8 required :( by Anonymous Coward · · Score: 1, Funny
      I had to sit through a minute long Lemmings commercial just to watch the interview.

      Oh No!

      *Boom*

    21. Re:Flashplayer 8 required :( by jone1941 · · Score: 2, Insightful
      Have you ever stopped to think about why that might be? Let's see, what are the most common video formats:
      • Windows Media
      • Quicktime
      • Real Video
      Now, which of these work on the majority of platforms without another plugin to download or better yet lots of dedicated custom streaming servers? Also, which of these provide a simple means to display multiple videos on a single page or can scale to the browser window size automatically? The flash video stuff is used because it's a least common denominator without all of the work associated with managing a true streaming server. Instead the flash client is responsible for pulling the content down dynamically and provides an easier way to provide custom controls to the end user.

      I'm not saying this is the best possible solution, it has it's problems. Quality is far worse. CPU requirements go up. People end up downloading an entire video without watching all of it. Genius content providers can require flash 8 and exclude us linux users (despite the fact that google and youtube managed to do it with flash 7). But on the up side there are far more videos I can easily watch from linux using the flash 7 compatible video players than I could with the crash prone mplayer, xine or totem plugins.

      Finally if your system is dropping frames it's you. Check your cpu utilization, is it spiking? If so something is wrong with your system. I'm running an Athlon64 3800 on linux running win2k in vmware running flash 8 in firefox and I'm seeing 5-10% cpu utilization for everything and I haven't seen a single dropped frame.
      --
      Fear trumps hope and ignorance trumps both
    22. Re:Flashplayer 8 required :( by StarbuckZero · · Score: 1

      Adobe plan to skip the Flash 8 Plugin and they are now working on a Flash 9 plugin for Linux.

      --
      From Zero to Hero... Starbuck Zero
    23. Re:Flashplayer 8 required :( by sootman · · Score: 1

      This article is not going to be much use for Linux users, as it requires Flash 8... Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.

      Agreed. Everyone: go to the site, and if you can't read TFA, click the 'feedback' link just to the right of the mostly-empty box and tell them.

      --
      Dear Slashdot: next time you want to mess with the site, add a rich-text editor for comments.
    24. Re:Flashplayer 8 required :( by koweja · · Score: 1

      So it's probably just the damn advertisement they stick over top of it that requires Flash 8. Not really surprising.

    25. Re:Flashplayer 8 required :( by l0b0 · · Score: 1

      FF crashed horribly with a "memory could not be 'read'" message when playing this file. Seems they really want us to use Flash 8...

    26. Re:Flashplayer 8 required :( by Watson+Ladd · · Score: 1

      Java would work on all systems. Just check that Classpath supports what you are using. There is no reason to use Flash. And nearly everyone has Quicktime installed.

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
    27. Re:Flashplayer 8 required :( by Anonymous Coward · · Score: 0

      you will be waiting for some time.

      i look forward to the day that linux is left on the scrapheap along with its moaning loser fanboys, far more likely than flash going anywhere you burk.

    28. Re:Flashplayer 8 required :( by Cal+Paterson · · Score: 1

      One, Macromedia has a vested interest in keeping its sticky thumbs in everyones browser via Flash installations. They're not going to allow SVG to usurp the great thing they've got going, not matter how many users it infuriates. Expect a wealth of new Flash upgrades and especially better Flash authoring tools if SVG even look slike it's goign mainstream.

      So what you're saying is...Macromedia will want to compete with any opposition? You mean, like they're some kind of business or something? Like, if, theoretically, they were a for-profit organisation trying to make enough money to cover what they spend on development? Jesus, that's a hell of an insight you have there.

      Two, Flash is entrenched. It's not going anywhere fast. It's supported on a huge number of browsers and has no real competator. Even the mighty Google used it as a basis for their video serive. When Google relies on something, you know it's here to stay.

      Obviously, if Google are using something for a brand new business sector that is currently popular, but not currently especially profitable, then Flash is obviously here to stay. Even if Google hate it (you can bet, with the level of talented programmers at Google - they despise it), obviously it's here to stay.

      What really bugs me, apart from all these idiotic, obvious and entirely redundant reasons why "Flash is here to stay" is that for some reason, I actually had you friended until you made this post (I give my friends a +6 bonus to ensure I see their replies. Considering I normally browse at 3 moderation points, friends make up around 30-40% of the comments I read). Obviously, I must have considered you opinion as valueable at some point in the past. Well, no longer.

    29. Re:Flashplayer 8 required :( by Anonymous Coward · · Score: 0

      > Are you all trying to tell me now that we are throwing all that efficiency away and replacing it with a flash object painting to a browser renderer, which then paints to the screen

      Maybe that's how it works on Linux. On windows, it does use a video overlay.

      As for those win95 videos, personally I thought Edie Brickell was a lot cuter and nicer on the ears than Weezer.

    30. Re:Flashplayer 8 required :( by Mr+Z · · Score: 1

      So, what this tells me is that the SWF file doesn't need any of the features of Flash 8, just the bug-fixes. Got it.

    31. Re:Flashplayer 8 required :( by jone1941 · · Score: 1

      Yes and no. Java has some applet security issues that require it to connect only to the server the applet was served from. Not a huge issues, but still not ideal. But the bigger problem you are overlooking is that while java and quicktime are quite ubiquitous they are not everywhere. I would argue that Java and Quicktime are still a less common denominator than flash, not to mention the download sizes of each of those. The first time you go to a page that doesn't have flash you are presented with a simple installer in both ie and ff. The download is 1MB and loads without a browser restart. I would also argue that people hate how long java takes to load, and even after it gets fixed in the VM people will have that negative association for quite a long time.

      --
      Fear trumps hope and ignorance trumps both
    32. Re:Flashplayer 8 required :( by default+luser · · Score: 1

      And nearly everyone has Quicktime installed.

      Yeah, I just love nagware that asks me to upgrade to Quicktime Pro each and every fucking time I use it. I also love a "free" media player that won't let me view videos full-screen unless I pay 20 bucks. Even Mac users (myself included) STILL have to pay 20 bucks to get a fully-functional media player (unless you use Applescript hacks).

      And the fact that on Windows, Quicktime HIJACKS your browser MIME settings for all media types WITHOUT ASKING - yeah, I really enjoy that.

      And oh, you MUST download Itunes if you want Quicktime unless you know where to go digging. I still havn't forgiven Apple for this Quicktime bullshit.

      Quicktime is a trojan horse. It presents itself as shiny and new; people either download it as part of Itunes, or because they want to see those cool movie trailers. Nobody tells them about how the free version is feature-limited, or how it takes over your browser settings without asking. I boycott Quicktime movies on principle...I sure as hell could watch them (VLC on Windows, and of course, it comes with the Mac), but I won't.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    33. Re:Flashplayer 8 required :( by Anonymous Coward · · Score: 0

      bloggers are an extremely negligible group. no website is releasing videos instead of text because of a fear that bloggers will quote it. your other assertions are plausible.

    34. Re:Flashplayer 8 required :( by Bill,+Shooter+of+Bul · · Score: 1

      There was/is a Open source flash player. Its legalities are a bit questinable as it was based upon a flash 3.0 parsing document that Macrodmedai released. I was working on it for my company, but we ended the project when it became obvious that we couldn't leagly include it in our prodcut with out releasing the other soruce code. Its a shame. I found and fixed a few bugs, but no one was really interested in it at the time. Once the linux player became available even the original author just let it sit. still hasn't been modified.

      UPDATE! Before posting I found the reincarnation of the project. Looks like some people care after all. Go here to the GPL FLash Web page I know I will do what I can.

      --
      Well.. maybe. Or Maybe not. But Definitely not sort of.
    35. Re:Flashplayer 8 required :( by glesga_kiss · · Score: 1
      Maybe that's how it works on Linux. On windows, it does use a video overlay.

      I'm not sure that's correct. Earlier implementations of DirectX only allowed one overlay at a time, in fact I believe this is also a function of the video card. I'm sure it was possible to have more than one Flash object on the screen back then. It wasn't possible with other video players that used overlays; they typically dropped to a fallback non-overlay mode that was less performant. It was noticable on low spec machines when it happened.

    36. Re:Flashplayer 8 required :( by glesga_kiss · · Score: 1
      Have you ever stopped to think about why that might be? Let's see, what are the most common video formats

      Oh, I know the rationale behind it. It still sucks though. I watch my media on a chipped xbox. I can't watch these except in a postage stamp sized browser window in my PC, a very solitary existance (I don't watch much TV on my own). If they'd at least implement a fullscreen view I would be much happier.

      Finally if your system is dropping frames it's you. Check your cpu utilization, is it spiking?

      It's an old laptop I use for surfing the web. It drops frames now and then on the heaver compression systems such as mpeg4 already. Put those streams in flash and it's just not worth it.

      I yearn for the "download / open in" days, I really do.

  3. It's amazing... by __aaclcg7560 · · Score: 3, Funny

    This guy been around longer than Duke Nukem Forever and Daikatana 2 is still not out.

    1. Re:It's amazing... by Mikey-San · · Score: 5, Funny

      Daikatana 2 is still not out.

      And this alone is proof that God exists.

      --
      Mikey-San
      Karma: +Eleventy billion (mostly affected by watching Celebrity Jeopardy)
    2. Re:It's amazing... by Anonymous Coward · · Score: 0

      And Daikatana 1 proved the Devil exists.

  4. I'm sorry, the genius behind Doom? by Duds · · Score: 5, Informative

    He designed some levels, he did a little game design, he was not by any stretch the main creative force behind Doom.

    1. Re:I'm sorry, the genius behind Doom? by SCPRedMage · · Score: 1

      Some one mod the parent up, for crying out loud. He was part of the production of some fantastic games while he was at id, but strangely enough NONE of the games he's made since have been popular. Kind of rules him out as the "main creative force"...

      --
      My sig can beat up your sig.
    2. Re:I'm sorry, the genius behind Doom? by 91degrees · · Score: 5, Interesting

      Perhaps, but none of ID's games have been so much fun since he left. Perhaps someone else was responsible or perhaps it was just a good team.

    3. Re:I'm sorry, the genius behind Doom? by Eivind+Eklund · · Score: 4, Interesting
      Level and game design is critical. It requires a good team to work with for it to be worth anything, and it's still critical. And the game designer is very often the main creative force.

      Eivind, former game developer.

      --
      Doubting the existence of evolution is like doubting the existence of China: It just shows that you're uninformed.
    4. Re:I'm sorry, the genius behind Doom? by SCPRedMage · · Score: 3, Interesting

      Maybe the problem is that the gameplay behind id's games hasn't changed in any significant way. Doom was great back in the day, but as a modern game, it would be torn apart for being nothing more than a run-and-gun. Games like Half-Life 2 have done so well because of NON-combat elements, like story development and physics-based puzzles, in addition to some great action. id's games have remained focused on action, and many have found that to become stale, after all these years.

      But that's all besides the point. The point was that Romero's own acheivements do not make him a "gaming god" worthy of emulation. His own actions caused him to be "asked to leave" id software, and since striking it off on his own he has failed to become a commercially successful name.

      --
      My sig can beat up your sig.
    5. Re:I'm sorry, the genius behind Doom? by YAMSYAMSYAMS · · Score: 0

      He also forgot his buddy, Superfly, which led to his demise. ALWAYS remember your buddy Superfly.

    6. Re:I'm sorry, the genius behind Doom? by Jugalator · · Score: 4, Interesting

      Hehe... "Designed some levels, did a little game design"...

      He was the lead designer of Wolfenstein 3D, Doom, and Quake and co-founder of id Software.

      Lead designers are kinda important for these projects and influence the gameplay quite a bit.

      But conversely, it's not enough with just one decent lead designer when making a game, as Daikatana showed.

      --
      Beware: In C++, your friends can see your privates!
    7. Re:I'm sorry, the genius behind Doom? by AlexMax2742 · · Score: 5, Interesting
      Maybe the problem is that the gameplay behind id's games hasn't changed in any significant way. Doom was great back in the day, but as a modern game, it would be torn apart for being nothing more than a run-and-gun. Games like Half-Life 2 have done so well because of NON-combat elements, like story development and physics-based puzzles, in addition to some great action. id's games have remained focused on action, and many have found that to become stale, after all these years.



      Incorrect. I can say with a great deal of certainty that there have been very few games like Quake and the classic Doom series in recent years. Run and gun is not stale at all, just as long as it's done right. Being story driven does not necissarily make a game better, and being run and gun does not necissarily make a game worse. I still play Doom all the time, but whats more, I've introduced Doom to other relatively new gamers, and once they get past the graphics they have a lot of fun with it too.

      In my opinion, John Romero and John Carmack made a great team. Romero had the nuts ideas and awesome level designs, and Carmack had the engine and the smarts and the work ethic. Without Carmack, Romero didin't have the tech or the reigns to keep him on target with Daikatana. Without Romero, Carmack and the rest of ID couldn't figure out how to make a fun FPS.

      --
      I'm the guy with the unpopular opinion
    8. Re:I'm sorry, the genius behind Doom? by Threni · · Score: 1

      > Level and game design is critical.

      Game design is critical. Many people who play a lot of games can design levels they'd like. But far fewer people can design and code optimally a game for the sort of shitty hardware that was out when Doom came out.

      Threni, former game developer.

    9. Re:I'm sorry, the genius behind Doom? by irc.goatse.cx+troll · · Score: 2, Insightful

      Not just that, but most hobby "level designers" lack the artistic talent to put together something like doom2. Sure you could make a fun level, but could you set an atmosphere? Keep it consistent with itself? Keep the difficulty level on par with the surrounding levels? Theres a lot more that goes into it than just dropping some monsters and halls.

      I mean no disrespect of course, there are a lot of hobbiests that can pull all of this off, but a lot of good mappers have yet to pull off the kind of artistic talent you see from someone like Romero or McGee.

      Generally I think hobbiests are better at multiplayer mapping and "the big guys" better at single player. Multiplayer doesn't have any storyline or sequence, it just is what it is. All thats important is making it fit how people play the game, and in that regard the hobbiests have the advantage of actually playing the game, and getting to make the maps after the games been out and gameplay finalized. I'd bet a map like Quake1's DM1 was made long before large scale multiplayer testing was out, compared to a map like Aerowalk which fits the multiplayer gameplay much better.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    10. Re:I'm sorry, the genius behind Doom? by cttforsale · · Score: 1

      I agree with your "run n gun" statement. F.E.A.R. is the only pure run n gun I've seen in a recent while, and while I love HL2, I enjoyed F.E.A.R. a whole lot more.

    11. Re:I'm sorry, the genius behind Doom? by Anonymous Coward · · Score: 0

      You seem to have forgotten a self-important signature at the end that makes it sounds like you have a clue about which you are talking.

      AC,former jackass.

    12. Re:I'm sorry, the genius behind Doom? by Anonymous Coward · · Score: 0

      Well, it that was true, a game like StarSiege TRIBES would be much more popular than HalfLife. HL doesn't have 10% of the "non-combate elements" that Tribes had (deploying mines, jetpacks, building defenses). I miss Tribes - I don't miss Doom (anymore)

    13. Re:I'm sorry, the genius behind Doom? by Anonymous Coward · · Score: 0
      hobbiests


      Stop that. The correct word is hobbyists.
    14. Re:I'm sorry, the genius behind Doom? by sgtrock · · Score: 1

      How about Serious Sam? :)

    15. Re:I'm sorry, the genius behind Doom? by Abrax · · Score: 1

      Romero was responsible for the design of the UI in Wolfenstein and Doom etc. and invented the gore level Player image (The percentage meter with the player's face getting more gory as you are injured).. I thought that was a very novel idea at the time when I first played the demo, and the massive rolling levels for free, because you could really get into the feeling of your character and trying to stay alive or wanting to get health badly. Before gaming was very static but Wolfenstein 3D changed that along with the Demo and modding model.. When we were trading games on the computer in CAD class (it was like a LAN without the LAN, no simple Internet before HTML) it was hard and probably illegal, plus the games were too hard to play for the 30 minutes at a time.(ZORK and copycat 2D action games). Then the Wolfenstein3D Demo came out and allowed us to have allot of fun in 30 minutes between classes. Carmack likes to invent stuff for people who are on the go as he did that with his Doom RPG for cell phones. Everyone just had so much fun and helped to really push the mod community because of easy level design element to it. Allot of people eat the time including Linus were looking for a way out of the cooperate system as at that time programmers were considered people who didn't need college and were very smart. We were considered very powerful in society and the corporates didn't play along. The HTML Internet and open sourcing Quake helped to change that. Programmers are very independent people by nature.

    16. Re:I'm sorry, the genius behind Doom? by Anonymous Coward · · Score: 0

      none of those examples are "non-combat". Parent mentioned Story and Physics-puzzles, neither of which Tribes had.

    17. Re:I'm sorry, the genius behind Doom? by KDR_11k · · Score: 1

      Yeah, you don't want to piss off Superfly

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    18. Re:I'm sorry, the genius behind Doom? by aCapitalist · · Score: 1

      Quake 3 was probably the apex of what Id is really good at - the run and gun, arcade-type action. I've even got my wife playing Quake 3 on our home lan and on the internet. But I think after some honest reflection, Id probably wouldn't have done Doom 3. It was in development for a long time and times had changed.

      The funny thing is that Carmack and Romero were big D&D fans and they could've come out with a MMOG (could've been a really cool Planetside with Carmack's engine) or even a MMORPG. It was said in the book that Kevin Cloud and Adrian Carmack (the two artist/owners) said doing another Doom was like aging rockstars going on tour with their old music. I don't know what Doom3 did in sales, but it went into the bargain bin ($10) where I live really quickly.

    19. Re:I'm sorry, the genius behind Doom? by Anonymous Coward · · Score: 0

      In my opinion, John Romero and John Carmack made a great team

      You nailed it right on the head. It was as if the planets were in alignment and all the best creative forces (at least in the gaming realm) came up with a brilliant game, and in an isolated incident of lightning striking twice, a worthy successor i.e.Quake.

      THey're like Page and Plant, Mick and Keith. And to all you mudslinging tools out there, let me know when you've made your millions on a game, then I'll listen to your opinion about the man.

    20. Re:I'm sorry, the genius behind Doom? by scot4875 · · Score: 1

      One person that gets left out of these discussions frequently is American McGee. I think that the combination of the three is really what did it. Look at their releases since breaking up:

      Daikatana -- ambitious design goals, no direction
      American McGee's Alice -- Cookie-cutter Q3 engine game in an unimaginative Alice in Wonderland setting, fantastic production value
      Quake 2/3, Doom 3 -- Minor evolutionary steps, amazing technology, but absolutely nothing new in terms of game design

      If you go back and read a lot of the id software communication running up to the release of Quake, you'll see a *lot* of promises coming from John Romero about what the game was going to do. In the end, practically none of it made it into the game, and there are things he promised that haven't been done (to my knowledge) to this day -- such as tumbling head over heels when you get shot off a ledge, or 'webs' of servers that could conceivably make up a huge persistent-ish world.

      The common opinion in my circle is that id was a combination of 3 great talents -- Carmack's coding genius, Romero's creativity, and McGee's ability to reign the other two in and channel them toward shipping a game. It's really too bad that Quake turned out to be such a disappointment (yes, I said it) to those waiting for the promises Romero made, and that, in all likelihood, that's the reason for his departure from id.

      --Jeremy

      --
      Jesus was a liberal
    21. Re:I'm sorry, the genius behind Doom? by Bender0x7D1 · · Score: 1

      Try reading "Masters of Doom" by David Kushner. It has several chapters on what was occuring at Id when they were developing Doom. Specifically, it mentions that Romero hated the direction that Doom was taking and, in a marathon level-development session, created the levels that served as the basis for the Doom game. Before he did that they were heading down a "dull" military complex design idea that didn't reach out and grab anyone.

      --
      Reading code is like reading the dictionary - you have to read half of it before you can go back and understand it.
    22. Re:I'm sorry, the genius behind Doom? by Reziac · · Score: 1

      There are THOUSANDS of amateur-made DOOM levels that are better than the original DOOM1/2 maps -- more artistic, more atmospheric, more thematic, more internally coherent, more fun to play over and over. Eternal and Memento Mori leap to mind; beyond that... too many to list.

      Yeah, there are karky amateur-made maps too, but they're in the minority.

      [And I say that with a wide array of maps fresh in my mind, since I still play DOOM every day... but almost never the default maps.]

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    23. Re:I'm sorry, the genius behind Doom? by Reziac · · Score: 1

      Exactly. I still play DOOM all the time too (helped along by thousands of 3rd party maps, and when those get stale, there's always SLIGE). Why? because run-and-gun remains fun. If the graphics suck -- well, I don't care. I'm used to 'em, and my imagination fills in any blanks well enough.

      Conversely, storylines and cutscenes get tired after you've seen 'em a couple times -- it's like a rerun of some TV show that wasn't really all that creative in the first place.

      --
      ~REZ~ #43301. Who'd fake being me anyway?
    24. Re:I'm sorry, the genius behind Doom? by rawtatoor · · Score: 1

      I've been reading slashdot for quite a few years. I can't remember having to go a 1/4 down a comment list to see the first comment about the actual article. It will be a benchmark in my life to be sure.

    25. Re:I'm sorry, the genius behind Doom? by rawtatoor · · Score: 1

      Ok I mean Is there really an excuse for the first Daikatana post to be this far along???? Come on people!

  5. Rats, flash 8 by Eideewt · · Score: 5, Funny

    Apparently it's not only games that aren't realeased for Linux. Neither are articles about them.

  6. If you don't read this article by AuMatar · · Score: 5, Funny

    John Romero will make you his bitch.

    --
    I still have more fans than freaks. WTF is wrong with you people?
  7. John Romero ? by aepervius · · Score: 0, Flamebait

    Is it the John romero , lead of the wonderfuly made, and not-too-much hyped Dai Katana game ? Isn't his "authorithy" on gaming completly used up ?

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  8. Game Industry Leech by Anonymous Coward · · Score: 0

    There are fascinating people doing amazing things the world of game development.

    John Romero is not one of them. Or ever was.

  9. 2 Paragraph Summary of 5 minute interview by geerbox · · Score: 5, Informative

    Asked questions about what he would have done about Doom differently (he would've hired a great level designer), what was wrong with Doom (nothing, talked about how the game was designed), how he would do if he would make another Doom (pitch black, something new like stuff from HL 2), when he knew he hit it big (after seeing the numbers), what he thought of sequels (would only do one), what other projects he did and what he learned (he likes creation, and not so much cleanup), what he is doing (his new company, that he's working on something new that so far hasn't been done).

    Strange thing to me was that I saw mostly DOOM III video gameplay (no DOOM I or II gameplay video - difficult to find?), and there was HL 2 showed for a quick bit.

    1. Re:2 Paragraph Summary of 5 minute interview by Patrik_AKA_RedX · · Score: 2, Funny
      his new company, that he's working on something new that so far hasn't been done
      So he's going to merge Half life 2 with Guitar Hero and Gran Tourismo?
    2. Re:2 Paragraph Summary of 5 minute interview by Skevin · · Score: 1

      So, um, are you supposed to be some rock band guitarist standing up in the driver's seat with one foot on the wheel winding through dark twisty urban alleys at 3-digit speeds while rabid fans unexpectedly launch themselves at you while you have to fend them off with cool guitar riffs, and yet, still be able to finish the race while your competitors are doing the same?
      If there's anything that turns my stomach worse than a game like this, it would be... a *movie* based on a game like this! I'm calling Uwe Boll right this instant!

      Just remember, you can't hold your guitar and your flashlight at the same time, never mind the steering wheel.

      Solomon

      --
      "Twice half-assed makes an ass whole." --Solomon K. Chang
  10. it's empty by El_Muerte_TDS · · Score: 0

    Seriously, this video isn't news worthy, it has no new information or insight.

    1. Re:it's empty by buddard · · Score: 4, Funny

      Well, at least now we know that Romero's still alive...

      --
      B$
    2. Re:it's empty by NeilTheStupidHead · · Score: 1

      But do we really care?

      --
      Lose: misplace or fail || Loose: not bound together
    3. Re:it's empty by SCPRedMage · · Score: 1

      Although that hasn't been confirmed through Netcraft...

      --
      My sig can beat up your sig.
  11. I signed the NDA... read on... by Anonymous Coward · · Score: 0

    Romero's company is working on an MMO game which serves as a digital bridge between the worlds of Daikatana and Duke Nukem 2.

  12. On level design & Romero by Zhe+Mappel · · Score: 5, Interesting
    I don't think John understands why Doom worked. Asked what he'd change about it, his reply is he'd hire better level designers (and even takes an unnecessary dig at Sandy Petersen). They didn't know any better back then, he says. Huh?! Do you hear anyone complaining about the original Doom?

    In fact, fans are still recreating Doom levels for other games as homages, which isn't to say those levels were stunningly brilliant. No, they were all they had to be--because the gameplay was so great. And the great fun rubbed off on the levels.

    By contrast, Daikatana's levels were built and rebuilt, polished and repolished. Fat lot of good it did. Design is law, of course, as the Ion Storm mantra went; but Daikatana is $0.99 in the bargain bin, too.

    Romero's on better ground when knocking Doom 3 for being dark, repetitive and predictable. Although he doesn't realize it, this argument bears on his earlier misguided comment. D3 is a masterpiece of level design, or at least of a certain highly-detailed future-industrial style. And that's all anyone takes away from it: how it looked. Having stood in line to get a copy the day it came out, I'm still trying to forget how mind-numbingly poorly it played.

    Bottom line: level design is vastly overrated. Sure, it can be an art form (see, for instance, old custom Quake levels built by geniuses such as Headshot or Mr. Fribbles). But most games look alike today; no matter how technically sound their appearance, few do more than go for realism or ape genre cliches. This even as hyper-realistic design means longer development times and higher costs. And nobody thinks games are more fun than their blockier predecessors--no, quite the opposite.

    So where Romero talks about level design as a virtue and even dreams about going back in time to revisualize Doom, the truth is something different. Level design is becoming little more than a clonable commodity.

    The solution is to outsource it. Set up companies that do nothing but build cities, dungeons, jungles, etc. to some standard, scriptable world-building spec. Devs can then buy chunks of these "places" and build their games in them--for much less than the cost of paying salaries for asset creation. This would liberate game companies to pour their energies into gameplay before it becomes a lost art.

    1. Re:On level design & Romero by jacobw · · Score: 5, Insightful
      D3 is a masterpiece of level design, or at least of a certain highly-detailed future-industrial style. And that's all anyone takes away from it: how it looked. Having stood in line to get a copy the day it came out, I'm still trying to forget how mind-numbingly poorly it played.

      Bottom line: level design is vastly overrated.


      You're using level design in a different way than I understand it. (I am a pretty casual gamer, so there's a good chance my definition is wrong, BTW. Also I couldn't get the video to play, so I wouldn't know if you were using it the same way as Romero.)

      To me, "level design" doesn't mean "designing the visual look of a level." That's an aspect of it, but not the most important part. More importantly is designing the layout of the level--where various paths lead, and where various obstacles occur, and where enemies lurk. This obviously has a major impact on how well a game plays, and having a good level designer makes a huge difference.

      In this respect, I think the original Doom levels were incredibly well designed, especially given that they didn't really have the technology for true 3D play. It really created the feeling of not knowing what was around the next corner, and resulted in the famous Doom Lean, where you find yourself tilting your real-world head, as if that was going to let you peer around a corner in the game...

      (I think we agree in substance, actually, but your use of the phrase "level design" was different enough that it made me wonder if I'm the only one who defines it as I do.)
    2. Re:On level design & Romero by Anonymous Coward · · Score: 0

      "Bottom line: level design is vastly overrated. Sure, it can be an art form (see, for instance, old custom Quake levels built by geniuses such as Headshot or Mr. Fribbles). But most games look alike today; no matter how technically sound their appearance, few do more than go for realism or ape genre cliches. This even as hyper-realistic design means longer development times and higher costs. And nobody thinks games are more fun than their blockier predecessors--no, quite the opposite."

      You're kinda off base on this - what you are refering to are the art assets that make the world - and a level designer doesn't necessarily do this. They DO in a game where the game world is created with an editor that requires the levels to be made from simple geometry (i.e. quake, half-life etc), but in a world say in GTA - the "level" is built by the artists and modellers, and the "level designers" build the gameplay, i.e. the scripted events story etc.

      But for the record, yes, you can outsource the modelling/art aspects of creating a level or world (i.e. placement of buildings, terrain etc).. but that in itself is fraught with problems as I recently discovered on a project that i'm currently working on.

      You would generally never outsource the level design jobs because it's so intrinsically linked to the gameplay.

      I'd also argue that most games look alike today.. they don't - it's true that if two games are made with the same engine they can share some similarities due to shared technology, for instance the way lighting behaves etc. But it's a stretch to say they all look the same, the visual look is forged by many different artists with their own visual styles.

    3. Re:On level design & Romero by Fred_A · · Score: 1

      I have the exact same feeling. I played the DoomIII demo and while it did look lovely (at least the lit bits), I still felt like it was really the same Doom except that it had been ported from VGA to ZXWYGA (or whatever is the alphabet soup for high resolution these days) with a modern engine.

      Basically I had already played that game to death 15 years ago. Redoing it with nicer levels didn't appeal to me.

      So I went back to Battlefield 2 which instead provides a different game. Even though it doesn't look gorgeous. As if that mattered...

      --

      May contain traces of nut.
      Made from the freshest electrons.
    4. Re:On level design & Romero by Threni · · Score: 1

      > I don't think John understands why Doom worked. Asked what he'd change about it, his reply is he'd
      > hire better level designers (and even takes an unnecessary dig at Sandy Petersen). They didn't know
      > any better back then, he says. Huh?! Do you hear anyone complaining about the original Doom?

      Yeah, I saw an interview with the Beatles and someone (Ringo, probably) was saying the White Album would have been better if they'd made this or that change. Paul turned around to him and said something like "But it was the White Album...".

    5. Re:On level design & Romero by laura_glow · · Score: 1, Insightful

      In DOOM and DOOM II you didn't need to aim to shoot at somone/something. You could make a level where only shotguns were available as weapons, and when playing deathmatch, long ineresting figths would develop.

      I never really played a lot of more recent games like conter-strike, etc. But the few times I played, I was quickly bored by: "I'm walking in a big empty place. Oh, there's somone there... Oh, I must aim with a lot of precision to hit him. Oh, I died/killed him. Now I'm walking in a big empty place..." repeat to infinity.

      give me a fast-paced, no-aim-necessary, long-and-lasting-figths doom II any day, no matter what the graphics look like.

    6. Re:On level design & Romero by Anonymous Coward · · Score: 0

      Imagine a plane, devoid of everything but monsters, weapon pickups and disjointed story elements.

      There is your game without level design.

      Have for with that!

      Level design isn't overrated and it isn't underrated -- it is a necessary part of the game. For some games it is more important than others, and yes, the core game systems have to be fun as well. But to say that good level design isn't important and that it should be entirely outsourced?

      {insert anonymous troll statement} You are clueless if you really think that {/troll statement}

    7. Re:On level design & Romero by Deliveranc3 · · Score: 1

      Most casual level designers get involved by making DM or tournament levels or levels for team based games.

      Obviously these are very diffrent methods of making levels, if DOOM levels were available for any of these activities they would suck, there are poor strategic elements, shoddy weapon placement etc.

      However for single player blasting monsters and mindlessly chasing down keycards? Go DOOM!.

      (Disclaimer: Massive MASSIVE Q1 DM fanboy, some level design EXP)

    8. Re:On level design & Romero by 88NoSoup4U88 · · Score: 1
      To me, "level design" doesn't mean "designing the visual look of a level." That's an aspect of it, but not the most important part. More importantly is designing the layout of the level--where various paths lead, and where various obstacles occur, and where enemies lurk.


      My personal opinion on this (and out of experience as a heavy fps-gamer, and a mapper), there is a nice balance between the two: I agree that in the haydays of Doom, the layout of the level itself was of greater importance than the visual look (every room looked almost the same), but over the years the two aspects (there are more; coming back on that later) have significantly gone towards eachother.
      Think of how, for example, in Half-Life there were areas where a player would be 'drawn' too: Think of a particular lighting, or showing a visual button/lab-area:
      As more design studies, and experience, is being put into practice, we also see people getting, almost subliminally, hinted at where to go in a level, so you're not stuck for ages: One example (hopefully you played Half-Life 2):

      In HL2, when you are using the hovercraft, there is a little puzzle which uses blue barrels' boyancy (spelling?) to lift up a ramp, so you can use the hovercraft to jump over the wall.
      When first stumbling upon this place, it's not yet clear what to do, but the visual appearance of the blue barrels (I remember one being displayed on the left side, in a sewer exit), which have not been seen in the game before that, are very cleveryly placed: One of the most important one being the barrel allready underneath the ramp, locked in the cage there: Being a clear example of where the others are supposed to go.

      When you consider leveldesign, you take the layout and visuals as being aspects, but seem to forget mentioning sound/music: Which importance also has grown -alot- over the years.

      One of the best examples of this imo has been the use of, as I call it, dynamic sounds: As soon as your character sees an enemy/gets attacked by an enemy/any other event, the music dynamically fits the mood, or better said: dictates the mood.

      So in my opinion, when only taking layout and applying visuals in the level in consideration: Layout, while very important, should have an equal share in the aspect of leveldesign as creating the extra visuals around it.
    9. Re:On level design & Romero by Irishkayaker · · Score: 1
      So where Romero talks about level design as a virtue and even dreams about going back in time to revisualize Doom, the truth is something different.

      So, basically, Romero is the George Lucas of game designers? The poor git:)

      "Yeah I went back to level 3 and added in two extra monsters and fabulous wall detail, which really enhances the whole DOOM experience....."
    10. Re:On level design & Romero by Aaul · · Score: 1
      When you consider leveldesign, you take the layout and visuals as being aspects, but seem to forget mentioning sound/music: Which importance also has grown -alot- over the years.
      I agree completely with this: sound and music have become incredibly important recently. To continue with your Half-Life 2 example, during the Ravenholm chapter the sound cues such as the howling of the fast zombies in the distance, creaking noises and crow calls, and the sounds the headcrabs and other zombies make when they're alerted to your presence really made that particular area one of the best in the game (and one of the most entertaining FPS experiences I've ever had).
    11. Re:On level design & Romero by nuzak · · Score: 1

      > D3 is a masterpiece of level design, or at least of a certain highly-detailed future-industrial style.

      You're saying it has good textures then. Monster Closets and no lights are not good level design.

      --
      Done with slashdot, done with nerds, getting a life.
    12. Re:On level design & Romero by nEoN+nOoDlE · · Score: 1

      I agree. Level design is a huge part of 3d gameplay. I've played dozens of games where I quit playing after 15 minutes because the level was so confusing to go through and there was a ton of backtracking. The best level design that I could think of was in No One Lives Forever. Those levels seemed to go on forever, you always felt like you're in the actual environment, but the level design was so good that you were never lost. That's a big part of what made that game a joy to play.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
    13. Re:On level design & Romero by Stormwatch · · Score: 1
      So, basically, Romero is the George Lucas of game designers?
      So, now you'd have to let the imps shoot first?
    14. Re:On level design & Romero by Drooling+Iguana · · Score: 1
      Imagine a plane, devoid of everything but monsters, weapon pickups and disjointed story elements.
      Does it have snakes?
      --
      ... I'm addicted to placebos
    15. Re:On level design & Romero by Deadguy2322 · · Score: 0

      I'm not giving you anything until you learn how to spell. It's FIGHT, dumbass.

      --
      Check out my foes list to see who is so retarded that they can't use the signature line!!!
    16. Re:On level design & Romero by laura_glow · · Score: 1

      uhhh, I will write FIGHT 10.000 times in a piece of paper so i have the HONOR of you speaking to me. porque no me hablas en castellano vos si sos tan pija? a ver como es tu ortografia.

    17. Re:On level design & Romero by Anonymous Coward · · Score: 0

      > The solution is to outsource it. Set up companies that do nothing but build cities, dungeons, jungles, etc. to some standard, scriptable world-building spec. Devs can then buy chunks of these "places" and build their games in them--for much less than the cost of paying salaries for asset creation. This would liberate game companies to pour their energies into gameplay before it becomes a lost art.

      That is an intelligent comment. Congrats.

      Yes, game designers should be able to buy pre-built cities, and have them customized, like they do with graphic engines now.

      We still have some time to go, because the hardware limits the complexity of current design, but I think that in 10 years, designing a new building for a game will be a waste of money.

      (catchpa: weapon)

  13. Old news... by KeithLDick · · Score: 2, Interesting

    I think I read this on his site quite a while ago... Then again I may have been playing Duke Nukem 3D at the time or just downloading the Prey Demo... ahh well nevermind...

    --
    LifeTime Gamer
  14. Re:John Romero ? by DrSkwid · · Score: 1

    Daikatana showed the world that there is more to making a good game than knowing how to make good levels for someone else's engine.

    It was a lesson to the industry so not a total disaster :)

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
  15. inappropriate videos? by arm000 · · Score: 5, Interesting

    Did anyone find it strange that the interview was mixed with videos of doom3 and half-life2? Two games that he had nothing to do with?

    1. Re:inappropriate videos? by Anonymous Coward · · Score: 0

      The videos of D3 and HL2 were there to illustrate what he was talking about. D3 was shown when we was commenting about its level design. HL2 was shown he was commenting about how'd he'd design a game with some elements of HL2 and other features "no one has ever seen." I thought it helped make his point.

  16. Transcript by Kugrian · · Score: 5, Informative

    I started to make a transcript of the video. I don't know the games, and I'm not a sectery either (plus hugely hungover), so I got bored quickly. Mananged to do half of it before I reached for the wrist-slitting knife - hopefully someone who can't view the flash will find it helpful:

    games.net Presents Behind The Screens John Romero.

    What would you change about Doom?

    So the thing I would have changed about the original Doom, erm, is to have a better design for all the levels in eposide 2 and eposide 3, and to probably hire someone who was a really great level designer, erm, because, er, Sandy Peterson, hes a, hes a, hes definitely a great game designer [clip of some Doom game I guess], but having that, having somebody who's whole job is placing textures, making sure that levels are, are not just 'hey, I'm just gonna make a level today, see what it turns out to be'. That's kind of what we were doing anyway, so it turned out kind of haphazard, which is kinda Doom 2 [too?] also turned out, that way with the levels, was like 'hey, let's make a buncha cool levels, we'll have [them?] put in the game.'

    What was missing from Doom?

    Well, I don't think there was anything missing from the original Doom. I mean it was, was, we pulled stuff out of the original Doom because it kind of violated the purpose that we had started to change the game [another clip of presumably Doom], which was kinda what we did with Wolfenstein. With Wolfenstein , we'd added a bunch of cool stuff in there, and it slowed the gameplay down, the pace down, and we didn't want that. So we pulled that out, and what you got was just some crazy running at somebody brings [might have been 'for instance'] a second game [didn't hear this well enough]. And so, with Doom we wanted, erm, a game that was the same kind of Wolfenstein feeling, but looked cooler and [had?] cooler monsters, but still had that super speed.

    What if you were to make another Doom?

    If I was going to do another Doom today, I would [possibly wouldn't] do a game that's like Pitch Black for sure. Erm, I wouldn't have predictable situations happening constantly every few seconds, and er, you know, I'd, I'd have something that, er, was kind of pushing the limits, [clip of some game starts here] that would be, I'd definitely take some cues from Half life 2 but, erm, also add in some cool ideas that, that, no one else is doing.

    When did you know you hit it big?

    It was, it was insane with Doom. When we put out Doom and it just, it went all over the place. The internet really helped. Erm, people have tp net [might been 'had the internet'?] and the software creations Bolternborg [didn't get this word] was awsome. When we saw the numbers that were coming in off, off of, Doom it, it was crazy. Erm, that's when I just, just, brought the test release [might have got this bit wrong]. I was just, that's it [laugh]. I'm buying it now.

    What do you think about sequels?

    In Return of Wolfenstein and Comandeer Keen, and, you know [laugh] [some clip starts here of unknown game]. Erm, if I was there those games wouldn't have come out, because I don't do like.. I do a sequel, then it's time to move on.

    Dude talks like a stoned hippy anyway.. I got time to waste on other things that don't include translating a zillion 'erms' to a text file.

    1. Re:Transcript by Rob+T+Firefly · · Score: 1

      Thanks for trying, you're a truly brave hunman being. Erm.

    2. Re:Transcript by Anonymous Coward · · Score: 0

      Obviously your sole intent of transcribing the interview was to highlight his frequent use of "erm," as if you never use that in speech. What a wasted effort because the time you put into it could have at least been useful for us.

    3. Re:Transcript by gkwok · · Score: 1
      people have tp net [might been 'had the internet'?]
      "people were FTP'ing it"

      that's when I just, just, brought the test release [might have got this bit wrong
      "that's when I just, just bought the [Ferrari] Testarossa"
    4. Re:Transcript by electromaggot · · Score: 1

      Okay youngsters...

      Bolternborg == "bulletin board"

      Personally, I thought your transcription was worthwhile. Thanks!

      Romero so longs for the old days because he hasn't done much of significance since. Poor guy. He hasn't moved on like Carmack has. Carmack certainly isn't looking back.

  17. Original concept and engine, not game design by Morty · · Score: 4, Insightful

    Doom was not just a game, it was a whole new genre. While it wasn't quite the first first-person-shooter, it was the first one to do 3D reasonably well. When it came out, no one had seen anything like it. The game design was OK, the plot was basically non-existent, but it had no FPS competition because no one else had written one that even approached Doom. Considering that 3D accelerator cards didn't exist, and this all had to be done in software, there weren't too many people at the time who could write a competing FPS engine even if they had thought of it. So the lack of fancy levels and other aspects of the game design didn't matter much; the only thing the level design needed to do was showcase all the cool engine features.

    If there is any doubt as to whether it was the FPS concept and engine or the details of the game, consider what happened next. Other FPSs were released -- licensing the Doom and then the Quake engines, not the Doom and the Quake levels.

    1. Re:Original concept and engine, not game design by Anonymous Coward · · Score: 0

      //khm//System Shock//khm//.
      No FPS competition? Do reasonably well? I would say it was one of the biggest hypes in the history of mankind along with Battlecruiser 3000 and Daikatana. The original System Shock was SO much better than Doom. It just didn't have the hype.

    2. Re:Original concept and engine, not game design by lordperditor · · Score: 1

      System Shock missed the boat, by the time it was released 3 months after Doom everyone was to busy playing Doom to notice it. But you are right it was very good in its own right but that said it was not going for the same feel as Doom. Doom did have a certain quality/feel? that System Shock just missed by a fraction. It deserves all the credit it has received.

    3. Re:Original concept and engine, not game design by MemoryDragon · · Score: 1

      Ahem that is the biggest false myths in history of gaming that doom was the first game to do 3d well. Looking Glass deserves the credit. The Ultima Underworlds were released even before Wolfenstein 3d, had doom like graphics (even full peudo 3d, with pits you could walk in), a physics engine and full environmental interaction and npcs wandering around. In fact ID software got the idea of its 3d engine for wolf3d when they saw an early beta of the first underworld game at a games con...

  18. LOL by P0lyh34) · · Score: 0

    John Romereo! .... Hahahahahahahahaha

    --
    -Polyhead-
  19. Doom 3 by Cr0t · · Score: 0, Offtopic

    Doom 3 felt like a tech demo.

    1. Re:Doom 3 by Ant+P. · · Score: 1

      That's because it was. Quake 4 was more like an actual FPS.

  20. Too Much Hype by dshaw858 · · Score: 1, Flamebait

    Maybe I'm just an unbeliever, but I don't think that John Romero is all that great. I mean, he's had a few good games-- great games, even, sure-- but is he the savior of all games? No. There are other great game developers that deserve just as much credit as Romero, but unfortunately simply don't receive it.

    Oh well, I guess we don't live in a perfect world. John Romero is still an extremely intelligent guy, and although the design intricacies of the Doom series are a little bit on the cobweb side of things, it's interesting nonetheless.

    - dshaw

  21. Wrong site... by pierced2x · · Score: 1

    I sooo read the headline (and really wanted this to be) "Interview with Ric Romero" I know, wrong site. A guy can dream.

  22. No he isn't by NevarMore · · Score: 1

    I saw his head on a pike somewhere in the mid 90's.

  23. And then? by Konster · · Score: 1, Insightful

    Really, the article should be about who was best, first.

    Carmack might be a bloody brilliant programmer, and that's what makes his early work so good, and that he had a brilliant design team to make his concepts into reality. Every product they made up to and including Quake 3 was off the charts good.

    Everything since is just rubbish and not fun to play; it's just bad, rendering aside.

    And Romero has nothing on his slate post ID that means anything; most of his work is the poster child of what not to do.

    Carmack and Romero were neat topics like...10 years ago. Now that there are 100 companies doing it better and faster than they do, what of these guys? I hate to proclaim them relics because we are about the same age, but the truth is, neither Carmack nor Romero have brought anything new and good to the table beyond engine leasing and hair conditioner ad spots for the last 10 years.

    1. Re:And then? by Mr.+Underbridge · · Score: 2, Interesting
      Carmack and Romero were neat topics like...10 years ago. Now that there are 100 companies doing it better and faster than they do, what of these guys? I hate to proclaim them relics because we are about the same age, but the truth is, neither Carmack nor Romero have brought anything new and good to the table beyond engine leasing and hair conditioner ad spots for the last 10 years.

      Funny, what engine do all these new great games use? Often as not, something Carmack makes. He's an engine designer, and he's damned good at it.

      Romero is a useless turd though.

    2. Re:And then? by Emetophobe · · Score: 1

      I used to be the biggest quake/id software fan boy (for about 8-10 years), but now I no longer consider them my favourite game company. Id stopped making their own games and focused on licensing their engine, thats when things went down hill IMO. Doom3 and Quake4 was like the nail in the coffin for me.

    3. Re:And then? by Anonymous Coward · · Score: 0

      No longer your "favourite game company"? Nice to see you've matured!

  24. Two words by Yvanhoe · · Score: 1

    Mandatory ads

    --
    The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
  25. Like by flumps · · Score: 1

    Who's John Romero?

    Oh him. Hasn't he died yet then?

    --
    "So there he is, risen from the dead. Like that fella, E. T." - Father Ted Crilly
    1. Re:Like by Bill+Dog · · Score: 1

      Of what? He's only 39, at the mid-point of (U.S.) life expectancy.

      Maybe you mean this. In that case, he's died many times. Usually from rockets, but the chainsaw or even plain fists is sometimes fun.

      --
      Attention zealots and haters: 00100 00100
    2. Re:Like by flumps · · Score: 1

      yesyesyes

      I was being flippant. I know who he is and what he does, I was just saying hasn't he died yet (or even killed himself) after the disaster that was Dikatana...

      My fault for being too vague and not wanting to be modded down as flamebait.. :S

      --
      "So there he is, risen from the dead. Like that fella, E. T." - Father Ted Crilly
  26. Re:This is why I love /. comments... by Zaphod2016 · · Score: 1

    I learn something every day.

    He *does* look like "Tom Tucker", doesn't he?

  27. This site gives CFMX a bad name by Mr.Dippy · · Score: 0, Offtopic

    Sites like this make me sick. For the love of God, Turn Cold Fusion debugging off!!! Seriously, it's not that hard.

    http://games.net/video/player.cfm?vId=100800;

    --


    -Dipster
    1. Re:This site gives CFMX a bad name by Anonymous Coward · · Score: 0

      For the love of god, use a language that's less crappy than ColdFusion.

  28. Why do we listen to this guy at all? by notBowen · · Score: 1

    Is it the hair?

    --
    The few surviving samurai survey the battlefield. Count the arms the legs and heads and then divide by five.
  29. Revisionist history? by Moraelin · · Score: 2, Insightful

    There were games with much better levels and gameplay long before Doom, or even Wolfenstein 3D, they just weren't textured. E.g., Bethesda had a Terminator game that featured walking or _driving_ (yes, driving) around a town, with cars, pedestrians (yep, you could run them over), etc, years before Doom. It took the textured FPS genre almost a decade to get back to that point.

    Or Ultima Underworld? It was a complex RPG and had a much more complex 3D engine too. It came out around the same time as Wolfenstein 3D and it still allowed far more complex and, well, "more 3D" maps than Doom would much later. E.g., the UU engine allowed bridges and tunnels under other tunnels, while Doom was still a 2D map with terrain elevation.

    What Doom had was simply a more vocal gang of willy-wavers. The kind of personalities that just had to willy-wave about their deathmatch score were suddenly all over the place, making 10 times more noise than the peaceful SP RPG players, and acting as if they're speaking for some absolute majority. Doom was being proclaimed all over the place as the genre of the future, and indeed the only genre that anyone plays any more, at a time where SP console RPGs routinely out-sold it 10 to 1. Heck, even adventures were outselling Doom.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Revisionist history? by bWareiWare.co.uk · · Score: 2, Insightful

      Only partially true. Yes UU was two years earlier and had the same textured walls, sprite based items, and more advanced geometry then Doom. But it ran dog slow in a quarter-screen window with a tiny maximum viewing distance. The full screen, open, light and above all FAST Doom engine was altogether a new game.

      Then you add the one and only thing that made Doom worth playing - network play.

      I loved both UU games, but I went 13.5 hours without a toilet or food break in a Doom deathmatch.

      (UU does pre-date Wolfenstine 3D and Carmack has acknowledged it as an inspiration)

    2. Re:Revisionist history? by squiggleslash · · Score: 3, Insightful

      I think this illustrates the difference between "invention" and "innovation" very well. Doom wasn't the first 3D FPS, but it was the first viable FPS that turned a technology from being merely interesting to something that got into the hands of just about everybody and spawned an entire direction for the industry.

      The Sinclair ZX81 had Psion's "3D Monster Maze", and doubtless there were predecessors to that, but none of the examples you gave, nor 3DMM, ended up generating much interest, however popular they may have been. The excitement started with Doom.

      It's kind of like the GUI. Contrary to popular belief, there were many graphical user interfaces before the Mac. Indeed, the Mac's original, pre-Jobs, interface had little or nothing to do with the Xerox effort. It was the Mac, as released, that actually made people sit up and say "Wait, this one works" (albeit with quite some criticism), and made (despite that criticism) pretty much every new computer from 1985 onward (save for legacy systems, and even they slowly migrated to GEM and then to Windows) pretty much require a GUI.

      --
      You are not alone. This is not normal. None of this is normal.
    3. Re:Revisionist history? by nuzak · · Score: 1

      > Only partially true. Yes UU was two years earlier and had the same textured walls, sprite based items, and more advanced geometry then Doom. But it ran dog slow in a quarter-screen window with a tiny maximum viewing distance.

      Poor coding then, because it's the same engine as System Shock, which was not at all slow.

      --
      Done with slashdot, done with nerds, getting a life.
    4. Re:Revisionist history? by bWareiWare.co.uk · · Score: 1

      The system shock engine was much enhanced (they had two years) over the original UU engine. Moore's law alone might well have made if fast enough. (System Shock supported 640x480 on high-end machines, UU's window was fixed at 172x112)

      It did not take the Doom clones long to catch up technically and (depending on you tasts) surpass it's gameplay. But my point stands; the Doom engine was better than anything that had come before.

  30. The only thing worth reading about Romero by Rogerborg · · Score: 4, Informative
    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:The only thing worth reading about Romero by rolfwind · · Score: 1

      If you go down a little bit, Carmack made another post that elaborated on the first quite well:

      http://slashdot.org/comments.pl?sid=25551&cid=2775 698

    2. Re:The only thing worth reading about Romero by Anonymous Coward · · Score: 0

      It's also worth noting that Carmack's word on video games can't be taken at face value. His games are complete shit, really only effective as tech demos. Perhaps it's a certain formula for success or his personal ambitions, but he outside his element when commenting on fun computer games.

  31. If I could ask John Romero One Question.. by QuantumG · · Score: 1

    It would be how he managed to completely fuck a pen and paper RPG so much that the game master (Carmack) couldn't even put it back together again. Way to go man. That kind of destructive power is very impressive. If it wasn't for the fact that Carmack was supposedly your friend I'd recommend you for some sort of prize.

    Alternatively, I'd ask him exactly how accurate the description of this event was written in Masters Of Doom. Shame they never made the doco film of that book.

    --
    How we know is more important than what we know.
  32. Re:Complaining about Flash required :( by Anonymous Coward · · Score: 0

    "waste of CPU"

    Like you're using it for anything else important.

    Actually some of us are but we wouldn't expect a 12 year old to understand. Never mind that flash isn't availiable for linux/PPC. Truely you are a moron!
  33. Re:Posts from Jealous Nobodys!!! lol by Anonymous Coward · · Score: 0

    Shut up John!

  34. Even that's not that simple by Moraelin · · Score: 4, Informative
    But conversely, it's not enough with just one decent lead designer when making a game, as Daikatana showed.


    Well, not contradicting what you wrote, but more as a reminder to everyone else: Daikatana was a complex phenomenon, at no number of designers could have saved it past a certain point.

    For starters, it was largely a management failure, rather than a game design failure. The game design wasn't particularly bad, and in some ways it was ahead of its time. E.g., Daikatana tried to have a story in a FPS long before Half-Life, for example. In fact, it tried to have a story at a point in time where everyone else was churning mindless Wolfenstein 3D clones. And by comparison, once John Romero was gone, Id reverted to John Carmack's view that a plot is as needed for a game as for a porno movie.

    What killed most of that design for Daikatana was simply being released so late as to not matter any more. Story in a FPS was no longer unheard of, the game engine was outdated, and some of the artwork looked like classic ass by sheer virtue of being old by now.

    And that, in turn, could be traced to just bad management of the project and the company as a whole. John Romero wasn't necessarily bad at game design, but he was useless as a manager. All I'm saying is: let's not confuse the two issues, because they're different skills.

    Plus, let's not underestimate the effect of Ion Storm's being the "victim" of a massive hype backlash. Partially because of its own PR blunders, that's for sure. (E.g., the "bitch" ad.) But also partially because a few idiots started screaming that Ion Storm killed Looking Glass, when Eidos let Looking Glass die. Suddenly it was _fashionable_ to be against John Romero and mourning Looking Glass, and a lot of SFVs (Stupid Fashion Victims) joined in the chorus without even having a fucking clue what they're pro or against in that campaign.

    So me say just one thing: if a _quarter_ of the people posting all "Daikatana sucks!!!" all over the place had actually played the fucking game, it would have been a major commercial success. It would have probably outsold The Sims. No, that's not saying it was that good, it's just saying how many SFVs were posting about it without even having seen it. Just because it was fashionable to be against it. It was instant karma to bitch about how much Daikatana sucks.

    A lot of people still bitching about how bad Daikatana's design or gameplay supposedly was, still haven't actually even _seen_ that design or gameplay.

    No, I'm not saying that it was great, but it was's as bad as people love to post all over the place either. It was just a mediocre FPS with a story. No more, no less. I _am_ however, saying, that the world would be a better place if people refrained from talking about stuff they have no clue about. I wish that everyone who hasn't actually played Daikatana (or whatever other game) just freakin' gave it a break already and talked about things they've actually experienced, instead of rehashing the same old canned hype they've read on some site.
    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Even that's not that simple by Anonymous Coward · · Score: 0

      So me say just one thing: if a _quarter_ of the people posting all "Daikatana sucks!!!" all over the place had actually played the fucking game, it would have been a major commercial success.

      Playing the game doesn't mean you had to buy it. I play my friends games on their comps if they have something I'm unsure about. If it sucks I don't buy it. If I like it I do. But still if I have played the game buying it or not I can still comment on what I thought of it. On that point you logic is broken. Altho I do agree with you that if you haven't played a game at all (and watching someone else play doesn't count) then you should be quiet about it.

    2. Re:Even that's not that simple by Fullhazard · · Score: 1

      Hey, buddy
      I don't need to 'play the game'
      I read the Something Awful article

    3. Re:Even that's not that simple by Pomme+de+Terre! · · Score: 5, Insightful

      Daikatana tried to have a story in a FPS long before Half-Life

      Half-Life came out long before Daikatana.

      ...once John Romero was gone, Id reverted to John Carmack's view that a plot is as needed for a game as for a porno movie.

      When Romero was at Id, none of their games had plots, either. They didn't revert; they remained consistent.

      So me say just one thing: if a _quarter_ of the people posting all "Daikatana sucks!!!" all over the place had actually played the fucking game, it would have been a major commercial success. It would have probably outsold The Sims.

      Are you being facetious? Daikatana's target audience was hard-core FPS players. The Sims reached out to every segment of the market. What a ridiculous statement! You are greatly overestimating the number of people who read game sites at the time. Your general gaming audience had never even heard of Daikatana, and the name "John Romero" was meaningless. They saw an ugly red box with a silly title and bad graphics. That's why it was a poor seller.

      A lot of people still bitching about how bad Daikatana's design or gameplay supposedly was, still haven't actually even _seen_ that design or gameplay.

      The first level of the demo consisted of killing small frogs in the rain. The whole level. Design genius? Perhaps in an abstract fun-is-not-cool hipster universe. But in this world, it was stupid, and pointless.

      > The game design wasn't particularly bad

      "I CAN'T LEAVE WITHOUT MY BUDDY SUPERFLY!"

      QED.

    4. Re:Even that's not that simple by MemoryDragon · · Score: 1

      Ahem the money Eidos sunk into ION storm indeed kill Looking Glass partially.

    5. Re:Even that's not that simple by Deliveranc3 · · Score: 1

      I'm sorry I've played Daikatana and it sucks.

      It's difficult to explain how it sucks but it's not hard for people to realize it sucks who haven't actually tried it.

      I know Glitter sucks, if you wanted to see it I would recommend against it, this is the same thing.

      Examples of why Daikatana sucks, SuperFly is the most irritating character in any game EVER, enemies and weapons boring and uninspired, levels bland ugly and dark. Multiplayer is tainted by a ridiculous sword fight thing, (Also sword stays in the air swinging if you die holding it, distracting everyone). And there is a weapon which seems to just kill random people, like you fire it and random people die, they don't need to be in the same room. You also seem to die a lot using this weapon.

      The diffrent time period thing could have been cool if the weapons and settings were entertaining but it was just one ugly uninspired level after another teaming with boring and stupid enemies and weapons without creativity or fun.

      The balance in the game was also terrible.

    6. Re:Even that's not that simple by Allison+Geode · · Score: 1

      i actually enjoyed daikatana for what it was: a fun first person shooter with a cheesy story and dated graphics (due to it taking too long in development.) if it had come out 2 years before, it would have been a completely different story (but half-life would probably have still crushed it, just like it crushed Sin, which was highly under-rated.)

    7. Re:Even that's not that simple by rmdir+-r+* · · Score: 1
      Daikatana tried to have a story in a FPS long before Half-Life
      Half-Life came out long before Daikatana.
      I believe both statements are true. Remember, Daikatana was a gigantic management cluster fuck. They were going to do it on the Quake engine, then switched to the Quake II engine when it came out (and Romero orgasmed over it). One of the reasons that Daikatana flopped was that it came out way, way after it should have.
    8. Re:Even that's not that simple by chgros · · Score: 1

      It sounds like John Romero made you his bitch.

    9. Re:Even that's not that simple by Psychochild · · Score: 1

      The Sims reached out to every segment of the market.

      Not quite accurate. The Sims was originally pitched to the hard-core Sims fans and focused mostly on the nifty AI and technical aspects. Once the hard-core geeks got done with a brief and passionate affair with the game, other people started picking it up. The game was played by the spouses and better halves of the hard-core players, and then the game spread primarily via word-of-mouth to other players. These people were the ones that used the game to make neat videos and were the force buying up the expansions at a mind-boggling rate.

      I never got the impression this was the intention listening to Will Wright's talks. Rather, it seemed that Will was smart enough to understand what was happening. But, I don't have any special knowledge beyond what other people could gather.

      So, while it's fair to say the Sims reached many market segments, I don't know if it's fair to say that it reached out to every segment initially.

      My thoughts,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    10. Re:Even that's not that simple by tehcyder · · Score: 1
      I_am_ however, saying, that the world would be a better place if people refrained from talking about stuff they have no clue about
      You're new here aren't you?
      --
      To have a right to do a thing is not at all the same as to be right in doing it
    11. Re:Even that's not that simple by Lord+Kano · · Score: 1

      The game design wasn't particularly bad, and in some ways it was ahead of its time. E.g., Daikatana tried to have a story in a FPS long before Half-Life, for example.

      Hello? Marathon had an extremely deep and involved plot, story and backstory. Released in 1994, by Bungie.

      It was released more than 5 years before Daikatana, and almost 10 years before Half Life 2.

      LK

      --
      "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
  35. Consequences required :( by Anonymous Coward · · Score: 0

    "It brings in more revenue because it's harder to quote (bloggers love to copy and paste entire sections, just as /.ers do but would they type it out? Not most.) and gives incentive for people to go to that site and sit through their ads. Plus, they actually show commercials, not just banners or animated gifs, I had to sit through a minute long Lemmings commercial just to watch the interview."

    Wait! Wait! Wait! You're telling me there's such a thing as "cause and effect"? Who knew?

  36. hey mr "penguin"... by Anonymous Coward · · Score: 0

    When you start using Linux for real instead of just implying (or ridiquling?) it in your nick you'll realize there's no native Flash 8 plugin for Linux. Any of the other formats mentioned are not _much_ of a hussle to get going, but I'm not fiering up cxoffice/IE just to view one video.

    The submiter (or at least the editor [yeah, right..]) should have mentioned that the contetnt was Flash 8 considering what forum the newsblurb was posted on.

    I opened the link in a new tab - flash 8 required - closed tab.

    1. Re:hey mr "penguin"... by plague3106 · · Score: 1

      The submiter (or at least the editor [yeah, right..]) should have mentioned that the contetnt was Flash 8 considering what forum the newsblurb was posted on.

      Actually I think /. said that most users are browsing from Windows machines...

    2. Re:hey mr "penguin"... by stunt_penguin · · Score: 1

      Actually the stunt_penguin monicker is very old, private joke that started way before Tux was ever linux's mascot, and refers to a private joke that came about when my (much younger) sister and I were watching 'Batman Returns'. My sister asked what type of penguins those were with the rockets strapped to her back when I replied, deadpan, 'Stunt penguins, silly.' A nick was born, and I guess you had to be there. It's certainly better than posting as a/c.

      --
      When the posters fear their moderators, there is tyranny; when the moderators fears the posters, there is liberty.
    3. Re:hey mr "penguin"... by WilliamSChips · · Score: 1

      Yes, but there are still a significant number on Linux, even with M$ astroturfers coming in full-force.

      --
      Please, for the good of Humanity, vote Obama.
    4. Re:hey mr "penguin"... by plague3106 · · Score: 1

      IIRC (it was a while ago), its something like 80% of Slashdot users are using Windows based browsers (so that includes IE and FF).

      While there are a few astroturfers, I think that most pro MS posts are legit and / or are reactions to blind "M$ is da evil" retardedness.

  37. Ahh, found it. by QuantumG · · Score: 1
    For those who havn't read the book:


    In recent rounds Romero had been toying with the Demonicron, the darkly powerful book he had encouraged them to seize from the demons. It was a dangerous move, one that would either help them rule or destroy the world. Carmack grew increasingly distressed at Romero's recklessness. He didn't want to see the game he had spent so long creating get ruined. In a desperate move, he called Jay Wilbur back in Shreveport, asking him if he could fly up to Madison to reprise his D&D character and help stop Romero. But Jay couldn't make the trip. Ultimately, Carmack decided to test Romero's resolve, to see just how far his partner was willing to go.

    Late one night Carmack the Dungeon Master brought the devil in to play. He told Romero that a demonic creature in the game had a bargain to make:Give him the Demonicron and he will grant you your greatest wishes. Romero said, "If I'm going to give you this book, then I want some really kick-ass shit." Carmack assured him the demon would oblige with the Daikatana. Romero's eyes widened. The Daikatana was a mighty sword, one of the most powerful weapons in the game. Despite the pleas of the others, he told Carmack he wanted to give the demon the book. It didn't take long to find out the consequences. As the rules of the game dictated, Carmack rolled the die to randomly determine the strength of the demon's response. The demon was using the book to conjure more demons, he told the group. A battle of epic proportions ensued until Carmack declared the outcome. "The material plane is overrun with demons," he said, flatly. "Everyone is dead. That's it. We're done. Mmm." No one spoke. They guys couldn't believe it. After all those games, all the late nights around the table in Shreveport, the adventures here that cured all the cold nights of Madison, it was over. A sadness filled the room. Romero finally said to Carmack, "Shit, that's fun playing that game. Now it's ruined? Is there any way to get that back?" But he knew the answer. Carmack was always true to himself and to his game. "No," he said, "it's over." There was a lesson to be learned: Romero had gone too far.

    --
    How we know is more important than what we know.
  38. Re:Posts from Jealous Nobodys!!! lol by Anonymous Coward · · Score: 0

    Damn you erm rumbled me, but its erm true. You all recognise my name, who are you erm again? Mwuahahahahahaaaa

  39. Bashing? count me in. by ayeco · · Score: 1

    I'm suprised to see all the negative comments. Unfortunately I was going to do the same thing. After seeing the crap these guys have made over the years it's easy to see that they just lucked out with Doom 1. ...and Doom 3 prooves it.

  40. If he did a new Doom... by Anonymous Coward · · Score: 0

    ...he says it would be kind of like Half-Life, with unpredictable situations and "cool stuff" no one else has done.

    Wow, John, it's like you read the collective mind of gamers everywhere and created the perfect game! It's just hit after hit with you!

  41. Romero by jaemz · · Score: 2, Informative

    Rumors of his success have been greatly exaggerated...

  42. For the bashers by Anonymous Coward · · Score: 5, Insightful

    I worked, for a time near the end, at Ion Dallas. While I didn't work directly with Romero's team on what they were doing at the time (I worked for Tom Hall on Anarchonox), I can safely say that the bashers need to just shut the fuck up at this point. The guy didn't kill your first born. He didn't even want to "make you his bitch". That was a "joke". You know, something intended to get you "laughing", which a lot of you fail to do WITH him. You can only laugh at him, and you've never even met him. Real mature fellas. Good call. He's actually a fairly cool guy to sit around and shoot the shit with, always brimming with ideas and thoughts about things. (Though this interview strikes me really as quite absurd for a lot of reasons I won't go in to...)

    His big problem wasn't the ads, the hype, or the lack of John Carmack. His biggest failure was that he had nobody there to keep him going forward on projects. That's what he needed to keep his projects focused towards a goal, and it's what he failed to find at Ion at any point. This isn't something he said to anyone, or something said to me or anything like that. It's just what I picked up on because I have the same issue when I direct projects. If you're an easily distracted director, you should have an assistant director or producer that's really good at putting their foot down when it's time to start work, and you should listen to them.

    Romero didn't have that.

    If Daikatana had released on time and not been mediocre (yes, I played a good part of it. My feeling was that it was hopelessly mediocre for the time it was supposed to have released at originally. Not bad, just nothing amazing.) everybody would have laughed with him about the ad, the hype, and there would have been peace and love in the world.

    You wanna lump hate on somebody in the games industry? Smack Broussard around for his publically insulting other games and talking about how DNF will be better than them. Smack any jerk exec at EA (or any number of abusive publishers) around for raping their employees on hours and pay. Smack Ken Kutaragi around for being a fucktard. But c'mon guys, lay off Romero. He got over it and got on with work at Monkeystone and Midway, you asshats need to get over it too.

    1. Re:For the bashers by Anonymous Coward · · Score: 0

      Romero is a serious douche and you are pretty much the applicator. In the last 10 years what has this guy actually done other than beat a dead horse named Doom? We'll get over it when this douche stops putting his 2c in about a phenomenon that happened 10 years ago. It's time to let go of the past John. I thought that might happen when he had to pawn his Ferrari for hair conditioner but I guess I was wrong. After 10 years it is time he actually did something other than Doom for which he can take credit for.

    2. Re:For the bashers by Medgur · · Score: 1
      If you're an easily distracted director, you should have an assistant director or producer that's really good at putting their foot down when it's time to start work, and you should listen to them.

      No. You shouldn't be a director at all.

      Romero wasn't a capable leader, you say as much yourself. Though it's quite possible he's changed since then it was his direction and flaky leadership that caused Ion Storm to hemorrage money and the game under his direction to be mediocre.

      Ion Storm was the house that Romero built and he's ultimately responsible for the decisions he made. That includes the rediculous suite rented for the company, the crazy furnishings, the slack development curve, the poor design directions made for Daikatana, etc.

      I'm just thankful Tom Hall was semi-autonomous. Anachronox is a damn fun game.
    3. Re:For the bashers by Anonymous Coward · · Score: 0

      I worked, for a time near the end, at Ion Dallas.
      [...]I can safely say that the bashers need to just shut the fuck up at this point.[...]
      [...]you asshats need to get over it too.

      You are the reason I despise the majority of the folks who work in the games industry in the US, you're immature, offensive, bullheaded, and make hard for the rest of us here in the US to admit we work in the same industry-- because we don't want to get bundled in with your kind.

      But unfortunately, I think you're the majority.

      Let people have their opinions and get over it.

    4. Re:For the bashers by ChaosDiscord · · Score: 1
      You wanna lump hate on somebody in the games industry? Smack Broussard around for his publically insulting other games and talking about how DNF will be better than them.

      People don't hate Romero, we just mock him. And we do mock Broussard and DNF. Indeed, we do it for exactly the same reason Romero earned his mocking: too much hype, too little shipped product. There is no hope that DNF will be good enough to justify the hype and the wait. Just like Diakatana failed to be good enough to justify the hype and the Romero. Romero wanted to be a rock star. He went wildly over budget, in part by doing stupid things like getting an expensive penthouse office. He earned his mocking. It was a long time coming. His antics burned his name into gamers minds. So now he needs to live with the situation he's created. Don't worry, Broussard will be enjoying his mocking for at least as long. (Mind you, in the unlikely event that DNF is actually a good game, gamers are very forgiving. Indeed, a new popular game out of Romero would be a shortcut to respect.)

    5. Re:For the bashers by Anonymous Coward · · Score: 0

      I am posting AC because the industry is too inbred. Saying bad things can hurt your career.

      Romero is a triple-A asshole. A friend of mine applied for job at his new company and was treated with contempt. My friend is a competent programmer and experienced with MMORPG, but Romero did little but criticize any reasonable response to the questions asked. The reason why my friend was treated so harsh? Because she was a strong woman that don't take crap from "alpha male" geeks. Of course they had to show they were more techie than her in interview.

      Add to this secrecy around the current project. They wouldn't even tell my friend name of the company when she interviewed! Any competent developer knows that idea is worthless without great implementation. The fact Romero has to hide all his ideas behind secrecy shows he has no confidence in them. Otherwise he'd show at least some of them off to others and have confidence that his team could implement them better than anyone else.

      In the end, I expect that nothing major will come from him. His new project is MMORPG, and those are hard to make. He does not seem to respect people with experience in the field, so he will make the same stupid newbie mistakes many other games have made, and will fail because of it.

      But, easy to make such predictions as AC.

    6. Re:For the bashers by SanityInAnarchy · · Score: 1
      (Mind you, in the unlikely event that DNF is actually a good game, gamers are very forgiving. Indeed, a new popular game out of Romero would be a shortcut to respect.)

      Exactly. Remember what happened with the Wii?

      --
      Don't thank God, thank a doctor!
  43. Didn't answer by Anonymous Coward · · Score: 0

    He didn't explain what happened to all the money Midway gave him, or why the Midas touch didn't extend beyond the doors of Id Software, or how it could take five frickin' years to come up with Doom plus poison frogs minus fun.

    Still... *sigh*... I wish girls like John would notice me in study hall...

  44. As opposed to... by DrYak · · Score: 2, Informative
    It's a video. If it didn't require Flash 8, ...
    ...you could leave an MPEG-4 file on the server and let the default application of the user to take care of it.
    Be it VLC, Windows DRM Player, an iPod, a PalmOS device, or whatever else...

    it'd require streaming windows media (horrible),

    which is supported in recent version of the ff codecs, and thus in VLC version starting from 8.5.0.
    and also which is supported by Wine-wrappers on Linux.

    realplayer (oh, the humanity!)

    Which is only supported in Linux using "libcook.so" or "cook.dll"-with-wine-wrapper from Realplayer. This is the only one that sucks, because you need to have realplayer ported to you CPU architecture.

    or quicktime (actually i wouldn't mind that).

    and sorenson happen to be supported since a few version of FF back. (and thus in VLC from 8.2? or 8.4 ? I don't remember). Before that, the wine-wrapped-DLL was available in player supporting this feature (MPlayer & Xine).

    But the designer choosed suporting laziness : Flash is installed on most computers and can start autoplaying video, independently of what application is installed on the users' computers, as opposed to just put a file and let the software on the user's machine work.

    This sucks because is closes possibility to anything that is not Windows 32-bit Intel based.
    I really hope that Gnash will soon implement network streaming to stop this madness.
    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  45. Carmack. by SphericalCrusher · · Score: 1

    I'd have to say that John Carmack was the mad scientist behind Doom. Romero was just the big mouth of idSoftware, even though he did help.

    --
    "Instant gratification takes too long." - Carrie Fisher
  46. Re:Complaining about Flash required :( by Anonymous Coward · · Score: 0

    Ha ha ha. "Truely".

    Way to stick it to those morans.

  47. I think there should be a law. John Romero should by kinglink · · Score: 1

    John Romero Should be required to add "and Daikatana" every time he talks about games he made. This guy isn't a game god no matter what people want to believe. He worked with Carmack. Carmack is apparently what made Doom and quake great. How can I tell? Doom 3, great piece of work, Daikatana, total crap.

    I'm not saying Romero has no talent, but he's a level programmer, not a designer.

  48. Yay! by shinma · · Score: 1

    I 3 zombies!

    Oh... JOHN Romero... Nevermind.

    --
    Shinma
    1. Re:Yay! by shinma · · Score: 1

      Er, that was supposed to be "I <3 zombies."

      --
      Shinma
  49. Interview director is a tool by DanHibiki · · Score: 1

    why the hell are they showing Doom3 videos while he's talking about doom 1 and 2?

  50. Romero is my hero! by Anonymous Coward · · Score: 0

    I want a teen bride that idolizes me and plays video games too!

    Go John, go!

  51. And it's Romero's fault... how? by Moraelin · · Score: 3, Interesting

    All I see there is Carmack being either (A) a complete nerd, for whom sticking to some rules is more important than his friends, or (B) being a dick willing to ruin everyone's campaign just to teach Romero a lesson.

    It wasn't Romero that decided to introduce the devil into the game, and it wasn't Romero that made that NPC summon enough demons to destroy the world. It was the GM. Plain and simple. It was the kind of spiteful GM action that occasionally nukes everyone's characters to make a point, or as a quick "I've got the power" trip, or just being tired of the existing campaign. We've all run into moments like that.

    The fact is, the game was at all times under the control of the GM. If you don't want your players to nuke the world, don't lead them to a room with big red button that launches the nukes. If you don't want them to bring forth the apocalypse, don't lead them to a room with a big pentagram and written instructions on how to summon the four horsemen. Etc. If you choose to "test" them with an event that may destroy the world, don't be surprised if they push the big red button just to see what happens.

    And if you really want to save the world, you can always twist the rules as you like. That's why you're called a Game _Master_. Maybe decide that that big red button needed to first be activated by the Pentagon, or could be overriden by the Pentagon, so the missiles don't launch. Maybe a bunch of soldiers charge in and try to arrest the party, shooting the cable from that switch in the process. Etc.

    Or in your example, maybe the devil can be toned down so the party can win. Maybe, I don't know, an archangel descends and blasts the book into oblivion. Whatever. If you're the GM, you have the power to pull that kind of shit.

    Basically if you're the GM and (A) you've lead the players to a situation where they can destroy the world, and (B) you let them do that, then just accept the responsibility. _You_ ended the game, not the players. It's ok, if that's what you wanted to do. Start a new campaign or whatever. But don't be a prick and act as if some player is a great monster that deserves all the blame.

    Plus, it's just a freakin' game. Acting like Romero is some monster that destroyed the whole world, strikes me as (A) taking it waaaay too seriously, and (B) pretty damn unimaginative and contrary to the whole spirit of the game.

    I mean, have you actually played a tabletop RPG? That's exactly what the players are supposed to do. In a sense, it's sort of like playing chess against the GM. The whole fun is trying to (A) personally be creative and (B) to challenge others to be creative, in response to some unforeseen twist. That's a _two_ way street: the GM challenges the players and the players challenge the GM.

    Heck, even that Demonicron episode's tame stuff. Look at some episodes on Full Frontal Nerdity (same site as Nodwick) for some stuff that good gamers can pull. Stuff like someone choosing the "royal blood" trait just so later they can usurp the new king of the realm, and turn the whole campaign on its head. Now that's the good stuff. That's what good players _do_.

    As long as it's not deliberately trying to annoy someone or prevent them from achieving their goals, acting unpredictably in a creative way is what RP is all about. Just following the campaign and acting in a predictable way is _boring_.

    From there it's the GM's job to react. It may be some equally surprising twist, or just proclaiming it to not be possible, or somewhere in between. That's what the game is all about.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:And it's Romero's fault... how? by Allison+Geode · · Score: 1

      i just used up the last of my mod points, otherwise you'd be getting pluses for insightful. i totally agree with you on this: based on the excerpt, Carmack destroyed the world, to spite romero, who was playing a game as he saw fit, which just happened to not be the way Carmack wanted to play it. well, guess what: when you're the DM, you should be able to remain level-headed and also retain control. if he didn't want romero to have the book, he should have had a thief steal it in the night, or have some kind of effect that destroys it, or something else. if you're the GM, it is very easy to take away unbalancing artifacts from your players, or guide them away from a behavior which is upsetting the gameplay (reward them when the game goes a good direction, punish them when it doesn't don't.)

      judging from this exceprt, sounds to me as if Carmack is a bit bipolar as a DM: santa claus for letting him have the item in the first place, but unreasonable for destroying the world because one player is using the item in a way the GM hadn't counted on.

    2. Re:And it's Romero's fault... how? by Moraelin · · Score: 1

      Indeed.

      And I just wanted to add one more thing: the GM _could_ revive that world if he really wanted to.

      E.g., in Valkyrie Profile, the "best" ending involves the world being destroyed, but in a Deus Ex Machina kind of twist, a pissed off Valkyrie finds the strength to undo that and beat seven shades of shit out of Loki for it. It's not making up for some player mistake, it's been the (cheesy) plot from the start. You _will_ lose the first round, Loki _will_ destroy the world, and that causes Lenneth to get a rage fit and power-up like Superman. It's in fact the game's justification of why you can beat up an Aesir. (God.) In the second round, the Einherjar are still just as useless as in the first round, but Lenneth is pissed off enough to hit like a tank.

      Maybe cheesy, but I can't see why a GM couldn't pull the same kind of a stunt.

      Or better yet, "Ok, the Daikatana has the power to restore the world, but it would get destroyed in the process. Do you want to use it?" Neat Deus Ex Machina, and removes a too powerful artefact from the party too.

      Of course, if Romero had refused even that, then he'd be the prick. But in that excerpt it's the GM that stuck to "nope, it's over."

      --
      A polar bear is a cartesian bear after a coordinate transform.
  52. John Romero is going to make you his bitch! by Anonymous Coward · · Score: 0

    Suck it down.

    He made Looking Glass Studios suck it down, and by god he'll make you, too. Good old John Romero. He's my god damn HERO.

    We need more statues of John Romero.

  53. Can you read? No, seriously? by Moraelin · · Score: 0, Troll
    Half-Life came out long before Daikatana.


    Very perceptive. Now also look at when work on Daikatana had commenced.

    You know, seeing that I've explicitly stated that by the time it was released, other games with a story already existed, it just makes me wonder what the point is spewing the exact same thing back as some grand rebuttal. Are you just trolling, or genuinely can't read and comprehend more than one sentence at a time?

    Are you being facetious? Daikatana's target audience was hard-core FPS players. The Sims reached out to every segment of the market. What a ridiculous statement!


    Again, are you trolling, or genuinely too stupid to comprehend even the simplest metaphor? The point wasn't about market sizes, the point was simply that more people criticized Daikatana than people who've actually played it. That's all. _Can_ you address the real point, or is fabricating straw-men out of phrases taken out of context the best you can do? No, seriously. I'm curious.

    The first level of the demo consisted of killing small frogs in the rain. The whole level. Design genius? Perhaps in an abstract fun-is-not-cool hipster universe. But in this world, it was stupid, and pointless.


    Yes, and the first level of the demo is sooo indicative of the design of the game as a whole. Shooting frogs in the rain is sooo representative for the quality of, say, the later Ancient Greece levels. Not.

    Still, at least you've played a level of the demo. That's already one level more than 90% of the karma-whores and SFVs at the time.

    "I CAN'T LEAVE WITHOUT MY BUDDY SUPERFLY!"


    As opposed to half the party-based RPGs, which did the exact same thing? Or as opposed to every single scientist escort mission in Half Life? (And a few others. Even MMOs, like COH love to have that kind of missions.) I'd love to see you leave without the companion NPC in those.
    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Can you read? No, seriously? by Lobo42 · · Score: 1
      Are you being facetious? Daikatana's target audience was hard-core FPS players. The Sims reached out to every segment of the market. What a ridiculous statement!
      Again, are you trolling, or genuinely too stupid to comprehend even the simplest metaphor? The point wasn't about market sizes, the point was simply that more people criticized Daikatana than people who've actually played it. That's all. _Can_ you address the real point, or is fabricating straw-men out of phrases taken out of context the best you can do? No, seriously. I'm curious.
      He was comparing the actual sales of The Sims to the maximum number of potential sales of Daikatana (i.e., all the people that had ever heard of it and would be criticizing it without playing it, like you said.) I'm pretty sure The Sims would still win. Regardless of how cool it was to attack Daikatana on some obscure gaming forums, I don't think the number of all the critics could possibly have reached the millions of teenage girls, moms, dads, cousins and even hardcore gamers that bought The Sims.
    2. Re:Can you read? No, seriously? by snuf23 · · Score: 1

      John? Is that you?

      --
      Sometimes my arms bend back.
  54. New Slashdot Meme by MrCopilot · · Score: 1
    WTFV

    --
    OSGGFG - Open Source Gamers Guide to Free Games
  55. Re:Posts from Jealous Nobodys!!! lol by crabpeople · · Score: 1

    not your bitch?

    i recognize the name hitler as well

    --
    I'll just use my special getting high powers one more time...
  56. You'd be surprised. Seriously by Moraelin · · Score: 1
    Regardless of how cool it was to attack Daikatana on some obscure gaming forums, I don't think the number of all the critics could possibly have reached the millions of teenage girls, moms, dads, cousins and even hardcore gamers that bought The Sims.


    You'd be surprised what kind of momentum it seemed to have gathered. There were non-gaming magazines and web-sites screaming for blood and digging up all possible shit they could dig up against Ion Storm, Romero, Romero's girlfriend, everything. Even benign stuff like Killcreek's being at the Ion Storm booth at E3 was taken out of context, distorted and presented as some grievous act against humanity.

    And I can definitely say that I've run into people IRL, not on some obscure forum, that just knew that "Daikatana sucks", yet refused to even try it or the demo to see for themselves if it sucked or not. I mean, geesh, the demo was shitty enough anyway, so I could have understood it if someone played the first level and decided that it sucked. But there were people who had religiously decided that it sucks, and refused to even consider trying anything that would have challenged their religion.

    Admittedly, I'm a gaming nerd and I'm among nerds, and most of them are gamers. So it's hard to say if it's representative for the larger population. But, still, it felt disgusting and it's hard to resist the temptation to extrapolate.
    --
    A polar bear is a cartesian bear after a coordinate transform.
  57. HELLO, my name is JOHN ROMERO. by JonBovi · · Score: 0

    I am going to release a promotional demo of my new game Daikatana that consists of shooting frogs in the rain. I will leave it up to some dork on the internet six years later to explain how totally awesome the rest of the game is, rather that putting a tase of that awesome content in the PROMOTIONAL DEMO.

    Also: more people dissed it than played it, because playing it cost fifty dollars.

  58. That's actually the whole point by Moraelin · · Score: 1
    Also: more people dissed it than played it, because playing it cost fifty dollars.


    Then how about shutting the fuck up about things they don't have a fucking clue about? Noone's saying "you should have bought Daikatana." Just, you know, then talk about stuff you _did_ experience first hand. Judging a game -- _any_ game -- without actually having played it, strikes me as idiotic to the extreme.

    It would be like me trying to tell you why Dark Age Of Camelot or Age Of Empires suck hairy ass, except I've never played them and never even saw anyone playing them. Or telling you in how many ways driving a Honda sucks, except I've never actually driven one. Oh, I've seen some Honda promotional video and read some "LOL, OMG, Honda sucks" on Something Awful, and that sooo makes me qualified to objectively judge it. Wouldn't you then say, "how about shutting the fuck up, if you don't actually have the experience to base that on?"

    Same for Daikatana, or any other game for that matter. Sure, I can accept "man, the demo sucked, so I have no intention to play that." Sure. But going on whole tirades about the quality of design and gameplay in Daikatana as a whole, is just idiotic without having the actual data to base that judgment on.

    And, again, a lot of people haven't even played that sucky demo before joining in the SFV chorus of how much Daikatana sucks. They've just read some Something Awful rant and felt suddenly qualified to talk at length about a game they hadn't even _seen_.
    --
    A polar bear is a cartesian bear after a coordinate transform.
  59. Re:Posts from Jealous Nobodys!!! lol by Anonymous Coward · · Score: 0

    A lot of people here are going "Oh hes not soo great" (like they know him & would have a clue)

    Maybe hes not soo great but he was involved with one of the most talked about games in history. Which I am guessing is a lot more than all the posters giving him shit have done.

    The dude is a troll for sure but he does have a point. Who here is really in a position to say how talented he is/was, yes exactly... no one.

  60. That's why by SanityInAnarchy · · Score: 1

    I didn't bother to watch TFA, because it started out with an Ultraviolet ad. Look, it's a cool movie and all, but it's been utterly cheapened by having that ad shown twice per commercial break.

    Maybe later I'll download the Flash, rip out the mpeg video, and watch it in mplayer, where I can skip the commercial.

    --
    Don't thank God, thank a doctor!
    1. Re:That's why by demon · · Score: 1

      It's probably .flv, preventing you from just playing it (though ffmpeg should let you convert it to something not so terrible).

      --

      Sam: "That was needlessly cryptic."
      Max: "I'd be peeing my pants if I wore any!"
  61. Re:Complaining about Flash required :( by SanityInAnarchy · · Score: 1
    Bummer. The minority complaining about not getting special treatment.

    You know, I bet plantation owners said the same thing about slaves. Equal rights? Why, that's special treatment!

    I really hope you don't speak for Adobe. Either way, you're retarded. If you had to pick one minority to be "the minority", wouldn't it be Macs? Because my Powerbook has Flash support in both Safari and Firefox on OS X. That's a hell of a lot of effort for one minority -- and yet, they couldn't bother to release a recent flash player for Linux? Not to mention amd64 and PPC Linux versions?

    Asking for the same treatment is not asking for special treatment. It's occasionally nice to have something like Quake 3 on Linux running much faster than Quake 3 on Windows, but often, all we ask is a working port.

    Of course, games remind me of another reason I hate Flash -- why is Flash so much slower than a game? Or, why isn't Flash using hardware acceleration?

    Wait, why do I bother? You're -1 Flamebait anyway. Well, congratulations -- now eat my flames.

    --
    Don't thank God, thank a doctor!
  62. You Moran! by SanityInAnarchy · · Score: 1

    ... never mind. It's either much too subtle for you, or it was intentional and I didn't see the sarcasm.

    --
    Don't thank God, thank a doctor!
  63. The real Warning... by Anonymous Coward · · Score: 0

    should be that the video is motherfucking useless!

    First, we get treated to an advertisement at a volume of 11 on a scale of 10, with no volume control given in the huge pile of flash excrement.

    Second, the interview video loads, and presents no volume adjustment, but a simple mute button, which is apparently busted as the video seems permanently muted. Video interview with no sound, oh so useful.

    Fuck flash, fuck macromedia, fuck them up their stupid asses. Oh yeah, and fuck all the worthless slime sites that use it too.

  64. Two Words... by JimMelton · · Score: 1

    Daikatana

  65. Re:I think there should be a law. John Romero shou by period3 · · Score: 1
    I'm not saying Romero has no talent, but he's a level programmer, not a designer.


    Two words: Dangerous Dave