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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

4 of 211 comments (clear)

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

    I assume thats why no ones posting comments }:(

  2. tubgirL by Anonymous Coward · · Score: -1, Troll

    Of the founders of His cl4s4 with Culture of abuse

  3. Posts from Jealous Nobodys!!! lol by Anonymous Coward · · Score: -1, Troll

    Wow!

    Look at all the nerds slagging John Romero off. lol

    I don't know the guy but irregardless of what you all personally think of him he managed to get his name stamped into gaming history.

    Sorry what was your name again????

    Oh I thought so, Jealous Nobody! lol

    You guys are hilarious! Leave the guy alone he achieved more than you clowns have, good on him I say!

  4. 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.