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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

17 of 211 comments (clear)

  1. 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 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.

    2. 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
  2. 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.

  3. 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?
  4. 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.

  5. 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.

  6. 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)
  7. 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.)
  8. 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.

  9. 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?

  10. 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.
  11. 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.

  12. 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.
  13. 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.

  14. 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.