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John Romero On Reinventing the Shooter

An anonymous reader writes: John Romero helped bring us Doom, Quake, and Wolfenstein, but he's also known for Daikatana — an immensely-hyped followup that flopped hard. After remaining on the periphery of game development since then, Romero announced last month that he's coming back to the FPS genre with a new game in development. Today, he spoke with Develop Magazine about his thoughts on the future of shooters. Many players worry that the genre is stagnant, but Romero disagrees that this has to be the case. "Shooters have so many places to go, but people just copy the same thing over and over because they're afraid to try something new. We've barely scratched the surface."

He also thinks the technology underpinning games matters less than ever. Romero says high poly counts and new shaders are a distraction from what's important: good game design. "Look at Minecraft – it's unbelievable that it was made by one person, right? And it shows there's plenty of room for something that will innovate and change the whole industry. If some brilliant designers take the lessons of Minecraft, take the idea of creation and playing with an environment, and try to work out what the next version of that is, and then if other people start refining that, it'll take Minecraft to an area where it will become a real genre, the creation game genre."

13 of 266 comments (clear)

  1. He's right by gman003 · · Score: 4, Interesting

    I've got ideas for plenty of shooters that do things differently. Two have actually made it to playable prototypes, and confirmed that yes, the ideas are fun. I'd describe them, but I'm in talks to produce them so I'll keep my mouth shut for now. All the marketers think we want are "realistic" modern arena shooters, "realistic" modern open-map shooters, "old-school" twitch shooters, or maybe an occasional squad-level tactical shooter. In other words, a CoD clone, a Battefield clone, a Q3/UT clone, or a R6 clone. That's it. That's 90% of the industry, just remaking the same three games over and over with different settings or skins or variations on the same fucking theme. It's really quite infuriating, since half of them aren't even *good* clones.

  2. Geez, he still has a point by BlackHeron717 · · Score: 4, Interesting

    While I totally agree that Romero was an abject failure, his point still rings true. The need to obtain venture capital to launch a decent game has created an atmosphere stagnation in the genre, and dare I say, the field of game development as a whole. The requirement to produce results has superseded the game designers ability to implement new and interesting game mechanics in my opinion. It would be awesome to see more games that take the genre to a new level, even if the main proponent is someone who has't innovated in years.

    1. Re:Geez, he still has a point by PopeRatzo · · Score: 4, Insightful

      The need to obtain venture capital to launch a decent game has created an atmosphere stagnation in the genre

      The need has always been there. What's lacking today is the desire to obtain venture capital. In an atmosphere of Kickstarter, which is maybe the worst thing to happen to gaming this decade, why the hell should anyone worry about convincing people to invest when you can get people to just give you the money you want, whether or not you actually build (or finish) a game.

      The phenomenon of "Early Access" games that never, ever make it to final release occurred simultaneously with Kickstarter, and not coincidentally.

      Nah, the requirement to get money to make a game has always been there. But today there are too many shortcuts. And it's everywhere in the corporate world. Why do the hard work of selling an idea to investors, hiring people, getting facilities up and running, etc etc? The goal for most of the corporate world today is obfuscate your income stream so well that people don't realize they're the product. Like google or Facebook. It's one reason you have so many people unemployed and underemployed. When there's so much money to be made by NOT providing a product or service to people who think they are your customers and hiding who your end-users really are, it makes sense that they'd go this route.

      The problem is this shows a deep hostility for your customers and/or users. And it's not sustainable.

      --
      You are welcome on my lawn.
    2. Re:Geez, he still has a point by Xest · · Score: 4, Informative

      It's not really fair to paint Romero as a complete failure, he brought soul to id's games, their games were just hollow without him. The success of Wolfenstein, then Doom, then Quake can't be pinned on one person, it was the culmination of talent at id with John Carmack doing great work with graphics programming advances, people like American McGee producing great maps, Romero coming up with great storylines, and Paul Steed producing great models and so on.

      What Romero failed at was going it alone, he just didn't have what it took to manage a project and studio all by himself, that's where he failed. But credit where credit's due, he was responsible in no small part for breathing much of the life into id's games which is why without him, we just had these soulless graphics tech demos that id has produced ever since he left.

      This guy above all else knows what makes an FPS great, what he needs is a great team to take the whole business side of things off him and a great project leader that will give him the freedom to do most of what he wants, but the common sense to reign him in where he starts pushing the boat out just a bit too much in terms of what's practical in a reasonable timeframe and with finite resources. If he finds that, I don't see why he can't breathe life into a great FPS like he's done many times before the great Daikatana fuck up.

  3. no by Charliemopps · · Score: 5, Interesting

    Look at Minecraft – it's unbelievable that it was made by one person, right?

    Wrong... the community created minecraft. All Notch did was let them do it. Shooters used to let you do that. Remember that? When we were allowed to make our own maps? I used to not even play the boxed game at all! I'd just go strait to the player made maps. Now you want so much control over the experience because you feel you need to monetize every damned pixel on the screen...

    Hell, if you want to monetize it... monetize the map editor tools...
    Want copy&paste? $5!
    Pre-fab German bunker? $1!
    Allow map makers that attract a lot of players to earn these tools based on visitors...
    Give the players up-votes that would give the map makers in-game currency to improve maps with.
    That would sell.

    1. Re:no by Nemyst · · Score: 4, Informative

      Not even necessary. Just do what Valve did: make all of the community created work sellable at the maker's choice on an official platform and take a cut from every transaction. The authors are happy because they get to profit from their work, the users are happy because there's a truckload of cosmetics, including some really rare and valuable ones that they can flaunt around, and obviously Valve is happy because they're basically making money by doing nothing. It's working stupidly well for them with Dota 2.

  4. Please let it be single-player by PopeRatzo · · Score: 4, Interesting

    I hope that whatever Romero is doing doesn't turn out to be Free-2-Play or co-op or with multiplayer focus.

    The beauty of his best games was that they were single-player, with some very fun multiplayer as a bonus. The current gaming industry mode seems to be co-op or multiplayer primarily with maybe a very short single-player campaign thrown in.

    I understand that this trend started primarily as a way to prevent some kid in Estonia from having a nickel in his pocket that didn't belong to the gaming industry, and I don't fault them because their nature is to be money-grubbing monsters who basically hate their customers. But somehow, the great single-player games managed to make a nice profit. Nice enough to finance a stinker like Daikatana.

    Oh, and there's a new meme going around the gaming industry and the domesticated, corrupt gaming press: The notion that someone current games are too long and give players too much to do. You'll hear phrases like "shorter, more focused game experiences" which basically means they can spend less on development (and let's face it, the gaming press is mostly made up of wannabe indie game devs). If they could figure out a way to sell a $59 game that lasted 45 minutes, they'd do it in a heartbeat. Yeah, it's going around. You're hearing about how "players don't want long games" and "gamers would rather have an intensely fun one hour game than a grindy 100 hour one", as if those were the only two choices. Of course, this ignores the wild success of games like Skyrim and even current ones like Divinity: Original Sin.

    Anybody who observes consumer culture knows where this is going. It's not a new concept. Give people smaller boxes of cereal for the same price as a large box and maybe they won't notice or care. Start with a subscription-only service which markets itself as "commercial free" and then start slipping in commercials, as if it were always inevitable (maybe it was).

    No, I'm pretty sure the big difference between the successful game publishers of today and the old-school types like Romero is that Romero actually seemed to like gaming and gamers. The level of cynicism in F2P, co-op, Day 1 DLC, etc etc is pretty shocking really when you step back and look at it. Until people start to understand the enormous power in their consumption choices, it will only get worse, and the industry is doing everything it can to make game customers feel helpless in the face of these inexorable industry changes. When in reality, they are anything but helpless.

    I hope consumers wake up at some point, but I won't hold my breath.

    --
    You are welcome on my lawn.
  5. Re: Talk is cheap. by Dahamma · · Score: 5, Insightful

    He's right, you're wrong. Wolfenstein, Doom, Quake. That's a career any developer would be envious of, and yes, those games clearly defined the FPS genre.

    Has he done anything lately? Not really. Has he had some big failures? Definitely. But he's still a better game developer than anyone posting on this article will ever be.

    That said, I'm not sure I'm going to go to him first as an expert on the future of the gaming industry...

  6. Re:I can't leave without my buddy Superfly... by techno-vampire · · Score: 4, Informative

    You're probably too young to remember, but Redneck Rampage had mosquitoes as big as a man's head, and they could, given time, do enough damage to kill you.

    --
    Good, inexpensive web hosting
  7. Re: Talk is cheap. by Dahamma · · Score: 4, Insightful

    I'm not sure I get your point. I was for the most part defending him and his career. But still, if he hasn't done anything notable in the industry in over a decade, there is good reason to question current relevancy of his opinions.

    Though if you want to talk those with higher batting averages - John Carmack is the Babe Ruth of the Game Developer Hall of Fame, but even his recent games have been fairly mediocre. How about Michael Morhaime? Ray Muzyka? Sid Meyer? Tim Schafer? Sam Houser? Jason Jones? Ken Levine? Mostly relevant for 15+ years with consistent hits the whole time.

    Romero did make at least one good point in his interview - it's not all about the technology. Good design, writing, understanding the customers/market, and adapting to that new market is just as important, and all of this I listed are still relevant because they focused on all of those things beyond the technology...

  8. Re:Please retire... by ozmanjusri · · Score: 4, Insightful

    Please retire

    Hell no!

    Romero is right. Good quality entertaining FPS have been thin on the ground lately.

    It's become a stagnant genre, and it's time we had an Doom/Duke Nukem/Unreal/Half-Life successor. Daikatana was a failure in a large part because the AI for both enemies and the NPC sidekick characters was crap and messed up the rest of the gameplay. The bad guys, Barney and Alyx etc in HL2 showed that's a solved problem now.

    In the words of the Duke, I say "Bring it on!".

    --
    "I've got more toys than Teruhisa Kitahara."
  9. Re:That was the start by Dahamma · · Score: 4, Insightful

    Bullshit. You were probably 3 years old when it came out. For those of us who were into gaming at the time, it was revolutionary.

    It did convincing pseudo-3D before 3D was even remotely possible though some brilliant use of precompiled BSP trees and sectors. And it had stereo audio and a kick ass sound track that were almost as creepy and immersive as the graphics.

    And if the mind blowing graphics and audio at the time wasn't enough, it also supported 4 player gaming as well. The version that they released supported 2 player serial or 4 player IPX, but they released the source to the network drivers, which was another early first - game companies releasing source and working with players to add features and content. It wasn't long before a full Internet/UDP networked version was available, making it one of the early real-time multiplayer Internet games.

  10. Re: Talk is cheap. by Anonymous Coward · · Score: 5, Insightful

    You are trying to avoid having your children exposed to all forms of violent entertainment? Including violent cartoons?
    So what happens when they get into their teens and you no longer can control what they watch? (I assume that you don't have them locked up in the basement.)
    They are going to be exposed to violence at a time when they feel the need to rebel against their parents and become more independent while associating the censorship with you. Does that sound like a good idea?