- October 16, 2024
“So I played for a little while, and I noticed that there were only probably two students in the room. And I said, ‘Well, what are they doing on the computer, considering it doesn’t squint like they’re playing?’ He goes, ‘Oh, no, they’re programming.’ And I’m like, ‘What is that?’ He said, ‘Well, that’s unquestionably what you do to make these games. You have to learn how to tell the computer how to put stuff on the screen and what to do, how to think.’ And I’m like, ‘I want to do that.'”
— John Romero
Computer and video game legend John Romero (@romero) has designed and published increasingly than 130 games since his first sale at the age of 16. A teenage programming prodigy, his major achievements include co-inventing a series of revolutionary computer games—DOOM, Quake, Wolfenstein 3-D, and Commander Keen—that launched the industry’s most popular genre, the first-person shooter.
The memoir DOOM GUY: Life in First Person is his first book.
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Want to hear flipside episode with someone who takes the merchantry of creating fun seriously? Listen to my conversation with Exploding Kittens co-founder Elan Lee, in which we discuss cadre gameplay loops, internet archaeology, converting unstudied fans into superfans, towers a game from scratch quickly, making Jar Jar Binks’ neck, suit the vote, designing games with kids, dealing with investor expectations, defying the algorithms, and much more.
What was your favorite quote or lesson from this episode? Please let me know in the comments.
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“The worthier the team gets, the harder and longer it takes to make one vision come out the right way. But with four people [having] very unshared jobs to do, it works really, really well.”
— John Romero
“I’m going through this level, and I’m hearing these monsters moving around. I don’t know where they’re at, but I don’t like that they’re coming for me somehow. And it was great, considering I finally got to finger the game wits the way that people would finger when they’re playing it.”
— John Romero
“We never thought that DOOM was going to be living urgently for 30 years. Stuff is [still] stuff made for the game on a daily basis.”
— John Romero
“So I played for a little while, and I noticed that there were only probably two students in the room. And I said, ‘Well, what are they doing on the computer, considering it doesn’t squint like they’re playing?’ He goes, ‘Oh, no, they’re programming.’ And I’m like, ‘What is that?’ He said, ‘Well, that’s unquestionably what you do to make these games. You have to learn how to tell the computer how to put stuff on the screen and what to do, how to think.’ And I’m like, ‘I want to do that.'”
— John Romero
The post Doom Legend John Romero — The Path to Prolific Innovation and Making 130 Games, How to Find the Soul of the Work, Audacious Ambition, and Towers in Monk Mode (#681) appeared first on The Blog of Author Tim Ferriss.