Computer and video game legend John Romero has had a prolific career in game development, designing and publishing more than 130 games.
This episode delves into his creative journey, exploring how his early interests and experiences paved the way for his remarkable achievements – most notably, the co-invention of revolutionary computer games like DOOM, Quake, and Wolfenstein.
Roots of Romero’s Passion for Game Development
Growing up near the Yaqui Reservation and his Mexican heritage, John Romero’s childhood experiences have been instrumental in shaping his identity and passion for game development.
His exposure to computers in the late 1970s and early 1980s fueled his interest in programming and game design, envisioning the potential to create his own games.
Solving problems really, if you’re a person who likes to solve problems, programming is absolutely for you because your job and your whole life is solving problems when you are a beginning programmer. – John Romero
Value of Hyperthymesia in Game Development
Romero’s hyperthymesia, a memory disorder, has proven to be a valuable asset in game development.
His ability to remember previous games, design techniques, and programming approaches enables him to quickly recall solutions and avoid reinventing the wheel.
Romero’s Ludography History
Romero’s memoir documents the history of id Software’s ludography, offering insights into the development timelines of various games and sharing stories about his unfinished game, Blackroom.
Significance of Problem-Solving Skills in Programming
Programming and game development require strong problem-solving skills.
Obstacles are common for beginners in these fields, and the ability to overcome these hurdles is crucial.
The process can be highly rewarding for individuals who enjoy tackling problems and finding solutions.
Inception of the Name ‘DOOM’
The iconic name ‘DOOM’ was inspired by a dialogue from the movie ‘The Color of Money,’ where Tom Cruise’s character refers to his cue stick case as ‘doom.’
Romero’s Focus on High-Speed 3D Gameplay
Romero and his team at id Software prioritized the development of smooth and high-speed 3D gameplay—a groundbreaking approach at the time.
They also mastered the art of scoping games effectively, setting clear parameters, and delivering within strict timeframes, allowing them to release numerous games in a short span.
DOOM’s Pioneering Design and Legacy
DOOM was designed to surpass anything seen before, with features like light-dark levels, height control, non-orthogonal walls, and multiplayer capabilities.
It was also open to modding, allowing players to create their own levels, sounds, and graphics.
Even after 30 years, DOOM continues to be actively played and modded, attesting to its enduring impact.
Gratitude for a Fulfilling Career
Romero expresses profound gratitude for his career in game development.
From learning to program as a teenager to working with larger teams and advanced technology, he cherishes his fulfilling journey in the gaming industry.
The interest was only to make games. But one of the really interesting things about programming, and especially back then, was that the programming experience was extremely immediate. – John Romero
Invention of Game Engines
Game engines, which are the core technology that drives a game, including graphics, sound effects, and gameplay code, were pioneered by Romero and his team in 1990 with Commander Keen.
This innovation pushed design boundaries and set the stage for a new 3D game experience.
Aftermath of Quake and Romero’s New Venture
Following the strenuous development of the Quake engine, Romero left the company to start a design-focused company.
He also penned his memoir, ‘DOOM Guy: Life in First Person,’ sharing his early life experiences and the development of influential games.