John Romero, Christian Heilmann & Warren Spector
Fireside Chat with Warren Spector & John Romero
#1about 3 minutes
Why indie developers should focus on innovation
Indie games are the primary source of innovation in the industry, so developers should create original experiences they are passionate about.
#2about 2 minutes
The challenge of non-gamer executive interference
The worst part of game development can be interference from executives who prioritize quarterly profits over creative vision.
#3about 3 minutes
How to create a cult classic game
Creating a cult classic requires focusing on your own vision and passion for the game rather than trying to please a broad audience.
#4about 3 minutes
Why game-to-movie adaptations are finally improving
Film adaptations of games are getting better because the current generation of filmmakers grew up as gamers and understand the source material.
#5about 5 minutes
The debate over shutting down online-only games
While companies shut down unprofitable online games, providing offline modes or allowing community-run servers can preserve the player experience.
#6about 2 minutes
How players created co-op experiences before the internet
Before online multiplayer, passionate players found creative ways to play games together, such as coordinating over long-distance phone calls.
#7about 3 minutes
Taking an ethical stance on loot boxes
While some monetization mechanics like card packs are accepted, developers should be willing to say no to publishers when asked to implement inappropriate systems.
#8about 3 minutes
Why developers should embrace speedrunners breaking games
When players find exploits to speedrun a game, it should be seen as a creative expression of emergent gameplay, not just a bug.
#9about 1 minute
The performance cost and futility of game DRM
Digital rights management (DRM) is an endless cat-and-mouse game that ultimately hurts performance for legitimate players.
#10about 5 minutes
How games can explore complex real-world issues
Games can be a powerful medium for prompting players to think about complex topics like global conflict and ethics by presenting different ideologies through gameplay.
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Matching moments
44:46 MIN
Q&A on current projects and game development
Live doom II deathmatch with John Romero
28:19 MIN
The origins of Doom and the rise of LAN parties
Live doom II deathmatch with John Romero
1:01:48 MIN
The final match and event wrap-up
Live doom II deathmatch with John Romero
42:20 MIN
Q&A on modern game releases and industry advice
A Lifetime in Games: The Past, Present and Future of the Industry
31:54 MIN
Level design insights on the Underhalls map
Live doom II deathmatch with John Romero
36:16 MIN
Q&A on VR, learning from failure, and creativity
A Lifetime in Games: The Past, Present and Future of the Industry
24:16 MIN
Pushing boundaries with Quake and leaving id Software
A Lifetime in Games: The Past, Present and Future of the Industry
00:13 MIN
Setting up for a live Doom II deathmatch
Live doom II deathmatch with John Romero
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