John Romero
A Lifetime in Games: The Past, Present and Future of the Industry
#1about 3 minutes
From the Arizona desert to the first video games
Romero's childhood in Tucson and family background shaped his creative drive, leading to his first experiences with Pong and arcade games.
#2about 5 minutes
Learning to code on a university mainframe computer
A 45-minute bike ride led to discovering the Sierra College computer lab, where text-based games sparked an interest in learning to program in BASIC.
#3about 4 minutes
Mastering the Apple II and the 8-bit market crash
After getting an Apple II, years of self-taught programming led to publishing games in magazines, navigating the 8-bit market crash, and landing a first job at Origin Systems.
#4about 3 minutes
Creating smooth scrolling tech for Commander Keen
At Softdisk, John Carmack's discovery of smooth scrolling on PC led to a Super Mario 3 demo and the creation of the shareware hit Commander Keen.
#5about 4 minutes
Pioneering the first-person shooter with Wolfenstein 3D
Building on experiments with 3D maze games like Catacomb 3D, the team created Wolfenstein 3D in four months, which defined the first-person shooter genre.
#6about 4 minutes
How Doom revolutionized gaming with open development
Doom was developed with an 'open game' philosophy, encouraging mods and community content, which helped it become a cultural phenomenon that defined multiplayer gaming.
#7about 1 minute
Pushing boundaries with Quake and leaving id Software
Quake introduced fully 3D environments and internet multiplayer, but its grueling development cycle led to creative differences and Romero's departure from id Software.
#8about 2 minutes
The Ion Storm years and a move to mobile
After co-founding Ion Storm, Romero experienced both failure with Daikatana and success with Deus Ex before pivoting to the emerging mobile games market.
#9about 2 minutes
Exploring MMOs, social games, and indie development
Inspired by World of Warcraft, Romero founded an MMO company before finding massive success with the Facebook game Ravenwood Fair and eventually starting Romero Games.
#10about 5 minutes
Identifying recurring patterns in the games industry
The history of gaming reveals repeating cycles, including digital distribution evolving from BBS to Steam, the rise of multiplayer, and the cyclical debate over violence in games.
#11about 2 minutes
The future of gaming technology and design
Future advancements in gaming will be driven by VR and AR, procedural generation powered by GPUs and machine learning, and the essential combination of great tech with great design.
#12about 6 minutes
Q&A on VR, learning from failure, and creativity
Romero discusses VR's potential as a console-like vertical, lessons learned from the failure of Ion Storm, and how removing deadlines can foster creativity.
#13about 5 minutes
Q&A on modern game releases and industry advice
Romero shares his views on early access models, advises musicians on how to connect with the industry, and reflects on how technical limitations shaped early game design.
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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
09:35 MIN
A personal journey into game development
The Story of Games
1:01:48 MIN
The final match and event wrap-up
Live doom II deathmatch with John Romero
00:05 MIN
A veteran's journey through game development history
Videogames: The Medium of the 21st Century
21:37 MIN
A brief history of video games from ancient times to VR
The Story of Games
44:16 MIN
Q&A on breaking into the game development industry
The Story of Games
00:13 MIN
Setting up for a live Doom II deathmatch
Live doom II deathmatch with John Romero
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