
Holy crap, this is a cool book. I can’t remember the last time I was so sucked in by a story, and I took only one quick break (to sleep) between starting and finishing it, which is unusual for me. (I’m typically in the process of reading 10-20 things at any given time, so it often takes me a while to actually finish anything.)
Game Informer magazine rated this the #1 video game book of all time, and the book has also been optioned for film, and it’s easy to see why. This is the gripping story of how John Romero and John Carmack, two troubled young men, turned their love of computers, science fiction novels,
Dungeons & Dragons, and horror movies into a piece of software, the game
Doom, that became colossally popular — more widely installed than Microsoft
Windows — and of how their long, fruitful collaboration imploded in the face of money, ego, and “artistic differences.” The book doesn’t exactly gloss over anyone’s faults, but it does bend over backward to provide context and explanation, so I came out of it a bit more sympathetic than I had been to Romero, which actually isn’t saying much.
When I was in high school, my best friend was a guy named Pete. Freshman year we had sat at the same table in the lunchroom — the table of kids who spent the lunch period drawing illustrations — but at that time Pete didn’t speak much English (he’s Russian), so I didn’t get to know him all that well. A year or two later he heard that I could program computer games, and he sought me out and asked if I could teach him, which I did. While that was going on, Doom came out. It was, of course, the coolest thing that anyone had ever seen. The README file seemed to claim that you could play the game multiplayer, but it was absurdly difficult to set up. First of all you had to have two computers in the same place that were both fast enough to run Doom, which was not all that common, then you had to have a special piece of equipment called a serial cable that no one had ever heard of, then you had to futz around with command line crap to initialize different COM ports and who knows what else. I hadn’t seen anyone do it, or even heard of anyone doing it. But Pete insisted we try, so we spent a lot of time and finally got it to work. From that point on we were hooked. I remember one time my mom came back from a business trip and found me and Pete playing Doom against each other, and she said, “Wow, you’re both sitting in exactly the same places you were when I left four days ago,” and I said, “We haven’t moved.” I was joking, but just barely. Pete and I got insanely good at Doom. To brainstorm new tactics, I read book after book with titles like Case Studies in Special Operations Warfare and SWAT: Everything You Need to Train and Equip Your Team. I started building my own Doom levels, including a prison full of buttons and doors, in which the strategy revolved around sealing off different areas and ultimately locking your opponent in one of the many cells, where he could be disposed of at leisure.
Then, like a fool, I gave all that up and went off to college. By that point, John Romero, one of the creators of Doom, had left id software, the company that made the game, and was starting up his own studio, Ion Storm. Pete planned to apply for a job as a concept artist. I thought that was ridiculous. Why would a company hire some kid just out of high school when they could easily afford to hire professional comic book artists? But I kept my mouth shut, and Pete applied for the job, and got hired, not as a concept artist (for which the company did in fact hire a professional comic book artist) but as a 3D modeler. For months after Pete told me this I was half-convinced that he was pulling my leg. I mean, he had no experience whatsoever making 3D models. But it was a weird time. John Romero had tons of venture capital money, and he was trying to throw together several massive development teams all at once. His split with id software had centered partly around the issue of whether he was spending too much time playing games instead of working, or whether his coworkers were spending too much time working rather than playing games. He was determined to staff his new company with people who were gamers first and foremost, and to that end the job interview revolved primarily around whether or not you could beat him at Doom. Pete did, handily, and therefore got a job. Obviously I was extremely jealous … especially since I had always been way better at Doom than Pete.
During spring break of my freshman year of college I went to visit Pete at Ion Storm. Pete, who had always been mild-mannered and exceedingly deferential, now lived in a mansion, wore designer clothes, and when he opened his mouth a nonstop stream of profanity flowed forth. The Ion Storm offices, on the top floors of the tallest skyscraper in Dallas, were grandiose, with arcade machines, ping pong tables, a movie theater, a motion-capture studio, and over a hundred employees, almost all of them under 30. I was introduced to John Romero, which was a terrible letdown. Pete and I had practically worshiped him as a sort of demented, iconoclastic genius, and he had positioned himself as a rock star/god of the video game world. In person he was short, kind of funny-looking, and had the personality of a hyperactive 8-year-old. His laugh, which he deployed subsequent to saying anything at all, was a piercing hyena-like cackle. I immediately got the strong impression that no one at his own company could stand him, and I heard employees grumbling that instead of working he spent all day on eBay bidding on memorabilia about himself. We went out to dinner, in his fancy sports car (of which he owned something like eight), and he kind of acted like an arrogant jackass the whole time, irritating waiters and other restaurant patrons who had no idea who he was. He swore constantly, ceaselessly, relentlessly, and it seemed as if his whole nascent company had become a mirror of his own personality, with every employee screwing around and playing games and constantly trash talking. The most common salutation among employees was, “Hey, faggot.” It was like Pleasure Island, except with 20-somethings rather than children. After just a few days there I thought: Oh my god. If I had to spend more than a week here I would absolutely blow my brains out. And I saw then that Pete had adapted in the only way that he could: If you can’t beat ‘em, join ‘em.
Ion Storm was working on a game called Daikatana. I had seen a top secret design doc, which looked awesome, and I was dying to play the game. Pete had described to me the incredible AI — the fiendishly clever monsters who would hound the player over fields of boulders or through underwater caverns. When I arrived, I said, “Okay, let me see Daikatana!” Pete didn’t seem too enthused. He explained “We’re shifting over to a new engine, so there’s not all that much working right now, but … here, I think there’s one level you can play.” He loaded up a level, which was nothing special. And there were no enemies, no weapons, no game at all, really. I said, “This is all you have?” Pete said, “Yeah.” I said, “Isn’t this game supposed to be out for Christmas?” Pete said, “Uh, that’s not going to happen.” In fact it was years before Daikatana actually came out, by which point the game would have been obsolete even if it had worked, which it didn’t. The amazing AI that Pete had raved about was gone. The computer-controlled teammates who were supposed to follow you everywhere could barely navigate around corners or up ladders, which made the game basically unplayable. Apparently the guy who had programmed the awesome AI had quit, and his replacement couldn’t figure out the first guy’s code, so the company had to scrap that whole module and start over from scratch. Turnover was a huge problem at Ion Storm. At one point basically the whole development team quit en masse and left to start their own company. People in the industry used to joke that everyone who works in video games had quit Ion Storm at some point.
So anyway, I know Doom really well, and I’ve met some of the people described in this book, but even if I knew nothing about the subject I think I’d really enjoy the book, because it’s just so full of wacky characters, crazy stories, and most of all because it really captures the exhilaration of being absolutely and totally focused on a creative project and knowing that it’s going to be great. (By which I mean Doom, obviously, not Daikatana.) The book really immerses you in a magical-seeming world where everyone reads fantasy & science fiction, everyone plays Dungeons & Dragons, and everyone is creative and obsessed. And as I mentioned at the start, I am a bit more favorably inclined toward Romero after reading this book. Doom definitely wouldn’t have been the game it was without his unique personality, much as I found that personality grating at close proximity. (Though who knows how much the money & fame had contributed to it by that point.) Romero was the guy who really liked to play games. Carmack was the workaholic who really liked the abstract challenge of programming. Without Carmack, Romero spent all his time playing games and fell way behind the technological curve. But without Romero, Carmack has released a string of technologically superb games that don’t really innovate and aren’t really all that much fun. It’s an interesting dynamic. Anyway, it’s all in the book.