![]() ![]() Have any innovations in recent years struck you as similar milestones? Q: In the book you wrote about that first moment experiencing Doom’s multiplayer and blowing up another player, recognizing immediately that it was an incredible milestone for gaming. RELATED: Doom Co-Creator John Romero Builds New Episode Live on Stream Learning technology can get you anywhere, and so I think that's part of the message. You can totally do it.” Technology is transformative. ![]() Now some people, when they get a little older and they're teenagers, and they feel like they're disadvantaged, I think this is a good book for them to look at and go, “You can do it. I’ve totally made peace with anything bad because when you're a kid, you don't know it’s bad that you don't have any money because money is not even a concept kids get, so you just grew up there. It was a great family, but that's where I grew up. And I want to make sure that everybody knows I totally love my family. You just kind of focus on the thing, and you just keep doing it.” Whether it's programming or design or writing or art or whatever, you just stay the course. It's just like “Oh, this is what you do to do that. When they read my story, there's no magic there. It was important that people felt like they could relate to me because I think it's important that people feel like they could do the same thing that I did, that they can come from any kind of background and still have a chance to make it no matter how bad it is and that there's hope for everybody. I wanted to share it even if it was difficult, and I think people could relate to it. Q: Was there anything that you were reluctant to share, but felt that it needed to be said? Like “What happened after Ion Storm?” I also get asked a lot about Blackroom, so Blackroom is in there. So I kind of combined both of those things. ![]() While thinking about what would go in the book, I thought that I could do a whole book – not just the beginning, but everything – and that it could be a really good “definitive id Software history book” where all the dates, all the games, everything that we did up until 1996 with Quake was in there.Īnyone that needed to research it or refer to game dates or times or whatever could just go back, and it's right here: this is where it happened. Someone had said that that should really be in a book, and because it was new information, I had no idea. They had no idea that I was raised in the desert in Arizona, and my family had a super low income, drugs alcohol, and some deaths. So I wrote up the talk and while I was giving it, I could tell that people were kind of shocked and not prepared for the story. We want to know how the person who created those games came to be. This conference basically said, “We want to hear about your life and how you grew up. About four years ago, I went to give a talk in Canada. Q: What made you decide that now was the time to write the book on your life? RELATED: Doom Creator John Romero Gets Lifetime Achievement at GDC 2023 The interview has been edited for brevity and clarity. In an interview with Game Rant, Romero reflected on his experiences in the book, his thoughts on modern first-person shooters, and how he hopes his story will encourage aspiring creators to pursue their passions. Romero recently published a highly detailed account of his life up to now, titled Doom Guy: Life in First Person, beginning with his difficult upbringing in the desert of Tuscon and giving an intimate look into his life as a young coder with an insatiable passion for creating games. Romero was at the forefront of 90s gaming innovations that shaped the entire industry, and countless games today can trace their roots back to Romero and the developers at id Software who created Doom, Quake, and Wolfenstein 3D. John Romero is an iconic figure in the gaming industry, most well-known for co-creating Doom and helping to pioneer the now-ubiquitous first-person shooter genre. ![]()
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