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Interview With John Romero 211

spensdawg writes "Here is an interesting interview with John Romero on Games.net. He gets into the original design philosophy for the first Doom games, what he would have done differently, and his plans for the future. Worth watching if you want to know a little more about the mad scientist behind Doom." A warning: this is a video interview
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Interview With John Romero

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  • by Anonymous Coward on Thursday June 29, 2006 @04:24AM (#15626415)
    This article is not going to be much use for Linux users, as it requires Flash 8.

    Two points:

    - Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.

    - Why has Macromedia has only released a (very buggy) flashplayer 7 for linux x86, and no flashplayer at all for amd64? The selling point of Flash is that it's multi-platform but that's not really the case.

    I look forward to the day when SVG and other standard technologies becomes more prevalent and Flash is relegated to the technology graveyard.
  • by Duds ( 100634 ) <dudley.enterspace@org> on Thursday June 29, 2006 @04:29AM (#15626430) Homepage Journal
    He designed some levels, he did a little game design, he was not by any stretch the main creative force behind Doom.
  • by geerbox ( 855203 ) on Thursday June 29, 2006 @04:40AM (#15626464)

    Asked questions about what he would have done about Doom differently (he would've hired a great level designer), what was wrong with Doom (nothing, talked about how the game was designed), how he would do if he would make another Doom (pitch black, something new like stuff from HL 2), when he knew he hit it big (after seeing the numbers), what he thought of sequels (would only do one), what other projects he did and what he learned (he likes creation, and not so much cleanup), what he is doing (his new company, that he's working on something new that so far hasn't been done).

    Strange thing to me was that I saw mostly DOOM III video gameplay (no DOOM I or II gameplay video - difficult to find?), and there was HL 2 showed for a quick bit.

  • by Yaztromo ( 655250 ) on Thursday June 29, 2006 @05:10AM (#15626544) Homepage Journal
    Why does a text article require flashplayer 8 to view it? It's a waste of bandwidth, waste of CPU and cutting down on this site's potential market.

    Because it's not text, it's video. And if that weren't bad enough, every 5 seconds or so it decides to pause the video to buffer some more. I don't know if it's my Internet connection tonight (which has been slow and flakey at times for no apparant reason), or if the site is being /.'ed, but either way the video player has some serious issues with its buffering time heuristic.

    In the end, it just isn't worth it. Trust me, you're not missing a thing.

    Yaz.

  • by BruceCage ( 882117 ) on Thursday June 29, 2006 @05:19AM (#15626571)
    Interestingly enough if you directly go to the SWF file [games.net], you can listen to the interview without actually having Flash Player 8.
  • Transcript (Score:5, Informative)

    by Kugrian ( 886993 ) on Thursday June 29, 2006 @05:55AM (#15626630) Homepage
    I started to make a transcript of the video. I don't know the games, and I'm not a sectery either (plus hugely hungover), so I got bored quickly. Mananged to do half of it before I reached for the wrist-slitting knife - hopefully someone who can't view the flash will find it helpful:

    games.net Presents Behind The Screens John Romero.

    What would you change about Doom?

    So the thing I would have changed about the original Doom, erm, is to have a better design for all the levels in eposide 2 and eposide 3, and to probably hire someone who was a really great level designer, erm, because, er, Sandy Peterson, hes a, hes a, hes definitely a great game designer [clip of some Doom game I guess], but having that, having somebody who's whole job is placing textures, making sure that levels are, are not just 'hey, I'm just gonna make a level today, see what it turns out to be'. That's kind of what we were doing anyway, so it turned out kind of haphazard, which is kinda Doom 2 [too?] also turned out, that way with the levels, was like 'hey, let's make a buncha cool levels, we'll have [them?] put in the game.'

    What was missing from Doom?

    Well, I don't think there was anything missing from the original Doom. I mean it was, was, we pulled stuff out of the original Doom because it kind of violated the purpose that we had started to change the game [another clip of presumably Doom], which was kinda what we did with Wolfenstein. With Wolfenstein , we'd added a bunch of cool stuff in there, and it slowed the gameplay down, the pace down, and we didn't want that. So we pulled that out, and what you got was just some crazy running at somebody brings [might have been 'for instance'] a second game [didn't hear this well enough]. And so, with Doom we wanted, erm, a game that was the same kind of Wolfenstein feeling, but looked cooler and [had?] cooler monsters, but still had that super speed.

    What if you were to make another Doom?

    If I was going to do another Doom today, I would [possibly wouldn't] do a game that's like Pitch Black for sure. Erm, I wouldn't have predictable situations happening constantly every few seconds, and er, you know, I'd, I'd have something that, er, was kind of pushing the limits, [clip of some game starts here] that would be, I'd definitely take some cues from Half life 2 but, erm, also add in some cool ideas that, that, no one else is doing.

    When did you know you hit it big?

    It was, it was insane with Doom. When we put out Doom and it just, it went all over the place. The internet really helped. Erm, people have tp net [might been 'had the internet'?] and the software creations Bolternborg [didn't get this word] was awsome. When we saw the numbers that were coming in off, off of, Doom it, it was crazy. Erm, that's when I just, just, brought the test release [might have got this bit wrong]. I was just, that's it [laugh]. I'm buying it now.

    What do you think about sequels?

    In Return of Wolfenstein and Comandeer Keen, and, you know [laugh] [some clip starts here of unknown game]. Erm, if I was there those games wouldn't have come out, because I don't do like.. I do a sequel, then it's time to move on.

    Dude talks like a stoned hippy anyway.. I got time to waste on other things that don't include translating a zillion 'erms' to a text file.
  • by pablomarx ( 860587 ) on Thursday June 29, 2006 @07:01AM (#15626752) Homepage
    Except, Adblock assumes an opt-out principle. For flash, I would want opt-in: 99.9% of all Flash is trash.
    Then try either FlashBlock [mozdev.org] (Firefox Extension) or these userContent.css rules [floppymoose.com]. Both block all Flash, putting a placeholder where the Flash object would've been allowing you to click to load it.
  • by Moraelin ( 679338 ) on Thursday June 29, 2006 @08:07AM (#15626911) Journal
    But conversely, it's not enough with just one decent lead designer when making a game, as Daikatana showed.


    Well, not contradicting what you wrote, but more as a reminder to everyone else: Daikatana was a complex phenomenon, at no number of designers could have saved it past a certain point.

    For starters, it was largely a management failure, rather than a game design failure. The game design wasn't particularly bad, and in some ways it was ahead of its time. E.g., Daikatana tried to have a story in a FPS long before Half-Life, for example. In fact, it tried to have a story at a point in time where everyone else was churning mindless Wolfenstein 3D clones. And by comparison, once John Romero was gone, Id reverted to John Carmack's view that a plot is as needed for a game as for a porno movie.

    What killed most of that design for Daikatana was simply being released so late as to not matter any more. Story in a FPS was no longer unheard of, the game engine was outdated, and some of the artwork looked like classic ass by sheer virtue of being old by now.

    And that, in turn, could be traced to just bad management of the project and the company as a whole. John Romero wasn't necessarily bad at game design, but he was useless as a manager. All I'm saying is: let's not confuse the two issues, because they're different skills.

    Plus, let's not underestimate the effect of Ion Storm's being the "victim" of a massive hype backlash. Partially because of its own PR blunders, that's for sure. (E.g., the "bitch" ad.) But also partially because a few idiots started screaming that Ion Storm killed Looking Glass, when Eidos let Looking Glass die. Suddenly it was _fashionable_ to be against John Romero and mourning Looking Glass, and a lot of SFVs (Stupid Fashion Victims) joined in the chorus without even having a fucking clue what they're pro or against in that campaign.

    So me say just one thing: if a _quarter_ of the people posting all "Daikatana sucks!!!" all over the place had actually played the fucking game, it would have been a major commercial success. It would have probably outsold The Sims. No, that's not saying it was that good, it's just saying how many SFVs were posting about it without even having seen it. Just because it was fashionable to be against it. It was instant karma to bitch about how much Daikatana sucks.

    A lot of people still bitching about how bad Daikatana's design or gameplay supposedly was, still haven't actually even _seen_ that design or gameplay.

    No, I'm not saying that it was great, but it was's as bad as people love to post all over the place either. It was just a mediocre FPS with a story. No more, no less. I _am_ however, saying, that the world would be a better place if people refrained from talking about stuff they have no clue about. I wish that everyone who hasn't actually played Daikatana (or whatever other game) just freakin' gave it a break already and talked about things they've actually experienced, instead of rehashing the same old canned hype they've read on some site.
  • Romero (Score:2, Informative)

    by jaemz ( 935009 ) on Thursday June 29, 2006 @09:36AM (#15627361)
    Rumors of his success have been greatly exaggerated...
  • As opposed to... (Score:3, Informative)

    by DrYak ( 748999 ) on Thursday June 29, 2006 @10:11AM (#15627557) Homepage
    It's a video. If it didn't require Flash 8, ...
    ...you could leave an MPEG-4 file on the server and let the default application of the user to take care of it.
    Be it VLC, Windows DRM Player, an iPod, a PalmOS device, or whatever else...

    it'd require streaming windows media (horrible),

    which is supported in recent version of the ff codecs, and thus in VLC version starting from 8.5.0.
    and also which is supported by Wine-wrappers on Linux.

    realplayer (oh, the humanity!)

    Which is only supported in Linux using "libcook.so" or "cook.dll"-with-wine-wrapper from Realplayer. This is the only one that sucks, because you need to have realplayer ported to you CPU architecture.

    or quicktime (actually i wouldn't mind that).

    and sorenson happen to be supported since a few version of FF back. (and thus in VLC from 8.2? or 8.4 ? I don't remember). Before that, the wine-wrapped-DLL was available in player supporting this feature (MPlayer & Xine).

    But the designer choosed suporting laziness : Flash is installed on most computers and can start autoplaying video, independently of what application is installed on the users' computers, as opposed to just put a file and let the software on the user's machine work.

    This sucks because is closes possibility to anything that is not Windows 32-bit Intel based.
    I really hope that Gnash [gnu.org] will soon implement network streaming to stop this madness.

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