John Romero on his book “Doom Guy” and developing games at a small scale
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My biggest gripe is that these smaller, “starter” games usually don’t get much play. Everyone wants to immerse in a loading screen space sim but can’t stand well-painted pixel sprites? Crazy.
There’s still hope. Hit games are hits not because of just their art but because of their play. Fez, for example, had pretty mediocre art. What it did have is an awesome 2.5D world. Doom, at the time, had great art. It hasn’t aged well. However, the level design, textures, and concepts, and play are still fantastic.
My only advice is if you want to make games, start making games. Who cares what your avatar looks like. Make it fun. @ works just fine.
Also, Commander Keen art splashes were top notch. The only thing missing was pro dithering.
Are you in the camp that says the creator was an insufferable man that did a lot of damage to the credibility and likeability of indie developers for years to come?
I remember reading about that a while ago and it wasn't until the last 5 or so years that indies got back into magazine covers and such.
I can't agree with this assessment at all - the idea Phil Fish, "insufferable" or otherwise, somehow caused a lot of damage to "the credibility and likeability of indie developers for years to come" seems a bit absurd to me.
Indie developers though by their very nature are an extremely varied bunch, and the things they make are a reflection of that
It seems an enormous leap that one goofball did anything to damage the "credibility" of developers. How many people could name even a single indie designer?
Indie games not on magazines says more about the indie games at the time, nothing more. How many times you going to feature Jonathan Blow?
Was Phil Fish insufferable? I don’t know, never met him. Did he say some things that were not in alignment with my worldview? Yeah, sure.
I do think Fez, the game, the wonderful spectacularly clever game, was the indie equivalent of a Mario brothers hit.
The void I think you speak of was when XNA died, MonoGame wasn’t quite there yet, people jumped to Unity and it took them awhile to get up to speed in it. Others like me went off and wrote their own engines and stuff, others joined the ranks of the studios.
I think Phil made the best game he could. That’s all that matters. Everything else is superfluous.
Prodeus also has a shotgun that can snipe enemies at far distances with a long range incendiary mode
I don't really get the appeal to start with. DOOM wasn't retro, it had amazing graphics and required good hardware to run acceptably. Monkey Island wasn't "pixel art", it was state of the art on the hardware of the time.
Many games of the era had high resolution modes, and got them as soon as it was remotely practical. Duke Nukem 3D could be played at 800x600.
A/B video: https://www.youtube.com/watch?v=Vb-hPYOIwMw (warning, digital blood)
Looks like it is on XBox/PC Gamepass for those who have an active subscription, but it is cycling out at the end of the month.
One of my favorite aesthetics next to isometric RTS with smooth animations like the old Stronghold games.
But I guess I never developed the nostalgia for the technical limitations of the time. Even back in those days I clearly saw them as a limitation to be tolerated. The sprites meant that I couldn't correctly perceive the rotation of the units, since there were so few angles available. This meant sometimes I couldn't tell if the game was buggy and my units were looking the wrong way, or the sprite system just wasn't able to display their true state. The sprites were a means to the end of rendering units with more detail than 3D tech of the time allowed, not something that in itself was appealing.
I think what would be more interesting is not to imitate the exact state of technology in the 90s, but try leaning into the same approach with modern tech. Render the hell out of those sprites at ultra high res and levels of detail, and try to make a sprite game that uses sprites because even a GTX 4090 couldn't render that in real time.
Though at this point in time it might already be too late for this to make sense, since the amount of detail a modern video card can produce is insane.
Never loved doom, but quake 1/2 consumed a lot of hours in multiplayer.
Always keen to see modern twists on the original, fast paced, movement focused, fps style.
I like the prodeus aesthetic, but I’m not sure it’s that style. But I’ll buy and see. Thanks for the tip.
P.s if you visited their site and couldn’t find the game, it’s on steam. I couldn’t find any link to buy from their website.
But it's somehow bizarrely hard to find in Indie, they all want to be these sprawling finicky massive things where you have to read a novel length wiki to find out that "four sticks can make a log", or are brutally difficult, or both (Darkest Dungeon comes to mind).
There's some counter examples but theyre weirdly hard to find.
Thinking of medium sized games, I think the original Orcs Must Die! would qualify as well. It was a tight, solid experience. There aren't too many 3d tower defense type games that I'd put on a must-play list, but OMD is at the top.
Other great or lovely short games :
Firewatch
Steamworld dig 2 isn't as short but you can play it in 10 min chunks and it's cheerful and fun
Backbone (now called tails noir I think) is weird but worthwhile. It starts as cheerful beautiful detective mystery and ends as dark beautiful existential story.
Hades is also great for 10 minute bursts.
Amanita design games - botanicula machinarium samorost
I also hear good things about Dave the Diver.
I know you were trying to say "it didn't offer graphic card pushing 3d like AAA games but it did X uniquely" but by no means can you call that mediocre, specially if you've ever seen old games.
Gameplay over one specific style of graphics, is probably the concept you're looking for.
And never seen old games? I grew up on Atari. I’ve been playing games since. Even made a few. Fez was amazing but not for its art. It was flat. I still enjoyed it. I think gamers shouldn’t get so hung up on pushing their systems to the limits and instead should focus on pushing their play to the limit.
There's much better games out there is, again, unspecific and bad criticism. There's also a lot of focus on the individual developer (and his personality). I don't care how it's made, criticize it on it's own terms.
I've played many old games. You don't make a coherent or specific point.
I agree with you that gameplay beats everything (I said it in my original comment) and there's no one size fits all, but that's why it's so absurd for you to attack art of a game as mediocre with absolutely no basis. Basically you're trying to use it as a binary opposite of "outstanding".
Maybe pick the words you use carefully or have an actual argument to back then up.
Since the whole point of games is to have fun I don’t mind bugs.
It's in the eye of the beholder, but I strongly disagree with this. The art is absolutely timeless; cacodemons, cyberdemons, the super shotgun and the BFG9000 are some of the most recognizable video game designs of all time. Most importantly, the art direction feels very consistent and cohesive. You can contrast it to something like Heretic, which came out at the same time and runs on the same engine, yet looks noticeably worse.
I wouldn't play it at 320x200 on a modern PC, but take your pick of source port to run at 1080p+, and Doom still looks great.
Review by Digital Foundry https://www.youtube.com/watch?v=M-aVt77epQ4
The original Doom graphics work surprisingly well in VR, too. Fire up GZDoom with the VR mod (some fiddling required to make it work in Windows MR) and it works in a way I wouldn't have believed without seeing it.
And modern "low-res" graphics are anything but :) They are very high definition
Regarding the datedness of games like Doom & Duke Nukem 3D, I've noticed a peculiar principle where they start off looking horribly dated to me, but my brain quickly adapts and I don't even notice the drop in realism after a few hours. It just becomes fun.
But honestly, IMO, if you want to play Doom or Quake... I recommend just playing Doom or Quake. The modding scene for both games has been active for nearly 30 years, and there's still excellent content coming out for both games regularly. If anything, modding popularity has accelerated in recent years thanks to "Doomtubers" like decino giving additional exposure to custom maps. Dwell[0] came out this year and is one of the best Quake map sets/mods ever, and the Cacowards[1] always has great stuff, with the 2023 edition coming soon.
I've been referring to this as "baked-bean-ification". Something originally quite distinctively spicy and varied gets progressively fine tuned for the mass market, resulting in a universally inoffensive and yet immeasurably bland experience.
I'm currently playing Invisible, Inc and loving it. It's more akin to XCom 2 in pace and scale than Into The Breach, though.
I like simplier story games sometimes. The uncharted series I thought was fun, you get 2 weapons and maybe some grenades. Lots of cut scenes.
Compared to some of the inventory and level up trees I have seen it was refreshing. Watching my partner play fallout 4 I was amazed at the inventory management required.
On iOS when I need a quick game, I’ll play plasma sky which is a modern galaxan style shooter.
Install GZDoom over it. You're welcome.
Back in the day, e.g. quake 3 arena, flying, jumping, always running was exhilarating.
Nowadays... cut scene, NPC hand holding, fake action to tutor... I get it, they lose less people from research groups, at the cost of the real gamers that know the basics.
Also the art team literally spent a month on a room that you can just jump through? What a waste, no, the player has to be stuck here for a solid minute, walking slowly, bobbing the camera side to side etc.
I'm convinced that to have games that people fly through quickly, you need either procedurally generated content or PS1 and older type graphics. With realistic graphics, it's impossible, unless it's a closed-room situation.
If you watched Indie Game: The Movie, it seemed like pretty much the entirety of Phil Fish's effort went into obsessing over the art. And I have to give him credit that it looks pretty damn good.
I’m not saying I disliked Fez, but to compare the art of Fez to Chronotrigger is like holding a child’s finger painting to a Van Gogh. From a distance they may look the same…
Huh? I find it has aged just fine, aesthetics wise.
Or do you mean the lower res of the original?
I so strongly agree with this.
There's a certain sense of "exploration of the game" that's missing in AAA games. AAA games are just entirely too smooth as experiences, there's no jank, very little learning, etc.
I don't necessarily mean exploration as in, exploring every bit of content/land, but learning the game itself. When Pillars of Eternity came out, so many people didn't like it because they were surprised by the idea of having to actually learn the underlying system.
I was hopeful for VR for a while because I figured if the developers themselves haven't "solved the problem", there would be a return to that type of exploration where a game would often have amazing parts and then parts that didn't work as well.
I know it's not what this interview (blog) is about but I feel like compared to Masters of Doom this one had a little too much "narrative" and "drama" and felt like it was an answer to certain things discussed in Masters of Doom which he wanted to set the record straight.
Another weirdness - i.e. early into the book John Romero says that he has a super-power like ability to remember everything perfectly...which to me sounds like some big ego bullcrap? Because there are a lot of things that he conveniently did not discuss in the book but which fans know happened! So what kind of super-power
I did think he should have gone into more of a deep dive into why Daikatana was a bad game. Yeah, turnover. Yeah, delays from chasing the new shiny engine. But for a company he started where "Design Is Law", why did his game suck when Deus Ex being developed at the same time at the same company turn out so great? And how was id able to pump out Quake II and Quake III in the time he was buggering on Daikatana?
Somewhere in the book (start or end, can't remember) there is a quote from Carmack that references Romero's amazing recall ability, so I'll give hime the benefit of the doubt here.
To make this more HN-relevant, I will say that the whole point of Ion Storm was supposed to be unleashing Romero’s game direction, but the business partners who were supposed to give him that space instead provided another level of distraction.
John worked insanely hard and doesn’t blame others for what he’s responsible for, but with all the business chaos at Ion which he dealt with personally, he just could not be on top of everything and that’s the major reason why DK was not the epic game it could have been. That’s the part that he doesn’t want to say, but to me it’s clear.
It’s a good example of why a startup needs its product visionary highly focused at the most critical times. As a rough approximation, every night John went to bed thinking about Ion’s latest issues instead of thinking about Daikatana was a lost chance to make the game 2% better. That adds up.
I read the article and it certainly touches on the high points, but to John's credit, he goes into much deeper detail in the book. Eight people left because of high level infighting, but John knew of the problem and didn't do anything about it until it was too late. John was for buying the Anachronox crew thinking it was an easy way to knock off one of their game commitments to Eidos. Turned out it wasn't so easy. Eidos was all in on the fancy office tower and happy to pay because it would be their corporate HQ as well.
I was a bit surprised that the article said Dallas was a difficult place to staff. My impression from the book was that good people were so keen to work with a big name game developer that they'd go anywhere to do so. My memory from the book was that John got pretty much anyone he made an offer to.
From what I learned about it since that time, the details John shares in the book are definitely much more significant factors in why things happened why they did. And if anyone needed to learn what the words “vertical slice” meant, it was the DK production team. Programming the sidekicks, a definitional feature, was left until close to the end of the project, with disappointing results.
So the complaints about how hard staffing was and how people didn’t want to come to Dallas were straight from John’s mouth, but I think it had a lot to do with the state of the project and Ion. Steve Ash (RIP), our fourth lead programmer, was just about ready to return to California where he would end up helping to start Double Fine, so that situation was on his mind (speaking to me as a California fly-in AI programmer).
But as the 1300x960 arrow story typified, experienced developers were hard to find as team sizes were doubling from 20 to 40 throughout the industry. At the same time, Daikatana was being roasted constantly on Old Man Murray, Something Awful and various messageboards, and Half-Life made Daikatana’s story and cinematic ambitions seem less impressive. So by 1999, it’s fair to say Ion Storm was a hard sell as a place to work for a lot more reasons than the Dallas area...
* - https://www.dallasobserver.com/news/stormy-weather-6427649
Sure it was buggy as hell (at lest the build I had and how it behaved on my specific machine) and had a ton of flaws, and I could not complete the game due to a particular bug, but I could not help but feel something happening deep down inside this game. Frustratingly I can't exactly put my finger on it, but if I tried it'd be like I was reading between the lines^Wissues and in a way experienced that instead of the thing you directly interacted with.
And that wasn't because of the hype as it was handed over to me among a pile of other discs before I even heard of it (which is what happens when you live in some random remote area).
It’s probably the least steady released podcast (1 per year?) about apple 2 but some of the interviews are pretty fun and the stories of the biz back in the day are interesting. Also one about the apple disk imager “applesauce”
https://appletimewarp.libsyn.com/
Also now on YouTube
https://youtube.com/@appletimewarppodcast1264?si=gXGs6VAFzPo...
Umm... Suck It Down?
Romero was impulsive and a bit naive (go read his IRC logs from the day!), and this is the shirt of stuff I can see someone who acts like an overstimulated 14yo doing.
Also, about some stuff not mentioned in the book... I do think it gets light in details the further it goes, but you also need to read the disclaimer: there are people who asked not to be covered in the book and he respected that. There's one particular storyline that is never mentioned at all... to me it's very clear the person involved likely asked not to be mentioned because they've moved on.
When one's writing from the first person, about friends and acquaintances, they have to be more polite than someone who's acting like a neutral observer, like in "Masters of Doom".
who's that then, and what's the storyline?
I found the second part of the book which begins after Doom is launched and Doom II goes into development to be more of a slog to get through. He also goes at length into his post-Id Games games and how he made some mistakes and some successes. For example. Deus Ex came out of his game company because he gave Warren Spector the independence to build it and many influential personalities in the game industry nowadays got their start at his game company.
My recommendation? Read the first part of the book if you want to get a real FPV of the Wild West in which pioneers like Id Games built the first complex, performant 2D and 3D games and game engines in a world where performance was mostly determined by assembly language wizardry and mastery, not a GPU.
I don't doubt that John Romero has that superpower ability.
It went from good to excellent because it was narrated by Wil Wheaton.
I'm not saying I have the same memory, but the part that I find so frustrating is having conversations with people and then remembering it clearly while others either don't remember or seem to recall the conversation being completely different.
But I can recall the specific words and sentences used, not just impressions.
Best advice I ever got on this subject: identify what you want the most impactful element of the game to be. Is it a unique combat mechanic? Is it a compelling story? Make that first and only that. If it's impactful, take it further and build more around it. Show it to people as early and regularly as possible. If people tell you it's boring, they're probably right, but don't listen to them if they tell you how to fix it. If you can't fix it, toss it and move on. You cannot afford to find out if your game is fun 2 years into development. Also, most of your ideas are probably terrible and you won't start having better ideas until you make and finish a number of projects.
They experiment with a lot of different game mechanics that might be fun, test them early on other people in the office, and then when they find a core mechanic that seems like a game can be built around it, they start fleshing that out, add other mechanics that work as sweeteners, and build up iteratively.
Only when they have a good picture of the game do they start piecing together some sort of story or setting that makes the mechanic make sense. Even the IP might be swapped entirely to something that better jives with the mechanic, or just to stick on a brand that will help it sell. That’s why their games stay fresh and fun and they can maintain their innovative edge.
Huh, isn't the idea of agile development to lift lean from manufacturing to development? And lean is very Japanese, at least in some sense!
Toyota Production System, just-in-time manufacturing, and such are about making a running process more efficient and lean over time, but agile software is about being flexible as you develop something brand new, and Japanese companies are still terrible at it. They love waterfall, huge spreadsheets, and explicitly defining absolutely everything up front, often years in advance. None of this is incompatible with the other version of “lean” in manufacturing.
* Many (most?) say they do “agile” software now, but that just means breaking the massive waterfall spreadsheet into predefined two week “sprints.”
Another perspective is, you shouldn't be doing this if you can't tell if something is fun without "testing" it.
> Also, most of your ideas are probably terrible
Without fail, all the people I know who are the best at this keep having one good idea after another. They absolutely do not run out of really good ideas that sound and play obviously fun. They lack free audiences and money.
This is basically the difference between making video games and doing product management.
Trust me, you have absolutely no way of knowing until you playtest, seriously. You could copy all the game mechanics of a popular game, down to the engine and the exact magic numbers and functions that made it, and it can still suck. Just look at most AAA open-world action RPGs released in the last 5 years.
> Without fail, all the people I know who are the best at this keep having one good idea after another. They absolutely do not run out of really good ideas that sound and play obviously fun.
I'm sure the people you know do have "really good ideas" but they are nothing more than lottery tickets until prototyped. You don't need money to pull together a shitty prototype to prove some aspect of your game works, and there are numerous meetups everywhere for indie devs to show off their games. I'm gonna make a wild assumption that these people you know haven't prototyped any of these "obviously fun" ideas.
Being a product manager employee and a Lead Game Designer employee are both very valid and interesting roles.
So it seems like maybe we've hit a complexity threshold beyond which it stretches human feasibility to turn out a good to great AAA game within a reasonable time frame. And maybe Romero was just one of the first people to "go big" with Daikatana, and he hit that threshold before everyone else. His ambition (and ego) exceeded his actual reach, but... few if any had attempted such a large scale project before, aspiring to reinvent the FPS and add RPG and story elements to it. Granted, Half-Life made everybody else look like chumps when it came to embedding story into an FPS -- but Daikatana was announced long before Half-Life congealed.
The man deserves full credit for learning from his most famous boondoggle, and focusing on smaller games rather than epic genre-busters that he doesn't quite have the ability to manage the development of.
The bit about being non-confrontational (and this being a hindrance during the Ion Storm days) also hits home. I would have spiraled out of control myself in that position I'm sure.
Whereas back in 1998, there is absolute night and day between 1994 tech (DOOM) and 1998 tech (Quake 2), to the point where the latter makes the former look ancient and almost unplayable in comparison.
Keeping in mind also that tech moved so fast that "serious" PC gamers would look to upgrade their PC on a much quicker cycle, every couple of years was a game-changing upgrade such as Pentium chips or DDR RAM, or some other new tech that just blew away the previous PC generation.
Games companies didn't have the luxury to slip years and still deliver on what they started, and any "engine change" would have been far more impactful against that background, and also keep in mind that "changing engine" back then meant from scratch engines not swapping, say, between Unity and Unreal or some other off the shelf stuff.
I grew up playing Commander Keen games, and to this day have not finished a single one.
This worked well for romero and carmack. A game a month was it? That's how you refine your skills.
The real advice ought to be "don't work on games that don't have a legitimate reason to be successful besides being 'fun'", and have a strong consideration of market access, artistic hook, and value prop.
Your ability to execute on a vision can be honed wherever the heck you want. But making the vision itself should come from studying games and what made them successful or not. Not grinding out business failures. My hot take would be online co-op, realistic graphics, first person games in a unique setting for about $25. Dicking around with your friends' avatars is fun regardless of game quality and the value prop is strong.
> I don't really agree that making and releasing unprofitable games is at all beneficial as "practice".
Out of curiosity, how many games have you made and finished?
As for your dismissal of my comment, sure, it's a hot take. But I feel pretty strongly. Why?
* Well for one almost every single game that people start does not get finished. So that's a misleading metric.
* The amount of free 3D asset available are MASSIVELY better for 3D realistic assets. The lack of a specific art direction means you don't need to create everything from scratch. Which is bad if artistic design is your thing, but if it's not your thing, this is a lifesaver. Realistic 3D is the EASIEST art to acquire and prototype and even ship with unless you're interested in using very weirdly specific stuff from an asset store in a distinct style.
* Co-op is intrinsically enticing and lowers the bar greatly for the game to be good. I think my ideal indie success story are games like The Forest and Green Hell. If you look under the hood, these games... pretty bad? Like it's mostly really dumb combat, basebuilding to basically no particularly well thought out game loop, and big maps with a small amount of unique content in them. But they're still pretty great to everyone who plays them. It's remarkably achievable.
* Conversely, here's a game that was free on Epic a short while ago: https://store.steampowered.com/app/1766750/Spelldrifter/
I thought this game was actually pretty solid. It's fighting system was interesting, the dialogue was decent even though I came into it knowing I wasn't going to care about the story, and the art was nice in my opinion. I liked playing this game. But there's now way I'm ever going to pay $20 for it. Standing out as a singleplayer game is extremely hard. Or comp multiplayer. Goofy co-op has a much lower bar because co-op is intrinsically fun when everyone's got an avatar.
I don't think we're saying completely different things. I am not advocating for making many commercial games where you release them and sink money into them. I am saying to finish games (that you like working on) instead of abandoning them. If you can't finish them, reduce scope until you can finish Pong even though that's not a viable game idea. Only then can you work your way up to your co-op multiplayer $$$ game. Even then, the games you mention have studios behind them with many people working on them.
The co-op thing is just a perceived niche of under-served market demand : effort required imo.
If you were gaming on a PC before they showed up you were a masochist.
I tend to believe many of the problems with id productions up to Carmack going off to Oculus can be seen from this early mindset. They can do focused experiences, but their practices cannot scale up, and certainly not to enable the sort of level of variety players want in big titles today.
Simply practicing making lots of small games is not enough. It's like that saying about going to space: you don't get there by climbing progressively taller trees.
Like, the fact that Romero was doing work for Origin and New World, two of the biggest names in that era, working on some of the biggest projects, and then decided that he would drop that to do Softdisk's diskmag stuff, is only sensible in the eyes of someone who is extremely focused on being in the room for "next big things". And that's been a hallmark of Romero's career over the long run, really. When shareware games were new, he did shareware games. When mobile gaming was new, he did mobile games. When Facebook games were new, he did Facebook games. I have not checked to see if he did VR(maybe he was already satiated with that by the id experience, which did have some dabblings in that early VR tech) but it would not surprise me at all.
So in certain ways, his advice can't help, because it's advice that's about blue ocean markets where all you have to do is be there first and put in a good, serious effort. It's not about cultivating long-term fans, even though that did happen to him by chance.
I also found that Shareware Heroes by Richard Moss was a good, if more general, accompaniment.
I really enjoyed Masters of Doom - which has been discussed here plenty on HN - https://hn.algolia.com/?q=masters+of+doom
It is a bigger market. Sure you are increasing your chances if you release more, if you get better but still it is mostly about luck at this point for indie devs. Even with the name John Romero and some big publishers behind he is not able to replicate his success today
> John Romero on his book Doom Guy and developing games at a small scale
The title is styled in block caps. So in fact it says
JOHN ROMERO ON HIS BOOK DOOM GUY
What is a "book doom guy" and how can Romero own one? Sloppy.
> Posted On September 25, 2023 By zukalous
And yet, "CZ" is used as the interviewer shorthand. So how are we supposed to know who C.Z. is? That's both sloppy and deceitful, as the author is trying to hide behind a poor pseudonym. Grow up.
> I think the biggest reason so many indie games “fail”
Quotation marks are not emphasis. This is a #fail.
> it occurred to me that at the start, he and the founders
Comma splice. Very poor English.
> My meeting John Romero at GDC 2022
"My meeting $PERSON"?
That's both bad style and broken grammar.
"My meeting with $P" would be better.
"I met $P" would be better still.
"The author and $P" would be better than that.
Almost anything would be better, in fact. Eugh.
> CZ: How did you scope it?
"Scope" is not a verb. Arguably, "scope out" is a phrasal verb, but the author -- I use the word very loosely -- doesn't say "scope out".
> The scoping on our very first game
Yeah, it's not a gerund, either.
Oh, there are so many it's just painful to read, and I have better things to do than sub-edit this.
> What Software company offices looked like in the late 80s.
Random capitals. Missing apostrophe. This is just such a mess, with random passive voice and all sorts of bad writing, and not so much bad editing as no editing.
I gave up. For me, this is unreadable. Shame: Romero is an interesting man and this was an interesting time in the industry.