Most Helpful Customer Reviews
38 of 40 people found the following review helpful:
5.0 out of 5 stars
A Classic Business Parable, June 3, 2003
This review is from: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Hardcover)
Americans spend more money on electronic games than they do on movie tickets. Much of the enthusiasm for the games comes from "Doom" which was released ten years ago. Every gamer knows about Doom, and every parent who had not already worried about it was able to worry about it after it was blamed for inspiring the Columbine murderers. Doom was the brainchild of two gamers and computer geeks who are among the army of dweebs changing the way the world does things electronically. Its huge success merits study and understanding, and in _Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture_ (Random House) by David Kushner, it gets just the sort of exciting and weird history that ought to bring enchantment to gamers, envy to investors, and enjoyment to anyone interested in our modern ways of amusing ourselves. Their many fans call them "The Two Johns," John Carmack and John Romero. They were both products of broken homes, and of the years when video games were enjoyed in arcades only. Both of them were better at playing video games and writing programs than they were at making grades or making friends. They came up with real innovations, now taken for granted, like side scrolling for the PC or rooms with skewed walls. All were steps to make the games look better, of course, but the overall effect was to make them more involving, increasing the illusion that "You are not just playing the game, you're inhabiting it." They also increased the blood; monsters or bad guys that were killed did not simply vanish when brought into the sights and fired upon. These were not the only innovations; Doom, released in 1993, featured the "Deathmatch" in which players could play together or against each other. There might be mutants afoot, generated by the game, but players could also plot with or against each other, and blow each other away. Doom (and their follow-up, Quake) proved to be so addictive and involving that players would be glued to their computers, even if they were suffering motion sickness induced by the realistic visions on the screen. The book's concentration on the tale of the two gamers, Carmack the programmer and Romero the designer, will make it a pleasure to read even for those who know nothing about computers. The eventual split between them, fuelled by millions of dollars, is, of course, a classic business parable. Their company changed computer games, and in some ways, the computer industry, forever. _Masters of Doom_ is an impressive documentation of how games got to be the way they are now, as well as a social history of the lives and times of two key game makers. Kushner wisely does not go into deep sociological examination of the effects of the games' violence, but of course the two Johns weren't interested in any moral implications of their wares. "Doom was cowboys and Indians with better special effects," Kushner explains, and though this might be too light an analysis, it is much more fitting than blaming Doom for Columbine. The games may be suitable subjects for moral disdain, but that will make no difference to those who get a rush from spending time in this way, and more importantly, it will make no difference in the millions of dollars spent on games that will probably get more and more like being in a movie, and thus will continue to push computing limits. Carmack and Romero have forever changed people's ability to live out dreams of escape and power, and have changed people's ideas of what computers can do.
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
15 of 15 people found the following review helpful:
5.0 out of 5 stars
Absolutely stunning, December 28, 2003
This review is from: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Hardcover)
I cannot give this book any higher praise than I will now attempt to bestow. This is a fascinating account of perhaps the most intriguing story in the world of computer gaming: the story of id Software's rise to prominence through the development of Wolfenstein 3D, Doom, and Quake, as well as the highly publicized split between the two men most responsible for these blockbusters, the two Johns: John Carmack and John Romero. The book is not only an entertaining blow-by-blow account of the events that transpired in this story, but is also a cunningly crafted and penetrating look inside the psyche and personality of two fascinating human beings, and the wild initial success of colloboration followed by the bitter conflict bred by the polar forces that drove them. As such, its appeal transcends that of the video gaming community; it is a marvelous case study in sociology as well as a chronicle of the creation of computer games. Masters of Doom is ultimately a "rise and fall" tale, in a sense. id Software, John Carmack, and John Romero will likely never reach the heights they achieved in the glory days following the release of Doom, but it is arguable that no single company or individual developer will ever do so again either. The book is uncompromising in its account of the conflicts, and assesses blame only through the eyes of the people involved, without sounding preachy. Kushner assumes a neutral role and presents a remarkably balanced portrayal of the events, siding with neither Romero nor Carmack on the critical issues, leaving the reader with the accurate perception that both were right in their own way. As a budding game programmer, I found the accounts of Carmack's technological breakthroughs (complete with rudimentary technical explanations as to how they were achieved) fascinating and inspiring. As a game enthusiast who largely cut his teeth on games like Wolfenstein and Doom, I found the story behind the creation of these masterpieces enthralling. And as a human being, I found Kushner's penetrating account of two personalities and the fruits and poisons of their collaboration positively enlightening. David Kushner, you have done the gaming world an enormous service writing this book, and I strongly urge you to write others of its ilk.
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
19 of 23 people found the following review helpful:
5.0 out of 5 stars
Pizza, Diet Coke, Games, and All Night Programming!, May 21, 2003
This review is from: Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Hardcover)
In this book, David Kushner documents the lives of two influential game programmers, John Romero and John Carmack - the guys who created Doom and id Software. It chronicles the lives, the company, the gaming industry, and the impact of these two young computer geniuses. It's a quick, fluid read that is not only entertaining, but is awe inspiring as well. This is a fascinating book on many fronts. It describes how two kids got into games from the early childhoods, describes their fascination with computers in general, and their dreams. It goes from a tale of two kids with ideas, to their technological innovations, to business start, to their monumental growth, and finally to their fallout. It sheds light not only independent game programming, but of the type of people who develop and play these first person shooters like Doom. Not only is this a biography, or a game book, it's also sort of the "startup.com" of the gaming world. With a good mixture of business, gaming, with unique and individual characters, it indirectly describes the world of gaming companies and what it takes to make a good, and bad, company. While a good book for all, it's a must for anyone who loves games or is into software development.
Help other customers find the most helpful reviews
Was this review helpful to you? Yes
No
|
|
Most Recent Customer Reviews
|