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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture [Hardcover]

David Kushner
4.7 out of 5 stars  See all reviews (103 customer reviews)


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Book Description

May 6, 2003
“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.” —Mark Leyner, author of I Smell Esther Williams

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.

Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.


Editorial Reviews

Amazon.com Review

Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. Masters of Doom explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero.

This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. --David Wall

Topics covered: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.

From Publishers Weekly

Long before Grand Theft Auto swept the video gaming world, whiz kids John Romero and John Carmack were shaking things up with their influential-and sometimes controversial-video game creations. The two post-adolescents meet at a small Louisiana tech company in the mid-1980s and begin honing their gaming skills. Carmack is the obsessive and antisocial genius with the programming chops; Romero the goofy and idea-inspired gamer. They and their company, id, innovate both technologically and financially, finding ways to give a PC game "side-scrolling," which allows players to feel like action is happening beyond the screen, and deciding to release games as shareware, giving some levels away gratis and enticing gamers to pay for the rest. All-nighters filled with pizza, slavish work and scatological humor eventually add up to a cultural sea change, where the games obsess the players almost as much as they obsess their creators. Fortunately, journalist Kushner glosses over Carmack and Romero's fame, preferring to describe the particulars of video game creation. There are the high-tech improvements-e.g., "diminished lighting" and "texture-mapping"-and pop cultural challenges, as when the two create an update of the Nazi-themed shooter Castle Wolfenstein. The author gives his subjects much leeway on the violence question, and his thoroughness results in some superfluous details. But if the narration is sometimes dry, the story rarely is; readers can almost feel Carmack and Romero's thrill as they create, particularly when they're working on their magnum opus, Doom. After finishing the book, readers may come away feeling like they've just played a round of Doom themselves, as, squinting and light-headed, they attempt to re-enter the world.
Copyright 2003 Reed Business Information, Inc.

Product Details

  • Hardcover: 352 pages
  • Publisher: Random House; First Edition edition (May 6, 2003)
  • Language: English
  • ISBN-10: 0375505245
  • ISBN-13: 978-0375505249
  • Product Dimensions: 9.5 x 6.4 x 1.2 inches
  • Shipping Weight: 1.3 pounds
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (103 customer reviews)
  • Amazon Best Sellers Rank: #551,609 in Books (See Top 100 in Books)

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Customer Reviews

Most Helpful Customer Reviews
44 of 46 people found the following review helpful
5.0 out of 5 stars A Classic Business Parable June 3, 2003
Format: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.... Read more ›

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22 of 22 people found the following review helpful
5.0 out of 5 stars Absolutely stunning December 28, 2003
Format: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. Read more ›

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23 of 27 people found the following review helpful
Format: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.

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13 of 15 people found the following review helpful
5.0 out of 5 stars An excellent read for gamers and non-gamers alike... January 5, 2004
Format:Hardcover
I've been a virtual slave to gaming since I was big enough to pick up a Joystick (remember those things), however, when the PC became a platform to play on (back 'round 86), gaming had a new venue to "get serious". Graphics, immersion, networking with other players; most all of these important aspects of the game playing experience were pushed furthest out by the PC, and those coders that were at the front line of that innovation is what this book is all about.

The PC/Console gaming industry has already eclipsed that of the movie business, but in my opinion it's only just begun. Masters of Doom paints a colorful and detailed picture of the "garage and dorm-room" origins of game coding, on through to the big business, big money industry it is today.

I would reccomend this book highly to all interested in gaming, business, or good ol fashion American success stories.

Enjoy...

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Most Recent Customer Reviews
5.0 out of 5 stars The right level of geekdom and business insights
As a gamer who experienced the groundbreaking graphics, it was interesting to read how they came about. Read more
Published 1 day ago by Kim Nřrby Andersen
5.0 out of 5 stars Great story of a great guy
Great story of a great guy. I've made a lot of mods of id's products. So it was very amazing to make myself familiar with other side of these Games production.
Published 5 days ago by 3au4uk
5.0 out of 5 stars Geek heaven.
Games pushed the PC industry forward. This is a great story of a two men who pushed and pushed the PC to it's limits. I will never forget the first time I played Wolfenstein.
Published 1 month ago by James Fallon
5.0 out of 5 stars Story of the video games
Great book with great insights on the evaluation of the masterpiece games of all times. I am definitely advising the people in arts, computer science, engineering or physics to... Read more
Published 2 months ago by Kaan Akit
5.0 out of 5 stars Inspiring
What an inspiring and well-written book. The author did a great job telling the story of the Two Johns. It shows what it's like to live a creative life.
Published 2 months ago by Donald Latumahina
5.0 out of 5 stars Great read!
This book was really well written and tells the story of id Software and everyone involved in an interesting way. Read more
Published 2 months ago by Sandi
5.0 out of 5 stars Who played doom when it was originally released?
If you did, or if you ever wondered who was guilty (or behind) on making this. This is the story of ID software's founding fathers. Read more
Published 3 months ago by Ikarus S.
5.0 out of 5 stars A historic book
Besides describing the history of the two Johns, the book describes the history of an entire generation. It's well written and organized.
Published 4 months ago by Viliam
5.0 out of 5 stars Fantastic book - exciting and informative
I literally couldn't put this book down. As someone who grew up playing Dangerous Dave, Keen, Wolfenstein 3D and Doom, this book hit me deep. Read more
Published 5 months ago by Paul M
5.0 out of 5 stars 3D Engine Inception!
Excellent read and vivid recreation of Id Software's beginnings. The chapters are narratively soundly structured. A definite read and reread!
Published 6 months ago by N. Amar
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