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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
 
 
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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture (Paperback)

~ (Author) "Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again..." (more)
Key Phrases: Gainer's Edge, Commander Keen, John Romero (more...)
4.7 out of 5 stars  See all reviews (72 customer reviews)

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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. --This text refers to an out of print or unavailable edition of this title.



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. --This text refers to an out of print or unavailable edition of this title.

Product Details

  • Paperback: 368 pages
  • Publisher: Random House Trade Paperbacks (May 11, 2004)
  • Language: English
  • ISBN-10: 0812972155
  • ISBN-13: 978-0812972153
  • Product Dimensions: 7.9 x 5.2 x 0.9 inches
  • Shipping Weight: 9.6 ounces (View shipping rates and policies)
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (72 customer reviews)
  • Amazon.com Sales Rank: #63,171 in Books (See Bestsellers in Books)

More About the Author

David Kushner
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72 Reviews
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Average Customer Review
4.7 out of 5 stars (72 customer reviews)
 
 
 
 
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31 of 31 people found the following review helpful:
5.0 out of 5 stars A Classic Business Parable, June 3, 2003
By R. Hardy "Rob Hardy" (Columbus, Mississippi USA) - See all my reviews
(TOP 50 REVIEWER)    (REAL NAME)   
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.

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12 of 12 people found the following review helpful:
5.0 out of 5 stars An excellent read for gamers and non-gamers alike..., January 5, 2004
By Christian Hunter "Christian hunter" (Austin, TX and Santa Barbara, CA,) - See all my reviews
(REAL NAME)   
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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19 of 21 people found the following review helpful:
5.0 out of 5 stars Pizza, Diet Coke, Games, and All Night Programming!, May 21, 2003
By sporkdude "sporkdude" (San Jose, Ca United States) - See all my reviews
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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Most Recent Customer Reviews

5.0 out of 5 stars If you ever dreamed of creating your own video games. . .
. . .then this book is for you. Heading in to college as a computer science major, this is what I pictured life would be like for my friends and me after graduation: renting... Read more
Published 2 months ago by Eric

4.0 out of 5 stars Masters of Doom: Informative Read
Masters of Doom

A quick, informative read. It shines light on the work ethic, and talent needed to be successful in the industry. Read more
Published 6 months ago by Brandon Lanza

5.0 out of 5 stars So much fun for an old gamer
I had a great time with this. If you've got old school gaming chops, and/or memories of years in your own stinky houses full of computer guys, you'll revel in a story of the... Read more
Published 6 months ago by Michael Ayres

5.0 out of 5 stars It's like the book was written for me.
To me, nothing is more mind numbing than a boring book, but nothing is better than a great one. I've had books that had me absolutely enraged over their poor quality and a waste... Read more
Published 6 months ago by D Michael

5.0 out of 5 stars Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Doom 1 & 2 and Quake 1 games had a lasting impact on me (especially Quake's online & social network). I've been curious about id Software for some time. Read more
Published 8 months ago by M. Malone

5.0 out of 5 stars The most inspirational book ever !
This book is absolutely magnificent. Being an avid Doom fan and having played every single iD Software game since Wolf3d, this book actually makes me feel as if I am sitting in... Read more
Published 14 months ago by A. D. DEROSE

5.0 out of 5 stars A story as explosive as Doom itself!
This book will give you new perspectives on gaming, business, and the human psyche - keeping you engaged throughout. Read more
Published 15 months ago by S. Lewis

5.0 out of 5 stars Great Read
While I didn't purchase the book for me, my boyfriend (who never reads anything) loves this book. He can't put it down and told me it's one of the best books he's ever read... Read more
Published 17 months ago by Phoenix Northman

5.0 out of 5 stars Get this book!!
If you ever played DOOM in its heyday, you need to pick up this book. This is a captivating account of the story of ID Software from John Romero and John Carmack's childhood,... Read more
Published 18 months ago by Richard K.

3.0 out of 5 stars Good history, boring execution
Is it worth reading? Yes. Could it have been a lot better? Certainly.

Masters of Doom tells the tale of John Romero and John Carmack, the primary forces behind the... Read more
Published 18 months ago by clubside

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