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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Paperback – May 11, 2004

4.6 4.6 out of 5 stars 3,268 ratings

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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.

“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

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Editorial Reviews

Review

"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 Doomis 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 an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end."
Po Bronson, author of The Nudist on the Late Shift

"Like
Hackers, David Kushner's Masters of Doompaints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doomis as riveting as the games themselves."
Steven Johnson, author of Emergence

"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game."
Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred

"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then
Masters of Doomis the book for you!"
Bruce Sterling, author of Tomorrow Now

“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”
—USA Today

“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”
—Entertainment Weekly

“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”
Newsday

“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”
—The New York Times Book Review

“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”
—The Washington Post Book World

From the Inside Flap

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 produce the most notoriously successful game franchises in history Doom and Quake until the games they made tore them apart. 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.

Product details

  • ASIN ‏ : ‎ 0812972155
  • Publisher ‏ : ‎ Random House Trade Paperbacks; Reprint edition (May 11, 2004)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 368 pages
  • ISBN-10 ‏ : ‎ 9780812972153
  • ISBN-13 ‏ : ‎ 978-0812972153
  • Item Weight ‏ : ‎ 9.3 ounces
  • Dimensions ‏ : ‎ 5.14 x 0.77 x 7.98 inches
  • Customer Reviews:
    4.6 4.6 out of 5 stars 3,268 ratings

About the author

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David Kushner
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David Kushner is an award-winning journalist and author. His books include Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Jonny Magic and the Card Shark Kids: How a Gang of Geeks Beat the Odds, Stormed Las Vegas, Levittown: Two Families, One Tycoon, and the Fight for Civil Rights in America’s Legendary Suburb, Jacked: The Outlaw Story of Grand Theft Auto, Alligator Candy: A Memoir, and The Players Ball: A Genius, a Con Man, and the Secret History of the Internet's Rise.

Kushner is also author of the graphic novel Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, illustrated by Koren Shadmi, and the ebook, The Bones of Marianna: A Reform School, a Terrible Secret, and a Hundred-Year Fight for Justice. Two collections of his magazine stories are available as audiobooks, The World’s Most Dangerous Geek: And More True Hacking Stories and Prepare to Meet Thy Doom: And More True Gaming Stories.

A contributing editor of Rolling Stone, Kushner has written for publications including The New Yorker, Vanity Fair, Wired, New York Times Magazine, New York, and GQ, and has been an essayist for National Public Radio. His work is featured in several “best of” anthologies: The Best American Crime Reporting, The Columbia Journalism Review’s Best Business Writing, The Best Music Writing, and The Best American Travel Writing. He is the winner of the New York Press Club award for Best Feature Reporting. His ebook The Bones of Marianna was selected by Amazon as a Best Digital Single of 2013. NPR named his memoir Alligator Candy one of the best books of 2016. He has taught as a Ferris Professor of Journalism at Princeton University, and an adjunct professor of journalism at New York University.

For articles and info, visit his website www.davidkushner.com.

Customer reviews

4.6 out of 5 stars
3,268 global ratings

Customers say

Customers find the book enjoyable, addictive, and worth the roller-coaster ride. They also find the storytelling compelling, enlightening, and interesting. Readers praise the writing quality as well-written, engaging, and easy to follow. They appreciate the depth of detail and realism. Additionally, they describe the pacing as fast.

AI-generated from the text of customer reviews

134 customers mention "Readability"132 positive2 negative

Customers find the book enjoyable, wonderful, and addictive. They say it keeps them engaged throughout, and that the author does an amazing job.

"...It's a lot of fun to read these names and, in hindsight, think about where they ended up...." Read more

"Overall, the content of the book is very entertaining and interesting, but the writing suffers from poor readability and a lack of flow...." Read more

"...and thoroughly researched, doesn't play favorites, is super entertaining to read, and if you're interested in the audiobook version, Wil Wheaton is..." Read more

"Really great book, I kind of like it!..." Read more

117 customers mention "Storytelling"117 positive0 negative

Customers find the storytelling compelling, enlightening, and interesting. They say the narrative is excellent and helps them relive those experiences. Readers also mention the book provides a gripping account of every crucial moment in the company's history.

"Overall, the content of the book is very entertaining and interesting, but the writing suffers from poor readability and a lack of flow...." Read more

"...for each technological or business breakthrough, yet the narrative doesn't seem contrived...." Read more

"...The result is a gripping account of every crucial moment in the company's history that is so detailed it feels like you are there in the room as..." Read more

"...The book presents the story in an extremely hooking manner - you won't want to put the book down...." Read more

68 customers mention "Writing quality"65 positive3 negative

Customers find the writing quality of the book very good, engaging, and easy to follow. They say the writing will never bore them and keep them interested throughout the whole way. Readers also mention the book is well-dialogued and a quick read.

"Kushner’s writing is so vivid and fluid, you are immersed in the rise and fall of the Two Johns...." Read more

"...He frequently accomplishes nice turns of phrase, such as one scene in which Romero and crew are on the floor rolling in laughter and giddiness at..." Read more

"...The book is very well written and thoroughly researched, doesn't play favorites, is super entertaining to read, and if you're interested in the..." Read more

"A standalone book, no sequel or prequel. I read the well printed and well bound trade paperback published by Random House in 2004...." Read more

29 customers mention "Research quality"29 positive0 negative

Customers find the book well-researched, detailed, and detailed. They say it does a decent job of explaining tech-y concepts to non-technical people. Readers also mention the book has in-depth footnotes and is inspiring for indie game developers.

"...The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations..." Read more

"...Long and well-researched account of an important part of the history of the subculture of violent and high tech video games and their creators,..." Read more

"This is a very well written and researched book about an important time in my life, my adolescence...." Read more

"...I was really surprised by how well the book was written and researched...." Read more

22 customers mention "Depth of detail"16 positive6 negative

Customers find the book full of detail, vivid, and engaging. They say the realism puts them right there with them. Readers also mention the book is easy to follow and the characters are described vividly. They say it captures the mood and culture of computing in the 1990s.

"...Still this book provided a really fun, detailed, and fast-moving story about them...." Read more

"...but I was really fascinated with the technology, the immersive illusion of virtual reality I felt when playing the previous game, Doom, even with..." Read more

"...of the heady days of id and the acts of its primary creators it was quite boring and lacking in the area of commentary by the side characters the..." Read more

"...Be assured, the pace of the story is good, the personalities are described vividly and the events seem schoolboy Machiavellian at times. Excellent." Read more

16 customers mention "Pacing"16 positive0 negative

Customers find the book fast-paced and detailed. They say it's a fun, quick read.

"...Still this book provided a really fun, detailed, and fast-moving story about them...." Read more

"...It feels and paced like a good Netflix series, and this was written before Netflix." Read more

"...Each new software game was incredibly innovative, speedy, and released to great praise...." Read more

"...Be assured, the pace of the story is good, the personalities are described vividly and the events seem schoolboy Machiavellian at times. Excellent." Read more

12 customers mention "Personality"12 positive0 negative

Customers find the book fascinating, colorful, and honest. They also say the characters are depicted in an awesome biography of the two Johns.

"...Masters of Doom" benefits from its colorful cast of characters...." Read more

"...Carmack is a fascinating individual...." Read more

"...Well dialogued and incredibly fair, all the personalities and aspects are covered thoroughly...." Read more

"...John Carmack is an incredible programmer and an interesting person, well worth reading about...." Read more

11 customers mention "Look"11 positive0 negative

Customers find the book's look terrific, charming, and ingenious. They say it moves along well and does a good job setting the scenes.

"...is one of the greatest games ever created and just how ingenious its level design really is...." Read more

"...This story real hits home and gave a great inside view of what was going on the creation of these games and how the two John's progressed in their..." Read more

"This book is a phenomenal look into the creation of one of gaming most innovative companies ever!..." Read more

"...Amazing read! It was a fascinating look at the early world of gaming and the two guys who helped revolutionize it. Buy it!" Read more

El detalle y narrativa de la historia!
5 out of 5 stars
El detalle y narrativa de la historia!
Me encantó! Es un libro que todo geek o ingeniero de sistemas debe leer... cuenta las historias con mucho detalle! A pesar de tener letra muy pequeña, se lee con mucha facilidad por lo amena que es la historia!Todo amante de los videojuegos debe leer esto por cultura general. Ademas deja buenas enseñanzas sobre perseverancia.Me recordó muchísimos momentos que viví durante mi carrera en la universidad.
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Top reviews from the United States

Reviewed in the United States on March 18, 2012
I'm a big fan of games and I grew up in the 1990's, so obviously id Software's games were a big part of my teenage years. I knew all about the guys who made it and followed their careers closely. Still this book provided a really fun, detailed, and fast-moving story about them. It goes into detail about "The Two Johns", Carmack and Romero, about their life history and how they developed their skills. It captures the dynamic between the extraverted Romero and the introverted Carmack and how their skills clicked - not unlike the story of "The Two Steves", Jobs and Wozniak (who are referenced in this book). It also goes into detail about the other people, many of whom ended up shaping the video game industry in the late 1990's. It's a lot of fun to read these names and, in hindsight, think about where they ended up. For example, Tom Hall ended up making the underrated PC RPG Anachronox, and the goofy humor that Kushner attributes to him is all over that game.

I also feel like Romero gets a fair deal here. Unfortunately, Romero gets a very bad rap nowadays, in large part due to an unfortunate advertisement Eidos ran for his eventual dud of an FPS, Daikatana. I often feel like his contributions to id's games are almost entirely written off in favor of Carmack's. This book shows that this is, unequivocally, 100%, not the case. Romero was just as important in those days as Carmack - that's the whole point. It's how the company worked.

It's a lot of fun to read this story about early PC gaming - all too often, game history skips over that late-80's/early-90's period in PC gaming, opting to focus on the story of Nintendo and Sega at that time. But it's not just a history - you really get to know these guys and how their work changed the industry. This is well worth reading.
5 people found this helpful
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Reviewed in the United States on December 16, 2013
Overall, the content of the book is very entertaining and interesting, but the writing suffers from poor readability and a lack of flow. Sentences are short and stilted, which made me feel at times that I was reading something written by a high school student. This book would have benefited from better editing to make it easier to read.

Those compositional problems notwithstanding, the story was great. It was really interesting to learn how Doom was born. I was a big fan of games like Commander Keen and Wolfenstein 3D when I was very young - it was a big surprise to me that those games were developed by the same core team that went on to develop Doom. I still play Doom to this day, and it was very revelatory for me to learn how Romero and Carmack perfected the formula for its addictive game play.

If you are a fan of Doom, or early PC games in general, I would recommend reading this book.
2 people found this helpful
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Reviewed in the United States on June 6, 2024
Kushner’s writing is so vivid and fluid, you are immersed in the rise and fall of the Two Johns. It feels and paced like a good Netflix series, and this was written before Netflix.
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Reviewed in the United States on July 4, 2003
Bottom line: This is one of the best researched and written business stories I have ever read. I polished off this 302-pager in one day. Okay, I missed a flight and was stuck in a hotel airport, but I still stayed up past 2:00 a.m. to finish it.
"Masters of Doom" benefits from its colorful cast of characters. We meet not only the cold, distant programming genius of John Carmack and the maniacal enthusiasm of John Romero, but secondary players like Stevie Case, a gaming grrl and Quake champion who became a developer and Playboy model, and one fellow who took up game programming after he abandoned a shot at the ministry and become an exotic male dancer who went by the stage name "Preacher Boy". You can't make this stuff up.
Kushner obviously did his homework. He conducted hundreds of interviews and had access to material such as Romero's hoard of childhood memorabalia such as old drawings and comics. The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations and events based on multiple sourcing. The story is driven by the polar-opposite personalities of the Two Johns, and Kushner does a great job of being impartial, almost always presenting multiple accounts of the same event. I disagree with the reviewers who seem to think he went light on Romero or failed to give Carmack enough credit for driving id. Kushner dishes out both credit and criticism where it is due, and does so in details that really humanize his subjects. We see Carmack stun his friends by announcing he had taken his cat, a longtime pet, to the pound because it was interfering with his work. Yet later, we see examples of his philanthropy, such as when he studies the statistics-based method of card counting to win $20,000 at a blackjack table and then gives the money away. Similarly, we see Romero neck-deep in office politicking and grasping for rock star status, but when he finally chops his butt-length locks, he donates the hair to a charity that makes wigs for children undergoing cancer treatment. These kind of details bring the story home.
The only minus is the lack of photos. The book really would have benefited from a solid picture section, though I'm not willing to deduct any stars from my rating over it!
Fortunately, Kushner's writing is also excellent. He skillfully sets the stage for each technological or business breakthrough, yet the narrative doesn't seem contrived. He frequently accomplishes nice turns of phrase, such as one scene in which Romero and crew are on the floor rolling in laughter and giddiness at the Wolfenstein 3-D design breakthrough that let them show what would become their trademark gore. The passage ends: "On the screen, the little Nazi bled."
Finally, this is just an excellent account of the development of a partnership, a business, and an industry. The book's appeal should widen well beyond just gamers, to anyone who wants insight into what makes the entrepreneurial personality tick, what the start-up life is like, and how unlikely business models (in this case, shareware) emerge. In fact, I plan on passing this along to my (decidely non-gaming) mother and father.
6 people found this helpful
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Reviewed in the United States on August 1, 2022
I really enjoyed this book. I played a fair amount of Doom, Quake, Unreal, Wolfenstein, Dark Forces, and other FPS games with friends back in the 90's, but it's not a genre I'm crazy about. That said, I 100% recognize what these games have done for the gaming industry and for computing in general. Diving in behind the scenes of these iconic games has been quite a trip. The book is very well written and thoroughly researched, doesn't play favorites, is super entertaining to read, and if you're interested in the audiobook version, Wil Wheaton is the perfect reader for it. Highly recommended, though the book should come with a Content Warning "CW: gamedev trauma" for anyone who has worked in that industry.
3 people found this helpful
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Top reviews from other countries

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Jon Rivers
5.0 out of 5 stars Amazingly gripping read! Highly entertaining.
Reviewed in Canada on November 5, 2022
This book is phenomenal! This is an awesome book. So awesome I'm writing a second review to say so. It is fast paced, entertaining, amusing at times, shocking at others. I grew up in the 90s, and these games were foundational. Their controversy drove them even further into the light, making more people play them. These were foundational to my youth. These were my escape from the harshness that was my miserable youth. I loved them.

This book is a pretty quick read. It has plenty of places to pause without leaving you confused when you come back to it. A lot of books have enormous chapters covering one grandiose idea, but this book has little sections all throughout each short chapter, so you can read for just a few minutes and come back to it. In my busy life, this is great. I've been taking longer, 1 hour lunch breaks on the farm to read this. I didn't take breaks before. I would just work 8hrs in a row. Then go home. But this book is so good, I can't stop taking breaks to read it. I'm often tired after work, so reading at that point isn't easy.

This book is not about violent games influence. It is briefly mentioned, but the focus is on the development of the people and the games they made and the role they played in society and the impact they have left. Controversy is discussed later in the book, but only briefly. ... And no, games do not make you a ... shooter. No games do not encourage violence. Some have suggested Doom influenced certain kids to hurt other kids. I think they would have done it anyway. Bad people do bad things. Power Rangers didn't inspire me to violence, it inspired me to take Karate, where I learned that peace perseverance and hard work lets us reach our goals, not violence. I grew up loving violent TV and games. But I grew into an introspective middle aged man, not a monster. Why didn't games affect me in a bad way? Because I knew they were just games. Same with TV shows. Just like I knew Power Rangers was just a TV show, even when I was a kid. Doom was just a cool game. I fiction. A simulated fiction.
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duckthehawk
5.0 out of 5 stars Ótimo livro
Reviewed in Brazil on October 20, 2022
Um livro muito bem escrito. Apesar do tema do livro ser bem focado na questão dos jogos e desenvolvimento no geral, ele também aborda num nível super interessante o aspecto mais corporativo do desenvolvimento.
No geral dá pra tirar muita coisa desse livro. Eu pessoalmente só queria entender melhor o contexto da época em que esses classicos estouraram e as nerdices por trás de tudo isso, e não tenho do que reclamar.
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simone r.
5.0 out of 5 stars Must assoluto
Reviewed in Italy on March 28, 2024
Imperdibile per tutti i fan di un'epoca gloriosa, fatta da persone fuori dal comune!
Dennis T
5.0 out of 5 stars Seems legit 😁😁 easy read too
Reviewed in the United Kingdom on July 27, 2023
Good to learn more about most influential crowd in early gaming industry. Played all those games ar the time, brings back memories. Very interesting read, and not just for Doom fans. Have to admit - Carmack is proper genius :) watch his interview with Lex Fridman for more.
Nyuundere
5.0 out of 5 stars Romero y Carmack se hicieron ricos, compraron un Ferrari y tú no.
Reviewed in Mexico on June 14, 2017
Escrita en una prosa sencilla y comprensible y narrando los acontecimientos y la creación de Commander Keen, Wolfenstein 3D y Doom, este libro es un must-have para todo amante de los videojuegos que esté deseoso de comprender como los FPS actuales llegaron a donde están por causa de dos mentes maestras conocidas como John Romero y John Carmack, que aún después de tanto tiempo siguen influyendo en la industria actual. Empezando desde los principios de los 80 en los que Romero se gastaba su dinero en las maquinitas y terminando con su estrepitosa caida con Daikatana, lo interesante de esta historia es el ascenso y caida de ID Software por las disputas, enemistades y nimiedades que separaron al mejor equipo de todos los tiempos, pero que nos dejaron un legado demasiado importante como para no conocerlo.
2 people found this helpful
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