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3 part

How video games are made How video games are made How video games are part 3 FEATURE FEATURE y John the

RomeroAUTHOR Goran Račić In this third, and final, part of our feature “How video games are made” we talk to , legendary developer with more than 30 years of experience and more than 130 games (including 3D, , and, yes, ) under his belt. A true inspiration for the youth!

46 reboot.hr december 2012. 47 [2] How made If it is true that every has a spark for StarCraft a better game development then John Romero is a game y Ion Storm? part 3 made part How video games are forest fire on legs. Most famous for working on StarCraft? You mean, Blizzard!!! No, no, it , Doom, Quake and being a half will all be clear in just a second, sit tight. Well, in 1996. StarCraft FEATURE FEATURE

π of two Johns, two guys who transformed the was, according to SOMETIMES IN y Patrick Wyatt (former 1996 As Patrick Wyatt said: “Would you pay world of gaming, he has a lot more to his name. Blizzard’s Vice money for this?” President of Research and Development), Like in the movies he was a kid genius who, considered to be just y SUB a game that will fill With more than 130 games behind you - you were an in his early teens, ported a classified military STALKER a hole in Blizzard’s original bedroom programmer, worked for someone At development cycle. But else's company, was king of the industry, founded your Romero at that year Blizzard own development team, and now you are indie with Russian dogfight simulation from mainframe created their your latest endeavor, Loot Drop - is there some kind of first, but not set a booth close to Ion his, double- Storm’s; and there it design philosophy that is applicable to all of your games? to minicomputer - while his stepfather was resolution was, Dominion: Storm Designing Doom isn't the same as designing games for game Over Gift 3, an RTS social platforms. stationed at Royal Air Force in Alconbury, Writing the game Ion Storm bought John Romero : My design philosophy is pretty simple: from 7th . The Design something that's innovative in some form, learn tools for the game looked amazing, something with every project I make, and work everyday England, Romero was approached by an officer game you’re hundred times better designing than StarCraft. As to make fun. in charge of a military project... is the best shaken guys from Many people forget you are a great programmer too - development Blizzard went back to you've made lots of tools at that were used for the office, they had developing their titles - but is that a thing that helps you loop possible a lot to think about. be a better designer, to know better what is possible or is While programming ON the Apple II, in 1984 he got his Amongst all that that just a thing that constricts you (you know some of your first game published by InCider magazine (his earlier games [1] John Romero thinking it was decided ideas would be very hard to implement so you just drop were published later) and that was the start of a streak that led that StarCraft will them)? to winning programming contests, getting his game featured Batman and Robin become A-class title on magazine covers and all that before he made it big. and not just a filler. JR: Well, in addition to writing dozens of entire games, For most “making it big” would be Romero's time at the tools are very important, yes. In Doom, I wrote lots of id Software but his rise started with a job at in StarCraft published a code such as the save/load functions. Most importantly, 1987 (legendary development team bought, and subsequently month before Dominion t HAPPY TOGETHER every interaction with the environment I coded: flash- destroyed, by EA) and continued with a gig at Softdisk in 1989 John Romero and Brenda and shook the world ing lights, switches, platforms, door, stairs rising, slime where he worked as a programmer for his Special Projects Brathwaite were recently of gaming; Dominion married by, you guessed hurting, lava hurting, etc. Writing the tools for the game division until he managed to form a PC Gaming division. While y According to was soon forgotten. it, you're designing is the best development loop possible there he befriended Tom Hall, extraordinary and possibly book “Masters of The first reason for insane (depends who you ask) designer and programmer, and Doom”, John Romero that was, Ion Storm because you're making the game or level design easier met and hired . The final piece of the puzzle was met Tom Hall at was deep in behind- through coding, and the tool becomes much easier for Adrian Carmack (no relation to John) who worked as an artist Softdisk and they the-scenes political other designers to use. Tom Hall, John Romero games led by business and - - those guys later left Sofdisk to form id Software, one of the became friends. In October 5th 1999 most important developers ever and a secret love of PC gamers almost every venture guys (Romero and around the world. Romero undertook, Hall Hall were the game In the old days you had to be a programmer - for example, It turns out, id Software was just a stopping point for Romero was involved to some guys) and that was , who didn't know how to program was who went to co-found Ion Storm (together with Tom Hall, and degree. “It’s because wracking havoc on looked upon as a third wheel in the company - to enter the You can come others), a company that made the beloved , fantastic he’s an awesome game development. videogame business, but today things are different. Do you , and infamous Daikatana. John left before the game designer, a truly And the other reason think you can come from practically any walk of life or do from many company crumbled, founded more companies, worked for big honest, friendly person, was, that game at E3 you have to be a techno-geek at heart? disciplines names in the gaming business, made games for mobiles, and and he’s hilarious. It’s that Blizzard guys saw JR: You can come from many disciplines to work on to work on today works as CEO, coder and who knows what else at Loot awesome working with was a fake - all on games, but the most powerful developers are also cod- games, but Drop, a company making games for social networks. Tom. We call ourselves screen action was a But with all that success his life was riddled with low points, hetero-lifemates, lol.” pre-rendered movie. ers. Because coders can make a game by themselves, the most personal and professional, that took him to places where Romero said of Hall. But no matter what, otherwise, whatever your profession, a coder has to be people would just give up. It seems Romero doesn't have a powerful They have become like gamers all around involved to make your game. It's also much easier when beating heart in his chest but a sine function, which tells him developers Batman and Robin... n the world can thank the lead game designer can communicate to the lead pro- that everything is going to be all right if he just presses on. Ion Storm for giving are also He was down in the dumps, king of the world, programmer, grammer directly in code-speak. Blizzard a much needed coders designer, legendary developer, gamer extraordinaire, only true kick to make one of isn't just making rules for games but there is rock-star of game development, and we thank him for taking the best RTS games we also Level Design. You exploded onto the scene by designing John Romero the time to share some of his thought with our readers. have ever seen.. n levels for most of the first episode of Doom, a big chunk

48 reboot.hr december 2012. 49 t THE REAL OF DOOM of Quake levels are your babies... in those days you were II Romero on a I still believe my practically an architect. What is your view on today's level stick - maybe a style of abstract design and mostly linear (FPS) games? I remember that you Ben & Jerry’s ice- level design is and Tom Hall had fun with that at GDC 2011 at the Doom cream one day more fun to post-mortem. play than any JR: Yes, I've developed levels for all my games. Lots of [4] linear, realistic levels, Wolfenstein 3D (and Spear of levels that I see Destiny) levels, the first episode of DOOM, several DOOM The real nowadays II levels, and the majority of Quake's levels. I still believe boss of my style of abstract level design is more fun to play than part 3 made part How video games are John Romero any linear, realistic levels that I see nowadays. Doom II Today, at Loot Drop, you work, among others, with Tom y As many, now Hall, Brenda Brathwaite (partner, veteran game developer older, gamers know and since recently Mrs. Romero - congratulations), Michael there is a secret, real, FEATURE FEATURE Romero (son from a first marriage) - is this the goal now? boss in Doom II. When

y Creating games with people you love? you get to the last level (MAP30: Icon of Sin) JR: Oh, definitely. Working with those closest to you (and there is a big demon head fully qualified) is the best thing in the world. that you basically have to After you left id Software, John Carmack said in an shoot in the brain. But, interview for Blue's News that you want to create an if you use no clip cheat empire, and he just wants to create good programs. Is that (walk through objects) There are lots of people online saying developers are only still true? I mean, about the empire - is that an option in you can get inside the worth as much as their last game. I haven't made a game the future? Or was Carmack wrong back then when he said demon's head and John with his son Michael and I really want to punch them in the face, but you, how that? there you will find John in 1989; today Michael is a do you feel about that? Are you even fazed by comments little bigger and works at Romer's head on a stick. JR: Loot Drop I did want to create a mini-empire at id, then I tried like that? to create a powerful game developer at Ion Storm (120 It all started as a joke when id's artists Adrian JR: I know where the comment comes from, for sure. employees). It didn't happen at either company. I tried Carmack and Kevin When you've made as many games as I have, it doesn't again at Gazillion Entertainment in 2005 and we got up to Cloud decided to use seem like a fair assessment. I try lots of different things, I try lots of 350 employees there. But I've found that I have the most Romero's head as an art so many ideas are risky and could fail. That's all part of π FERRARI different things, fun in game development with really small teams, so I'm the right people in those key decision-making positions. asset, and John Carmack forging ahead and changing the industry - it won't change TESTAROSSA then programmed the going to be focusing on that. While Romero AAA games will always exist. if you don't try. So, I'm not so worried about failure. so many ideas are head on a stick to be had a yellow one, When I developed my first social game in 2010, it was a risky and could Speaking of things that could happen, what are your Carmack decided I also have to ask - is there any chance we'll see another an impact trigger that fail. That’s all part thoughts on the future of game development? I know that red was more FPS with your stamp on it? player would shoot at massive success with 25 million monthly players. That's a it is hard to say, but it seems like there is a crisis on the up his alley - both (but not see). huge number, but most core gamers have no idea I even of forging ahead horizon with AAA titles having to sell millions and were modified, so JR: Yes, most definitely. I'm getting ramped up to make did that. and changing the millions of units just to break even. Is the future a future crazy fast cars were another one. No date yet. Romero, after he found made even more out about the joke one To wrap up, do you have any advice for people looking to industry - it won’t of indie development? Is crowdfunding a viable crazier and faster As a man who is credited with coining the word late night, added his own business practice or is it just a temporary fad fueled by "" how do you look upon the simplification of get into game development? Any favorite platform? I see change if you touch with help of id's nostalgia? multiplayer FPS games? In the glory days of twitch gaming you are a fan of devices running iOS. don’t try t MAJOR sound guy ; JR: Production values continue to climb on every plat- you really had to be fast (finger and mind) but with the JR: Learn how to program in C, C++, Objective C, or MAYHEM when player gets to the era of slow military shooters (Call of Duty and Battlefield) John Romero form. We now have more platforms than ever before Romero wrote room with the final boss, C#. Make very small games, and finish them. I'm a huge with Social and Mobile, which have both gone through the game in many feel that skill isn't that essential anymore. Apple fan, so I love OS X and iOS. 1985 but it a deep demonic voice JR: I hate slow shooters. I want to feel skill in the game their v1.0 and v2.0 phases. Crowdfunding is awesome was published can be heard. The voice Thank you again for your time and all the great games you and changes the equation in a huge way for great ideas in Nibble and be rewarded by using it. That may mean that my is John Romero's (phased made over the decades. We hope there will be many more. and known developers. People can vote with their magazine’s game has less players than the slow, bullet-sponge games and reversed) saying: "To [3] December 1987 win the game, you must JR: Thanks! You can bet that as long as I’m alive I’ll be money instead of just publishers who might not have issue of today, but that's fine. I want to make games that I like kill me, John Romero." n making games. Timeline to play.

1967 1979 1982 1983 1987 1989 1990 1991 1992 1993 1994 1996 1997 2000 2001 2003 2005 2010

Romero was started made his first got his first first industry moved to started PC co-founded id published published published left id Software/ Daikatana Daikatana left Ion Storm/ joined Midway co-founded co-founded born in Colorado programming on Apple II game, published game job at Origin Louisiana to join gaming division Software Wolfenstein 3-D DOOM DOOM II co-founded Ion announced released co-founded Games Slipgate Loot Drop Springs, HP mainframe Crazy Dunjun (Jumpster) Systems Softdisk at Softdisk Storm Monkeystone Ironworks Colorado, USA Games

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