John Romero

John Romero
Alfonso John Romero is an American director, designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and designer for many of their games, including Wolfenstein 3D, Dangerous Dave, Hexen, Doom and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first person shooter, or FPS, in the 1990s. He...
NationalityAmerican
ProfessionInventor
Date of Birth28 October 1967
CountryUnited States of America
It is very important to lead the field and innovate in game design.
You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter.
I live way out in the country, in truck-country.
The game-playing market today is pretty sizable.
The thought processes that go through my head when I'm playing a game compared to the thought processes in real life are very, very different. And they're more interesting to me than what you think about when you're doing the dishes, cleaning the yard, watching TV, driving or watching a movie.
What I didn't foresee in 2005 was the rise of the post-PC, which are all these tablets now. These are the things that actually will probably be the end of the consoles.
I've gone on record to say that I'm proud of the PC version of Daikatana and I stand behind that.
It may be a lot more personally rewarding to focus on the marvelous new equipment, but the focus should be on customers - attracting them, courting them, rewarding them, understanding them and binding them to you.
You're headed in the right direction when you realize the customer viewpoint is more important than the company viewpoint. It's more productive to learn from your customers instead of about them.
There is a definite argument to be made that videogames are becoming an art form put together by artists of different types.
The analogy I use is that 'World of Warcraft' is like going to the mall: you see a ton of people there, but you don't really want to interact with them; you just want to know you're part of the human race. And if you get in trouble, you'll know someone else is there.
I'm creating the kind of games that I like right now. I'm not being held back by technology.
Doom 2 is just such a bigger, badder, better version of Doom
There are too many games being developed by people that have no business creating games.