Success

Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode (#681)

Illustration via 99designs

“So I played for a little while, and I noticed that there were only probably two students in the room. And I said, ‘Well, what are they doing on the computer, considering it doesn’t squint like they’re playing?’ He goes, ‘Oh, no, they’re programming.’ And I’m like, ‘What is that?’ He said, ‘Well, that’s unquestionably what you do to make these games. You have to learn how to tell the computer how to put stuff on the screen and what to do, how to think.’ And I’m like, ‘I want to do that.'”

— John Romero

Computer and video game legend John Romero (@romero) has designed and published increasingly than 130 games since his first sale at the age of 16. A teenage programming prodigy, his major achievements include co-inventing a series of revolutionary computer games—DOOMQuakeWolfenstein 3-D, and Commander Keen—that launched the industry’s most popular genre, the first-person shooter.

The memoir DOOM GUY: Life in First Person is his first book.

Please enjoy!

Listen to the episode on Apple Podcasts, Spotify, Overcast, Podcast Addict, Pocket Casts, Castbox, Google Podcasts, Amazon Musicor on your favorite podcast platform.

Brought to you by LinkedIn Jobs recruitment platform with 900M users, Helix Sleep premium mattresses, and AG1 all-in-one nutritional supplement.

The transcript of this episode can be found here. Transcripts of all episodes can be found here.

#681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130 Games, How to Find the Soul of the Work, Audacious Ambition, and Towers in Monk Mode

This episode is brought to you by LinkedIn Jobs. Whether you are looking to rent now for a hair-trigger role or thinking well-nigh needs that you may have in the future, LinkedIn Jobs can help. LinkedIn screens candidates for the nonflexible and soft skills you’re looking for and puts your job in front of candidates looking for job opportunities that match what you have to offer.

Using LinkedIn’s zippy polity of increasingly than 900 million professionals worldwide, LinkedIn Jobs can help you find and rent the right person faster. When your merchantry is ready to make that next hire, find the right person with LinkedIn Jobs. And now, you can post a job for free. Just visit LinkedIn.com/Tim.


This episode is brought to you by AG1! I get asked all the time, “If you could use only one supplement, what would it be?” My wordplay is usually AG1, my all-in-one nutritional insurance. I recommended it in The 4-Hour Body in 2010 and did not get paid to do so. I do my weightier with nutrient-dense meals, of course, but AG1 further covers my bases with vitamins, minerals, and whole-food-sourced micronutrients that support gut health and the immune system. 

Right now, you’ll get a 1-year supply of Vitamin D self-ruling with your first subscription purchase—a vital nutrient for a strong immune system and strong bones. Visit DrinkAG1.com/Tim to requirement this special offer today and receive your 1-year supply of Vitamin D (and 5 self-ruling AG1 travel packs) with your first subscription purchase! That’s up to a one-year supply of Vitamin D as widow value when you try their succulent and comprehensive daily, foundational nutrition supplement that supports whole-body health.


This episode is brought to you by Helix SleepHelix was selected as the weightier overall mattress of 2022 by GQ magazine, Wired, and Apartment Therapy. With Helix, there’s a specific mattress to meet each and every body’s unique repletion needs. Just take their quiz—only two minutes to complete—that matches your soul type and sleep preferences to the perfect mattress for you. They have a 10-year warranty, and you get to try it out for a hundred nights, risk-free. They’ll plane pick it up from you if you don’t love it. And now, Helix is offering 20% off all mattress orders plus two self-ruling pillows at HelixSleep.com/Tim.


Want to hear flipside episode with someone who takes the merchantry of creating fun seriously? Listen to my conversation with Exploding Kittens co-founder Elan Lee, in which we discuss cadre gameplay loops, internet archaeology, converting unstudied fans into superfans, towers a game from scratch quickly, making Jar Jar Binks’ neck, suit the vote, designing games with kids, dealing with investor expectations, defying the algorithms, and much more.

#653: Elan Lee, Co-Creator of Exploding Kittens — How to Raise Millions on Kickstarter, Deconstructing Mega-Successes, Secrets of Game Design, The Power of Positive Constraints, The Delights of Craftsmanship, and The Art of Turning Fans into Superfans

What was your favorite quote or lesson from this episode? Please let me know in the comments.

SCROLL BELOW FOR LINKS AND SHOW NOTES…

SELECTED LINKS FROM THE EPISODE

  • Connect with John Romero:

Website | Twitter | Facebook | Instagram

SHOW NOTES

Editor’s Note: Timestamps will be widow shortly.

  • Childhood.
  • Aggressor Squadron.
  • John’s first exposure to computers and coding.
  • Early innovations in 3D gaming.
  • The id Software team.
  • Side-scrolling games.
  • Developing 13 games in one year. How?
  • Designing with movable and removable parts in mind.
  • Warning the world of its inevitable DOOM.
  • Hyperthymesia.
  • Working on two games at once.
  • When John realized DOOM would be a hit.
  • Why John moved on from id Software.
  • Starting a new company.
  • What prompted John to write DOOM Guy: Life in First Person?
  • The origin of DOOM‘s name.
  • Parting thoughts.

MORE JOHN ROMERO QUOTES FROM THE INTERVIEW

“The worthier the team gets, the harder and longer it takes to make one vision come out the right way. But with four people [having] very unshared jobs to do, it works really, really well.”

— John Romero

“I’m going through this level, and I’m hearing these monsters moving around. I don’t know where they’re at, but I don’t like that they’re coming for me somehow. And it was great, considering I finally got to finger the game wits the way that people would finger when they’re playing it.”

— John Romero

“We never thought that DOOM was going to be living urgently for 30 years. Stuff is [still] stuff made for the game on a daily basis.”

— John Romero

“So I played for a little while, and I noticed that there were only probably two students in the room. And I said, ‘Well, what are they doing on the computer, considering it doesn’t squint like they’re playing?’ He goes, ‘Oh, no, they’re programming.’ And I’m like, ‘What is that?’ He said, ‘Well, that’s unquestionably what you do to make these games. You have to learn how to tell the computer how to put stuff on the screen and what to do, how to think.’ And I’m like, ‘I want to do that.'”

— John Romero

PEOPLE MENTIONED

The post Doom Legend John Romero — The Path to Prolific Innovation and Making 130 Games, How to Find the Soul of the Work, Audacious Ambition, and Towers in Monk Mode (#681) appeared first on The Blog of Author Tim Ferriss.