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The James Altucher Show - Episode Summary
Episode Title
Revolutionizing Gaming: The Legendary Creator of DOOM Speaks | John Romero
Podcast Overview James Altucher interviews John Romero, the influential game developer best known for his work on the game DOOM. The conversation explores Romero's journey in the gaming industry, the evolution of first-person shooters (FPS), and his insights into game development.
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Key Themes and Discussions
John Romero's Background
- Introduction to Gaming:
- Romero was inspired by arcade games in the 1970s, playing classics like Space Invaders and Pac-Man.
- His love for gaming led him to pursue a career in game development.
Revolutionizing the Gaming Industry
- DOOM's Impact:
- Released in 1993, DOOM was a groundbreaking game in the FPS genre, known for its 3D graphics and multiplayer capabilities.
- It became a cultural phenomenon and set a standard for future shooters.
Technical Innovations
- Game Development Challenges:
- Romero discusses the technical challenges faced while developing DOOM, such as creating smooth graphics and multiplayer experiences.
- The game utilized a unique data structure called "binary space partitioning" to optimize rendering.
Core Game Design Principles
- Elements of a Great Game:
- Romero emphasizes the importance of environmental storytelling over traditional narratives.
- He highlights the need for a strong core gameplay loop that enhances player engagement and progression.
Current Trends and Future of Gaming
- Indie Game Development:
- Romero advocates for indie developers, emphasizing that innovation often comes from small teams willing to take risks.
- Artificial Intelligence (AI) in Gaming:
- Discussion on the potential of AI to create more interactive and responsive gaming experiences.
Reflections on Career and Philosophy
- Creative Freedom:
- Romero shares his experiences with id Software, including the choice to turn down a $100 million buyout to maintain creative control.
- His philosophy centers around creating original content rather than leveraging existing intellectual properties.
Advice for Aspiring Game Developers
- Breaking into the Industry:
- Encouragement for young developers to start experimenting with game design and programming, as abundant resources are available online.
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Key Takeaways
- Innovative Design: Emphasizes the necessity of innovation in game mechanics and storytelling to keep players engaged.
- Creative Autonomy: The importance of maintaining creative freedom in game development for both personal satisfaction and authentic gaming experiences.
- Future of Gaming: Anticipates significant advancements in gaming technology, particularly with AI and immersive experiences through AR and VR.
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Additional Resources
- John Romero's Book: *Doom Guy: Life in First Person* - offers insights into his life and the creation of DOOM.
- Game Development Platforms: Discussion on the role of game engines like Unreal Engine in enabling developers to create complex game environments.
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Conclusion This episode highlights John Romero's influential role in shaping the gaming industry, particularly through the development of DOOM. The conversation not only reflects on his past achievements but also touches on the future of gaming, offering valuable insights for aspiring developers and enthusiasts alike.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Transcript
Automatic transcript. May contain errors.0:00Look, as a manager of people, as an employer, as an entrepreneur, and as an investor in startups, I can tell you the most important thing for your business is the quality of the quality of people. you hire. The best part is that great candidates are already on LinkedIn. Employees hired through LinkedIn are 30 % more likely to stick around for at least a year compared to those hired through the leading competitor. And I will tell you that the great thing about LinkedIn is that you're not just looking at random people. You're able to see the people who your friends and trusted peers and colleagues who they trust and who they've hired in the past and who they recommend.
0:42And hiring doesn't have to be complicated. Realistically, when you have a business to run, you don't want to spend hours on hiring. You want to hire the right person as quickly as possible. That's why LinkedIn Jobs AI Assistant suggests immediately 25 great big candidates daily so you can invite them to apply and keep things moving. Hire right the first time. Post your job for free at linkedin.com slash altature. then promote it to use LinkedIn Jobs' new AI assistant, making it easier and faster to find the top candidates. That's linkedin.com slash Altachirk. Post your job for free. Terms and conditions apply.
1:24For the past 30 years, the most popular video games of all time have been what's called first-person shooter games or have had some element of first-person shooter, meaning you start the game and you're in this world on the computer that you see from a first-person point of view and other people could be your friends or anybody on the network or other people in the game are trying to shoot you and you're trying to shoot them. And then when you shoot them, you get their money and you can buy more powers or more weapons or you can find weapons. And there's just an entire world, this 3D world universe that you're walking around in.
2:03Kind of like Grand Theft Auto or Fortnite, these very popular games. The very first one, the grandfather of all these first-person shooter games, is called Doom. I remember playing Doom in 1994. My friends and I would play every single day. It was so amazing. It blew my mind. It was the first game with real 3D graphics that you're walking around in, and it's networked, so you could shoot and kill your friends, which is something we all want to do occasionally. But Doom was the game. The creator of Doom, John Romero, is on the podcast today, talks about what makes a great game, what do you need to do if you want to get into the gaming business or industry or if you want to make a good game.
2:45He wrote a book called Doom Guy, Life in First Person, and we talk about it right now.
2:55This isn't your average business podcast, and he's not your average host. This is The James Altucher Show.
3:12John, I think I've been playing computer games made by you or worked on by you since I was a little kid. You worked on Ultima, right? First off, I'll say in the intro, you're the Doom guy. That's your book is Doom guy. And Doom was, I played that nonstop in 1994 and 1990, all the incarnation, you know, Doom one, Doom two, whatever it was out there, I played. And funny enough, that's probably the last hardcore computer game I played. Hardcore meaning like, it's not like online chess or back end or anything like that. It's a computer game, a role playing computer game. I never got into Fortnite and I started having kids and I wasn't playing all those games as much.
3:57Well, thanks for playing back then. Doom was the first 3D multiplayer game. Yes. All the graphics, everything? Full 3D high-speed multiplayer deathmatch. Nobody had done that. And I have to ask the usual stuff, but how did you get into making computer games? So I loved arcades in the 1970s. You know, first I played a ton of pinball, but then I started playing video games when they started appearing in the arcades, probably around 76, something like that. And what were your favorites? Jeez. Well, Targ was a real early cool one, along with Space Invaders, obviously, was really great. Galaxian had color for the first time.
4:50And that was super amazing. But like Pac-Man is from 1980 changed everything for me. So that was a really important video game. I love all those games and I played all of them. You made an interesting point in your book, how Space Invaders was the first game where it kept track of the high player scores. And you thought that was a good marketing thing. And then I always felt like Galaxian and then later on Galaga were just ripoffs of Space Invaders, particularly Galaga on Galaxian. Like Galaxian disappeared and there was Galaga all of a sudden. yeah totally well the thing is i think galaga was a kind of a sequel to galaxian i see yeah so it was it might have been the same company but it was definitely more advanced you know i have defender in my base right now that was my all-time favorite defender and so good so good so but these were all like arcade like two-dimensional uh very flat which by the way i still enjoy playing those games just as much, but as technology got better, obviously games became much more sophisticated.
5:51What was then the evolution that led to Doom? Many years of playing games and programming, just internalizing design patterns and keeping up with technology and programming. It was a lot of just living in the 80s and understanding design and design's progress and hardware's progress during that time period until 1990 when PC 386s were starting to become popular, and we basically discovered a really amazing scrolling trick on the PC that could make the screen scroll as smoothly as a Nintendo could in hardware. And no one had done that before on a PC. In the nine years that the PC had been out, no one had done it.
6:39Can I ask, what do you mean? So when you're playing Doom, it's like these modern games. It was the first kind of modern game where you're walking around in this 3D space. You see someone, you could shoot them, and so on. It was very much like the ancestor or the grandfather of VR games even. It's the first one. So what do you mean scrolling trick? What was the leap in technology that allowed for this 3D stuff to happen? well the scrolling i'm talking about is for a 2d platform game like super mario brothers that's what really got id software started was with that and 17 games later we started making doom okay so yeah we made 17 games but before doom there was wolfenstein 3d and that was our first actual shooter first person shooter was wolfenstein 3d and that was in 1992 so that was the one that like really kick-started the first person shooter and then doom was a refinement and a redefinition of what a shooter should be and that's the one that a lot of people copied and why do you think like with doom there was just this unreal excitement for that game to be released and was Doom the first multiplayer game where you could play on different computers and shoot each other?
8:05Or what was the trick with Doom, you think, that got it so exciting? Everybody was frantic to have it. Well, no, Doom wasn't the first game that could be played across computers. That actually had happened, I'd say, probably in the late 70s. I didn't know that. Between using modems. Yeah, it's like using modems, Ataris and Apple II computers. They're turn-based games. They weren't high speed or anything because the computers were really slow back then. But there weren't too many multiplayer games because local area networks where you have a cable that plugs into the back of your computer, that was not even a thing until basically around the year when Doom came out, were people able to go and buy cards to put into the computer and start plugging in networks.
8:58So luckily, Doom arrived to take advantage of that. But it was the very first high-speed deathmatch shooter. But it was our fifth first-person shooter in 3D. This is kind of a technical question, but in order for two people to play peer-to-peer, so I'm on your computer, you're on your computer, the computers have to send information about what's happening graphically with these 3D graphics. That strikes me as the complicated part. Like, was there just, like, how many, how much data described a scene where I'm, where I am? Because that's what's going back and forth between the computers. So what's going back and forth between the computers back with Doom was only the key presses that you made.
9:41Because the other person has the same game running. So why would it need to send any data like graphics? It doesn't because they have the same graphics. So all they're doing is sending the keystrokes that say what their character should be doing on your computer. I see. So you know, each person knows where the other person is looking and where they're moving. And then it orients itself according to, you know, its first person. So whatever you're looking at, that's what you see. And you just keep track of, you know, if the person moves, if the person is shooting and so on. Yep. because what they're doing, like say they press the fire button, it goes across the network to your computer, and your computer goes, oh, this is the fire button pressed for that character in the world, make them fire.
10:26And so you would see them shoot their gun because it's taking that packet of data going, oh, that character pressed the fire button, and it makes them press the fire button in your game so they look like they're shooting. So when Doom came out, how long before you realized, oh my God, this is going to change my life? we actually didn't think about changing our life we thought we thought um this is gonna be a really good game when it comes out this will be the best game that we've ever played and you bought a ferrari testarossa yeah we did that was a little bit life-changing it was it was but we were we actually were making a lot of money from wolfenstein before that wolfenstein did really well but doom did go like nuclear it was it was really huge but you know it was a life-changing game but we weren't really interested in money we're interested in making the best games at the time and so where what were the challenges what were your biggest challenges when making doom well the challenges were really just exploring the game as we're really as we're developing it it's like we're making this 3d thing what does it look like well what can the engine do and what what's the definition, the data definition that the engine is giving us and then figure out how to make a level look good with that.
11:48But yeah, it was a lot of going, basically climbing over a wall. Like we hit a technical wall or a creative wall, we have to climb it and get over it because there's a problem. But overall, we did hit several walls during development, like, oh, geez, it's actually drawing the screen kind of slow. So John Carmack has to create this thing called the binary space partition, which is a data structure that lets the whole screen, like what you decide to draw on the screen is what determines how fast your computer is going to draw it. And he figured out the perfect amount of data that needed to be drawn on the screen, every single frame and nothing more than that.
12:27And that is what the BSP was important to do. And then it was like, how do we make a level that looks like no other game? developing an abstract level design style was critical to making a game that no one had ever seen before so yeah it was crazy and even at the beginning before we started working on the game we made a list of all the things that we would put in the game and then in the beginning of january before we started writing code we put out a press release telling everybody this is gonna be the best game in the world that we're going to make what factor does storytelling play like If I'm just playing a first-person shooter game and just monsters are coming out of the place and blah, blah, blah, it doesn't feel like how did you add kind of an aspect of storytelling so I feel like, oh, I'm interested in getting to the next level.
13:16I'm interested in exploring this new universe that I'm in. Well, back then, if you remember, we just got past the 80s and there was no story in the 80s. You just did whatever the game was. You just did it and figured it out, right? Right. Ultima, where, by the way, I didn't know you until I read the book that you worked at Origin Software. Ultima was my all-time favorite game in the 80s. That had a lot of storytelling. Yeah, because that was an RPG, but we weren't making RPGs. We were making a whole new thing. And so that whole new thing was a game where there isn't a big story. In fact, I think in Wolfenstein, we actually put a lot of story in the menu system.
13:55But yeah, we got rid of that. When we made Doom, we decided environmental storytelling is what was going to be interesting to players because they don't want to stop and read things. They want to explore and experience things. So as you start Doom, you're at the very first level. You're looking at things you've never seen on a computer before move smoothly in a way you've never seen before. So your brain is not worrying about story. Your brain is going, oh, my God, look at what this is. What's out the window? There's a sky out there. What's that fireball coming over here? You know, you're like seeing this stuff for the first time.
14:33And I put a dead character in there, a dead space marine. So you see like somebody was here and got wiped out by something. And so you're starting to see the marks that were made in the world as you explore. And so our environmental storytelling was the only story that we wanted to tell while the player was going through the game. And they're making the story happen as they're playing it. so we weren't concerned with uh text and and uh you know dialogue and all that kind of stuff it was just like just play it and experience it we'll give you breadcrumbs to show you what's going on and what happened here in this environment that you were you know that you were now in something happened before you got here and you're kind of discovering it as you go through i love that i totally forgot that you had that uh dead guy and that that does seem like an important component and it leaves this element of mystery.
15:26Plus, there was things to uncover on each level, like more equipment and guns, and there were secrets on each level. And then you described your experience when you first experienced multiplayer Doom. You logged on and played, I guess, John Carmack, your partner at the time, and you were blown away. And I think for me, I had that experience that the first time I sat down and played Doom, people were shooting at me my friends from across the room on our computers yep and that must have been really like i've never had this happen to me before in a game yeah and it's and i i guess games have never stopped having that since like yeah basically like the first player shooter has essentially become the default format for all gaming ever since and but now it's what's what's the difference now?
16:22The worlds are so much bigger and so much more complicated. I can't even... It took you I guess about a year to make all the levels and graphics of Doom. It must take a million years now to make a modern game. It does take a long time because the fidelity of what you see on the screen is unbelievably higher than it was in Doom. A texture, a layered texture in today's game is so many times the entire size of what doom was the whole game with all the levels and everything one texture is bigger than that many times so the data definition of games today a model with all the polygons and the super detailed skin that's on them it's it's so much data there's lighting with colors and shadows um and it all has to happen at a high frame rate.
17:19It's so complex nowadays. And you have to create this entire world. There's not just like eight levels. There's a million cities and people and rooms and houses and everything. For someone just starting out in gaming or making games now, is it even possible to reinvent the wheel and create a new game? Well, what you're talking about are these really massive games that do take, you know, 1 ,500 people to make and, you know, 100 million plus dollars to create. But that's not the only kind of game that's out there. You know, there's a lot of games made by just a few people, you know, or a small team of 12 or something.
18:04And those are indie games. And those are made by very small teams of creative risks. And they create new things that no one has seen before. And if they really catch on, there's a lot of copies of that type of idea until somehow it turns that that some of that idea hits into some really massive game um so yeah so you know say uh arma 3 had a really cool uh mod that was a battle royale type mod that turned into eventually fortnite all right and it's and it's because it came from a modder it came from an indie who decided to do something cool try something creative and eventually found its way into a giant, you know, triple A game.
18:48And what did he do that was creative? What made that interesting for that time? Well, one of the things about Deathmatch when you're playing a game with other players is there's a format that gets to be kind of repetitive. A lot of people are playing a game where you get in, there's maybe 30 people or less, and they're all shooting at each other. Maybe they're on teams, you know, but they're all just trying to shoot each other. And a lot of times they're really close proximity to each other because they spawn into a level that's not really massive. And for people who are just starting to play shooters, getting killed over and over again is not fun.
19:27It makes them not like playing shooters, right? And if you play Counter-Strike, that's probably the highest kill rate to spawn. You know, the shortest time to death is in probably Counter-Strike where you spawn and you're dead. and you spawn and you're dead because these people are such experts so um what what was uh brendan green had had invented this battle royale mode where you make a level that is so huge that putting 100 people in it is still hard to find them and what that does is is it makes it kind of a more casual death match experience where people have enough time to parachute down into the world where they kind of decide where they want to land and they go searching through houses and they're finding stuff people are killing each other in the world but they don't even know because they're still far away from them that they get some game time they get to play they get to experience the world maybe take some shots at somebody eventually they'll get killed and they'll learn something from the experience but then they'll respawn in another server and figure out how to do it even better but at least they feel like they're in the game and having fun and doing stuff and getting better and that's more of a casual approach to deathmatch versus throwing everybody into a room and you know everyone gets spawn killed constantly now with with the advent of uh chat gpt and and these uh language models do you think other you know ai based characters in the games will start to get more sophisticated and more conversational so you'll have a harder time you'll have a more interesting time interacting with them and a harder time identifying who's human or not?
21:05Well, yeah, right now there's even videos on YouTube that you can watch where somebody is using Unity and they show you in real time how they hook up a plugin and it's a speech-to-text plugin that then can get sent out to ChatGPT, which then will process that, come back with a response and turn that text back into speech. So you can be talking to a sidekick and just say whatever you want to them and they'll say something back based off of a chat GPT response. And that means that we're going to have talking characters in games where the dialogue is not programmed and burned into the game and you've exhausted everything they can say.
21:49It's going to be real time and it's going to be infinite. And so you can actually get into conversations with characters in games before long. And it's going to be a whole new world.
22:11look as a manager of people as an employer as an entrepreneur and as even an investor in startups i can tell you the most important thing for your business is the quality of the people you hire the best part is that great candidates are already on LinkedIn. Employees hired through LinkedIn are 30 % more likely to stick around for at least a year compared to those hired through the leading competitor. And I will tell you that the great thing about LinkedIn is that you're not just looking at random people. You're able to see the people who your friends and trusted peers and colleagues who they trust and who they've hired in the past and who they recommend.
22:54And hiring doesn't have to be complicated. Realistically, when you have a business to run, you don't want to spend hours on hiring. You want to hire the right person as quickly as possible. That's why LinkedIn Jobs AI Assistant suggests immediately 25 great fit candidates daily so you can invite them to apply and keep things moving. Hire right the first time. Post your job for free at linkedin.com slash Altature. then promoted to use LinkedIn Jobs' new AI assistant, making it easier and faster to find the top candidates. That's linkedin.com slash Altachirk. Post your job for free. Terms and conditions apply.
23:32Doom spawned this entire generation, like almost 30 years of these first player shooting games. They got more and more sophisticated graphically as computers got faster. And now we're going to see this next level. level. Do you think, you know, what are, are you working on any games like that right now? Like I know you and your wife have Romero games. Like, are you making your plans? We're working on a first person shooter and we're using unreal five and we have a major publisher that we're working with. And that's all I can actually say about my game because it's a secret. Right. Are you going gonna use uh ai i can't i can't say what we're gonna use okay well back to the doom days like here you you you you and a bunch of guys you made doom it's a huge hit it's very exciting and it's doing something you love this must have been a dream come true because it's very rare to a do what you love for a living but b have it also be your company so you're actually making a lot of money from it.
24:35What was life like then? It was super, super great. I mean, I've traditionally have basically run my own company and id Software was my fourth company at that time. So it was what I like to do, which is come up with a design and make that design. And it was even better because I could work with a really great team of people. And that's so much better than working on your own. Like when you work with a team of people who are just excellent and you all work really well together. And that's why our games are so good is because our team work perfectly well together. You know, design wise, tech wise, art wise, just perfect.
25:18And, you know, we could push each other and get better and better and go farther. And we just kept on trying to push ourselves to make a better game and then a better game. And so the idea was like, all right, we're going to make Wolfenstein and it's going to come out and then we'll make the next game. It'll just wipe out Wolfenstein. We're just like, we're going to make the next game. It'll just beat everything we made before. Next, you know, so we're always in that mindset, like trying to make the very best thing based off of what we had done before, do it even better. And then, you know, at the time, gaming was bigger than this new burgeoning technology, the web.
25:58And yet web companies were being valued at ridiculous valuations. Even back in like 1996 or 1997, it was always ridiculous from the beginning. And I feel like gaming companies weren't valued as ridiculously, even though you had more users, in some ways better technology. It still is a fast-growing space. Like were you thinking of going public? Like id Software never went public. Were you thinking of going public or doing innovative business stuff? Nope, not at all. I mean, our focus was on everything being very small and focused. And we never would have gone public. That would have been like the antithesis of what our company was about.
26:45Like we didn't want to have to do anything for anybody else. We wanted to do what we wanted. And if somebody owns you, you do what they want. And that's not why we started a company. We started a company to come up with ideas and make those ideas happen. So that was the whole point. Selling our company would have been the, okay, we're kind of done. And we were offered a buyout in 1996. A company wanted to buy us for$100 million. And we turned it down. Wow. So you had 25 % of the company. You would have made$25 million. And not a lot of people turn away that kind of money. uh were you were you confident that you were gonna make that anyway even if you kept going or what was what was your what was the back and forth at the time well we basically were in such a um a certain space where we were all focused on trying to finish our current game and we'd had such a rough time developing the game from the very beginning and now we're like in the last seven months of of creating and releasing it that we didn't want anything to take away from our focus on the game so we just we just told him we can't even think about this offer right now we're too focused on finishing this game so we can't even talk about it so we just kept on developing and this was this was quake the game you're working on was quake yeah yeah and which was sort which was like a 10 times more sophisticated doom yeah definitely and basically the the rise of games sort of had a moore's law like essentially every 18 months games looked so much more sophisticated than the games made 18 months earlier and like quake was to doom how kind of gordon moore was describing the evolution of computers basically um and then it was at that point that there was I guess you guys were all working so hard so together and you were in your 20s things are bound to there are bound to be problems what was going on that eventually led to you uh uh leaving id well we made a decision um in November of 1995 and the time when the quake engine was finally done um we made a decision to just not do any more r &d on the game which was required for us to create a 3D experience that would support the design idea, the game design idea that we'd had for a year at that time.
29:12And because it was such an arduous development process to get that engine made, when we made the decision to how to go forward with the design of the game, it was basically we need to just kind of make a thing that we already know how to make and not try to invent a new type of design. And for me, that's what the exciting part was. Someone else already had fun making the tech part. For me, the exciting design part was yet to come. And it was like, no, we can't do that because we've had such a hard time. So for me, it was just like, well, I'm not here to just keep pumping out the same kind of thing.
29:50So I'm going to leave after the game is over. And now you had seen like a year or so earlier, your company being valued at$100 million, your stake being valued at$25 million. And were you happy with the settlement terms that you and your partners reached when you left the company? Well, the settlement terms were already written in an agreement from years earlier. So we just basically abided by the agreement that we had, which was a buy-sell agreement. So if somebody leaves, the company has to buy their shares. And the valuation of the shares is based off the previous year's profits, basically, or the income of the company.
30:28So that's how that worked. It's funny though, because I bet the company trying to buy your company was multiplying the last year's profits and coming up with a valuation. So was there ever regret that you didn't kind of, once you left, was there regret that you maybe you should have taken that offer? Nope. No, not at all. Again, like when we were making games, it wasn't about the money. It was about what we were making. And that's what we were doing was fun and exciting and interesting. So that's, I have, I've never gone back to that going like, I should have gotten more money. Not at all. You know, I was happy to be there.
31:05I was lucky to be part of the company and to work with those people. And, and I don't ever go back. You've evolved into like, you've had several game companies, like since, since Doom, what are your favorite, what are the favorite projects that you've worked on? Well, since Doom, I really loved working on Hexen. And, you know, Heretic and Hexen were really fun, you know, shooters. They had a medieval design to them. Those are really cool. I actually worked on an MMO for about four years. It wasn't released. It was very quiet. But it was really interesting to work on. It looked really, really great.
31:45Really liked learning about mobile development, mobile games, building mobile games. Let me ask you about mobile games. So when mobile started, it felt like computers were back in the 80s all of a sudden. And it reminded me of arcade. Like Angry Birds is essentially an arcade game style game. And that sold or that distributed around 100 million copies. So what was it about Angry Birds you think that got people so excited, even though it's like 10 steps behind in terms of computer gaming? Well, that's easy. It's like, why is Candy Crush so massive? You know, it's because there are so many people playing games that are not hardcore games.
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32:27Well, actually saying that they're not hardcore is wrong because if somebody plays Candy Crush all day long for day upon day, they're a hardcore player, right? So players, people who play casual games, which are not games made in the traditional style of a shooter or an RPG or things that require intense amounts of information in your head and sophisticated problem solving and all this stuff. people that just want to have fun playing something that's funny or simple or whatever. You know, Angry Birds is like a masterclass in how to take a design that's been around since the 70s and turn it into an amazing mobile game with innovative input and great characters, great sound, and really, you know, perfectly programmed animation and motion and design and turn it into something that everybody wants to play.
33:25It was great when it came out. It was huge. And, you know, it's based off of a design called Artillery from the 70s. Was Artillery used in any arcade games? I don't really know. Like, what does Angry Birds remind you of from the 70s or 80s? Well, it's definitely, like, go just a little bit before, or maybe a little bit, maybe 10 years earlier, if you remember Worms, the game Worms, Worms Armageddon. so it's a bunch of worms that are shooting each other over a landscape you know and back in the 70s it's artillery where you have to say what what degree your cannon is aimed at and it tells you what the wind speed is and you say what your velocity is of shooting it and it shoots this this ball across to hit another character if you can create the correct values you know so yeah there were several uses of the design artillery, but not until Angry Birds.
34:19It was like the perfect packaging of that idea. And that's why it did so well. Do you think they were just lucky to kind of package it right? Or like, what do you think was their insight that led them to, you know, use this artillery model to make Angry Birds? Well, they took a design that's been around for decades. So that means that lots of people still like that idea, but they made it so easy to play. You don't have to type in the velocity and you have to type in an angle. You were just using your finger like playing a golf game, you know, to pull back and just like let go. And it's funny and it sounds great.
34:55And it's got this funny, you know, pigs versus birds kind of idea. And they really did a great job marketing it and just making sure that there was some kind of character behind it. So it was, you know, a really smart company putting a lot into the design and the presentation, the marketing of a game that was very, very simple, but had got people hooked because it's so easy to play and so much fun. Going all the way to the other end of the spectrum, what do you think of VR or augmented reality games? What's the future of those right now? Well, geez, there's so much happening in that space. You know, say AR, where you can combine the world around you with graphics on top of that.
35:42it's basically changing the way that games can be played. And for me, looking at VR and looking at AR, because the designs of these games are so different than all other games, I really treat AR and VR as separate platforms. If you look at a PlayStation 5, what can it do? What kind of game would you play on a PC or a Switch? What kind of game would you play in VR? Well, it's a totally different kind of game than anything else because it takes advantage of that platform to do something you could not do on all the other platforms. So I always look at it as a different platform. If I decide I'm going to make a VR game, it means I'm making a game for the VR platform and probably it's not going to translate well to other platforms.
36:26But there's a lot of innovation going into that, especially with Apple's Vision Pro glasses that can go between VR and AR with just a dial. it really does open up different possibilities for games. You know, people have played around with those ideas before, but I think it's going to get more intense. It seems like it'd be fun to make an AR first person. Like imagine an AR Doom, where you're walking around the real world, but if somebody is in the game, you notice them and you could start shooting at them. i can't just imagine how everybody on the city street will be horrified that somebody has a fake gun but the game that fake gun is used to shoot people in ar i can just imagine the the news stories around that people don't like seeing other people moving around in the real world with anything fake like that but someone will do it yeah and like if you but if you were to make an AR game, what do you think, what sort of design is, like, how would you combine the fictional world of the game with the real world, you know, in the sense that it's augmented reality?
37:38Like you personally, if you were to make an AR game? Jeez, well, I wouldn't use anything, you know, I would try to come up with an idea that really took advantage of AR. I don't know if you saw Apple's AR kit demo years ago where they had a table on stage and they were showing what the iPad was looking at. And they had an iPad looking at the same empty table except on the iPad. They showed a whole Lego world that was built there. And so you could move around in there. You could basically touch characters inside of the Lego world. and it's like a whole scene that's just playing out all kinds of animation and things are happening and you can just make a fire engine go over and try to put out a fire.
38:26There's nothing in the real world. But on the iPad, you're actually affecting this fake virtual world that looks like it's there. And the thing is, if other people have the same, another iPad, they're seeing the same thing. So you're multiplayer gaming like that. So as an example, who wouldn't want to play Dungeons & Dragons around a table where everybody has a big iPad, and they're looking at a dungeon and all their characters, and they're moving them around in AR, right? Like they're playing D &D, and the DM is over here with their iPad, and they're basically, they've already set up the whole maze ahead of time, and they're actually spawning monsters and doing all kinds of stuff and just like keeping the rules going for the players who are just like in real time trying to make their way through a dungeon.
39:13That would be pretty cool. It seems like you could do that in VR, though, even more immersively. Like, you know, then you immerse yourself into the dungeon and into the world. Yeah, if you want to play Demeo, D-E-M-E-O, that game already exists. It's a four-player Dungeons & Dragons game where everybody is in VR, and you could be playing with people around the world. You have no idea. But you're all sitting there taking turns moving your characters in the dungeon. I'm wondering if augmented, an AR game, will even be one step further in the sense that you're in this world, but some of the people you encounter or some of the locations you encounter are not in this world.
39:54Yeah, totally. The relationship between this world and the fictional world would become part of the game itself. It would be an important aspect of the game. Yeah, you could meet people who are in other countries in AR. you know so i think that there's a lot there's a lot of thinking around what to do there already like what what do you think is the the role of community and player engagement like how has that evolved and what what is the future of that in games it's going to be more people will be more connected i think you know instead of social media being something that's kind of separate from the game maybe people will start to integrate that into the game so i think that there's going to be there's more work on getting communities more engaged inside of games and not having to go externally outside of games to engage with each other.
40:43Because the games are trying to connect players together. So I think that that's people trying to figure out how to do that.
41:05Do you think Facebook, with their metaverse ideas, went in a wrong direction? It seemed like they were sort of trying to start from the ground up, despite all the technology that was already out there. And it didn't really work out for them so far. Everybody's had an idea of what the metaverse is. And a lot of it comes down to Snow Crash and what that specific metaverse looked like. But I feel that everybody's metaverse is probably going to be different. Because if you really love a game, let's say you love World of Warcraft, and why can't I play WoW in VR? To me, that's my metaverse. I'd rather live in there than some dystopian, futuristic world that the original metaverse was designed after.
41:55You'd rather live in a totally different world. or like the Witcher 3's world. I have a feeling that like the metaverse is really going to be based off of specific designs and that people will choose the metaverse that they really, really like. And those communities will just get bigger and bigger inside those games. I wonder if Microsoft has been quietly kind of, or not even not so quietly, building up their idea of how a metaverse will look by, because they're buying all these game companies like Activision and so on. I wonder if that's their way to sort of essentially skip the line and get right into a metaverse by having all these, you know, 3D in VR games all ready to go?
42:34Well, there's definitely a lot of acquisitions happening, which is typical for the industry where you just, you know, buy up companies and at some point, those companies will start splitting up. You know, it's like consolidation and then fragmentation. And it just happens. It's a cycle that happens all the time. And a lot of times those big companies, like when Activision and Blizzard kind of merged, they were still pretty autonomous. And usually when things get bigger, they kind of, there's so much management that they kind of like, well, the reason why we bought you is because you do really great making your decisions.
43:08So you keep on doing that. Because if you acquire somebody and you change everything that they do, you've kind of ruined the reason why you got them. So a lot of times they still just want to be part of the same group, but keep on doing the cool thing that you're doing. Yeah, I mean, it's like what you were saying before, how you didn't go public because you didn't want to essentially work for anybody. And you wanted to create your games rather than being told what games to create. It's sort of like when, I guess, James Cameron Studio approached you about doing a game for Aliens when you were still working on Doom and Quake and so on.
43:44And you guys decided not to do that because you didn't... Because we want to make our own game. Why make that person's intellectual property more famous or more valuable? instead of doing our own. It's so interesting. I learn a lot from what you're saying because I think if I were making the decision and James Cameron approached me about aliens and said, can you make a game? I just would have said yes reflexively because I would have just changed Doom to have the alien monsters in there instead of the creatures you had in there. And it would have been easy. And he would have probably been fine with that.
44:22And you would have made a lot of money, but you weren't thinking that way. And I'm really interested in why. Well, we would have been paying him a lot of money. But the other thing is, at that time, I had already been involved with making something from someone else's property. So in my company, two companies before Id, on my second game dev company, we made an alien game. So we had a relationship with 20th Century Fox and a company called Infocom. And it was just like, wow, all the loops that we have to run through to get a decision made. Like when we're just trying to put something in this game, it's like, can we put this in the game?
45:07And it's like, that's not canon. And it's like, you can't invent new canon. You are only licensed these characters in this name. And it's just, why go through all that when you actually have a team that can invent brand new stuff? Why do you want to go back and just make someone else's intellectual property more valuable by inventing new things for it? And some people would like to do that. I mean, the Star Wars universe has expanded greatly in recent years because of all the amazing creatives that have come in and expanded the storylines and the different ways they could go. I love that. I'm so glad that people have done that.
45:43So I'm not saying it's a bad thing. But if you own a company yourself, you know, if you could make a lot of money doing that, sure. But if you have the ability to create something brand new like that from scratch, I would, as a creative person, I would be more inclined to create my own brand new thing than to, you know, enhance somebody else's already created world. Ultimately, right now, and obviously you're still involved in game development, you have a secretive game you're working on right now. What would you say are the, like when you're first mapping out the game, what would you say are the key elements of making a game successful?
46:24Is there an element of chance or are there things specifically you know, okay, design has to be like this, storytelling has to be like this and so on? Yes, to all that. There is definitely an element of chance and you need to know how to make a game. So you have to know how to make it as best as you can. You need to know what people will hopefully like in X years down the road when it actually launches. So you have to have a lot of experience with what's happening and where things might go and come up with a design that kind of wraps all that stuff up together. And, you know, things change constantly in game development.
47:00The idea that you have at the very beginning is usually not the thing that you ship. It's always the better thing. you know it's better than what you thought of because you're reacting to uh technology to changes in design in the world or different ways that people play and keep on changing your game to be the best thing that it can so when it comes out it was like wow we never would have been able to do this if this big thing didn't happen in the world or this idea had not launched or something so yeah it's it's all about being reactive okay so there's reactivity but there's also there's got to be, I imagine, something that keeps the interest of the gamers more than other games do.
47:41Like how can you, when you're analyzing games or when you're looking at game ideas or you see new games on the marketplace, do you have a sense like, oh, this is missing that mysterious component that makes people excited? Like I'm just curious, what is that mysterious component that would make a gamer excited on some games versus other games? Well, I think when it comes down to design, it comes down to the core loop of the game. Are the systems that you're putting into the game feeding directly into the core loop? And is every decision you make enhancing the core loop? So what the player is doing, as an example of a core loop, let's say we're talking about World of Warcraft.
48:22The core loop of World of Warcraft is move towards an enemy, engage with the enemy, fight the enemy, hopefully kill the enemy, get loot, get money, go buy better stuff, kill bigger enemies, get better loot, bigger loot, bigger money, go buy something even better. And you just keep progressing through the game, getting bigger, bigger, bigger, bigger, higher levels and higher levels. And so everything that you do, like, can I go talk to somebody to buy armor? Yes. That's part of the core loot because that armor is what I need to survive of the next wave of enemies that are tougher. Can I buy a better weapon?
48:58Yes, that's core to the loop, right? If you buy cheese, what is that for? Oh, well, maybe it's food and you need health. Okay, so the cheese actually gives you health. If the cheese didn't give you any health, what does it do? And if it feeds into being an ingredient to making a potion that gives you superpower, then yes, it's correct, right? It's valid. But if it's trash, what reason does it exist in the game? Does it keep the core? Does it make the core stronger? And if it doesn't, you should get rid of it, right? So you always have to make sure everything that you're putting in a game is feeding into what that core loop is all about, what that game is supposed to be doing.
49:39So now there's a bunch of games out there with exactly that core loop. How do you then go about enhancing it to make a new game? Like, what do you think about when you want to enhance the game experience using that same core loop? it's a lot of a lot of times it comes down to um like how is the player progressing through the game is the progression interesting enough are you giving the player enough choices to make that makes the game interesting like you know like when uh when you loot let's say when loot drops how are you dropping loot for the player maybe you've decided that in this next game we're gonna we're gonna come up with a different way of doing it because in our last game when a piece of loot dropped it was just like that's what it is there's your there's your um bracelet or whatever you know a trinket that will give you some kind of power in this game we're gonna make it so when it drops you get to choose which thing you want and it's like do you want these bracers or this glove and you're like oh geez it's a hard decision but it makes you think you know it's like that is gonna make this game a little bit more interesting by giving players a tough choice And so that could be just one of the many ways that you could enhance a game from something that was more simple to something that has a little bit more interesting choice.
50:55And what's another example of a core loop? Well, look at Angry Birds, right? As an example that you had mentioned, the core loop of Angry Birds is shoot bird into pigs, or shoot bird into something that will get rid of all the pigs. You have to get rid of all those pigs to finish a level. so um you only have so many birds that you can send out and you only have so many pigs you have to take out and if you can't do it then right you've lost but if you can you go to the next level and like that's the core loop so it's like can i get birds that are bigger that can go faster or farther or take more damage um so yeah there's there's a bunch of things you can do to just kind to add to what that core loop is about do you have uh do the pigs have a type of architecture that will bounce the bird off of it and repel them doing no damage to it like that's a pretty that would be a pretty strong piece of of enemy um uh you know uh defense and so like okay so how do we defend the enemy even better like explosive barrels so your bird blows up and when he hits a barrel and the pigs surround themselves with barrels.
52:06And so you can come up with all kinds of ideas that are different and more advanced than the previous game and decide whether they make sense, you know, to the game's aesthetic or the game's feel, you know, like if blowing up the birds is actually not a good idea for the intellectual property of the game, then you would never put the explosive barrels in it. But if the game is all about blowing them up, then it's a totally different world. So yeah, there's a lot of decisions you have to make. Yeah, I never really thought about, it's sort of like what Kurt Vonnegut says about fiction. Every word has to move your main character forward in some way.
52:43Otherwise you take the word out or sentence out. Exactly. That's exactly the same thing as the core loop. You've got to make sure you're enhancing it. That's interesting. And you can enhance the core loop not only in a sequel to a game, but even in levels. Like, you know, the first level of Angry Birds might not have exploding barrels, but then the second level has them and so on. Or like in Pac-Man, the ghosts... Yeah, the ghosts don't turn back around. The ghosts take a long time before they turn back to normal. And then on higher levels, they turn. It's just a few seconds and then they're back.
53:19Or even one second, you know, like the higher levels. And that's called ramping. That's where you basically make things simple and it gets progressively more difficult over a ramp. Yeah, I think that's what makes... I'm still fascinated by how Asteroids, which I always think of as one of the first, it was probably the first arcade game I played after Pong. Asteroids is still a fun game. I recently was in a computer museum and there was an Asteroids machine there and I played it for the first time in decades. And it's still like a great game. Yeah, that's why it's a classic. It was perfectly designed for what it was and it was executed extremely well.
53:59It was smooth, fast, and it had progression harder and harder to go up levels, you know, like when the little spaceship at the top is starting to shoot at you and, you know, hear the dun, dun, dun, dun, dun. Yeah. Going faster and faster. That there's more asteroids, which means more little pieces flying all over the place when you blow them up. And it had great progression. Yeah, EdLog did a great job there. It was EdLog that did that. Yeah, so, like, now, if you were 17, 18 years old right now and you loved games and you were a good programmer and you wanted to get in the gaming industry, what advice would you give someone like the 17-year-old you now?
54:40I would say the game industry has so many jobs in it right now, from writers to sound effects designers to programmers of 15 different types, I mean, or even more. You could do anything in the game industry. So find something you think that you're going to like and start learning about it because all the information you need is free and online right now. And if it turns out that you don't like it that much, switch to something that you think is even better. And as soon as you can, team up with somebody who's also trying to make a little indie game. Try and learn from each other and try to make something really small at the very beginning.
55:20And just get your feet wet and just start doing something. And you will get yourself in the game industry pretty quickly. You know, alongside this, what's the role of a game engine for an indie designer? Can you describe what a game engine is? Yeah, a game engine basically is a big, complex piece of code that will do everything that you need to see 3D graphics on the screen, to see stuff on the screen quickly. Even sometimes with just dragging and dropping 3D models that you can get online. You drag it and drop them into a scene and run it and see your scene run around it immediately in an engine, let's say like Unreal Engine.
56:02And what an engine does is it takes care of all the difficult programming necessary to even allow those 3D graphics in the computer and to put them up on the screen and to make them look the way that you want them to look and to allow you to even program a game. It just handles all of it. You're not doing it from scratch because if you're programming a game from scratch, you have nothing that you could put up on the screen. You have to figure out how to even turn the screen on to make a graphics mode turn on and then figure out how do you even do 3D stuff, which is, you know, it's months worth of work to figure out how to even put something up on the screen in 3D.
56:42That's, you know, they use an engine. It happens within seconds. now when you're developing a game do you ever get like the equivalent of writer's block like gamer's block it depends on what it is but usually not i work with a lot of really great people on my team and everybody has an idea for anything you say anything to somebody they already have something they could spit out at you which then makes you think of something else which then you have a design conversation and evolve something really cool pretty quickly. So yeah, a lot of times I'm not stuck doing something on my own that I can't figure out.
57:20There's too many examples of cool stuff out there that you can take ideas from to modify your idea and change it into something new. Like what? What excites you most right now about the future of gaming? Is it, you know, we've talked a little about VR, AR, AI. Where do you see games five to 10 years from now? I can't even say. They're going to be very different, right? And the reason why is because within some 10-year span, a massive surprise happens to everybody, right? No one's prepared for it. But somebody's thinking about something amazing right now that they're going to release and it will change things.
58:04And you can never predict what that thing is. And that's the rise of Minecraft and the rise of Facebook gaming that no one would have seen. The massive investment in VR to create the best VR headsets the world has ever seen, which spurs on lots of new innovation and design. You know, AI, like where's that going? Who knows? The iPhone changed everything with handheld gaming. The internet changed all gaming, right? It's like, you can't, within a 10-year span, more than one, usually, more than one massive surprise is going to happen that nobody had seen. I can't tell you what it's going to be like, other than it'll be cooler than it is right now.
58:48Like, is there an example where you were working on a game and one of these massive surprises happened and you said to everybody, we got to use this new tech in the game and it completely redid the game? No, never have done that. Always, like when you're working on a game, it's usually you are fixed on a schedule for years to get something done. And you can't just go like, oh, forget it all. Something else came out because that's almost certain doom to some companies. But sometimes, you know, you're at the right time in the right place and you can be responsive like that. The way that Fortnite was responsive to the emergence of PlayerUnknown's Battlegrounds, and they put the Battle Royale design into Fortnite and basically did an amazing job.
59:37And when you relax, do you play computer games? Yeah, yep. All kinds of games. Like, what are your favorite computer games to play? I like shooters, definitely. I like playing shooters. I actually like learning how to code, too. like learning new languages and trying new things out. That's something that's super fun. It's a totally different kind of fun than playing games, but it's almost like that much fun playing a game, coding and learning new things. So it's kind of unlimited. You're about the same age as me. Do you still code? Yeah, oh, definitely. I've had a hard time, maybe because I've taken breaks from it.
1:00:20I was heavily into coding when I was younger, and I went to undergrad, grad school for it. And my first bunch of jobs were all coding jobs. But now I can't code at all. It's like my brain is missing something. I think it's because I've always coded since I was 11. And I mean, the first 10 years of over 10 years, 15 years was intense, nonstop coding. And it's the stuff you'll never forget because it was so intense. Like I can program an Apple II right now in assembly language without even needing to look stuff up because I lived in it, you know, for so long, so many years. It's burned in. It's not going away.
1:01:06So, yeah, it's just – you just keep on top of it and it won't go away. Well, John Romero, creator of really the first-person shooter genre, which has lasted forever. forever. I mean, how many games are in that genre would you think? Oh, thousands and thousands, tons. And, and doom or, you know, maybe Wolfenstein 3D, but doom was the first one I played, which you created, you know, and author of the book, doom guy, life in first person. Thank you so much for, for sharing your experiences. Thank you for creating doom and forcing me to waste hundreds or thousands of hours of time in my life. I really enjoyed it.
1:01:50and appreciated it. And thanks for coming on the podcast. Well, thanks for having me. It's been really fun talking about this. Thank you.
From the publisher
Step into the world of legendary gaming as James Altucher sits down with none other than John Romero, the brilliant mind behind the groundbreaking first-person shooter, DOOM. Join us on this captivating episode of The James Altucher Show, as we delve into the fascinating journey of a visionary video game developer who revolutionized the gaming industry.For over three decades, FPS games have enthralled gamers worldwide, and DOOM stands tall as one of the pioneers that defined the genre. In this candid conversation, James reminisces about his exhilarating experiences with DOOM, which captured the hearts of millions with its unparalleled 3D graphics and immersive gameplay.John Romero takes us back to the inception of DOOM, sharing the challenges and triumphs he faced while creating this iconic masterpiece. Discover the secrets behind what makes a great game, as he imparts invaluable insights into the gaming business and industry, making this episode a must-listen for aspiring game developers.As a special treat, John Romero talks about his compelling book, Doom Guy: Life in First Person, offering a glimpse into the life of a gaming genius and the creative process that spawned a cultural phenomenon.Tune in to witness an engaging conversation filled with nostalgia, wisdom, and passion that continues to drive John Romero's indelible impact on the gaming world. Whether you're a seasoned gamer or simply curious about the magic behind the pixels, this episode will surely leave you inspired and entertained. Don't miss this rare opportunity to hear from the visionary mind behind DOOM, only on The James Altucher Show.-----------What to write and publish a book in 30 days? Go to JamesAltucherShow.com/writing to join James' writing intensive!What do YOU think of the show? Head to JamesAltucherShow.com/listeners and fill out a short survey that will help us better tailor the podcast to our audience!Are you interested in getting direct answers from James about your question on a podcast? Go to JamesAltucherShow.com/AskAltucher and send in your questions to be answered on the air!------------Visit Notepd.com to read our idea lists & sign up to create your own!My new book Skip the Line is out! Make sure you get a copy wherever books are sold!Join the You Should Run for President 2.0 Facebook Group, where we discuss why you should run for President.I write about all my podcasts! Check out the full post and learn what I learned at jamesaltucher.com/podcast.------------Thank you so much for listening! If you like this episode, please rate, review, and subscribe to "The James Altucher Show" wherever you get your podcasts: Apple PodcastsStitcheriHeart RadioSpotifyFollow me on Social Media:YouTubeTwitterFacebook
------------What do YOU think of the show? Head to JamesAltucherShow.com/listeners and fill out a short survey that will help us better tailor the podcast to our audience!Are you interested in getting direct answers from James about your question on a podcast? Go to JamesAltucherShow.com/AskAltucher and send in your questions to be answered on the air!------------Visit Notepd.com to read our idea lists & sign up to create your own!My new book, Skip the Line, is out! Make sure you get a copy wherever books are sold!Join the You Should Run for President 2.0 Facebook Group, where we discuss why you should run for President.I write about all my podcasts! Check out the full post and learn what I learned at jamesaltuchershow.com------------Thank you so much for listening! If you like this episode, please rate, review, and subscribe to "The James Altucher Show" wherever you get your podcasts: Apple PodcastsiHeart RadioSpotifyFollow me on social media:YouTubeTwitterFacebookLinkedIn
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