In this episode of the “Science vs” podcast, host Wendy Zukerman interviews John Romero, a computer and video game legend known for designing and publishing over 130 games, including Doom, Quake, Wolfenstein 3D, and Commander Keen. Romero shares insights into his prolific career, the path to innovation, and the process of building games. He also discusses his memoir, Doom Guy, life in first person, and his experiences growing up in Tucson, Arizona.
John Romero’s childhood in Tucson, Arizona, was marked by poverty and an abusive father. Despite the challenges, Romero developed a passion for programming and gaming. Growing up near the Yaki reservation also influenced his understanding of his Mexican heritage.
Romero’s interest in programming was driven by his desire to create games. He made breakthroughs in gaming by creating the first navigable maze on a screen, adding a third dimension of movement. His focus on efficiency, optimization, and scoping allowed him to create multiple games in a short period.
Romero and his team revolutionized the gaming industry with games like Wolfenstein 3D, Doom, and Quake. They introduced high-speed 3D, multiplayer mode, and modding capabilities. The team’s dedication to pushing boundaries and their focus on optimizing technology led to the creation of legendary games.
Romero emphasizes the importance of focus, scoping, and removing elements that don’t contribute to the soul of a game. His hyperthymesia, a memory disorder, has both advantages and challenges in game design and programming. Collaboration, efficient teamwork, and a strong vision were crucial to Romero’s success.
John Romero’s journey as a computer and video game legend showcases the power of passion, focus, and innovation in the gaming industry. From his challenging childhood to his groundbreaking contributions to gaming, Romero’s story is one of resilience and creativity. His memoir, Doom Guy, life in first person, offers a deeper look into his experiences and the history of id Software.