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Tim Ferriss · 2023-07-14

Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games | Tim Ferriss Show

DOOM co-creator John Romero on a brutal childhood, teaching himself code at 11, and inventing high-speed 3D gaming at id Software.

Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games | Tim Ferriss Show
The guest

John Romero: Game designer and programmer; co-founder of id Software and co-creator of Wolfenstein 3D, DOOM, and Quake; author of the memoir DOOM Guy: Life in First Person.

What this episode covers

John Romero recounts his hardscrabble childhood in Tucson with an alcoholic, abusive biological father, then his discovery of computers at a college lab at age 11 in 1979 where he taught himself to code from a BASIC book. He explains how he landed a programming job at a Cold War Aggressor Squadron on day two of his sophomore year, and how he and three others founded id Software in 1991, shipping 13 games that year by relying on a decade of experience, tight scoping, and a no-prototypes philosophy. The conversation digs deep into the technical and design breakthroughs behind smooth high-speed 3D rendering, Wolfenstein 3D, and DOOM, including the famous press release issued before a single line of DOOM was written. Romero also discusses living with hyperthymesia, the late addition of multiplayer to DOOM, and his burnout-driven departure from id Software after shipping Quake in 1996.

Recommended on this episode

MediaRecommended

MyHouse.WAD

“one of the greatest mods that has been created ... Incredible”
“one of the greatest mods that has been created was released not that long ago, this year. Incredible. It's called MyHouse.WAD”— John Romero

The guest's own work

MediaBy the guest

Hovertank One

id Software

“The first 3D game that we made was called Hovertank One, and that was just to get our feet wet in 3D”— John Romero
MediaBy the guest

Wolfenstein 3D

id Software

“When we're coming up with the design of the game, let's say in this case it's Wolfenstein 3D”— John Romero
MediaBy the guest

Spear of Destiny

id Software

“Right after Wolfenstein 3D, we made Spear of Destiny. That took us two months. That was number 88.”— John Romero
MediaBy the guest

DOOM

id Software

“we're going to start working on this new game that we called DOOM”— John Romero
MediaBy the guest

Quake

id Software

“We started making the last game that I had worked on, at id Software's named Quake, and we started working on Quake in 1995”— John Romero
MediaBy the guest

DOOM II

id Software

“He had already kind of started planning the technology at the end of '94 when we were finishing DOOM II”— John Romero
MediaBy the guest

Commander Keen

id Software

“we pioneered the idea of an engine in 1990 with our original Commander Keen game. We started calling it an engine even before we launched Keen”— John Romero
BookBy the guestISBN verified

DOOM Guy: Life in First Person

John Romero

“What led you to want to write your memoir, DOOM Guy: Life in First Person? What were the reasons for wanting to write this book”— Tim Ferriss

Also referenced (named, not recommended)

MediaReferenced

Hunt the Wumpus

“he starts showing me these really early text games, and these text games are Hunt the Wumpus and Star Trek and Poison Cookie”— John Romero
MediaReferenced

Star Trek

“these text games are Hunt the Wumpus and Star Trek and Poison Cookie and these just really early, early games”— John Romero
MediaReferenced

Poison Cookie

“these text games are Hunt the Wumpus and Star Trek and Poison Cookie and these just really early, early games”— John Romero
ProductReferenced

TRS-80

Radio Shack

“like Radio Shack has a TRS-80 or something, I would sit down and I would find one of the books that has programming in it”— John Romero
MediaReferenced

Battlezone

Atari

“not until we get to, say, Battlezone in 1980 does it become very smooth. And Battlezone is line-drawn pyramids and stuff”— John Romero
MediaReferenced

Might & Magic

New World Computing

“if you play, say, Might & Magic, you'll see it. I think some Wizardry games also had it. And even Ultima”— John Romero
MediaReferenced

Wizardry

Sir-Tech

“if you play, say, Might & Magic, you'll see it. I think some Wizardry games also had it. And even Ultima”— John Romero
MediaReferenced

Ultima

Origin Systems

“And even Ultima, when you go into the dungeons, you'll see a rendered 3D view that has texture on it”— John Romero
MediaReferenced

Super Mario Bros.

Nintendo

“Yeah, Super Mario Bros. is a side-scrolling game, and there were thousands of them throughout the '80s”— John Romero
MediaReferenced

Castle Wolfenstein

Muse Software

“the inspiration for Wolfenstein 3D was a 1981 game called Castle Wolfenstein. And it had a lot of really great gameplay features”— John Romero
MediaReferenced

ShadowCaster

Raven Software

“There was a game called ShadowCaster that used our technology that we had made. So all the tools that I wrote”— John Romero
MediaReferenced

Ultima Underworld

Blue Sky Productions

“Ultima Underworld was out, and it was a really great roleplaying game set in 3D, but the 3D let you turn your head and look up and down”— John Romero
MediaReferenced

Blackroom

Night Work Games

“There was a game that I was working on called Blackroom, and every once in a while I get people asking, 'So what's up with Blackroom?'”— John Romero
MediaReferenced

The Color of Money

“He was watching Tom Cruise's The Color of Money movie and when he was watching it and he saw that the guy walk up to Tom Cruise”— John Romero

Big reveals from this episode

  • As a six-year-old, Romero's father drove him and his four-year-old brother into the desert and left them there; John recognized where they were and followed the truck back until his mother made his father retrieve them.
  • On the second day of school in 1983, Romero's programming teacher drove him to the Aggressor Squadron on base, where Captain Spencer opened a bank-vault door and hired him on the spot to program their Cromemco mini computer.
  • Romero explains that when id started doing 3D in 1991 they used solid-color walls but could move through the maze perfectly smoothly and turn in any direction at high speed, which nobody had seen before.
  • John Carmack figured out how to do pixel-smooth horizontal scrolling on a PC, something undiscovered for nine years since the PC's introduction, making PC games look like a Nintendo and effectively giving birth to id Software.
  • After a two-week vacation, id put out a press release in January 1993 declaring DOOM would be the best game anyone had ever played on a PC, before they had even started writing the game.
  • In early October, Romero realized while reviewing the press release that DOOM had no multiplayer; Carmack solved it in hours with a peer-to-peer networking model, bolting it on so it felt like it had always been there.
  • After shipping Quake in 1996, Carmack and others no longer wanted to work with Romero, so they asked for his resignation; he had already planned to leave to start a design-focused company (Ion Storm) with Tom Hall.

Worth remembering

  • In the 1970s computers were essentially nonexistent in homes; Romero estimates only thousands of people in the US had one, and they had likely built it themselves.
  • id Software made 13 games in 1991, producing two games at a time with a game typically taking two months.
  • id's first 3D game, Hovertank One, was made in two months just to get their feet wet in 3D.
  • Wolfenstein 3D was inspired by the 1981 game Castle Wolfenstein, described as effectively the first stealth game.
  • Romero counted Wolfenstein 3D as his 87th game, Spear of Destiny as number 88, ShadowCaster as 89, and DOOM as roughly number 90.
  • Romero has hyperthymesia, a memory disorder giving superior autobiographical recall that can also be induced (for example by a blow to the head).
  • To stay in sync, id worked two games in shifting eight-hour blocks (e.g., 10:00 to 6:00 on one game, then 6:00 to 2:00 on the next), working all waking hours throughout 1991.
  • The DOOM cheat code reference 'Smashing Pumpkins Into Small Piles Of Putrid Debris' came from a crude fan-made game spawned by Usenet hype before DOOM's release.
  • When id shipped DOOM the company had only six developers plus three others handling business and support; it was 13 people when Quake launched.
  • The name DOOM came from Carmack watching The Color of Money, where Tom Cruise's character calls the cue stick in his case 'doom.'