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Masters of Doom

Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture
by David Kushner 2003 368 pages
Biography
History
Video Games
Listen
8 minutes

Key Takeaways

1. The birth of id Software: From Softdisk to revolutionary game developers

"This is it," he said. "We're gone!"

Humble beginnings. John Carmack and John Romero met while working at Softdisk, a software company in Shreveport, Louisiana. Their shared passion for game development and innovative programming led them to create Commander Keen, a groundbreaking side-scrolling game for PCs.

Formation of id Software. Recognizing their potential, Carmack and Romero, along with Tom Hall, Adrian Carmack, and Jay Wilbur, left Softdisk to form id Software in 1991. The company's name, short for "in demand," reflected their ambition to create cutting-edge games that would revolutionize the industry.

  • Key members:
    • John Carmack: Technical genius, focused on game engines
    • John Romero: Creative force, game designer, and level creator
    • Tom Hall: Game designer and creative director
    • Adrian Carmack: Lead artist (no relation to John Carmack)
    • Jay Wilbur: Business manager

2. Wolfenstein 3D: Pioneering the first-person shooter genre

"We're not worthy, we're not worthy, we're not worthy," the gamers cooed to John Romero or, as he was lately referring to himself, God.

Breakthrough technology. Wolfenstein 3D, released in 1992, was a landmark achievement in gaming history. John Carmack's innovative graphics engine allowed for smooth, fast-paced 3D-like gameplay, a feat previously thought impossible on personal computers.

Shareware model. Id Software adopted a shareware distribution model, releasing the first episode for free and charging for the full game. This strategy proved highly successful, allowing Wolfenstein 3D to reach a wide audience and generate significant revenue.

Cultural impact:

  • Established the first-person shooter (FPS) genre
  • Introduced mature themes and violence to PC gaming
  • Sparked debates about violence in video games
  • Inspired numerous imitators and successors

3. Doom: Redefining gaming and sparking controversy

"This is going to be the fucking coolest game that the planet Earth has ever fucking seen in its entire history!"

Technological marvel. Doom, released in 1993, pushed the boundaries of PC gaming even further. Its advanced graphics engine allowed for more complex level designs, improved textures, and dynamic lighting, creating an immersive and terrifying experience.

Multiplayer revolution. Doom introduced "deathmatch" multiplayer, allowing players to compete against each other over local area networks (LANs). This feature became a cornerstone of the FPS genre and paved the way for online multiplayer gaming.

Controversy and cultural impact:

  • Graphic violence and demonic imagery sparked outrage
  • Blamed for inspiring real-life violence, including the Columbine High School shooting
  • Popularized game modding, allowing players to create custom levels and content
  • Established id Software as a leading game developer
  • Generated millions in revenue and spawned a multimedia franchise

4. The rise of multiplayer gaming and online communities

"Electronic games are the extreme games of the mind," said an entrepreneur behind a chain of virtual reality arcades in New York, Chicago, and Sydney, "so, let's bring the cyberathletes into arenas and elevate this to a spectator sport."

DWANGO and online play. The Dial-Up Wide Area Network Game Operation (DWANGO) service, created by Bob Huntley and Kee Kimbrell, allowed players to connect and play Doom online. This innovation laid the groundwork for future online gaming platforms.

Competitive gaming. Doom and Quake tournaments became popular, with players competing for prizes and recognition. This trend eventually led to the rise of professional esports.

Community-driven development:

  • Players created and shared custom levels and mods
  • Online forums and bulletin board systems fostered game discussion
  • Clans and gaming communities formed around popular titles
  • Developers began incorporating player feedback into game design

5. Quake: Pushing technological boundaries and competitive gaming

"For me, while I do take a lot of pride in shipping a great product, the achievements along the way are more memorable."

Technological leap. Quake, released in 1996, featured a fully 3D engine created by John Carmack. This breakthrough allowed for more realistic environments and player movement, setting a new standard for FPS games.

Online gaming focus. Quake was designed with multiplayer in mind, featuring improved netcode for smoother online play. The game's popularity led to the creation of QuakeWorld, a version optimized for internet play.

Competitive scene:

  • Quake became a staple of professional gaming tournaments
  • Players like Dennis "Thresh" Fong gained fame and sponsorships
  • The Cyberathlete Professional League (CPL) was formed, hosting major Quake tournaments
  • Quake's success influenced the development of future competitive FPS games

6. The split of Carmack and Romero: Diverging visions for game development

"Romero is chaos and Carmack is order," he said. "Together they made the ultimate mix. But when you take them away from each other, what's left?"

Creative differences. As id Software grew, tensions arose between John Carmack and John Romero. Carmack focused on technological advancements, while Romero emphasized game design and ambitious projects.

Romero's departure. In 1996, Romero left id Software to form Ion Storm, aiming to create more design-driven games. His ambitious project, Daikatana, faced numerous delays and ultimately failed to meet expectations.

Impact on id Software:

  • The company continued to focus on technology-driven game development
  • Quake III Arena emphasized multiplayer gameplay over single-player experiences
  • Id Software's culture became more structured and less chaotic
  • The loss of Romero's creative input affected the company's game design approach

7. Legacy and impact: How id Software shaped the gaming industry

"We build games that we think are going to be fun. All the games we enjoyed like Defender and Robotron were all about running around and blasting things. The gore and graphics just make an already challenging and interactive game more visceral."

Technological innovation. Id Software's game engines, from Wolfenstein 3D to Quake, consistently pushed the boundaries of what was possible in computer graphics and gameplay.

Business model influence. The company's success with shareware distribution and engine licensing changed how games were developed and sold in the industry.

Cultural impact:

  • Popularized the FPS genre, influencing countless games and developers
  • Sparked debates about violence in video games and their effects on society
  • Fostered a culture of modding and community-driven content creation
  • Laid the groundwork for competitive gaming and esports
  • Inspired a generation of game developers and programmers

Lasting legacy. Despite controversies and internal conflicts, id Software's innovations in game technology, design, and distribution continue to shape the gaming industry today. The company's emphasis on pushing technological boundaries and creating immersive, fast-paced experiences has left an indelible mark on video game history.

Last updated:

Review Summary

4.29 out of 5
Average of 18k+ ratings from Goodreads and Amazon.

Masters of Doom is highly praised for its engaging narrative of id Software's rise and the partnership between John Carmack and John Romero. Readers appreciate the nostalgic journey through 90s gaming history and the behind-the-scenes look at game development. The book effectively portrays the contrasting personalities of the two Johns and their impact on the industry. While some criticize the writing style and character portrayals, most find it an entertaining and insightful read. The book resonates particularly well with those who grew up playing id Software's games.

About the Author

David Kushner is a respected journalist and author known for his contributions to prominent publications such as Wired, Rolling Stone, and Spectrum. His work has garnered awards and recognition in the field of journalism. Kushner's expertise extends beyond writing, as he also serves as an adjunct professor of journalism at New York University. His ability to delve into the world of technology and gaming has made him a valuable voice in chronicling the stories behind influential figures and companies in these industries. Kushner's writing style, which combines thorough research with engaging storytelling, has earned him a dedicated readership and critical acclaim.

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