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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Hardcover – May 6 2003


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Product Details

  • Hardcover: 352 pages
  • Publisher: Random House (May 6 2003)
  • Language: English
  • ISBN-10: 0375505245
  • ISBN-13: 978-0375505249
  • Product Dimensions: 24.2 x 16.4 x 3 cm
  • Shipping Weight: 599 g
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (48 customer reviews)
  • Amazon Bestsellers Rank: #521,964 in Books (See Top 100 in Books)

Product Description

From Publishers Weekly

Long before Grand Theft Auto swept the video gaming world, whiz kids John Romero and John Carmack were shaking things up with their influential-and sometimes controversial-video game creations. The two post-adolescents meet at a small Louisiana tech company in the mid-1980s and begin honing their gaming skills. Carmack is the obsessive and antisocial genius with the programming chops; Romero the goofy and idea-inspired gamer. They and their company, id, innovate both technologically and financially, finding ways to give a PC game "side-scrolling," which allows players to feel like action is happening beyond the screen, and deciding to release games as shareware, giving some levels away gratis and enticing gamers to pay for the rest. All-nighters filled with pizza, slavish work and scatological humor eventually add up to a cultural sea change, where the games obsess the players almost as much as they obsess their creators. Fortunately, journalist Kushner glosses over Carmack and Romero's fame, preferring to describe the particulars of video game creation. There are the high-tech improvements-e.g., "diminished lighting" and "texture-mapping"-and pop cultural challenges, as when the two create an update of the Nazi-themed shooter Castle Wolfenstein. The author gives his subjects much leeway on the violence question, and his thoroughness results in some superfluous details. But if the narration is sometimes dry, the story rarely is; readers can almost feel Carmack and Romero's thrill as they create, particularly when they're working on their magnum opus, Doom. After finishing the book, readers may come away feeling like they've just played a round of Doom themselves, as, squinting and light-headed, they attempt to re-enter the world.
Copyright 2003 Reed Business Information, Inc.

From School Library Journal

Adult/High School-John Romero and John Carmack started programming games as teens. After they met, they became the first to make a video game on the PC that scrolled smoothly. In their 20s, they went on to create the hugely popular and controversial video games Doom, Wolfenstein 3-D, and Quake. But the passions that drove them to stay up late night after night, living on pizza and Cokes, drove them apart, causing Romero to leave to form his own company. The book traces their successes and failures, giving some insight into what it means to be a video-game designer, and is liberally sprinkled with humor, much of it from the twisted minds of the programmer/gamers themselves. Readers may not find the individuals likable, but they will be fascinated by watching what happens to them. While much of the story takes place in the '90s, the book continues on into the 21st century, where Carmack's Quake 3 is still heavily played and Romero's Daikatana has become one of the most hyped failures in video-game history. The company the young men founded, id Software, continues to be a force in gaming. Both video-game players and budding venture capitalists will find something entertaining and educational here.
Paul Brink, Fairfax County Public Library, VA
Copyright 2003 Reed Business Information, Inc.

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Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. Read the first page
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4.6 out of 5 stars
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Format: Paperback Verified Purchase
I have bought this book few days ago and I cannot stop reading it. It is well written and even if I have read only about 50 pages, I cannot stop reading it. I like the way chapters are divided so far. It is easy to understand each characters and to understand how they travail through their life to become those great developers. I think that this book is a must read for those who has played Commander Keen, Wolfenstein and Doom. Being a developer myself, the story of the glory of nerds always intrigued me. If you are in the IT domain, I suggest that you read this book.

Edit:
I am done with this book. I read it within 2 weeks. One of the best book I have read of my life. It is awesome to see the rise and fall of John Romero and see how John D. Carmack seem to be so in control but cold in the same time. The only negative comment that I have is that it ends at 2003. I had to go on Wikipedia to know what happen from there :) A highly recommend book if you like real story of fame that does not end the way you may think.
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Format: Paperback Verified Purchase
Masters of Doom tells a business story so crazy, fast-paced and fun that you won't be able to put the book down. The book tells of the rise and fall of two figureheads in the video game industry. People who have played ID's games may find a deeper appreciation for some of the interesting details and ridiculous anecdotes peppered throughout the story. Even if you haven't played the games though, I would suggest reading the book. It's a fascinating story which proves that with the right mixture of brains and practicality, amazing things are possible - and you might just gain a deeper appreciation for video games and the people who make them by reading the book. My mother, a 55 year old woman, loved the book and she knows nothing about video games.

It's a page turner for sure and I highly recommend it.

Warning: The book was last revised in 2003, so some of the details about the "present time" are somewhat inaccurate, but this only represents a small portion of the book.
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Format: Hardcover
I cannot give this book any higher praise than I will now attempt to bestow.
This is a fascinating account of perhaps the most intriguing story in the world of computer gaming: the story of id Software's rise to prominence through the development of Wolfenstein 3D, Doom, and Quake, as well as the highly publicized split between the two men most responsible for these blockbusters, the two Johns: John Carmack and John Romero.
The book is not only an entertaining blow-by-blow account of the events that transpired in this story, but is also a cunningly crafted and penetrating look inside the psyche and personality of two fascinating human beings, and the wild initial success of colloboration followed by the bitter conflict bred by the polar forces that drove them. As such, its appeal transcends that of the video gaming community; it is a marvelous case study in sociology as well as a chronicle of the creation of computer games.
Masters of Doom is ultimately a "rise and fall" tale, in a sense. id Software, John Carmack, and John Romero will likely never reach the heights they achieved in the glory days following the release of Doom, but it is arguable that no single company or individual developer will ever do so again either.
The book is uncompromising in its account of the conflicts, and assesses blame only through the eyes of the people involved, without sounding preachy. Kushner assumes a neutral role and presents a remarkably balanced portrayal of the events, siding with neither Romero nor Carmack on the critical issues, leaving the reader with the accurate perception that both were right in their own way.
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Format: Hardcover
What a gripping glimpse behind the curtain! Even if you don't like video games, you can't ignore the human drama in this story: two towering personalities who transcend their work; office politics for huge stakes; the birth of a multi-billion dollar industry; a blast of creative spirit so strong it still gets my heart going.
The story is perfectly readable for a "non-fan", and I'd bet a game-hating girlfriend or wife would enjoy this book and maybe even feel a connection. The game developers at "id" were like snotty kids who created a huge fad, only to discover they had talent and the fad wasn't going away. John Carmack was the brains and John Romero the heart, an incredible partnership of opposites that created (or at least cemented) an new form of entertainment, only to break up at the height of their success. Like the Beatles, fans have argued who had the greatest impact, but in truth the magic was lost and never really regained.
By now their story has been ground into the dirt by the gaming press. At the time, the events seemed very one-dimensional with clear losers (first Carmack, then Romero), but author Kushner points out enough obvious contributions that I was reminded of the greatness of the partnership, not their egos. Hardcore fans will find all kinds of "So THAT's what happened" moments, lots of cameos and observations from famous id employees, and the all important history of the "Two Johns" after their break-up. The story of Ion Storm is included but too brief to feel authentic (ion deserves it's own book) and Kushner follows the conflicts within id after Romero left.
I don't have enough good things to say. This book isn't perfect, but the subject is so fascinating I couldn't put it down. Buy it, now.
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