Skip to content
Scan a barcode
Scan
Paperback Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Book

ISBN: 0812972155

ISBN13: 9780812972153

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture

Select Format

Select Condition ThriftBooks Help Icon

Recommended

Format: Paperback

Condition: Very Good

$10.39
Save $9.61!
List Price $20.00
Almost Gone, Only 1 Left!

Book Overview

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history--Doom and Quake--until the games they made...

Customer Reviews

5 ratings

Suck it Down! Wonderful book for even non-fans

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.

Great Book!

I read this book in a matter of days. It is a great read with a lot of in-depth interviewing of the guys at id. The author really put a lot of time and effort into making this book very detailed. I gave it a 5 out of 5 because my ambition is to be game programmer and this book helped me see what these "kids" went through to becomming head of the video gaming empire.

Excellent "Behind the Video Gamer Makers" story

Kushner's book is a "Behind the Music" type of story detailing what drove these young men to devote their lives to making some of the world's greatest video games. You'll especially love it, if like me, you played Wolfenstein 3D, DOOM, and Quake in the 80s and 90s, and wondered how id software could revolutionize gaming every few years. The author gives a great inside scoop on how Carmack created graphics engines that turned the PC into a gaming machine, which at that point in time seemed almost unthinkable. Romero, in the early days, was the perfect complement to Carmack's skills, creating the first level editing tools to develop levels for Commander Keen and Wolfenstein. And the rest of the people at id software--Adrian Carmack, Tom Hall, etc., their stories are detailed, as well as people like DWANGO Bob, who made money off networked DOOM servers before the Internet came along. My only wish was that the book had pictures so we could visualize what everyone looked like at the time!

A Classic Business Parable

Americans spend more money on electronic games than they do on movie tickets. Much of the enthusiasm for the games comes from "Doom" which was released ten years ago. Every gamer knows about Doom, and every parent who had not already worried about it was able to worry about it after it was blamed for inspiring the Columbine murderers. Doom was the brainchild of two gamers and computer geeks who are among the army of dweebs changing the way the world does things electronically. Its huge success merits study and understanding, and in _Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture_ (Random House) by David Kushner, it gets just the sort of exciting and weird history that ought to bring enchantment to gamers, envy to investors, and enjoyment to anyone interested in our modern ways of amusing ourselves.Their many fans call them "The Two Johns," John Carmack and John Romero. They were both products of broken homes, and of the years when video games were enjoyed in arcades only. Both of them were better at playing video games and writing programs than they were at making grades or making friends. They came up with real innovations, now taken for granted, like side scrolling for the PC or rooms with skewed walls. All were steps to make the games look better, of course, but the overall effect was to make them more involving, increasing the illusion that "You are not just playing the game, you're inhabiting it." They also increased the blood; monsters or bad guys that were killed did not simply vanish when brought into the sights and fired upon. These were not the only innovations; Doom, released in 1993, featured the "Deathmatch" in which players could play together or against each other. There might be mutants afoot, generated by the game, but players could also plot with or against each other, and blow each other away. Doom (and their follow-up, Quake) proved to be so addictive and involving that players would be glued to their computers, even if they were suffering motion sickness induced by the realistic visions on the screen. The book's concentration on the tale of the two gamers, Carmack the programmer and Romero the designer, will make it a pleasure to read even for those who know nothing about computers. The eventual split between them, fuelled by millions of dollars, is, of course, a classic business parable. Their company changed computer games, and in some ways, the computer industry, forever. _Masters of Doom_ is an impressive documentation of how games got to be the way they are now, as well as a social history of the lives and times of two key game makers. Kushner wisely does not go into deep sociological examination of the effects of the games' violence, but of course the two Johns weren't interested in any moral implications of their wares. "Doom was cowboys and Indians with better special effects," Kushner explains, and though this might be too light an analysis, it is much more fitting than

Pizza, Diet Coke, Games, and All Night Programming!

In this book, David Kushner documents the lives of two influential game programmers, John Romero and John Carmack - the guys who created Doom and id Software. It chronicles the lives, the company, the gaming industry, and the impact of these two young computer geniuses. It's a quick, fluid read that is not only entertaining, but is awe inspiring as well. This is a fascinating book on many fronts. It describes how two kids got into games from the early childhoods, describes their fascination with computers in general, and their dreams. It goes from a tale of two kids with ideas, to their technological innovations, to business start, to their monumental growth, and finally to their fallout. It sheds light not only independent game programming, but of the type of people who develop and play these first person shooters like Doom. Not only is this a biography, or a game book, it's also sort of the "startup.com" of the gaming world. With a good mixture of business, gaming, with unique and individual characters, it indirectly describes the world of gaming companies and what it takes to make a good, and bad, company.While a good book for all, it's a must for anyone who loves games or is into software development.
Copyright © 2024 Thriftbooks.com Terms of Use | Privacy Policy | Do Not Sell/Share My Personal Information | Cookie Policy | Cookie Preferences | Accessibility Statement
ThriftBooks® and the ThriftBooks® logo are registered trademarks of Thrift Books Global, LLC
GoDaddy Verified and Secured