[HN Gopher] John Romero on his book "Doom Guy" and developing ga...
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       John Romero on his book "Doom Guy" and developing games at a small
       scale
        
       Author : riidom
       Score  : 35 points
       Date   : 2023-09-25 19:50 UTC (3 hours ago)
        
 (HTM) web link (howtomarketagame.com)
 (TXT) w3m dump (howtomarketagame.com)
        
       | bitwize wrote:
       | I was just thinking about Romero. I was watching the "Wha
       | Happun?" episode about the System Shock remake, and I realized...
       | back in the day we made fun of Romero for his mismanagement of
       | the Daikatana kerfuffle: schedule slip after schedule slip,
       | changing engines twice, the staff quitting and needing to almost
       | be completely replaced, it's no wonder the game turned out crap.
       | But so many of today's games have most or all of these problems.
       | System Shock (2023) changed engines, had massive staff churn, and
       | considerable schedule slips (taking seven years to Daikatana's
       | four), especially when COVID-19 hit. But by paring back the
       | ambition and focusing on delivering an experience faithful to the
       | original, they got it out the door despite doubts from the fan
       | base and it was a hit. So today, some games do turn out good
       | despite mouldering in development hell for the better part of a
       | decade. Of course you still get your fair share of buggy messes
       | (which may be rehabilitated with a post-release patch) and
       | complete misses like Mighty No. 9.
       | 
       | So it seems like maybe we've hit a complexity threshold beyond
       | which it stretches human feasibility to turn out a good to great
       | AAA game within a reasonable time frame. And maybe Romero was
       | just one of the first people to "go big" with Daikatana, and he
       | hit that threshold before everyone else. His ambition (and ego)
       | exceeded his actual reach, but... few if any had attempted such a
       | large scale project before, aspiring to reinvent the FPS and add
       | RPG and story elements to it. Granted, Half-Life made everybody
       | else look like chumps when it came to embedding story into an FPS
       | -- but Daikatana was announced long before Half-Life congealed.
       | 
       | The man deserves full credit for learning from his most famous
       | boondoggle, and focusing on smaller games rather than epic genre-
       | busters that he doesn't quite have the ability to manage the
       | development of.
        
       | gabereiser wrote:
       | I still prefer smaller games or games by smaller dev teams. Don't
       | get me wrong, AAA titles are fun but it's like going to the
       | movies, it's predictable - it's consistent - and it's mindless.
       | 
       | My biggest gripe is that these smaller, "starter" games usually
       | don't get much play. Everyone wants to immerse in a loading
       | screen space sim but can't stand well-painted pixel sprites?
       | Crazy.
       | 
       | There's still hope. Hit games are hits not because of just their
       | art but because of their play. Fez, for example, had pretty
       | mediocre art. What it did have is an awesome 2.5D world. Doom, at
       | the time, had great art. It hasn't aged well. However, the level
       | design, textures, and concepts, and play are still fantastic.
       | 
       | My only advice is if you want to make games, start making games.
       | Who cares what your avatar looks like. Make it fun. @ works just
       | fine.
       | 
       | Also, Commander Keen art splashes were top notch. The only thing
       | missing was pro dithering.
        
         | Minor49er wrote:
         | If you haven't played it yet, you would probably love Prodeus.
         | It's basically a modernization of the Doom/Quake formula, but
         | with satisfying pseudo-retro graphics and really thoughtful
         | level design. It's also made by two people (I think three
         | technically, but the site lists two) who have worked on AAA
         | titles like Doom 2016, the new Wolfenstein, and Bioshock:
         | Infinite
         | 
         | Prodeus also has a shotgun that can snipe enemies at far
         | distances with a long range incendiary mode
         | 
         | https://www.prodeusgame.com/
        
         | brezelgoring wrote:
         | >Fez, for example, had pretty mediocre art.
         | 
         | Are you in the camp that says the creator was an insufferable
         | man that did a lot of damage to the credibility and likeability
         | of indie developers for years to come?
         | 
         | I remember reading about that a while ago and it wasn't until
         | the last 5 or so years that indies got back into magazine
         | covers and such.
        
           | tiptup300 wrote:
           | Hard disagree, the only people who know of him probably
           | respect indie game developers.
        
       | dcchuck wrote:
       | Looking forward to reading this, thanks for putting it on my
       | radar.
       | 
       | I really enjoyed Masters of Doom - which has been discussed here
       | plenty on HN - https://hn.algolia.com/?q=masters+of+doom
        
         | orliesaurus wrote:
         | I personally felt Masters of Doom being better than this one,
         | this had too much "life" drama in it IMHO
        
       | LarsDu88 wrote:
       | "13 games that we made in 1991 alone" Wow. And these games
       | weren't just shovelware.
       | 
       | I grew up playing Commander Keen games, and to this day have not
       | finished a single one.
        
         | zeroonetwothree wrote:
         | I remember playing it as a kid and I couldn't even beat a
         | single level
        
       | gumballindie wrote:
       | > Indie teams do not spend enough time making smaller (and less
       | profitable) games first before transitioning to multi-year
       | projects.
       | 
       | This worked well for romero and carmack. A game a month was it?
       | That's how you refine your skills.
        
         | rpdillon wrote:
         | Indeed...Doom was Romero's 90th game!
         | 
         | https://gamerant.com/john-romero-doom-90th-game-made/
        
           | spywaregorilla wrote:
           | Seems... deeply misleading to draw an equivalence to today.
           | The market is vastly more competitive.
        
             | squeaky-clean wrote:
             | All the more reason to spend time making small games
             | without a goal of profiting from them in order to refine
             | your skills. When things get more competitive, you need to
             | practice more, not less.
        
             | gumballindie wrote:
             | But back then it was much smaller. Suppose some will always
             | find an excuse as to why things may fail today vs
             | yesterday, while others will find a way regardless.
        
       | orliesaurus wrote:
       | Kinda a diff topic but if anyone else read "Doom Guy" - what did
       | you think of it?
       | 
       | I know it's not what this interview (blog) is about but I feel
       | like compared to Masters of Doom this one had a little too much
       | "narrative" and "drama" and felt like it was an answer to certain
       | things discussed in Masters of Doom which he wanted to set the
       | record straight.
       | 
       | Another weirdness - i.e. early into the book John Romero says
       | that he has a super-power like ability to remember everything
       | perfectly...which to me sounds like some big ego bullcrap?
       | Because there are a lot of things that he conveniently did not
       | discuss in the book but which fans know happened! So what kind of
       | super-power
        
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       (page generated 2023-09-25 23:00 UTC)