iD have always been more interesting than their games. That’s not to take away from Commander Keen, Wolfenstein 3D, Doom, or Quake. The technology that John Carmack created for those games and their mutual successors redefined the shape of a videogame, the type of interactive space a person could create. His partner, the ever-lovin’ John Romero himself, was no slouch either. Of course, John’s legacy lies not in the realm of groundbreaking design tools but in aesthetics (read: the preponderance of games about shooting things directly in the face.) I can’t disrespect those games, nor the creativity behind them. After reading David Kushner’s Masters of Doom, though, it’s impossible not to think of those personalities before anything about the games themselves. The story of Carmack, Romero, Tom Hall and the rest of their team is almost operatic. There’s betrayal, sex, fame, money, broken dreams. The history of iD is the nerd version of Carmen.
It would be pretty interesting to be a fly on the wall of their cluttered office before it all went wrong, a look at young people at their creative peak creating something brand new for the world to play.
It’d probably look like this.
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