Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
As someone who used to play a ton of video games and who got into programming making or hacking them, this was an enjoyable, nostalgic experience. Written in dramatic fashion, yet technically not too demanding, this book takes you through the evolution of pc gaming, the rise of an entire sub-culture, and the molding of art, bleeding-edge tech, and storytelling in the birth of doom. It's the story of 2 immensely talented people, their successes, and the differences that ripped them apart amidst
I picked this up because I was producing an episode of my podcast (Retronauts) about Doom, and I definitely wasn't disappointed. I've read a few too many video game books for a mass-market audience that talk down to the reader, but Masters of Doom mostly avoids that. (Though it does contain an obligatory 20-page history of video games to give things some context.) And while Masters of Doom does dip into technical details from time to time, it's mostly a personality-driven book, one that does a
It is a story of the creators of Wolfenstein-3D, Doom and Quake series, or - of two Johns - Carmack and Romero.While I already had been in awe for John Carmack, who had made a _series_ of breakthroughs with computer graphics, I still had underestimated his contributions (all in all, it's not only about his games, but also many others, on his engine).They both were from families, in which parents discouraged their initial interest in arcade games (as players) and later, as developers. When they
The true story of John Carmack and John Romero and how they created Id software and became the most prolific computer game designers in the 1990s.The story describes how two misfit geeks were able to follow their passion of games and through hard work were able to make impressive advances in game technology and get rich at it as well. It also shows the ravages of arrogance on business and how letting ego come into play can destroy friendships and companies.The story uses an extended metaphor for
Great insight into game developmentI liked the book for its content, which is a detailed history of id software. It was fascinating to have a glimpse into what was it like for people who created games of my childhood. Also you get to learn a bit how things work in game dev world.I'm not a fan of style - it gets old after awhile. 5 stars for content, 2 for delivery.
Kushner reconstructs the fateful meeting of John Romero and John Carmack, which, in the early 90s world of shareware, personal computing and nascent home dial up, resulted in Doom, in which powerful graphics engines and the ability to play against other networked players revolutionized the gaming industry. Like so many other stories of revolutionaries, this is also the trajectory of visionaries having no idea how to run a business or manage other people.
David Kushner
Paperback | Pages: 339 pages Rating: 4.27 | 12813 Users | 977 Reviews
Present Books As Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Original Title: | Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture |
ISBN: | 0812972155 (ISBN13: 9780812972153) |
Edition Language: | English |
Narrative Toward Books Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
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 produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.Identify Containing Books Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Title | : | Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture |
Author | : | David Kushner |
Book Format | : | Paperback |
Book Edition | : | Anniversary Edition |
Pages | : | Pages: 339 pages |
Published | : | May 11th 2004 by Random House Trade Paperbacks (first published 2003) |
Categories | : | Nonfiction. Biography. History. Sports and Games. Games. Video Games. Business |
Rating Containing Books Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Ratings: 4.27 From 12813 Users | 977 ReviewsAssess Containing Books Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Incredible origin story of id SoftwareI love origin stories. Many are shallow or overly dramatic in an effort to tell a story rather than capture the essence of what happened and why it was so important. This one totally nailed it.As someone who used to play a ton of video games and who got into programming making or hacking them, this was an enjoyable, nostalgic experience. Written in dramatic fashion, yet technically not too demanding, this book takes you through the evolution of pc gaming, the rise of an entire sub-culture, and the molding of art, bleeding-edge tech, and storytelling in the birth of doom. It's the story of 2 immensely talented people, their successes, and the differences that ripped them apart amidst
I picked this up because I was producing an episode of my podcast (Retronauts) about Doom, and I definitely wasn't disappointed. I've read a few too many video game books for a mass-market audience that talk down to the reader, but Masters of Doom mostly avoids that. (Though it does contain an obligatory 20-page history of video games to give things some context.) And while Masters of Doom does dip into technical details from time to time, it's mostly a personality-driven book, one that does a
It is a story of the creators of Wolfenstein-3D, Doom and Quake series, or - of two Johns - Carmack and Romero.While I already had been in awe for John Carmack, who had made a _series_ of breakthroughs with computer graphics, I still had underestimated his contributions (all in all, it's not only about his games, but also many others, on his engine).They both were from families, in which parents discouraged their initial interest in arcade games (as players) and later, as developers. When they
The true story of John Carmack and John Romero and how they created Id software and became the most prolific computer game designers in the 1990s.The story describes how two misfit geeks were able to follow their passion of games and through hard work were able to make impressive advances in game technology and get rich at it as well. It also shows the ravages of arrogance on business and how letting ego come into play can destroy friendships and companies.The story uses an extended metaphor for
Great insight into game developmentI liked the book for its content, which is a detailed history of id software. It was fascinating to have a glimpse into what was it like for people who created games of my childhood. Also you get to learn a bit how things work in game dev world.I'm not a fan of style - it gets old after awhile. 5 stars for content, 2 for delivery.
Kushner reconstructs the fateful meeting of John Romero and John Carmack, which, in the early 90s world of shareware, personal computing and nascent home dial up, resulted in Doom, in which powerful graphics engines and the ability to play against other networked players revolutionized the gaming industry. Like so many other stories of revolutionaries, this is also the trajectory of visionaries having no idea how to run a business or manage other people.
0 comments:
Post a Comment
Note: Only a member of this blog may post a comment.