![]() So it was like ‘Wow, OK, this is the beginning of something. We went to Disney World and people recognised us. ![]() Then with Wolfenstein, we got our first radio interview and TV stations came over to do stories. "There were a lot of amazing reviews in magazines and on the internet about how Commander Keen was changing the PC, making it a Nintendo contender. Romero and id Software had also had some interest from the press before, with earlier games like Commander Keen and Wolfenstein. I’m now working at the best company I ever wanted to work at.'" Then I got my first job at Origin Systems, which to me was the ultimate. Because I was working hard on programming, a lot of cool stuff happened. "I knew how to code so they had me in a vault programming top secret stuff. Romero had even worked for the US Air Force. I was doing all of this stuff while I was in high school.” They were going into stores and I was getting covers of magazines. But I was learning stuff, making games, selling games. "During the 1980s I had seen personal success in programming that no one else knew about, except maybe my parents. "The whole ride was pretty natural," he says. “And they’d have to dig through it to get the floppy disk."įor Romero, this sudden surge in popularity was exciting, but not completely new. "They sent packages of guts to reviewers,” says Romero. Taking advantage of this controversy, publisher GT Interactive had some, uh, interesting marketing ideas. The more people who said kids shouldn’t play it, the more kids played it. And that was it!" Demon daysĭoom’s ‘controversial’ violence was another string to its bow, with tabloid hand-wringing only adding to the game’s popularity. They would write a couple of quick paragraphs with a screenshot.Īnd Doom was just in there, and it said ‘You’re a space marine and you’re killing aliens in a base’. ![]() "I remember the January or February issue of Computer Gaming World, which was the big magazine back then, and they had a section at the very back with new releases. "People had heard about it on the internet and were going crazy waiting for it to be released. "I have no idea how that happened," says Romero. It wasn’t long until word about Doom began to spread like wildfire, and people were somehow getting a hold of id’s office number and asking when the game would be released. So we had a lot of practice both separately and together." ![]() When we got together, we spent years making a lot of games together before we even started work on the Doom project. We got together in 1990, but I’d been making games since at least 1979. "We’d made a ton of games before Doom, and that was only in a few years. “We were a small company, but Doom was game 20-something. “Before we started making it, it was our fifth first-person shooter," says Romero. But we’ve never said anything like that again."ĭoom is often thought of as an overnight success, but before id Software released it, the studio had already developed dozens of games-including several relatively primitive first-person shooters. “But we knew, even then, that what we were going to put in the game was going to be better than anything that anyone was making at the time. "It was just crazy, especially as we had just started making the game," says Romero. This press release, sent to the games media in 1993, says Doom will feature revolutionary programming, advanced design and faster texture- mapping than any other game-some incredibly bold claims that all turned out to be true. It’s kinda unbelievable, but we even put out a press release saying it was going to be the best game in the world." ![]() "We planned Doom for a couple of months before we started working on it. "We knew that before we made the game," says Romero. Doom’s fast-paced, brutal combat made it a smash hit, but Romero and the rest of the id Software team knew long before release that they were onto something special. ![]()
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