Als 1983 Geborener und schon in frühester Kindheit mit Computern und Spielen Konfrontierter hat mich id Software praktisch eine gesammte Kindheit und Jugendzeit begleitet; sowohl Frühwerke wie Commander Keen und Wolfenstein 3-D als auch spätere Meisterwerke wie Doom und Quake habe ich zu ihren Glanzzeiten erlebt und direkt mitbekommen, und sie haben mich sicher auch nicht wenig beeinflusst. id Software ist für mich somit nicht nur irgend eine Spielefirma, sondern bedeutender Teil meines Lebens. Bis heute spiele ich vor allem Doom und Quake noch regelmäßig und bastle seit bald zwei Jahrszenten selbst an eigenen Levels und Mods für die Titel.
Dementsprechend interessiert bin ich natürlich an allem, was mit dieser Kultfirma zu tun hat. Früher oder später stößt jeder Fan auf dieses Werk. Letztendlich habe ich es mir auch zugelegt, nachdem ich lange damit gehadert habe, ob ein komplett englisches Buch wirklich gut zu lesen ist, aber schon nach wenigen Seiten waren meine Bedenken restlos verflogen. Das Buch liest sich wirklich gut und ist in einem für eine Biografie überraschend nicht-trockenem Stil geschrieben.
Zu beachten ist hier, das Buch dreht sich um die Firma und ihre Entwicklung, weniger um ihre Werke selbst. Die Entwicklung wichtiger Titel wie Doom und Quake werden zwar etwas detaillierter beschrieben, andere Titel werden oft aber nur etwas oberflächlich angerissen. Es geht hier in erster Linie eben um id Software und dessen Gründer und Mitglieder, wie man sich zusammengefunden hat, ihre Eigenheiten und Differenzen, Werdegang etc. und wie sich im Laufe der Zeit alles verändert hat. Wer (wie ich) erwartet, dass hier die Entwicklung von Doom in allen Details beschrieben wird (wie der Buchtitel suggerieren könnte), kann etwas enttäuscht sein, hier habe ich mir doch etwas mehr in der Richtung versprochen. Dennoch war auch die Geschichte um id Software, seiner Gründer und deren späteren Werdegang ziemlich interessant und unterhaltend; später auch durchaus etwas traurig. Zu beachten gilt außerdem, dass das Buch inzwischen schon etwas älter ist und lediglich bis ungefähr zur Ära Quake 3 geht.
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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture Taschenbuch – 11. Mai 2004
Englisch Ausgabe
von
David Kushner
(Autor)
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David Kushner
(Autor)
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Seitenzahl der Print-Ausgabe368 Seiten
-
SpracheEnglisch
-
HerausgeberRandom House Trade Paperbacks
-
Erscheinungstermin11. Mai 2004
-
Abmessungen13.34 x 2.03 x 20.32 cm
-
ISBN-109780812972153
-
ISBN-13978-0812972153
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Produktinformation
- ASIN : 0812972155
- Herausgeber : Random House Trade Paperbacks; Reprint Edition (11. Mai 2004)
- Sprache : Englisch
- Taschenbuch : 368 Seiten
- ISBN-10 : 9780812972153
- ISBN-13 : 978-0812972153
- Abmessungen : 13.34 x 2.03 x 20.32 cm
-
Amazon Bestseller-Rang:
Nr. 881,959 in Bücher (Siehe Top 100 in Bücher)
- Nr. 556 in Biografien von Journalisten
- Nr. 974 in Lösungsbücher für PC- & Videospiele
- Nr. 1,294 in Medienbranche & -berufe
- Kundenrezensionen:
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Produktbeschreibungen
Pressestimmen
"To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses - and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way."
—Mark Leyner, author of I Smell Esther Williams
"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end."
—Po Bronson, author of The Nudist on the Late Shift
"Like Hackers, David Kushner's Masters of Doom paints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doom is as riveting as the games themselves."
—Steven Johnson, author of Emergence
"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game."
—Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred
"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then Masters of Doom is the book for you!"
—Bruce Sterling, author of Tomorrow Now
“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”
—USA Today
“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”
—Entertainment Weekly
“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”
—Newsday
“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”
—The New York Times Book Review
“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”
—The Washington Post Book World
—Mark Leyner, author of I Smell Esther Williams
"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end."
—Po Bronson, author of The Nudist on the Late Shift
"Like Hackers, David Kushner's Masters of Doom paints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doom is as riveting as the games themselves."
—Steven Johnson, author of Emergence
"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game."
—Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred
"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then Masters of Doom is the book for you!"
—Bruce Sterling, author of Tomorrow Now
“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”
—USA Today
“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”
—Entertainment Weekly
“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”
—Newsday
“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”
—The New York Times Book Review
“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”
—The Washington Post Book World
Klappentext
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 historyDoom and Quake until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistrya powerful and compassionate account of what it's like to be young, driven, and wildly creative.
Buchrückseite
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.
Über den Autor und weitere Mitwirkende
DAVID KUSHNER has written for numerous publications, including Rolling Stone, The New York Times, Wired, New York, Worth, Electronic Gaming Monthly, The Village Voice, Details, Mondo 2000, and Salon. He is the digital-music columnist for Rolling Stone online, and a contributing editor for Spin and IEEE Spectrum. He has also worked as a senior producer and writer for the music website SonicNet. He received a B.A. from the University of Maryland, College Park, and a master’s in creative writing from City University of New York. He can be reached at www.davidkushner.com.
Leseprobe. Abdruck erfolgt mit freundlicher Genehmigung der Rechteinhaber. Alle Rechte vorbehalten.
Chapter 1
The Rock Star
Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. A scrawny kid with thick glasses, he pedaled past the modest homes of Rocklin, California, to the Roundtable Pizza Parlor. He knew he wasn’t supposed to be going there this summer afternoon in 1979, but he couldn’t help himself. That was where the games were.
Specifically, what was there was Asteroids, or, as Romero put it, “the coolest game planet Earth has ever seen!” There was nothing else like the feeling he got tapping the control buttons as the rocks hurled toward his triangular ship and the Jaws-style theme music blipped in suspense, dum dum dum dum dum dum; Romero mimicked these video game sounds the way other kids did celebrities. Fun like this was worth risking everything: the crush of the meteors, the theft of the paper route money, the wrath of his stepfather. Because no matter what Romero suffered, he could always escape back into the games.
At the moment, what he expected to suffer was a legendary whipping. His stepfather, John Schuneman—a former drill sergeant—had commanded Romero to steer clear of arcades. Arcades bred games. Games bred delinquents. Delinquency bred failure in school and in life. As his stepfather was fond of reminding him, his mother had enough problems trying to provide for Romero and his younger brother, Ralph, since her first husband left the family five years earlier. His stepfather was under stress of his own with a top-secret government job retrieving black boxes of classified information from downed U.S. spy planes across the world. “Hey, little man,” he had said just a few days before, “consider yourself warned.”
Romero did heed the warning—sort of. He usually played games at Timothy’s, a little pizza joint in town; this time he and his friends headed into a less traveled spot, the Roundtable. He still had his initials, AJR for his full name, Alfonso John Romero, next to the high score here, just like he did on all the Asteroids machines in town. He didn’t have only the number-one score, he owned the entire top ten. “Watch this,” Romero told his friends, as he slipped in the quarter and started to play.
The action didn’t last long. As he was about to complete a round, he felt a heavy palm grip his shoulder. “What the fuck, dude?” he said, assuming one of his friends was trying to spoil his game. Then his face smashed into the machines.
Romero’s stepfather dragged him past his friends to his pickup truck, throwing the dirt bike in the back. Romero had done a poor job of hiding his bike, and his stepfather had seen it while driving home from work. “You really screwed up this time, little man,” his stepfather said. He led Romero into the house, where Romero’s mother and his visiting grandmother stood in the kitchen. “Johnny was at the arcade again,” his stepfather said. “You know what that’s like? That’s like telling your mother ‘Fuck you.’ ”
He beat Romero until the boy had a fat lip and a black eye. Romero was grounded for two weeks. The next day he snuck back to the arcade.
Romero was born resilient, his mother, Ginny, said, a four-and-one-half-pound baby delivered on October 28, 1967, six weeks premature. His parents, married only a few months before, had been living long in hard times. Ginny, good-humored and easygoing, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.
Though the situation improved there, the couple returned to Tucson after Romero was born so his dad could take a job in the copper mines. The work was hard, the effect sour. Alfonso would frequently come home drunk if he came home at all. There was soon a second child, Ralph. John Romero savored the good times: the barbecues, the horsing around. Once his dad stumbled in at 10:00 p.m. and woke him. “Come on,” he slurred, “we’re going camping.” They drove into the hills of saguaro cacti to sleep under the stars. One afternoon his father left to pick up groceries. Romero wouldn’t see him again for two years.
Within that time his mother remarried. John Schuneman, fourteen years her senior, tried to befriend him. One afternoon he found the six-year-old boy sketching a Lamborghini sports car at the kitchen table. The drawing was so good that his stepfather assumed it had been traced. As a test, he put a Hot Wheels toy car on the table and watched as Romero drew. This sketch too was perfect. Schuneman asked Johnny what he wanted to be when he grew up. The boy said, “A rich bachelor.”
For a while, this relationship flourished. Recognizing Romero’s love of arcade games, his stepfather would drive him to local competitions—all of which Romero won. Romero was so good at Pac-Man that he could maneuver the round yellow character through a maze of fruit and dots with his eyes shut. But soon his stepfather noticed that Romero’s hobby was taking a more obsessive turn.
It started one summer day in 1979, when Romero’s brother, Ralph, and a friend came rushing through the front door. They had just biked up to Sierra College, they told him, and made a discovery. “There are games up there!” they said. “Games that you don’t have to pay for!” Games that some sympathetic students let them play. Games on these strange big computers.
Romero grabbed his bike and raced with them to the college’s computer lab. There was no problem for them to hang out at the lab. This was not uncommon at the time. The computer underground did not discriminate by age; a geek was a geek was a geek. And since the students often held the keys to the labs, there weren’t professors to tell the kids to scram. Romero had never seen anything like what he found inside. Cold air gushed from the air-conditioning vents as students milled around computer terminals. Everyone was playing a game that consisted only of words on the terminal screen: “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building towards a gully. In the distance there is a gleaming white tower.”
This was Colossal Cave Adventure, the hottest thing going. Romero knew why: it was like a computer-game version of Dungeons and Dragons. D&D, as it was commonly known, was a pen-and-paper role-playing game that cast players in a Lord of the Rings–like adventure of imagination. Many adults lazily dismissed it as geekish escapism. But to understand a boy like Romero, an avid D&D player, was to understand the game.
Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event. D&D would grow into an international cottage industry, accounting for $25 million in annual sales from novels, games, T-shirts, and rule books.
The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero...
The Rock Star
Eleven-year-old John Romero jumped onto his dirt bike, heading for trouble again. A scrawny kid with thick glasses, he pedaled past the modest homes of Rocklin, California, to the Roundtable Pizza Parlor. He knew he wasn’t supposed to be going there this summer afternoon in 1979, but he couldn’t help himself. That was where the games were.
Specifically, what was there was Asteroids, or, as Romero put it, “the coolest game planet Earth has ever seen!” There was nothing else like the feeling he got tapping the control buttons as the rocks hurled toward his triangular ship and the Jaws-style theme music blipped in suspense, dum dum dum dum dum dum; Romero mimicked these video game sounds the way other kids did celebrities. Fun like this was worth risking everything: the crush of the meteors, the theft of the paper route money, the wrath of his stepfather. Because no matter what Romero suffered, he could always escape back into the games.
At the moment, what he expected to suffer was a legendary whipping. His stepfather, John Schuneman—a former drill sergeant—had commanded Romero to steer clear of arcades. Arcades bred games. Games bred delinquents. Delinquency bred failure in school and in life. As his stepfather was fond of reminding him, his mother had enough problems trying to provide for Romero and his younger brother, Ralph, since her first husband left the family five years earlier. His stepfather was under stress of his own with a top-secret government job retrieving black boxes of classified information from downed U.S. spy planes across the world. “Hey, little man,” he had said just a few days before, “consider yourself warned.”
Romero did heed the warning—sort of. He usually played games at Timothy’s, a little pizza joint in town; this time he and his friends headed into a less traveled spot, the Roundtable. He still had his initials, AJR for his full name, Alfonso John Romero, next to the high score here, just like he did on all the Asteroids machines in town. He didn’t have only the number-one score, he owned the entire top ten. “Watch this,” Romero told his friends, as he slipped in the quarter and started to play.
The action didn’t last long. As he was about to complete a round, he felt a heavy palm grip his shoulder. “What the fuck, dude?” he said, assuming one of his friends was trying to spoil his game. Then his face smashed into the machines.
Romero’s stepfather dragged him past his friends to his pickup truck, throwing the dirt bike in the back. Romero had done a poor job of hiding his bike, and his stepfather had seen it while driving home from work. “You really screwed up this time, little man,” his stepfather said. He led Romero into the house, where Romero’s mother and his visiting grandmother stood in the kitchen. “Johnny was at the arcade again,” his stepfather said. “You know what that’s like? That’s like telling your mother ‘Fuck you.’ ”
He beat Romero until the boy had a fat lip and a black eye. Romero was grounded for two weeks. The next day he snuck back to the arcade.
Romero was born resilient, his mother, Ginny, said, a four-and-one-half-pound baby delivered on October 28, 1967, six weeks premature. His parents, married only a few months before, had been living long in hard times. Ginny, good-humored and easygoing, met Alfonso Antonio Romero when they were teenagers in Tucson, Arizona. Alfonso, a first-generation Mexican American, was a maintenance man at an air force base, spending his days fixing air conditioners and heating systems. After Alfonso and Ginny got married, they headed in a 1948 Chrysler with three hundred dollars to Colorado, hoping their interracial relationship would thrive in more tolerant surroundings.
Though the situation improved there, the couple returned to Tucson after Romero was born so his dad could take a job in the copper mines. The work was hard, the effect sour. Alfonso would frequently come home drunk if he came home at all. There was soon a second child, Ralph. John Romero savored the good times: the barbecues, the horsing around. Once his dad stumbled in at 10:00 p.m. and woke him. “Come on,” he slurred, “we’re going camping.” They drove into the hills of saguaro cacti to sleep under the stars. One afternoon his father left to pick up groceries. Romero wouldn’t see him again for two years.
Within that time his mother remarried. John Schuneman, fourteen years her senior, tried to befriend him. One afternoon he found the six-year-old boy sketching a Lamborghini sports car at the kitchen table. The drawing was so good that his stepfather assumed it had been traced. As a test, he put a Hot Wheels toy car on the table and watched as Romero drew. This sketch too was perfect. Schuneman asked Johnny what he wanted to be when he grew up. The boy said, “A rich bachelor.”
For a while, this relationship flourished. Recognizing Romero’s love of arcade games, his stepfather would drive him to local competitions—all of which Romero won. Romero was so good at Pac-Man that he could maneuver the round yellow character through a maze of fruit and dots with his eyes shut. But soon his stepfather noticed that Romero’s hobby was taking a more obsessive turn.
It started one summer day in 1979, when Romero’s brother, Ralph, and a friend came rushing through the front door. They had just biked up to Sierra College, they told him, and made a discovery. “There are games up there!” they said. “Games that you don’t have to pay for!” Games that some sympathetic students let them play. Games on these strange big computers.
Romero grabbed his bike and raced with them to the college’s computer lab. There was no problem for them to hang out at the lab. This was not uncommon at the time. The computer underground did not discriminate by age; a geek was a geek was a geek. And since the students often held the keys to the labs, there weren’t professors to tell the kids to scram. Romero had never seen anything like what he found inside. Cold air gushed from the air-conditioning vents as students milled around computer terminals. Everyone was playing a game that consisted only of words on the terminal screen: “You are standing at the end of a road before a small brick building. Around you is a forest. A small stream flows out of the building towards a gully. In the distance there is a gleaming white tower.”
This was Colossal Cave Adventure, the hottest thing going. Romero knew why: it was like a computer-game version of Dungeons and Dragons. D&D, as it was commonly known, was a pen-and-paper role-playing game that cast players in a Lord of the Rings–like adventure of imagination. Many adults lazily dismissed it as geekish escapism. But to understand a boy like Romero, an avid D&D player, was to understand the game.
Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event. D&D would grow into an international cottage industry, accounting for $25 million in annual sales from novels, games, T-shirts, and rule books.
The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero...
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1980 geboren, begleiten mich Video und Computerspiele seit Jahrzehnten. Bis heute ist die Faszination ungebrochen. Natürlich gehörten auch die Shooter von id zum Pflichtprogramm, von Wolf 3D über Doom bis Quake war alles dabei was die Firma produziert hat.
Dennoch hörte ich erst recht spät von Masters of Doom und habe es nun auch gelesen. Kurzum: Ich bin begeistert. Das Gute ist, dass es mehr ist wie eine schnöde Biographie. Es ist eine Zeitreise in die 80er und 90er und deren Populärkultur. Es werden auch Spiele und Begebenheiten abseits der berühmten 3D-Shooter besprochen oder zumindest angeschnitten, dadurch ist man mittendrin in der "guten alten Zeit". Dazu schreibt der Autor wie in einem Roman, dadurch fällt das Lesen fließender und phantasielastiger aus als bei bloßen Sachbuch-Beschreibungen.
Alles in allem kann ich sagen, dass Masters of Doom eines der, wenn nicht das, Standardwerke der Gamingliteratur ist. Was Ready Player One in der Belletristik, ist MoD im Sachbuch-Bereich. Pflichtlektüre für jeden altgedienten (und auch manchen neuzeitlichen) Gamer.
Dennoch hörte ich erst recht spät von Masters of Doom und habe es nun auch gelesen. Kurzum: Ich bin begeistert. Das Gute ist, dass es mehr ist wie eine schnöde Biographie. Es ist eine Zeitreise in die 80er und 90er und deren Populärkultur. Es werden auch Spiele und Begebenheiten abseits der berühmten 3D-Shooter besprochen oder zumindest angeschnitten, dadurch ist man mittendrin in der "guten alten Zeit". Dazu schreibt der Autor wie in einem Roman, dadurch fällt das Lesen fließender und phantasielastiger aus als bei bloßen Sachbuch-Beschreibungen.
Alles in allem kann ich sagen, dass Masters of Doom eines der, wenn nicht das, Standardwerke der Gamingliteratur ist. Was Ready Player One in der Belletristik, ist MoD im Sachbuch-Bereich. Pflichtlektüre für jeden altgedienten (und auch manchen neuzeitlichen) Gamer.
5,0 von 5 Sternen
Unglaublich spannendes und packendes Buch über die Gründer DER Spielesoftware-Firma ID (Doom & Co)
Rezension aus Deutschland vom 6. Oktober 2019Verifizierter Kauf
Das Buch ist unglaublich spannend erzählt, der Autor hat wirklich viel Mühe reingesteckt in Hintergrund-Recherchen, um das Buch quasi aus der Sicht der Firmengründer zu erzählen. Die Entstehungsgeschicht der diversen Spiele wie Commander Keen, Doom, Wolfenstein etc. ist genauso packend erzählt wie die zwischenmenschlichen Aspekte und Konflikte, die letzendlich zur Trennung der Firmengründer geführt haben und der späteren Erkenntnis, dass ihr Erfolg doch nur durch ihre gegensätzlichen und damit ergänzenden Charaktereigenschaften möglich war.
Rezension aus Deutschland vom 22. Oktober 2013
Verifizierter Kauf
An zwei Nachmittagen habe ich alles stehen und liegen lassen und dieses Buch verschlungen. Ich lese gerne und viel, aber ich hätte nie gedacht, dass nicht-fiktionale Bücher so spannend sein können.
Die Geschichte von John Carmack und John Romero ist unglaublich mitreißend erzählt, nicht zuletzt, weil beide Charaktere unterschiedlicher kaum sein könnten und das Schicksal von id Software stets neue und unerwartete Wendungen genommen hat. Ich habe mehrmals gemerkt, wie ich mit einem Und-was-ist-dann-passiert-Gefühl immer schneller gelesen habe, wenn der Veröffentlichungstermin eines weiteren Meilensteins näher rückte und die ersten Umsatzzahlen bekannt wurden.
Der Autor versteht es außerdem, die Perspektiven aller wichtigen Personen gleichermaßen einfließen zu lassen, so dass man als Leser nur denkt:"Krass, wie sich das alles entwickelt hat" und Sympathie für alle Hauptfiguren empfindet.
Masters of Doom ist dabei nicht nur für Gamer geeignet. Ich behaupte sogar, dass die Geschichte von id Software noch sehr viel interessanter ist für junge Unternehmer, die gerade dabei sind, ihr eigenes Ding im IT-Sektor aufzuziehen.
id Software hat nicht nur das Egoshooter-Genre etabliert, sondern ganz nebenbei den PC als Gaming-Plattform etabliert (niemand anderes als John Carmack konnte derart viel Grafik-Performance aus den damals langsamen Rechnern herausholen), Windows als Spiele-Betriebssystem promotet (Doom wurde extra für Windows portiert, um DirectX zu bewerben), politische und ethische Debatten losgetreten (der Columbine Highschool Amoklauf wurde von Medien und Politikern auf Doom zurückgeführt). Bemerkenswert ist, wie id Software verschiedene Geschäftsmodelle ausprobierte (Shareware vs. Retail), gänzlich ohne Marketing einen Riesenerfolg hatte und später großen Spiele-Publishern die Spielregeln vorschrieb. Die Zukunft war dabei immer völlig ungewiss.
John Carmack sagte einmal – und das fasst das Buch eigentlich gut zusammen: "In the information age, the barriers just aren't there. The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don't need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it."
Ich fühle mich jedenfalls richtig motiviert, an meinen eigenen Ideen weiterzuarbeiten. Danke für dieses Buch :)
Die Geschichte von John Carmack und John Romero ist unglaublich mitreißend erzählt, nicht zuletzt, weil beide Charaktere unterschiedlicher kaum sein könnten und das Schicksal von id Software stets neue und unerwartete Wendungen genommen hat. Ich habe mehrmals gemerkt, wie ich mit einem Und-was-ist-dann-passiert-Gefühl immer schneller gelesen habe, wenn der Veröffentlichungstermin eines weiteren Meilensteins näher rückte und die ersten Umsatzzahlen bekannt wurden.
Der Autor versteht es außerdem, die Perspektiven aller wichtigen Personen gleichermaßen einfließen zu lassen, so dass man als Leser nur denkt:"Krass, wie sich das alles entwickelt hat" und Sympathie für alle Hauptfiguren empfindet.
Masters of Doom ist dabei nicht nur für Gamer geeignet. Ich behaupte sogar, dass die Geschichte von id Software noch sehr viel interessanter ist für junge Unternehmer, die gerade dabei sind, ihr eigenes Ding im IT-Sektor aufzuziehen.
id Software hat nicht nur das Egoshooter-Genre etabliert, sondern ganz nebenbei den PC als Gaming-Plattform etabliert (niemand anderes als John Carmack konnte derart viel Grafik-Performance aus den damals langsamen Rechnern herausholen), Windows als Spiele-Betriebssystem promotet (Doom wurde extra für Windows portiert, um DirectX zu bewerben), politische und ethische Debatten losgetreten (der Columbine Highschool Amoklauf wurde von Medien und Politikern auf Doom zurückgeführt). Bemerkenswert ist, wie id Software verschiedene Geschäftsmodelle ausprobierte (Shareware vs. Retail), gänzlich ohne Marketing einen Riesenerfolg hatte und später großen Spiele-Publishern die Spielregeln vorschrieb. Die Zukunft war dabei immer völlig ungewiss.
John Carmack sagte einmal – und das fasst das Buch eigentlich gut zusammen: "In the information age, the barriers just aren't there. The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don't need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it."
Ich fühle mich jedenfalls richtig motiviert, an meinen eigenen Ideen weiterzuarbeiten. Danke für dieses Buch :)
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Spitzenrezensionen aus anderen Ländern
Pie Master
4,0 von 5 Sternen
Must read for those with even a slight interest in gaming history!
Rezension aus dem Vereinigten Königreich vom 18. Juni 2020Verifizierter Kauf
Doom was one of the first games to leave a true impression on me as a young teen. Those guttural roars and snarls coming from the row of PC's at a computer game show in Birmingham, wow. This must have been around twenty years ago now, it was mesmerizing. That was the first time I ever saw the game. Doom.
In reminiscing like this, it's only fair to emphasize, that this book is written primarily for those with either an interest in gaming history or Doom itself. The stories of hardship and turbulence both these guys faced, towards carving their own stamp in gaming history, I'm sure would make an interesting read for many. But again this is more for those with an ongoing interest in gaming in general I think.
The book flows really well when reading. The writing is tidy. I found that the last quarter of the book especially becomes hard to put down as tensions mount and egos bristle. As a hardcore gamer and a budding game historian, I can't recommend this book enough.
In reminiscing like this, it's only fair to emphasize, that this book is written primarily for those with either an interest in gaming history or Doom itself. The stories of hardship and turbulence both these guys faced, towards carving their own stamp in gaming history, I'm sure would make an interesting read for many. But again this is more for those with an ongoing interest in gaming in general I think.
The book flows really well when reading. The writing is tidy. I found that the last quarter of the book especially becomes hard to put down as tensions mount and egos bristle. As a hardcore gamer and a budding game historian, I can't recommend this book enough.
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Brian Clegg
4,0 von 5 Sternen
A must for anyone with an interest in the early days of PC games
Rezension aus dem Vereinigten Königreich vom 9. September 2014Verifizierter Kauf
I was delighted when someone pointed out the book Masters of Doom. It's not a new title, dating back to 2003, but it covers a period that anyone of a certain age with an interest in computer games will regard with interest.
Describing the rise and fall of the two creators of id software, John Carmack and John Romero, it is a classic silicon valley business/bio - with some particularly extreme characters. I knew nothing of these people at the time, but reading the book brought on waves of nostalgia as they were responsible for three of the key milestones in gaming history. I was still programming PCs when Wolfenstein 3D came out and I remember being amazed by the effects and responsiveness they coaxed out of the early PC's terrible graphics. By the time Doom and Quake came along, I was reviewing games for a living. Though my personal tastes ran more to the X-Wing series and Seventh Guest, I was stunned by the capabilities of the id games. They were the only first person shooters I ever found interesting - and each moved on the field immensely. All the first person shooters that are popular today from Call of Duty and Halo to Destiny owe them so much.
So from a techie viewpoint, this was fascinating, though the author does tend to rather brush over the technical side to keep the story flowing. And from the personal side, there were plenty of fireworks too. While the book slightly overplays the traditional US business biography style of presenting disasters and triumphs to regularly fit chapter boundaries, there is no doubt there was a real roller-coaster of an existence in a way that all those reality TV stars who overuse that term wouldn't possibly understand.
Although there are plenty of other characters, the two Johns are at the book's heart - Carmack the technology wizard behind the engines that powered these worlds, and Romero the designer and flamboyant gamer. The pair inevitably clash on direction and when they split it's interesting that it's the John who doesn't go for the classic US software developer heaven of turning the offices into a playground who succeeds.
All in all, truly wonderful for anyone who was into games in that period (and should be of interest to those who have followed them since). It's a shame it stops in 2003, as things have moved on a lot since its 'how the main characters are now' epilogue - but a quick visit to Wikipedia can bring you up to speed.
Describing the rise and fall of the two creators of id software, John Carmack and John Romero, it is a classic silicon valley business/bio - with some particularly extreme characters. I knew nothing of these people at the time, but reading the book brought on waves of nostalgia as they were responsible for three of the key milestones in gaming history. I was still programming PCs when Wolfenstein 3D came out and I remember being amazed by the effects and responsiveness they coaxed out of the early PC's terrible graphics. By the time Doom and Quake came along, I was reviewing games for a living. Though my personal tastes ran more to the X-Wing series and Seventh Guest, I was stunned by the capabilities of the id games. They were the only first person shooters I ever found interesting - and each moved on the field immensely. All the first person shooters that are popular today from Call of Duty and Halo to Destiny owe them so much.
So from a techie viewpoint, this was fascinating, though the author does tend to rather brush over the technical side to keep the story flowing. And from the personal side, there were plenty of fireworks too. While the book slightly overplays the traditional US business biography style of presenting disasters and triumphs to regularly fit chapter boundaries, there is no doubt there was a real roller-coaster of an existence in a way that all those reality TV stars who overuse that term wouldn't possibly understand.
Although there are plenty of other characters, the two Johns are at the book's heart - Carmack the technology wizard behind the engines that powered these worlds, and Romero the designer and flamboyant gamer. The pair inevitably clash on direction and when they split it's interesting that it's the John who doesn't go for the classic US software developer heaven of turning the offices into a playground who succeeds.
All in all, truly wonderful for anyone who was into games in that period (and should be of interest to those who have followed them since). It's a shame it stops in 2003, as things have moved on a lot since its 'how the main characters are now' epilogue - but a quick visit to Wikipedia can bring you up to speed.
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leaningtower
5,0 von 5 Sternen
Nostalgia biting in while reading this book (and that's good!)
Rezension aus dem Vereinigten Königreich vom 31. Januar 2016Verifizierter Kauf
If you, like me, were a serious player in the 90s and, still like me, you spent endless nights playing Doom, Quake and other related titles such as Hexen, Heretic, Rise of the Triad, etc. you *must* read this book and discover the story behind the the groundbreaking company that created them. The book is a long, deep and fun dive into the story of id software following the parallel stories of John Carmack and John Romero starting far before the id software founding to the time the two guys went different roads. That's a beautiful book and you should read it and go back playing those games yourself to feel the experience again. You will feel very nostalgic but that's a good thing. You loved those games.
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Daniel
4,0 von 5 Sternen
Enjoyable, intense and fascinating tale of two gamers who programmed their way to being millionaires...
Rezension aus dem Vereinigten Königreich vom 26. August 2015Verifizierter Kauf
I don’t usually read biographies. I find them to be a bit dull and intrusive. But I broke my own rule this time and read “Masters of Doom” by David Kushner. The reason? Well, I am a gamer by heart and loved the computer game “Doom”. It was a game of my youth, a first person shooter full of demons and violence. A match made in heaven…or hell if you like.
This book is the account of how Doom came into existence, created by a group of pioneering computer programmers in the 90’s. The book’s main protagonists are the “two Johns”; John Romero and John Carmack. Romero is the crazy, wild designer of the pair, mirrored by Carmacks calm, collected hardcore programmer. There are other ‘characters’ that appear in the book, such as Adrian Carmack, Tom Hall etc. But the two Johns are the focal points of the novel.
The book starts with the childhoods of the Johns and describes how they finally meet and how, from humble beginnings, they jump from strength to strength and end up creating a multi million dollar business. Very much the American dream. From reading this book I can only define Carmack and Romero as Geniuses. Programming is hard. I’ve tried it. It’s full of hard maths, syntax problems and logic arguments. Its like trying to measure the moon, with your eyes closed. With your hands tied behind your back. And yet the Johns (and many other bit players of the industry who make an appearance in this book) seem to just “get it”. The book doesn’t show the hard graft that I’m sure went into learning the programming languages, but by the age of 14 they were already coding. You have to be extremely intelligent to be able to pick it up that easy and with this intelligence and hard work they made themselves millionaires.
The two Johns’ careers started with creating small simple games in high school on early Apple computers. They then got small jobs with developers such as Origin and Softdisk. Ultimately, with their eagerness and entrepreneurial spirit, they finally branched out on their own. Their beginnings were questionably legal, with them borrowing work equipment and moonlighting. However the whole era just oozed rebellion and breaking loose the shackles of big business so this ambiguity of law just increases the spirit of self actualisation. Where young, passionate, hardworking and not forgetting extremely clever individuals made their fortune in their own way. This book makes it look so easy to make millions from computers. If only it was that easy.
Games created by the team include Wolfenstein 3D, Doom, Quake 1, 2 and 3, all synonymous with the video game revolution of the 90’s and both the birth of first person shoot ‘em ups and the prevalence of PC gaming. Its touched on briefly in the novel that the Johns were not the only people capitalising on the rise of the video games industry, but the majority of the book does read like they were.
In the end the duo run into the humanity side of all business’. Arguing, jealousy and contempt all led to their eventual split. Following the split, they each run their own companies in their own different styles. With successes and failures, the book tapers out and brings us up to the books publication date.
The positives of the book are many if you are fan of the games and the gaming industry. The book goes into some what detail of the creation of the games and gives insights into how the minds of the creators processed. Even if your not a gamer, the book is still a good tale of the underdogs making it big. The tension during the crunch days, when deadlines were looming, is brought to life by Kushner and each characters personality is shown to the reader. For a book written some 10 years after the majority of the facts, it goes into quite intricate details. This is proof of the amount of research carried out by the author. The epilogue at the back tells us he interviewed all parties in depth, as well as spent months sifting through mountains of old computer magazines to gather dates and locations.
Theres not much to be negative about the book, its hard to criticise real life. Some of the dialogue felt pushed, but then it would have been transcribed from interviews which would have been dragged out of half-forgotten memories. In my opinion, there wasn’t enough detail on the actual design of the main games, Doom and Quake. It seemed like the design and code was glanced over for tension and drama. More prose than fact but drama sells and too much code detail in the book would have slowed it down and turned it into more of a text book.
In all a good book however its audience is automatically narrowed by its genre and topic. Not everyone will find it interesting however I found it enjoyable, intense and fascinating. I could almost see myself writing the next best selling video game and making my millions! Or maybe not…
This book is the account of how Doom came into existence, created by a group of pioneering computer programmers in the 90’s. The book’s main protagonists are the “two Johns”; John Romero and John Carmack. Romero is the crazy, wild designer of the pair, mirrored by Carmacks calm, collected hardcore programmer. There are other ‘characters’ that appear in the book, such as Adrian Carmack, Tom Hall etc. But the two Johns are the focal points of the novel.
The book starts with the childhoods of the Johns and describes how they finally meet and how, from humble beginnings, they jump from strength to strength and end up creating a multi million dollar business. Very much the American dream. From reading this book I can only define Carmack and Romero as Geniuses. Programming is hard. I’ve tried it. It’s full of hard maths, syntax problems and logic arguments. Its like trying to measure the moon, with your eyes closed. With your hands tied behind your back. And yet the Johns (and many other bit players of the industry who make an appearance in this book) seem to just “get it”. The book doesn’t show the hard graft that I’m sure went into learning the programming languages, but by the age of 14 they were already coding. You have to be extremely intelligent to be able to pick it up that easy and with this intelligence and hard work they made themselves millionaires.
The two Johns’ careers started with creating small simple games in high school on early Apple computers. They then got small jobs with developers such as Origin and Softdisk. Ultimately, with their eagerness and entrepreneurial spirit, they finally branched out on their own. Their beginnings were questionably legal, with them borrowing work equipment and moonlighting. However the whole era just oozed rebellion and breaking loose the shackles of big business so this ambiguity of law just increases the spirit of self actualisation. Where young, passionate, hardworking and not forgetting extremely clever individuals made their fortune in their own way. This book makes it look so easy to make millions from computers. If only it was that easy.
Games created by the team include Wolfenstein 3D, Doom, Quake 1, 2 and 3, all synonymous with the video game revolution of the 90’s and both the birth of first person shoot ‘em ups and the prevalence of PC gaming. Its touched on briefly in the novel that the Johns were not the only people capitalising on the rise of the video games industry, but the majority of the book does read like they were.
In the end the duo run into the humanity side of all business’. Arguing, jealousy and contempt all led to their eventual split. Following the split, they each run their own companies in their own different styles. With successes and failures, the book tapers out and brings us up to the books publication date.
The positives of the book are many if you are fan of the games and the gaming industry. The book goes into some what detail of the creation of the games and gives insights into how the minds of the creators processed. Even if your not a gamer, the book is still a good tale of the underdogs making it big. The tension during the crunch days, when deadlines were looming, is brought to life by Kushner and each characters personality is shown to the reader. For a book written some 10 years after the majority of the facts, it goes into quite intricate details. This is proof of the amount of research carried out by the author. The epilogue at the back tells us he interviewed all parties in depth, as well as spent months sifting through mountains of old computer magazines to gather dates and locations.
Theres not much to be negative about the book, its hard to criticise real life. Some of the dialogue felt pushed, but then it would have been transcribed from interviews which would have been dragged out of half-forgotten memories. In my opinion, there wasn’t enough detail on the actual design of the main games, Doom and Quake. It seemed like the design and code was glanced over for tension and drama. More prose than fact but drama sells and too much code detail in the book would have slowed it down and turned it into more of a text book.
In all a good book however its audience is automatically narrowed by its genre and topic. Not everyone will find it interesting however I found it enjoyable, intense and fascinating. I could almost see myself writing the next best selling video game and making my millions! Or maybe not…
JamesClark1991
5,0 von 5 Sternen
Absolute Must Read for Gamers of the 90s
Rezension aus dem Vereinigten Königreich vom 27. Februar 2016Verifizierter Kauf
Wasn't sure what to expect from this as I don't read many books (digital generation) but the nerdy gamer in me ended up very satisfied and wanting more. The book is easy to read and gives lots of background information on the development and aftermath of some of the greatest games of all time. It explores the working relationships of the developers (who are now legend) and gives flashbacks to how weird/awesome the 90s were. I remember playing Final Doom on PS1 at about 8 year old, I had no idea Doom was this huge revolutionary game at the time. Reading this puts it all in perspective, it's bizarre! Amazing book, must read for any hardcore gamers.