John Romero

John Romero
Alfonso John Romero is an American director, designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and designer for many of their games, including Wolfenstein 3D, Dangerous Dave, Hexen, Doom and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first person shooter, or FPS, in the 1990s. He...
NationalityAmerican
ProfessionInventor
Date of Birth28 October 1967
CountryUnited States of America
If you walk into CompUSA or Babbage's and see the vast array of game titles on the shelf, chances are that 95% of those titles are not worth playing.
I started creating games in 1979 and got my first real programming job at Origin Systems in 1987. I am completely self-taught, no school.
For the record, I'm co-founder of a new game company in the bay area and am much better off in many ways than I was at Midway. Much happier now.
This is the day he died for our sins.
With out-of-state people relocating and local renters joining the ranks of first-time homebuyers, the lots are expected to go fast. Pricing will be in the $180,000-$200,000 range.
You might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity.
In marketing I've seen only one strategy that can't miss - and that is to market to your best customers first, your best prospects second and the rest of the world last.
You want stealth? Be a rogue in 'World of Warcraft'.
I'm a hardcore gamer and would never let you down by designing a crappy title.
I'm creating the kind of games that I like right now. I'm not being held back by technology.
Doom 2 is just such a bigger, badder, better version of Doom
The analogy I use is that 'World of Warcraft' is like going to the mall: you see a ton of people there, but you don't really want to interact with them; you just want to know you're part of the human race. And if you get in trouble, you'll know someone else is there.
You're headed in the right direction when you realize the customer viewpoint is more important than the company viewpoint. It's more productive to learn from your customers instead of about them.
It may be a lot more personally rewarding to focus on the marvelous new equipment, but the focus should be on customers - attracting them, courting them, rewarding them, understanding them and binding them to you.