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
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.
There is a definite argument to be made that videogames are becoming an art form put together by artists of different types.
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.
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
There are too many games being developed by people that have no business creating games.
I completely love playing and designing games and always will. I am so into games that I listen to game music all day. That may sound strange, but you can guarantee I'm a hardcore gamer and would never let you down by designing a crappy title.
I'm a hardcore gamer and would never let you down by designing a crappy title.
You want stealth? Be a rogue in 'World of Warcraft'.
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 might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity.
We are at the point where game designers have become celebrities due to the size of the market they serve.
I think DOOM had just the right mix of elements that keep people coming back to it: great monsters, excellent weapons with great balance, a spooky environment and extreme speed.
I started looking at what I was going to do next, so I looked around on the net and I saw there was an opportunity for an MMO, there was a person starting an MMO so I contacted him. We talked for hours on the phone, we had a lot of common interests and ideas about this title and so basically this guy was really excited, brought me on as a co-founder of the company and I've been here for almost four months now.