Here is an interview with John Romero
First could you give us some basic info on you and your
past/current projects?
Okay, i've been a game programmer/game designer for the past 19
years. I was one of the four founders of id Software and one of the
four founders of Ion Storm. I've shipped over 60 games in my career
thus far, including the Commander Keen series, Wolfenstein 3D, DOOM,
DOOM II, Heretic, Hexen and Quake (the most popular ones).
How did you first get interested in making games?
I played lots and lots of video games in the arcades back in the
early '80's when i was a kid.
How did you end up at Softdisk, what was it like working there?
I left a startup company named InsideOut Software back in 1989
Why did you leave Softdisk and start id?
Because we had to make a game every month and that was not enough
time to do something really cool, so we did the first Commander Keen
trilogy in our spare time and after we released it, enough money was
generated that we could quit Softdisk and officially start id Software
on February 1st, 1991.
What was it like working at id on the games before Goodbye Galaxy?
It was great fun and a whole lotta work.
What was it like working on Commander Keen: Goodbye Galaxy?
It was great -- Goodbye, Galaxy took us a total of 4 months; 3
months for Secret of the Oracle and 1 month for The Armageddon Machine.
It had better technology, many characters, music, FM synth sound
effects, etc. It was a really great set of games.
Why did you quit your programming career to pursue game design?
I didn't quit programming, I just don't do very much of it nowadays
because I have 7 programmers on my team. Game design has always been
something that I've done since i started making games. I had to design
them AND program them all by myself, including utilities, sound effects,
graphics, etc.
What do you think of the other Commander Keen projects that are being made by 3rd parties under the approval of id? (http://www.users.fl.net.au/~simsy/keen/future.htm)
(I told yah! -eK)
I think it's a really cool thing and would love to see more Keen
adventures, but alas, Tom Hall is really the only person suited to
create Keen sequels.
Do you think Keen has a future?
Yes, but you never know when that future is going to happen.
On IRC you said Keen 7 might come out on the N64, can you give us
more information on this?
Um, i was probably saying that if we did do Keen 7, it would be an
N64 game because it's cute and is a perfect product placement on that
platform.
Who has influenced your career and why?
Mostly, old Apple II programmers like Nasir Gebelli and Bill Budge.
Design-wise, the games from Squaresoft and Shigeru Miyamoto's games.
During the making of Quake, when id added the War room, did you find
that atmosphere reminiscent of the days of keen when everyone worked in
the same room?
No, because everyone didn't want to work in the War Room. When id
was started, we loved working in the same room (sometimes it would get
annoying, but it was mostly a great thing).
How's working at Ion Storm different than working at id?
Everything is different, totally.
Do you think gaming is going more in the direction of big corperations with large budgets? Do you think small companies will stillhave a chance in 10 years?
Small companies will always have a chance. The game industry is
evolving very much like Hollywood has; that's the closest parallel
you'll find.
Any plans after Diakatana? If another Keen becomes a reality will you have a hand in it?
After Daikatana i will either work on the sequel, or another game
that's pretty different, but still 3D FPS. I'd love to have something
to do with a future Keen.