rasz_pl wrote:Romero? Design? Romero was their lead "program easy shit I cant be bothered with" tool/script designer. Seeing how lackluster his everything have been once they split, he has been very lucky to somehow associate himself with id Software in the first place. There is a reason they fired him as soon as they ran out of Tom Hall Doom idea book concepts.
I think you should read 'Masters of Doom' if you haven't yet. It may change your perspective on things. 😀
Romero was the lead designer of the early id games, and he programmed the easy stuff. He did a lot of the levels too, and if you look at his levels in Doom, Doom II and Quake - they are consistently among the best.
He is nowhere near as good a programmer as Carmack (very few people are), but he didn't have to be. The magic of id was created by the synergy of the core team - John Carmack, Romero, Adrian Carmack, Tom Hall - and some of the great talents they had on board at one point or another. Someone has to program the engine. Someone has to design. Someone has to program the tools that people will be working with; yes, it's not as 'hard' or as 'cool' as doing all the clever math and graphics, but it is absolutely necessary if you want to have a game out, and Romero was doing that all along.
Id "fired" Romero because Carmack felt that Romero was dicking around too much and playing games and "being a rockstar" rather than working. In some ways it definitely seems true. But a lot of Romero's contribution could not be measured by the number of hours one sits at a computer coding away. For example, he pushed the side projects with Raven. Without Romero there'd be no Heretic and Hexen. But that's not something he got credit for, because it didn't go towards completing id's own games. The rest of Id chose Carmack over Romero, because super-talented programmers like Carmack are more rare than talented designers like Romero and his tech was at the core of id's business. Without Romero they still had something; without Carmack they would have nothing.
Romero failed after leaving id because of his hubris, and because he didn't understand project management, didn't understand that what you can do with a dedicated small core team does not scale to large corporations. His Daikatana failure was so massive, that he never bounced back from it. Carmack didn't outright fail, because he got to keep most of the core, and because he has always been more conservative.
But you know, as much as people refuse to see it, Daikatana, shitty as it is, is still a better game than Quake II, on which engine it was built. Quake III, despite the super technological advances, is not even a game but just a bunch of deathmatch levels with some bot AI. DOOM 3 (which I played through, and even enjoyed to a great extent) is nothing but a cheap-ass poorly-scripted horror movie where you get limited control over the main character. How long did it take id to put out a decent game after Carmack and Romero split? Did they ever? I'm not sure.
I think the gaming world lost out because Carmack and Romero failed to find a way to continue working together. Imagine if instead of having Quake II and Daikatana, we'd have Daikatana actually done right, with the polish of Quake II, and not 3 years behind schedule. Would have been much nicer, I think. Maybe we wouldn't have to wait for "Half-Life" to "redefine the genre".
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