Masters of Doom

How Two Guys Created an Empire and Transformed Pop Culture

Hardcover, 335 pages

English language

Published May 6, 2003 by Random House.

ISBN:
978-0-375-50524-9
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4 stars (77 reviews)

“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 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 …

7 editions

reviewed Masters of Doom by David Kushner

My review of "Masters of Doom"

4 stars

The story of id software and the two Johns is already quite well known, and this book is great if you want more of that story. Really enjoyed listening to this. Side-note: if you want the nitty-gritty of Carmack's early (or later) rendering tech, you should look at youtube or articles elsewhere.

The Two Johns

4 stars

Hewlett and Packard. Jobs and Wozniak. Gates and Ballmer. High-tech success stories often revolve around a notable duo, and in the computer game industry, there is no more better-known story than that of id Software, creator of the Doom and Quake series of first-person shooters, and id’s original two principals, John Carmack and John Romero.

In Masters of Doom: The True Story of How Two Guys Created a Video Game Empire, Transformed Pop Culture, and Unleashed Doom, David Kushner chronicles the rise and pitfalls of the Two John’s, starting from their disturbingly dysfunctional childhoods to the pinnacle of their Ferrari-buying and Playboy-centerfold dating days. Carmack is considered by many to be the best game programmer around and perhaps the best programmer, period. Romero, perhaps best remembered for his hubris-filled pronouncements to gamers, was considered a game design god by rabid game fans, before he was ousted from id and foundered …

Review of 'Masters of Doom' on 'Goodreads'

4 stars

A great read on the history of id software (and the huge game industry that it helped blossom), this will go on my list of favorite computing/video game history books. Most of the book is detailed and entertaining, although the ending felt a little abrupt. What I would give for a followup edition with updates on the founders!

Review of 'Masters of Doom' on 'Goodreads'

4 stars

I enjoyed reading this. I was about 6 when Doom came out, but in the subsequent years I played the shareware versions of it as well as Commander Keen and Wolfenstein 3D regularly. The first half of this book was a bit of a nostalgia trip but it filled in a lot of the backstory of Carmack (who is a personal hero of mine as a C programmer) and Romero (who was more of a famous name).

I was most interested in the early, hacker days of basically turning pizza and Diet Coke into seminal videogames. The book did a good job chronicling the creation of Commander Keen and Wolf3D as a prelude to Doom and setting the scene of BBS era shareware gaming. It also colored in some of the other notables whose roles were never as clear to me. The contributions of fellow Softdisk guys/id founders Tom Hall, …

Review of 'Masters of Doom' on 'Goodreads'

5 stars

This book has me longing for more similar stories from competitors like Valve and Epic, preferably interweaved into this story. Those were my gaming years, and after half-life, I never really got into gaming anymore as much as I did back then.

Growing up with all their games, but not caring about the creators at that time, this story was an entertaining read. It was even a little relatable, being a programmer myself, where my passion became my job.

It was hard to keep up with the names at times wherein one sentence he would use their first name and in another their last name.

Review of 'Masters of Doom' on 'Goodreads'

4 stars

What we have here is a failure to communicate. Through the wildly different personalities of John Romero and John Carmack, this book illustrates that gaming culture has never been unanimous; That quiet, tech-focused reclusive technical geniuses can be as toxic as overpromising, trashtalking rockstars. Yet the medium would be vastly diminished if either was absent. If anything, it reminds that medium-redefining games are frequently a result of people from multiple disciplines working in unison. The schism between Romero and Carmack resulted in both of them making worse games.

Review of 'Masters of Doom' on 'Goodreads'

3 stars

In general I have to agree on the review Philipp gave, probably because our biographies seem to match up pretty well. I similarly was brought up by a 386 and on the Keen games et al. So. I also felt lots of good nostalgia during the read (editing DOS config files, first network gaming experiences on Duke3D - complete with the search for the damn terminator plugs - and hell, even my first Linux experiences came because I wanted to run a Quake or Half-Life dedicated server on an old machine).

But nostalgia only gets you so far. Some more technical background would have been nice (though I also get that neither Philipp nor I will probably be the typical reader in that aspect) but what really bugged me was that for large parts the book boils down to 'id: The Soap Opera' or maybe 'Bad Business Decisions 101: How …

Review of 'Masters of Doom' on Goodreads

3 stars

1) ''Romero's eyes widened. The Daikatana was a mighty sword, one of the most powerful weapons in the game. Despite the pleas of the others, he told Carmack he wanted to give the demon the book. It didn't take long to find out the consequences. As the rules of the game dictated, Carmack rolled the die to randomly determine the strength of the demon's response. The demon was using the book to conjure more demons, he told the group. A battle of epic proportions ensued until Carmack declared the outcome. 'The material plane is overrun with demons,' he said, flatly. 'Everyone is dead. That's it. We're done. Mmm.'
No one spoke. The guys couldn't believe it. After all those games, all the late nights around the table in Shreveport, the adventures here that cured all the cold nights of Madison, it was over. A sadness filled the room. Romero finally …

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Subjects

  • Romero, John, 1967-
  • Carmack, John
  • Computer games -- History
  • Computer games -- Programming -- History
  • Computer programmers -- United States -- Biography

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