Masters of Doom

by David Kushner

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 of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “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

The Convergence of Two Digital Rebels

At Softdisk, the disciplined John Carmack and the flamboyant John Romero formed an unlikely alliance. Carmack was a coding prodigy obsessed with efficiency, while Romero was a charismatic gamer with a passion for visceral design. Despite their different temperaments, they shared a vision for pushing PC hardware beyond its perceived limits. This partnership laid the foundation for id Software, as they realized their combined talents could create something the gaming industry had never seen. Their early collaboration on the Gamer's Edge subscription service provided the playground where they first began to experiment with the high-speed graphics that would eventually revolutionize the entire medium.

The Impossible Side-Scrolling Breakthrough

The duo's first major triumph came when Carmack discovered a technique for smooth horizontal scrolling on the PC, a feat previously thought impossible. After a late-night coding session, they recreated the first level of Super Mario Bros. 3 on a computer to impress Nintendo. While Nintendo declined the pitch, the technology became the basis for Commander Keen. This success gave them the confidence to leave Softdisk and form id Software. It marked the moment the Two Johns realized they didn't need a corporate safety net; their technical wizardry and creative energy were enough to build an empire from the ground up.

Wolfenstein 3D and the Birth of the FPS

With Wolfenstein 3D, id Software moved away from lighthearted platformers into the visceral world of 3D combat. Carmack’s engine allowed for unprecedented speed, while Romero’s design focused on fast-paced, violent action. The game’s success was astronomical, proving that there was a massive market for mature, intense experiences. It established the template for the first-person shooter and turned the team into industry rockstars. However, this period also saw the first glimpses of their diverging philosophies, as Carmack focused increasingly on the purity of the code while Romero embraced the burgeoning fame and lifestyle of a digital pioneer.

Descending into the Shadows of Doom

The development of Doom represented a massive leap in both technology and atmosphere. Carmack developed a new engine featuring variable heights, textures, and lighting effects that created a terrifyingly immersive world. Romero leaned into the cool factor, drawing inspiration from Dungeons and Dragons and horror films to craft a narrative about space marines and demons. The project was fueled by high-octane energy and a desire to disrupt the status quo. Doom wasn't just a game; it was a cultural phenomenon that pushed the boundaries of what was acceptable in entertainment, cementing id Software’s place as the industry's most provocative force.

The Shareware and Deathmatch Revolution

id Software revolutionized game distribution by releasing the first episode of Doom for free as shareware, encouraging players to copy and share it. This grassroots marketing strategy caused the game to spread like wildfire across the early internet and BBS systems. Simultaneously, the introduction of Deathmatch changed the way people interacted with games, turning a solitary experience into a competitive social event. This innovation paved the way for the modern era of online gaming and esports. By allowing players to battle each other over local networks, id created a communal addiction that crashed university servers and defined a generation of gamers.

The Cracks in the Foundation

As the company’s wealth and influence grew, the relationship between the Two Johns began to strain. Carmack became more reclusive, obsessively refining his engines to achieve technical perfection. In contrast, Romero became the public face of the company, indulging in his love for Ferraris, heavy metal, and self-promotion. While Romero's charisma initially helped sell the id brand, Carmack began to see his partner’s lifestyle as a distraction from the work. The collaborative magic that had fueled their early hits started to dissolve into a clash of egos, setting the stage for a dramatic and inevitable confrontation between the two founders.

The Quake Crisis and the Great Divorce

The development of Quake was a grueling process that pushed the team to their breaking point. Carmack’s goal was a true 3D world, which required solving immense mathematical challenges, while Romero struggled to find a cohesive design vision for the game. The creative synergy was gone, replaced by silence and resentment. When Quake was finally released, it was a technical marvel but a design compromise. Shortly after, Carmack led a move to force Romero out of the company he helped build. This divorce marked the end of an era and split the most successful duo in gaming history forever.

The Divergent Paths of Hubris and Perfection

Following his departure, Romero founded Ion Storm with the mantra Design is Law. He aimed to build a studio where creativity trumped technical constraints, leading to the infamous hype surrounding Daikatana. However, the project was plagued by mismanagement, delays, and a bloated budget. While Romero struggled to recapture his former glory, Carmack continued to iterate on the Quake engines, maintaining id Software’s dominance through technical excellence. The contrast between Romero’s ambitious failures and Carmack’s clinical successes highlighted the fundamental tension that had always existed between them: the battle between the dreamer who wanted more and the engineer who wanted better.

The Columbine Backlash and Moral Panic

The gaming industry faced its greatest challenge following the Columbine High School massacre, as the media and politicians blamed Doom and Quake for inciting real-world violence. id Software was thrust into the center of a national debate over the ethics of violent entertainment. Carmack and Romero were forced to defend their work against claims that their creations were murder simulators. This period of intense scrutiny changed the public perception of video games, leading to calls for censorship and regulation. It was a sobering reminder that their digital revolutions had real-world consequences, challenging the developers to reconcile their artistic freedom with societal responsibility.

The Lasting Legacy of the Masters

Masters of Doom concludes by examining the enduring impact of Carmack and Romero on the world. Though they went their separate ways, their contributions defined the modern gaming landscape, from the technology of 3D graphics to the culture of online play. Carmack eventually moved toward aerospace and VR, while Romero returned to his indie roots. Their story remains a quintessential American saga of friendship, innovation, hubris, and the transformative power of technology. Ultimately, the book captures a unique moment in history when a few outsiders with a passion for code changed the world of entertainment forever, leaving a legacy that still resonates today.