Game Development Giant

Chapter 696 Romero

Before that, because Jester couldn't stand the endless inquiries from many people as to why he rejected John Romero, who performed extremely well in the interview, Jester finally revealed his reasons. .

Because John Romero did perform very well at that time.

Whether it is the planning position's understanding of the game or his own programming level, he is the best choice. He can be trained as an ace. In just a few years, he will definitely be an outstanding person who can lead a team of dozens of people. , the guy who developed the game that sold millions.

Therefore, it seemed at the time that Jester rejected the other party almost without hesitation, which was beyond the expectation and understanding of many people.

Jester's explanation is even more confusing.

He said: "The reason why I did this is very simple. I had a detailed conversation with the other party at that time. From the other party's words and behavior, I found that he did not want to work in our company, but was playing games. Likewise, treating us as monsters to gain experience, once his level reaches a high level, he will leave us without hesitation and even take away many of our people."

Many people scoffed at Jester's explanation at the time.

But now it seems that Jester's prediction regarding Romero's departure from Activision was so accurate.

Moreover, Mars Entertainment is not so resistant to producers leaving. Whether it is now or in the past, many producers have left Mars Entertainment. Some may not get enough attention in Mars Entertainment, but other game companies have thrown out more A good olive branch, and some may want to start their own business, but for Romero's method of leaving Activision.

These are far from enough.

Those who came to Mars Entertainment before came with the idea of ​​getting together and getting together easily.

But Romero first deliberately ruined a project, and then after being scolded by the top management of Activision, he led the dissatisfied members of the previous project team. They collectively jumped out of Activision and established their own game company.

This makes people feel a bit shameful.

Because of Romero's success in recent years, many people have been discussing whether his game company can succeed during this period of time.

Although Jester did not participate in this discussion, he really thought about this matter in his heart.

The final conclusion is simple.

Success is inevitable at the beginning, because Romero has all the qualities that an excellent designer should have. He knows what is good and bad about a game, and how to be welcomed by players... He has been working in computer magazines since he was twelve or thirteen years old, earning royalties by publishing some games.

That kind of people. As long as you work hard, there is no reason why you won't succeed.

Moreover, the half of the team he brought out covers almost all the talents needed for a game. In addition, in addition to being an extremely excellent game planner, he also has excellent programming skills.

In the original history, the reason why he was able to form such a deep friendship with John Carmack was because he, like Carmack, was also a technical geek.

But later I felt that it was more important than being a full-time game planner. It was also easier, so he started working on game programming.

However, judging from his life experience, Romero's biggest shortcoming is that it is inappropriate. That is, his ambition is very big.

This feature may be a bit off for some people, such as Jester, but for others. That's not an advantage, like John Romero, actually. The reason why id Software was able to achieve such success in the beginning was certainly due to Romero's planning, but more importantly, it was Carmack's technical leadership.

Otherwise, id Software can only be regarded as a fairly good game company, but nothing more.

But there are so many such game companies that they are simply not worth mentioning. I don’t know how many such game companies appear every year, and I don’t know how many such game companies die.

Romero had many fantastic ideas for games, not to mention the FPS games during the id period. After he had a complete falling out with Carmack, he left id and developed the "Big Knife", which was very creative. It can be said that this game, in terms of setting and system, completely surpassed the understanding of games in the gaming industry at that time.

However, it still failed.

The reason is very simple, that is, it is simply impossible for his technology to achieve the effect he wants.

If something cannot be completed, then no matter how good it is, it will be in vain, just like the 'Era' project that Jester is currently working on. In the description, even people who have no understanding of the game can realize that such a game If it is developed, it will be so amazing, but if it cannot be developed, what is the difference between it and Through the Looking Glass?

When he was at id, the reason why his vision could be realized was because of Carmack's amazing skills. However, after falling out with Carmack, it was impossible for him to find another person who could be as famous as Carmack. Work as a technician for him.

In fact, a very important reason why Romero and Carmack fell out. In addition to their disagreement over game design, the biggest reason was Romero's dissatisfaction with Carmack's jealousy. Both are the founders of id Software. At the beginning, their contributions were naturally the same. No one can say that one surpasses the other.

However, as the goals of id software became larger and larger, this equal relationship was completely reversed after Carmack himself developed the world's first 3D engine.

Whether it is in the eyes of other people at id Software or in Romero's own mind, he feels that his contribution to id is far inferior to Carmack. This conclusion can be drawn from a simple comparison. Needless to say, it was the later "Quake", let's just say "Return to Wolfenstein". Without Carmack's technology, this game would have been absolutely impossible to complete.

Therefore, in the eyes of many people, they think that the ID is Carmack's ID, not his John Romero's ID.

In the end, this contradiction broke out after a lot of time accumulation, and the result was naturally an unhappy ending. Romero left id, and everyone else at id chose to stay without exception, because they all knew that, The reason why id can succeed.

It relies on Carmack's technology.

Not Romero. (To be continued...)

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