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John Romero plays Doom with Double Fine dev

  • SuperDuperYeah
  • January 23, 2015 at 8:46 PM
  • SuperDuperYeah
    • January 23, 2015 at 8:46 PM
    • #1

    Alright so I was pretty hooked on their series "Amnesia Fortnight" where you see devs doing a 2 week long small project and I happen to find this on their Youtube channel yesterday. It's John Romero playing Doom with a former Bioshock and Bioshock 2 level designer (lead level designer at some point). There's 10 videos and they-are-pretty-fucking-awesome. This is a part of their series "Devs Play" which I'm going to follow fo-sure.


    Check deez out, (it's pretty Mapcore worthy):


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  • blackdog
    • January 23, 2015 at 9:25 PM
    • #2

    I was sure this wasn't completely original, he did the same with ign

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    Is it appropriate to have Carmack as well, even if he plays Wolf?

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  • Taylor Swift
    • January 23, 2015 at 11:19 PM
    • #3

    haha great!

  • text_fish
    • January 23, 2015 at 11:50 PM
    • #4

    ***Spoiler Alert***
    John Romero isn't actually naked.


    Edit: It annoys me a bit how much LeBreton says "Yep", especially when he does it before Romero's even got to the point. Just let the man speak!

  • Thrik
    • January 24, 2015 at 12:20 AM
    • #5

    Haha, I know what you mean. I just watched the first video, and holy shit that guy has a massive problem with silence or something. Even when John's clearly gathering his thoughts and is about to share some sweet-ass Doom development fact, he jumps in and finishes his sentence for him. He must be a nightmare on dates.

  • -HP-
    • January 24, 2015 at 12:32 AM
    • #6

  • SuperDuperYeah
    • January 24, 2015 at 12:53 AM
    • #7

    I think JP le Breton is just super nervous/excited to probably meet his "idol". But yeah... still a bit annoying but if you concentrate on John it's not that bad I guess ?

  • Sprony
    • January 24, 2015 at 9:44 AM
    • #8

    I'll always up-vote the original Doom(s)!

  • AlexM
    • January 24, 2015 at 10:53 AM
    • #9
    Quote from text_fish

    ***Spoiler Alert***

    John Romero isn't actually naked.


    Oh thank god it wasn't just me who thought that. I had the same shock when I went to the pool as a kid and some dude was wearing tan swimming trunks.

  • Mazy
    • January 24, 2015 at 11:29 AM
    • #10

    Yeah really great stuff, watched them all yesterday. Some really cool insights into the development that I didn't know, could watch this shit all day long


    Also made me wanna read Masters of Doom again.

  • SuperDuperYeah
    • January 25, 2015 at 7:22 AM
    • #11
    Quote from Mazy

    Yeah really great stuff, watched them all yesterday. Some really cool insights into the development that I didn't know, could watch this shit all day long


    Also made me wanna read Masters of Doom again.


    I knooow right !?

  • Sprony
    • January 25, 2015 at 12:26 PM
    • #12
    Quote from Mazy

    Yeah really great stuff, watched them all yesterday. Some really cool insights into the development that I didn't know, could watch this shit all day long


    Also made me wanna read Masters of Doom again.


    The book with the saddest ending ever!!!

  • Erratic
    • January 27, 2015 at 3:34 AM
    • #13

    20 year old game about shooting demons with a shotgun that shouldn't even exist in that time period is still the smartest/best fps of all time.

  • blackdog
    • February 10, 2015 at 12:31 AM
    • #14

    I went in my archives and found a long quote from Carmack. Hope you'll like it:

    Quote

    To elaborate a bit:

    Probably everyone reading this has done some "game design" while talking with friends. In an evening, you can lay out the basic character of a game -- what the player does, what the environments are like, what the obstacles are, what the tools in the game are like, what the plot is, what the style of the game is, and a few unique hooks for the game.

    There is not a hell of a lot of difference between what the best designer in the world produces, and what a quite a few reasonably clued in players would produce at this point. This is the "abstract creativity" aspect. This part just isn't all that valuable. Not worthless, but it isn't the thing to wrap a company around.

    The real value in design is the give and take during implementation and testing. It isn't the couple dozen decisions made at the start, it is the thousands of little decisions made as the product is being brought to life, and constantly modified as things evolve around it. If you took two game designs, one good and one bad, and gave them to two development teams, one good and one bad, the good dev team could make a good, fun product out of a bad design, but the bad dev team could ruin the most clever design. The focus should be on the development process, not the (initial) design.

    The games with 500 page design documents before any implementation are also kidding themselves, because you can't make all the detail decisions without actually experiencing a lot of the interactions.

    Putting creativity on a pedestal can also be an excuse for laziness. There is a lot of cultural belief that creativity comes from inspiration, and can't be rushed. Not true. Inspiration is just your subconscious putting things together, and that can be made into an active process with a little introspection.

    Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better.

    John Carmack

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  • FMPONE
    • February 10, 2015 at 1:34 AM
    • #15

    Just began watching this, thanks for the recommendation.

  • Sprony
    • February 14, 2015 at 3:39 PM
    • #16
    Quote from blackdog

    I went in my archives and found a long quote from Carmack. Hope you'll like it:


    This is one for the books. Thanks for sharing!

  • FMPONE
    • February 15, 2015 at 1:45 AM
    • #17

    Just finished the Doom series. Great video. I agree the young guy was kind of annoying, but everytime he actually said anything of substance (instead of being like "right" every other word) he said something really smart and interesting, thank God.


    Really awesome.

  • blackdog
    • March 9, 2015 at 11:14 AM
    • #18

    Finally took the time to watch the serie. Interesting insights in the creation of the milestone.

    Regarding level design theory, it's ironic that they end up talking of stuff that has been in recent years sold as new -- do you remember when they were telling us that the opening of Rage was built last?

  • blackdog
    • June 9, 2015 at 2:29 AM
    • #19

    Just found this


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    enjoy

  • blackdog
    • January 29, 2016 at 12:15 PM
    • #20

    Ok I'm gravedigging this because seems more appropriate than derailing the new Doom topic, or put it in other technical topics but that are aiming to something else.
    We should have some sort of game design container though.

    Anyway, got linked this and I think it explains things perfectly. Sort of basic/intuitive stuff, but fundamental to a game. I wonder if id is managing to achieve this with the new one.

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    I could have never explained it, I wouldn't have known the terms... makes me feel ignorant.

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