00:00SPEAKER- Brad, I found myself on Usenet the other day.
00:02SPEAKER- That's a great place to be.
00:03SPEAKER- Well, I found myself on old Usenet on Google Groups.
00:06SPEAKER- That's an even better place to be.
00:07SPEAKERI mean, I've certainly got my issues
00:09SPEAKERabout how Google Groups has evolved over time, but.
00:12SPEAKER- It's kind of what I wanted to talk about
00:13SPEAKERbecause I've noticed that the search
00:16SPEAKERon Google Groups has gotten worse.
00:18SPEAKER- Oh yeah, no, that's a year's long problem.
00:21SPEAKERLike you can find like ours articles and stuff about it
00:23SPEAKERof people have complaints
00:25SPEAKERabout like they are just letting Google Groups,
00:27SPEAKERto back up for a second,
00:28SPEAKERGoogle bought the Dejan News Usenet archive
00:31SPEAKERyears and years ago.
00:32SPEAKER- Like 20 years ago, yeah.
00:33SPEAKER- Yeah, it's been ages, but basically Google's in possession
00:36SPEAKERof a massive archive of Usenet from the,
00:38SPEAKERI don't know if it goes back to the '70s,
00:40SPEAKERprobably the '80s, sometime in the '80s.
00:41SPEAKER- I mean, it's definitely, like the place,
00:43SPEAKERthe area I'm interested is when it started getting popular
00:45SPEAKERin the '90s when people were using it as a message board.
00:47SPEAKER- Yes, but yeah, so like they integrated that entire archive
00:50SPEAKERinto Google Groups and then over time,
00:53SPEAKERthe search functionality has continued to decay
00:55SPEAKERto the point that you can barely search,
00:57SPEAKERlike you can't even really search
00:59SPEAKERin individual groups easily anymore.
01:01SPEAKERThey, there's a big banner on there now,
01:02SPEAKERthey are disabling the ability to post to Usenet
01:05SPEAKERthrough Google Groups very soon.
01:07SPEAKER- I'm kind of okay with that, I think.
01:08SPEAKER- That's fine, yes, I don't need to,
01:10SPEAKERI don't need to post to you.
01:11SPEAKERAlthough, what if I did, you know.
01:13SPEAKER- You should get a Usenet account.
01:14SPEAKERYeah, download your Usenet reader of choice.
01:17SPEAKER- A, I should post to Usenet.
01:19SPEAKERB, if I was going to post to Usenet,
01:21SPEAKERI would do it through a command line.
01:22SPEAKER- Would you be, where would you post?
01:24SPEAKERLike alt.content.
01:27SPEAKER- I can, I can tell you what's my,
01:29SPEAKERwe've talked about this before.
01:30SPEAKERMy frequent groups were alt.games.finalfantasy,
01:33SPEAKERrec.games.video.Nintendo, and .Sony,
01:37SPEAKERor was it .PlayStation, I don't quite remember.
01:40SPEAKERAnd then some of the computing ones
01:41SPEAKERthat I don't quite remember.
01:43SPEAKER- See, I was more of an IRC guy.
01:44SPEAKERI always liked the ephemeral chat.
01:46SPEAKER- Oh, yeah, yeah.
01:47SPEAKER- To the everlasting nature of Usenet.
01:50SPEAKER- Oh, I was on, I was on IRC for years
01:52SPEAKERas we have well-documented.
01:55SPEAKERAlt.comp.periffs.mainboard.abit.
01:58SPEAKER- Oh, people are going to go find you now.
02:00SPEAKER- Oh, I mean, we've read these posts out loud
02:02SPEAKERon this podcast. - Some of them.
02:03SPEAKERJust some of them. (laughs)
02:05SPEAKER- Well, the search is broken, so don't bother.
02:07SPEAKER- You said you had a better alternative, though, now.
02:09SPEAKER- Yeah, I am a little concerned about the future
02:11SPEAKERof Google's Usenet archive.
02:13SPEAKERBut I can't remember, a user on one of my,
02:17SPEAKERone of our Discords turned me onto this.
02:19SPEAKERI apologize, I can't remember your name.
02:21SPEAKERUsenetarchives.com.
02:23SPEAKERQuite easy to find.
02:25SPEAKERI don't know where they're getting their data from.
02:27SPEAKERI'm not sure.
02:28SPEAKERThis launched, I think, like four or five years ago.
02:30SPEAKERI found a Reddit post of the person who runs this
02:32SPEAKERannouncing it.
02:33SPEAKERIt's very slow, very slow.
02:36SPEAKER- I mean, that makes sense.
02:37SPEAKERLike, it's like archive.org is slow, too.
02:38SPEAKERIt's put in a lot of data,
02:40SPEAKERand it's probably not super well-funded.
02:42SPEAKER- Yeah, so they have a Patreon up, actually,
02:45SPEAKERso you can support this.
02:45SPEAKERI think this person said in their announcement post,
02:48SPEAKERlike, hey, I'm throttling database hits
02:49SPEAKERbecause this is a huge database, like, et cetera, et cetera.
02:52SPEAKERAnyway, there is an alternative now.
02:54SPEAKERLike, knowing there is another Usenet archive out there
02:56SPEAKERmakes me feel just a little bit better.
02:59SPEAKER(upbeat music)
03:22SPEAKER(upbeat music)
03:27SPEAKER- Welcome to "Brad and Will Made a Tech Pod."
03:29SPEAKERI'm Will.
03:30SPEAKER- I'm Brad.
03:31SPEAKERYou're sounding guttural this week.
03:33SPEAKER- I'm a little deeper than normal, Brad.
03:35SPEAKERI'm just bringing it in low, low, low,
03:37SPEAKER'cause I've had a cough, cough, cough.
03:39SPEAKER- Oh, I thought you brought your bedroom voice or something.
03:43SPEAKER- No, if this was my bedroom voice,
03:44SPEAKERI don't even know what I'd do with that.
03:46SPEAKERThat's too much power for me.
03:48SPEAKERFor this extremely sexy episode about Apple 2,
03:52SPEAKER6502 assembly and making first person shooters.
03:57SPEAKER- Yeah, I learned a surprising amount
03:59SPEAKERabout old CPU assembly reading this book.
04:03SPEAKERSo for folks that don't know, this week,
04:05SPEAKERwe are talking about the John Romero biography,
04:09SPEAKERautobiography, I guess.
04:11SPEAKER- I kept calling it a memoir when I talked about it before,
04:13SPEAKER'cause I think memoir sounds classy.
04:15SPEAKER- It's a little memoirish.
04:17SPEAKERJohn Romero's book, "Doom Guy, Life in First Person."
04:19SPEAKERIt's a memoir about his time, so far at least.
04:24SPEAKER- On Earth.
04:25SPEAKER- Making video games and also on Earth.
04:27SPEAKERYeah, I mean, it's kind of,
04:28SPEAKERthe whole thing's intertwined, it seems like.
04:30SPEAKER- Yes, John Romero, famously of id Software,
04:33SPEAKERco-creator of Doom and Wolfenstein and Quake
04:35SPEAKERand all that stuff.
04:36SPEAKERWe've talked about all these things,
04:38SPEAKERad infinitum around here.
04:40SPEAKER- Went on to launch Ion Storm,
04:43SPEAKERhas made a bunch of mobile games and other stuff since then.
04:46SPEAKERIt's working on a new title now in Ireland.
04:48SPEAKERBut famously was the guy, was the Doom and Wolfenstein,
04:53SPEAKERand to a lesser extent, Wolfenstein.
04:56SPEAKERBut he was kind of the public face of id Software
05:01SPEAKERduring their prime.
05:03SPEAKERI think we can look back now and say that that was the prime.
05:04SPEAKERI mean, I think actually, I would say that id Software
05:07SPEAKERis kind of in the middle of another prime right now.
05:09SPEAKERBut the thing that started the first person shooter
05:12SPEAKERas a genre and took over gaming for 10, 20 years
05:16SPEAKERstarted in the 90s.
05:17SPEAKERAnd that was a handful of people were involved in that.
05:20SPEAKER- Yeah, something actually,
05:21SPEAKERI will just make a disclaimer right up front here
05:23SPEAKERthat we'll go for this entire episode,
05:26SPEAKERwhich is that I kind of consider there to be
05:27SPEAKERtwo id Softwares.
05:29SPEAKERLike there's the scrappy, four guys crammed
05:33SPEAKERin a rental house version,
05:35SPEAKERwhich I know it became a much bigger company
05:38SPEAKERup through when John Carmack left.
05:40SPEAKERBut that's kind of like when he left
05:43SPEAKERis sort of when it became a different company, right?
05:45SPEAKERAnd it is a very different studio now run by mostly,
05:48SPEAKERI mean, there's still some veterans there,
05:50SPEAKERbut the output is different.
05:53SPEAKERI feel like there's a difference in clearly reading
05:55SPEAKERthis book, there's a difference in professionalism cases
05:58SPEAKERand it's much more of a real modern video game studio now.
06:01SPEAKERAnd I've been on record, Doom 2016 is one of the best games
06:05SPEAKERof the last decade.
06:06SPEAKER- Yeah, it's fabulous.
06:07SPEAKER- So they're doing great work over there.
06:09SPEAKERBut when I talk about id Software,
06:12SPEAKERand when I talk about like,
06:13SPEAKER'cause I'm probably gonna say things like,
06:14SPEAKERoh, you know, I think I feel like that's when it ended
06:16SPEAKERor that's when like X stopped being the case or whatever.
06:19SPEAKERLike it's like, I'm talking basically
06:21SPEAKERabout two different companies here.
06:22SPEAKERI'm talking about like the original incarnation
06:25SPEAKERof that studio.
06:26SPEAKER- And it's worth mentioning even like,
06:28SPEAKERyou know, when I went and played Doom 3, right?
06:31SPEAKERAnd Rage, even in that time period post,
06:35SPEAKERyou know, when it was a very different company
06:37SPEAKERthan it was when they were making the original Doom
06:39SPEAKERand Quake, it was still small for that scale developer.
06:43SPEAKERFor a developer that made games
06:44SPEAKERthat that many people played, they were always small.
06:47SPEAKERI think now it's a little different 'cause you know,
06:49SPEAKERthe art constraints of a modern game engine are different.
06:52SPEAKER- But also they've successfully become a part
06:55SPEAKERof bigger and bigger companies, right?
06:57SPEAKERThey got bought by FESDA in like '09 or something like that.
07:00SPEAKER- They then got bought by Microsoft
07:02SPEAKERand presumably at some point they're gonna be bought
07:04SPEAKERby Whelan Yutani or something, I don't know, we'll see.
07:07SPEAKER- Yeah, so I got maybe a better way to look at it
07:08SPEAKERis the dividing line between when they were still
07:10SPEAKERan independent studio and then became part
07:12SPEAKERof a bigger company.
07:13SPEAKER'Cause I, you know, I'm not gonna say
07:14SPEAKERthat like Carmack was the only person
07:16SPEAKERkeeping things going there, like by all accounts,
07:19SPEAKERit seems like he maybe was kind of not super involved
07:21SPEAKERfor the last few years he was even there, so.
07:24SPEAKER- But we're not, that's not the stuff
07:25SPEAKERwe're talking about today.
07:27SPEAKERThe reason this time period is interesting to me
07:29SPEAKERand I think to you as well,
07:30SPEAKERand to just technologists in general,
07:33SPEAKERis that in the late '90s, the work that was being done
07:37SPEAKERon games like First Person Shooters specifically,
07:39SPEAKERwhich were incredibly hardware dependent and demanding,
07:43SPEAKERdrove an incredible amount of advancement forward
07:46SPEAKERin the PC space.
07:47SPEAKERIt also changed the tenor of the internet.
07:50SPEAKERLike this is, the early internet was about like porn
07:54SPEAKERand Quake and Doom for lack of like--
07:58SPEAKER- Okay, sure.
07:59SPEAKER- There were two things you could find
08:01SPEAKERon the early internet in ripe abundance.
08:03SPEAKERSpeculation about upcoming video games from id Software
08:06SPEAKERand other adjacent companies and pornography.
08:10SPEAKER- Smut.
08:11SPEAKER- Yeah, there wasn't a whole lot out,
08:12SPEAKERlike it wasn't like there were blogs,
08:14SPEAKERthere weren't, the first time I saw a recipe on the internet,
08:16SPEAKERI was like, wow, that's really weird,
08:18SPEAKERI've never thought about doing that before.
08:19SPEAKER- Sure, okay, yes, sure.
08:21SPEAKER- But I also had seven different blogs
08:23SPEAKERdedicated to reading plan files
08:27SPEAKERfrom game developers in Texas saved on my bookmarks.
08:32SPEAKER- It occurs to me that that might be,
08:34SPEAKERthe availability of the material might be a reflection
08:36SPEAKERof the demographic that had early internet access.
08:39SPEAKER- You are not wrong, my friend.
08:40SPEAKER- But anyway, anyway, all that said,
08:44SPEAKERthis book is really about his kind of whole life, honestly.
08:47SPEAKERLike, you know, I came to it wanting to know
08:52SPEAKERabout the ins and outs of that period of id Software
08:54SPEAKER'cause Doom and Quake were life-changing for me
08:56SPEAKERand I wanted to know what happened behind the scenes there,
08:58SPEAKERbut he really starts from the beginning.
08:59SPEAKERLike he actually, you spend, I don't know,
09:03SPEAKERa fifth of the book maybe on his childhood and teen years.
09:06SPEAKERLike he definitely does not skimp over his upbringing,
09:09SPEAKERhis early exposure to computers,
09:11SPEAKERhow he got into coding, how much of a coder he is,
09:14SPEAKERlike that was a huge revelation for me reading this book,
09:18SPEAKERwhich we'll get into is that like he is
09:20SPEAKERand was a hardcore programmer and solo game designer.
09:24SPEAKER- Well, and it's interesting because he starts
09:26SPEAKERfrom a period in time when like solo game design,
09:29SPEAKERthere were two types of game designers
09:31SPEAKERin that like late '80s, early '90s time period.
09:34SPEAKERThere were people at like the big, I'm air quoting big
09:37SPEAKERbecause they weren't really that big by today's standards,
09:40SPEAKERbut like the Williamses making King's Quest
09:43SPEAKERand then those games were big.
09:46SPEAKERThey were industry titans, right?
09:48SPEAKER- Richard Garriott is, I mean, I don't know
09:50SPEAKERif we'll go through this kind of chronologically,
09:51SPEAKERso we'll get there, but like his first real job in games
09:54SPEAKERwas at Origin Systems of all places
09:56SPEAKERand he and a lot of people idolized Richard Garriott
09:59SPEAKERat the time, who I think actually this book says
10:01SPEAKERlike Garriott also was a serious coder, right?
10:04SPEAKERLike he, before Origin became big,
10:06SPEAKERlike I think he was writing the games, right?
10:08SPEAKER- Because I was gonna say the other way you made games
10:10SPEAKERat that point was if you could kind of do everything
10:12SPEAKERand you were a one-stop shop.
10:14SPEAKERSo like Romero started out and a lot of these folks
10:17SPEAKERstarted out earlier making, just writing code
10:21SPEAKERand turning that into games and then putting those games
10:23SPEAKERin Ziploc bags and selling them at computer shows
10:25SPEAKERand screwdriver shops.
10:27SPEAKER- Yeah, that's one of my favorite parts of this book
10:29SPEAKER'cause I mean, we're skipping ahead a little bit.
10:31SPEAKERWe should talk about his upbringing a bit
10:33SPEAKER'cause it does come into play later.
10:34SPEAKER- Yeah, yeah, okay, so let's-
10:35SPEAKER- But the I'm 15, 16 and selling games to magazines part
10:41SPEAKERwas one of the most exciting parts of this to me.
10:44SPEAKERIt sounds like so much fun.
10:46SPEAKER- Yeah, it's kind of the bridge
10:47SPEAKERfrom like the old homebrew computer club
10:50SPEAKERand like the guys in Silicon Valley
10:51SPEAKERthat were soldering chips onto boards
10:53SPEAKERand figuring it all out.
10:54SPEAKERAnd this is the bridge from that to hey, computers
10:57SPEAKERcan be a business and there's a reason
10:59SPEAKERfor a computer to be in every home.
11:01SPEAKERAnd that's to me the most interesting thing
11:03SPEAKERabout this like 10, eight, 10 year period,
11:07SPEAKERlooking back on it now especially.
11:08SPEAKERSo, okay, so Romero's childhood was rough.
11:12SPEAKERI'm gonna say if you're gonna read the book,
11:13SPEAKERthere's a lot of content warnings.
11:14SPEAKERThere's stuff that is abusive and terrible and bad.
11:18SPEAKERHe's like, he treats it really matter of factly
11:22SPEAKERand kind of unapologetically and is like,
11:25SPEAKERhey, I love my family, they have problems.
11:29SPEAKERAnd the childhood that I had is what shaped me
11:31SPEAKERinto the person I am now, so I don't regret that.
11:34SPEAKERBut some people are gonna read this and be like, holy shit.
11:37SPEAKER- Yeah, there's some fairly rough stuff in there.
11:39SPEAKERAnd he also treats it with kind of a shocking amount
11:42SPEAKERof grace, I feel like, for some of the stuff he went through
11:46SPEAKERand how sort of forgiving he is of a lot of those things.
11:50SPEAKER- Yeah, and it's the whole gamut of Gen X childhoods, right?
11:56SPEAKERIt's like the substance abuse parent, the bad stepdad,
12:01SPEAKERthe maybe the ambiguously bad stepdad.
12:05SPEAKERI don't know, the stepdad bought him his first Apple II
12:07SPEAKERand opened the door to a lot of stuff.
12:09SPEAKER- Stepdad is certainly an interesting figure
12:11SPEAKERin all of this.
12:12SPEAKER- Like, I think the remarkable thing about this book
12:15SPEAKERis that going through it and like the amount of drama
12:17SPEAKERthat happened in this time period, kind of,
12:22SPEAKERthere's not really a villain.
12:23SPEAKERI mean, there are people who definitely do bad things,
12:25SPEAKERbut there's not anybody that he comes out as inimical to.
12:29SPEAKER- Yeah, in his case, that's what I meant about the grace,
12:31SPEAKERyou know, because there are some like very abusive figures
12:35SPEAKERhere or one in particular.
12:39SPEAKERBut long story short, I found that section of the book
12:43SPEAKERincredibly engaging.
12:44SPEAKERLike that's what I was kind of getting at earlier
12:45SPEAKERwhen I came to this wanting to know about his time
12:48SPEAKERat ID Software primarily, but like, you know,
12:50SPEAKERit's a good several chapters of just his childhood
12:53SPEAKERand how he got into computers as a teenager.
12:54SPEAKERAnd I was like gripped by the whole thing.
12:57SPEAKERIt's told really vividly.
13:00SPEAKERThere's also a lot of positivity in there, you know,
13:01SPEAKERlike his, just his like appreciation of his heritage,
13:06SPEAKERyou know, his Mexican and indigenous lineage and culture.
13:10SPEAKERAnd like, you get a lot of positivity from him
13:14SPEAKERabout his family life in the midst of all of the bad stuff.
13:18SPEAKER- Yeah, it's like, it feels like he's like,
13:24SPEAKERI mean, he says it later in the book,
13:25SPEAKERbut he said writing the book was a reflection
13:26SPEAKERon everything that he's done and everything that he is,
13:28SPEAKERand it's made him understand himself better, which I get.
13:31SPEAKERLike I take that, I took that away from this whole thing.
13:35SPEAKER- Yeah, it was like that part of the book.
13:36SPEAKERI have not read a lot of autobiography
13:38SPEAKERor memoir type stuff, and this might actually be
13:40SPEAKERthe first one that I've read in that vein.
13:42SPEAKERAnd like, I was, you know, again,
13:45SPEAKERagain, you want to read somebody's autobiography
13:47SPEAKERbecause they're famous and did something
13:48SPEAKERyou want to know about.
13:49SPEAKERBut then like, I was, I guess what I'm trying to say is
13:51SPEAKERI was just shocked how much I appreciated
13:54SPEAKERreading about his background,
13:55SPEAKERwhich was something I didn't think
13:57SPEAKERI was coming to the book for.
13:58SPEAKER- Well, they're, and they're, in my experience,
14:00SPEAKERthey're like a couple of different kinds of these books.
14:02SPEAKEROne is that I want to burn everything down.
14:04SPEAKERFuck everybody, let's, let's, let's,
14:06SPEAKERlet's, airing of grievances.
14:08SPEAKER- The 20 year tell all.
14:09SPEAKER- Yeah, this is the other one.
14:11SPEAKERThis is the, hey, I think, I think I did okay.
14:13SPEAKERAnd I feel pretty good about where I ended up,
14:15SPEAKERbut let's, let's, let's share the story, right?
14:18SPEAKERIt's because it's a good story.
14:19SPEAKERIt's like the kid who came from nothing
14:21SPEAKERended up being one of the first video game millionaires,
14:25SPEAKERyou know, wildly successful rock star of the games industry.
14:28SPEAKERLike that's the kind of thing you can't,
14:30SPEAKERyou can't write a soap opera about that
14:32SPEAKERbecause people would be like, oh, that's not,
14:33SPEAKERthere's no way that kid is gonna,
14:35SPEAKERfrom the barrier is going to be able to do this.
14:37SPEAKERRight? - Right, right.
14:38SPEAKERAlthough, although ironically they did write a TV show
14:41SPEAKERabout this, but I can't, I can't,
14:44SPEAKERdid that ever get produced?
14:45SPEAKER- I don't, I don't think so.
14:47SPEAKERI would have watched the shit out of that, I'm sure.
14:49SPEAKER- I know, I know that it was it,
14:50SPEAKERwas it Masters of Doom that they, it was technically,
14:52SPEAKERI think they optioned. - Somebody optioned
14:52SPEAKERMasters of Doom. - That's what it was.
14:54SPEAKERAnd I know they cast those roles,
14:58SPEAKERbut I don't know if they ever actually got around
15:00SPEAKERto shooting it or not.
15:02SPEAKERAnyway. - So, so the other part
15:03SPEAKERabout this that's interesting is having read Masters of Doom.
15:05SPEAKERIt has been a minute since I read Masters of Doom,
15:07SPEAKERbut the, this has that Hells Angels
15:11SPEAKERelectric Kool-Aid acid test vibe,
15:13SPEAKERwhere two people are writing simultaneous books
15:16SPEAKERabout things that are happening in real life, in real time,
15:19SPEAKERand then they happen to cross paths.
15:20SPEAKERAnd you get in the middle,
15:21SPEAKERHells Angels written by Hunter Thompson.
15:23SPEAKERHe went and lived with the Hells Angels for a few years.
15:26SPEAKERElectric Kool-Aid acid test is written by Ken Kesey.
15:32SPEAKER- Tom Wolfe. - Tom Wolfe.
15:34SPEAKERIt's about Ken Kesey, sorry.
15:35SPEAKERAnd they happen to end up at a,
15:39SPEAKERlike spending a summer together at a series of parties.
15:42SPEAKERSo you can read these chapters
15:43SPEAKERin the middle of electric Kool-Aid acid test
15:44SPEAKERand these chapters in the middle of Hells Angels.
15:46SPEAKERAnd they're about the same place in the same period of time,
15:48SPEAKERbut from completely different perspectives.
15:50SPEAKER- Oh, that's fascinating. - Yeah, so.
15:52SPEAKER- I mean, he does mention Masters of Doom in this book,
15:54SPEAKERand I think he pretty much says, like,
15:57SPEAKERhe doesn't really disagree with anything in that book,
15:59SPEAKERI think. - Yeah, I think he said
16:00SPEAKERsome of it's a little bit overdramatized.
16:01SPEAKER- Or, yeah, yeah. - Yeah,
16:02SPEAKERit was the implication. - But the basic events.
16:05SPEAKER- Pretty much, pretty much there.
16:06SPEAKER- The events of this whole time are not,
16:08SPEAKERseemingly, in con, like, there's no,
16:11SPEAKERthere's not really a whole lot of disagreement
16:13SPEAKERabout what happened.
16:14SPEAKER- No, well, yeah, I mean, the big one is,
16:17SPEAKERand we'll get to this, I mean, the big one for me was
16:19SPEAKERwhen he left id, and we'll get there.
16:21SPEAKERBut in that particular case, as you will see,
16:24SPEAKERlike, the perspectives of the main figures involved there
16:28SPEAKERare very different, the stories that have been told
16:30SPEAKERabout what happened are quite different.
16:32SPEAKER- So the interesting thing about me from the apple,
16:34SPEAKERlike, there's a moment early on
16:36SPEAKERafter he's gotten his apple two,
16:37SPEAKERhe's a friend who lives near him
16:38SPEAKERthat has an apple two as well.
16:40SPEAKERAnd he's like, hey, do you wanna see the code?
16:42SPEAKERThe friend's sitting there, they're playing a game,
16:44SPEAKERI think it's Gorgon, which was a apple two,
16:47SPEAKERkind of intensive apple two game back in the day.
16:50SPEAKERAnd also, I'm gonna say, reading this book
16:54SPEAKERmade me wanna go download a bunch of old apple two games
16:56SPEAKERand load 'em up on the mister and get the,
17:00SPEAKERyou know, try these out, 'cause I missed all of this.
17:03SPEAKER- Yeah, I still want to do that.
17:05SPEAKERBoth some of his old solo games,
17:07SPEAKERand also especially a lot of those games
17:09SPEAKERthey churned out at soft disk, which we'll talk about.
17:11SPEAKER- We should find a Saturday sometime and just have some fun.
17:14SPEAKERAnyway, he said, hey, do you wanna see the code?
17:18SPEAKERAnd he opens up the console
17:20SPEAKERand types in the assembler command
17:23SPEAKERto just dump the hexadecimal assembly language for the CPU.
17:28SPEAKERAnd everyone's like, what is this?
17:29SPEAKERAnd he's like, it's the first time
17:30SPEAKERI've ever seen hexadecimal,
17:31SPEAKERit's the first time I've ever seen the language
17:33SPEAKERthat the machine speaks.
17:34SPEAKERAnd it's like, it's a moment that I didn't have.
17:38SPEAKERI didn't have a friend who knew how to do that.
17:40SPEAKERI didn't know anybody who knew.
17:42SPEAKERI wasn't aware that,
17:43SPEAKERI assumed that everything on your computer
17:45SPEAKERwas written in BASIC at that point in my life probably.
17:47SPEAKER- Yeah, so he goes through this whole arc in there.
17:49SPEAKERI mean, if you're interested in early
17:50SPEAKERand low level programming,
17:51SPEAKERlike there's a ton of fun detail in there about this,
17:54SPEAKERwhere yes, you know, he started out with BASIC.
17:56SPEAKERHe wrote some games in BASIC.
17:58SPEAKERYou can absolutely do that on apple two,
18:00SPEAKERbut he hits that moment where he realizes
18:04SPEAKERhe needs more speed.
18:05SPEAKER- Yeah.
18:06SPEAKER- And the only way to get that is to learn the machine code,
18:08SPEAKERthe 6502 assembly.
18:09SPEAKERAnd so like, there's like, it's very approachable.
18:12SPEAKERI'm not gonna say it's like too technical,
18:14SPEAKERbut there's like a, they're very,
18:16SPEAKERthere's an amount of technical detail
18:17SPEAKERthat I appreciate in there that even if you're a lay person,
18:21SPEAKERI think gives you a good sense of like,
18:23SPEAKERhere's what BASIC can do,
18:24SPEAKERbut here's how much harder it is, but also much faster.
18:27SPEAKER- Yeah, it passes the Goldilocks test there.
18:29SPEAKERIt's just the right amount of nerd shit to not turn me off.
18:32SPEAKER- Yeah, and it's fun to read about.
18:34SPEAKERHe, I'm trying to remember exactly,
18:36SPEAKERwhat was it he committed to memory?
18:37SPEAKERLike he memorized all the hexadecimal for like the-
18:40SPEAKER- All the addresses for the different commands, yeah.
18:43SPEAKER- Also, I think also for the entire alphabet
18:46SPEAKERand base 10 numbers, right?
18:49SPEAKERLike didn't he, just so he wouldn't have to look up the,
18:51SPEAKERlike, you know, what's hexadecimal for F or whatever.
18:53SPEAKERI think he just kind of memorized all that stuff.
18:55SPEAKER- Well, so the fun thing about this was
18:58SPEAKERit seemed like the typical nerd thing
19:00SPEAKERwhere you would go and hang out with other people
19:01SPEAKERand you'd compare notes about what you remembered
19:03SPEAKERand what you knew, and this was it.
19:06SPEAKERLike committing the entire thing to memory
19:08SPEAKERso you didn't have to reference anything.
19:09SPEAKERYou just worked straight out of your brain was seemed like,
19:12SPEAKERyou know, this was, it's the early nineties equivalent of,
19:17SPEAKERor late eighties equivalent of a nerd,
19:21SPEAKERnerds doing keg stands.
19:22SPEAKER- Yes, yes, yes.
19:23SPEAKERAlso, you know, there's another thing we'll get to,
19:26SPEAKERbut the contrast between who he actually is and was,
19:31SPEAKERor at least how he described himself versus the late nineties,
19:35SPEAKERlike make you his bitch, long haired rockstar persona
19:39SPEAKERis profound here because like he didn't party,
19:42SPEAKERhe didn't party through his teen years or anything.
19:45SPEAKERLike, I mean, his long hair-
19:47SPEAKER- All of these guys are straight edge guys.
19:48SPEAKER- Right, that's the thing.
19:49SPEAKERHe's like super straight edge, like you, you know,
19:52SPEAKERlike he talks more about his long hair as like,
19:54SPEAKERA, he didn't want to get a haircut and then B, later,
19:56SPEAKERhe culturally kind of came to appreciate the long hair
19:59SPEAKERin regard to his heritage.
20:00SPEAKERBut like, it was never, he was like, I mean,
20:03SPEAKERhe loved heavy metal, but he was not like out partying,
20:05SPEAKERdoing Coke and like drinking all the time.
20:07SPEAKERLike he's super straight edge.
20:09SPEAKER- Yeah, they were the other kind of heavy metal nerds,
20:10SPEAKERthe nerds that just liked heavy metal and didn't like any of
20:13SPEAKERthe stuff that the heavy metal implied.
20:14SPEAKER- Right, like they just listened to a lot of Iron Maiden
20:17SPEAKERand stuff and-
20:17SPEAKER- Just about Satan in music, not the drugs, it turns out.
20:20SPEAKER- Yeah, like he just, he describes himself
20:22SPEAKERas incredibly driven and single-minded about just wanting
20:24SPEAKERto program and make games and do nothing else.
20:26SPEAKERAnd he wouldn't do anything to get in the way of that.
20:29SPEAKER- And like, and like that comes up over and over again.
20:31SPEAKERAt one point, you know, when they moved, they,
20:34SPEAKERat one point they all moved to Madison, Wisconsin together
20:36SPEAKERand they just got apartments in the same apartment complex
20:39SPEAKERand had an extra one where they put all the computers
20:41SPEAKERso that nobody had to drive to get to work, right?
20:44SPEAKERLike you could just walk down the,
20:45SPEAKERwalk down the hallway to go to work
20:47SPEAKERbecause that's all they wanted to do.
20:49SPEAKERWhen he's talking about being married in the id software days
20:53SPEAKERhe's like, I'm coming home, I'm working all day,
20:55SPEAKERI'm coming home and I'm working on other stuff
20:56SPEAKERto figure out what we can do later on
20:58SPEAKERand just always experimenting.
21:02SPEAKERThere's an anecdote about when they did the same thing
21:05SPEAKERin Texas, they moved to Texas, got a bunch of apartments
21:06SPEAKERin this apartment complex and the one,
21:10SPEAKERthe one where they work also has Carmack's bedroom upstairs.
21:14SPEAKERBecause I assume because, I'm guessing it's because
21:16SPEAKERthe next workstation was in Carmack's house
21:18SPEAKERand they didn't want to buy two of them
21:19SPEAKERso he'd have one at home so he could just work, work.
21:22SPEAKERSo anyway, he went and looked at Carmack's room one day
21:25SPEAKERand he's like, there's no bed.
21:26SPEAKERHe's just sleeping on the floor.
21:28SPEAKERSo he went out and bought a mattress for Carmack
21:30SPEAKERat that point, at that day and tucked a mattress
21:32SPEAKERon the floor so he could sleep on, get some good sleep.
21:36SPEAKER- Yeah, I think that might've been in Madison,
21:38SPEAKERin Wisconsin when they were doing Wolfenstein
21:39SPEAKERor pre-Wolfenstein but yeah, the way he describes
21:41SPEAKERthe bedroom, he had no bed, oh sorry.
21:44SPEAKERThere was a pillow, a lamp and a stack of computer books
21:46SPEAKERon the floor next to a blanket.
21:48SPEAKERHe had no bed, I felt sorry for him.
21:50SPEAKERHow could you sleep on the floor and still work long hours
21:53SPEAKERand not be fatigued?
21:55SPEAKERYeah, anyway.
21:57SPEAKERSo like long story short, I mean we can kind of skip over
21:59SPEAKERsome of the events but you know, he spends his teen years
22:03SPEAKERmaking games by himself, selling them to magazines.
22:06SPEAKER- And that also, that transaction's really fascinating
22:08SPEAKER'cause I think it worked out because they would literally,
22:11SPEAKERhe'd buy a computer magazine and be like,
22:12SPEAKERoh I like the games in this magazine.
22:14SPEAKERHe'd call the phone number or send a letter
22:16SPEAKERto the masthead address and say hey, I have some games,
22:19SPEAKERdo you wanna buy them?
22:20SPEAKERAnd then they'd send him a few hundred dollars
22:22SPEAKERfor the games.
22:23SPEAKER- Right, yeah, there's a real self-starting quality
22:25SPEAKERto a lot of this stuff that I appreciate, you know,
22:27SPEAKERof just like maybe some kind of stuff that I maybe wish
22:29SPEAKERI had done a little more of when I was younger
22:31SPEAKERof like, he didn't feel intimidated or--
22:35SPEAKER- A massive amount of confidence for somebody
22:36SPEAKERthat's 16 or 17 years old is what I would say.
22:39SPEAKER- Yeah, that's what it is.
22:39SPEAKERIt's like you said, he just looked at the masthead,
22:43SPEAKERsaw there was a phone number and just called it, you know.
22:44SPEAKERHe didn't feel intimidated by doing that or, you know,
22:47SPEAKERit didn't not occur to him to do that.
22:48SPEAKERHe just kind of reached out and got himself into it.
22:52SPEAKER- Well, it's also interesting 'cause there was kind of
22:54SPEAKERan in-between place too for people
22:55SPEAKERwho were fledgling game designers, right?
22:58SPEAKERYou know, there wasn't, like you weren't gonna sell
23:00SPEAKERa boxed copy at that point and this was before games
23:03SPEAKERwere at Walmart or, you know, probably stuff like,
23:07SPEAKERI guess EB and Babbage's and game stores like that existed,
23:11SPEAKERbut they were pretty rare and not definitely
23:12SPEAKERin every town at that point.
23:14SPEAKERSo mostly people got software through word of mouth
23:18SPEAKERor a computer show would come through your town
23:20SPEAKERonce or twice a year and you'd go and there'd be just
23:23SPEAKERlike bins filled with tall Ziploc bags with a manual
23:27SPEAKERand a couple of floppy disks in 'em, one or two.
23:31SPEAKERAnd that was how you got games, like or you had a friend
23:33SPEAKERwho went to those things and then copied the floppies,
23:35SPEAKERwhich we weren't supposed to copy the floppies,
23:37SPEAKERbut you know, here we are.
23:38SPEAKER- Yeah, yeah, also a lot of those games had like
23:40SPEAKERvery generic, alliterative titles like Crazy Climber
23:43SPEAKERand Dangerous Dave and, you know what I mean?
23:45SPEAKER- Yeah. - Like Terrible Towers.
23:47SPEAKER- Or they were just straight knockoffs
23:48SPEAKERof like arcade games or whatever, so.
23:51SPEAKER- That's one of my favorite moments in this entire book
23:53SPEAKERis when he was first learning to,
23:55SPEAKERhe talked about how obsessed he was with playing,
23:57SPEAKERI think it's Asteroids, right?
23:58SPEAKERWas the arcade game that he absolutely loved
24:00SPEAKERand was like constantly trying to scrounge hoarders
24:02SPEAKERto go play Asteroids.
24:04SPEAKERLike part of the reason he got so excited about programming,
24:06SPEAKERmaking his own games is he realized he could just
24:08SPEAKERwrite his own Asteroids clone and then play it forever
24:11SPEAKERfor free.
24:13SPEAKER- Yeah, and like that whole, but that whole,
24:17SPEAKERlike having a place where you could sell your work
24:20SPEAKERthat wasn't a commercial product but would still get you
24:23SPEAKERa little bit of money was a really powerful thing
24:26SPEAKER'cause it let him build a library of software
24:28SPEAKERthat he had made and could pull ideas from and move,
24:31SPEAKERyou know, port forward and a bunch of other things in time
24:35SPEAKERthat he was still making a little bit of money
24:36SPEAKERon every month.
24:37SPEAKERNow, were those magazines absolutely underpaying the kids
24:41SPEAKERthat were sending in, you know, homebrew games?
24:44SPEAKERAlmost certainly.
24:46SPEAKERBut, you know, it's a place that kind of didn't exist
24:51SPEAKERin the modern context for a long time
24:52SPEAKERand now we're starting to see it come back
24:54SPEAKERwith like itch and some of the indie kind of hey,
24:59SPEAKERhere's a place where you can put your game up for free
25:01SPEAKERor for 10, 10, 20, a buck or two or whatever.
25:04SPEAKER- Yeah, it's cool.
25:05SPEAKERThe last thing I'll say about this era is
25:08SPEAKERwhen this book came out last year,
25:10SPEAKERJordan Meckner, the creator of "Prince of Persia"
25:13SPEAKERwho I guess Romero idolized.
25:16SPEAKERMeckner on his Twitter account went and posted
25:18SPEAKERand there's a scan of a letter
25:19SPEAKERthat a very young John Romero sent him right after.
25:21SPEAKER- Oh my God.
25:22SPEAKER- Did you not see this?
25:23SPEAKER- No, I missed this.
25:24SPEAKER- You have to go look this up.
25:25SPEAKERIt is incredible.
25:27SPEAKERIt's like two pages.
25:28SPEAKERI'll try to find it and link it in the show notes.
25:30SPEAKERBut I think Romero's like 17 or something
25:33SPEAKERand it's basically fan mail to Meckner
25:35SPEAKERabout how much he likes, I think it's "Prince of Persia"
25:38SPEAKERor maybe it was "Karateka".
25:39SPEAKERI think it might've been "Karateka"
25:41SPEAKERis what he wrote in about.
25:42SPEAKER- It was probably "Karateka", yeah.
25:43SPEAKER- But it's a lot of fawning praise for Meckner's work.
25:46SPEAKERIt's a lot of geeky shit.
25:48SPEAKERYou know, it's like, oh, you must be using page flipping
25:49SPEAKERto do animation like that, right?
25:51SPEAKERLike it gets into the weeds of the programming stuff.
25:52SPEAKERAnd then he also promotes his own work
25:55SPEAKERin a way that is absolutely hilarious.
25:57SPEAKER- Oh, I love this.
25:59SPEAKER- Yeah.
26:00SPEAKER- It's a real,
26:01SPEAKERit's clearly printed on a dot matrix printer too.
26:05SPEAKER- Yes.
26:06SPEAKER- With robot logos.
26:06SPEAKERIt looks like it's made in Print Shop Pro.
26:08SPEAKERThis is incredible.
26:09SPEAKER- Yeah, I'll put the links in
26:11SPEAKERso you can check it in and show notes.
26:12SPEAKER- It's got an amazing letterhead on it.
26:14SPEAKERLike dot matrix looking letterhead.
26:16SPEAKERGreetings earthling with little printed out robots
26:19SPEAKERat the top.
26:21SPEAKERAnyway, my favorite part of the,
26:25SPEAKERwhen he's talking about his own work,
26:26SPEAKERthe game is called "The Pyramids of Egypt".
26:28SPEAKERMany people feel that it is better than "Load Runner"
26:30SPEAKERand almost everybody yells out "Tutankhamen"
26:32SPEAKERwhen they first see it.
26:34SPEAKER(laughing)
26:37SPEAKERAnyway.
26:38SPEAKER- Yeah, that's pretty amazing.
26:40SPEAKER- Yeah, it's good stuff.
26:40SPEAKERBut anyway, like, you know,
26:42SPEAKERit goes from like his kind of teen years
26:44SPEAKERdoing homebrew single person game development
26:46SPEAKERwith an outlet in magazines and stuff.
26:49SPEAKERLike he ends up at Origin Systems
26:51SPEAKERworking for Richard Garriott for a while.
26:54SPEAKERAnd then long story short,
26:55SPEAKERhe ultimately goes down to SoftDisk in Louisiana.
27:00SPEAKER- Shreveport, Louisiana.
27:01SPEAKER- Shreveport, Louisiana,
27:02SPEAKERwhich is where he meets most of the people
27:04SPEAKERwho would then go on to found his software.
27:07SPEAKERSoftDisk, like, that is just a business model
27:10SPEAKERthat is so time and place,
27:11SPEAKERlike the way they were operating.
27:13SPEAKERLike they were basically selling subscription software
27:15SPEAKERto computer enthusiasts.
27:17SPEAKER- But not, they weren't selling like software
27:18SPEAKERyou pay monthly for.
27:19SPEAKERThey were paying, like every month you pay the money
27:21SPEAKERand they'd send you a disc full of software.
27:23SPEAKER- Right, and you didn't necessarily know what you were,
27:25SPEAKERI mean, it was kind of like an early blind box, right?
27:27SPEAKEROr an early, like one of these services of like,
27:29SPEAKERhey, pay us money and we will send you some stuff
27:32SPEAKERbecause you didn't know exactly what you were,
27:33SPEAKERI'm sure they promoted some of what was upcoming,
27:36SPEAKERbut they just had a bunch of in-house developers
27:38SPEAKERmaking games, making productivity applets,
27:40SPEAKERlittle, little programs,
27:42SPEAKERand you just kind of got stuff on a disc.
27:45SPEAKER- Yeah, I think that's probably,
27:46SPEAKERthat seems like it, right?
27:48SPEAKERYou'd get the, like one month it would be
27:53SPEAKERa couple of games and a spreadsheet,
27:56SPEAKERone month it would be something else.
27:57SPEAKERLike it was just, if you think about it,
28:00SPEAKERthis business model ended up moving to magazines eventually
28:05SPEAKER'cause this is what Chris Anderson did with Future in the UK
28:08SPEAKERwhere they would bundle a magazine with a CD
28:12SPEAKERthat was full, a floppy disc that was full of software,
28:15SPEAKERand it was the same thing, just they had a magazine
28:17SPEAKERso they had a place to put it in grocery stores
28:19SPEAKERand newsstands.
28:21SPEAKERThe interesting thing about this was this,
28:23SPEAKERthe person who owned this, who owned SoftDisc,
28:26SPEAKERcomes across as a very favorable character
28:28SPEAKERand somebody who kind of took them under their wing
28:30SPEAKERand set them up as a skunkworks to build cool games.
28:35SPEAKERAnd like, it seems like it worked for a while, right?
28:38SPEAKER- Yeah, yeah, Al Vikovius is the founder
28:41SPEAKERthat you're talking about here.
28:42SPEAKERHe absolutely comes off as a very magnanimous figure
28:46SPEAKERbecause, so this is the point where,
28:49SPEAKERokay, they were there to make games, of course.
28:50SPEAKERLike that's where they, this company,
28:52SPEAKERultimately they found John Carmack
28:54SPEAKERand convinced him to come down from like Kansas or whatever
28:57SPEAKERand work there, and like Tom Hall,
28:58SPEAKERlike the whole gang in Carmack.
29:01SPEAKER- They recruit Carmack to come in there.
29:02SPEAKER- Yes, like the whole gang of early ed software
29:04SPEAKERis basically at SoftDisc at this point,
29:06SPEAKERand they're tasked with making games, of course,
29:08SPEAKERand specifically the cadence they're tasked with
29:12SPEAKERis churning out a game every month.
29:14SPEAKERThey literally are making like 12 games a year,
29:16SPEAKERwhich is completely crazy.
29:18SPEAKER- But this is, again, this is where that homebrew scene
29:21SPEAKERcomes in, A, it's a simpler time.
29:23SPEAKERThe art of hands on a game in 1991,
29:26SPEAKERpretty thin by today's standards.
29:27SPEAKER- Of course.
29:28SPEAKER- But also they were taking their old,
29:30SPEAKERlike Apple II games and pointing them over to PC and Amiga.
29:33SPEAKERI think they originally were doing Amiga stuff, right,
29:35SPEAKERat SoftDisc?
29:37SPEAKER- Maybe, I'm not sure.
29:38SPEAKER- Maybe, no, no, it was other people
29:40SPEAKERwho were doing Amiga stuff.
29:40SPEAKER- Okay.
29:42SPEAKER- But yeah, so they were putting their old games
29:44SPEAKERup to new platforms.
29:46SPEAKERThey were making sequels to games that they already had.
29:49SPEAKERBut also that cadence forced them
29:52SPEAKERto think about things differently.
29:55SPEAKERSo like they were building tooling to make levels
29:57SPEAKERthat then would work in future games that they made
30:00SPEAKERso that they wouldn't have to make the tools
30:01SPEAKERto make the games over and over again.
30:03SPEAKEROr somebody who wasn't writing an assembly
30:06SPEAKERcould make the game, make the art and the content
30:10SPEAKERfor the game while somebody else was,
30:14SPEAKERI don't wanna say game engine,
30:14SPEAKER'cause they weren't exactly there yet.
30:16SPEAKERBut it was the foundational work that became,
30:19SPEAKERhey, if we separate the thing that makes the game run
30:21SPEAKERand the content that's in the game,
30:23SPEAKERthen it becomes a technological advantage
30:25SPEAKERthat we have that lets us work faster and better
30:27SPEAKERand all that.
30:28SPEAKER- Yeah, yeah.
30:29SPEAKERAnd this is around the period,
30:30SPEAKERfrom what I remember reading the book.
30:32SPEAKERThis is around when you start seeing
30:33SPEAKERsome of the first exciting, big innovations
30:36SPEAKERin PC game tech happening.
30:39SPEAKERI think this is where Carmack figures out
30:41SPEAKERthe smooth scrolling without video hardware stuff
30:43SPEAKERfor 2D games, which is, I think before Commander Keen,
30:46SPEAKERthey made a game or two for soft disk
30:48SPEAKERthat utilized that technology,
30:50SPEAKERwhere it was a vertical scrolling shooter.
30:52SPEAKERI don't remember the name of it off the top of my head.
30:54SPEAKER- So before soft, well, so they made,
30:56SPEAKERbut the horizontal scrolling was the big jump.
31:00SPEAKER- Right, well, you can scroll in either direction,
31:02SPEAKERlike it was the smoothness of it was the thing,
31:04SPEAKER'cause stuff like the NES had specialized hardware
31:07SPEAKERto be able to be clear, to scroll graphics,
31:11SPEAKERtiles, sprites, whatever smoothly across the screen.
31:14SPEAKERI think tiles in particular.
31:16SPEAKERStuff like the NES had special hardware to do that.
31:18SPEAKERYou can't just do that easily in software.
31:20SPEAKERAnd I think there's descriptions in there
31:22SPEAKERof like, you're using stuff about the video output hardware
31:26SPEAKERof the computer to, like, you're taking advantage-
31:29SPEAKER- They're using overscan or something, was the trick.
31:31SPEAKER- I forget how it works exactly,
31:32SPEAKERbut you're literally taking advantage
31:34SPEAKERof how electrically the video signal goes out to the screen
31:37SPEAKERand stuff like that, like some really interesting stuff.
31:39SPEAKERBut the soft disk where they were just turning these games
31:42SPEAKERout is where they started figuring some of that stuff out.
31:46SPEAKER- The thing with that especially is that,
31:48SPEAKERaccording to Romero's book at least,
31:51SPEAKERCarmack had done this thing,
31:53SPEAKERand he brought it in and was like,
31:54SPEAKER"Hey, look at, is this cool?"
31:55SPEAKERAnd showed them the demo,
31:57SPEAKERand everybody came and was like, "Oh, that's really cool."
32:00SPEAKERAnd Romero was like, "Oh my God,
32:02SPEAKERwe've got to make a game with this right now."
32:03SPEAKER- Right, like the rest of the company looked at it
32:05SPEAKERand was just like, "Okay, cool, good job."
32:06SPEAKERLike pat on the back and just walked off, right?
32:08SPEAKERLike nobody, like most of the people there
32:10SPEAKERdidn't seem to grasp how momentous this was.
32:12SPEAKER- Well, that it was a competitive advantage.
32:14SPEAKERThe other thing that's worth mentioning here
32:15SPEAKERis that the demo that they made
32:17SPEAKERwas Super Mario Brothers 3,
32:20SPEAKERand they coded it up over a weekend or something
32:23SPEAKERand sent it to Nintendo with a note that was like,
32:25SPEAKER"Hey, we'd love to make a PC port of Super Mario Brothers.
32:27SPEAKERWill you let us do that?"
32:28SPEAKERAnd so the Nintendo was like, "No, we're cool, thanks."
32:30SPEAKER- Yeah, yes, which of course famously
32:32SPEAKERis what led to Commander Keen and the rest was history,
32:35SPEAKERbut eventually they get out of soft disk.
32:38SPEAKERThey all realize like, "Hey, we can do this for ourselves.
32:40SPEAKERLike we should give this a shot."
32:43SPEAKERBut the thing I was gonna say before we move on
32:45SPEAKERabout Vicovius, the founder, like their boss,
32:48SPEAKERthere's some really hilarious,
32:50SPEAKERlike slapdash sort of business practices
32:53SPEAKERor behavior going on here.
32:54SPEAKERLike primarily he describes quite vividly
32:58SPEAKERhow they would wait for everybody to leave the office
33:01SPEAKERon Friday evening, and then they would roll their cars up
33:04SPEAKERand take all of their work computers home for the weekend
33:07SPEAKERand make their own games on their work machines
33:09SPEAKERat home all weekend,
33:11SPEAKERand then take them back late Sunday night.
33:13SPEAKERAnd I don't know if the management of soft disk
33:16SPEAKERknew about that stuff or not,
33:18SPEAKERbut like a lot of companies absolutely
33:20SPEAKERwould not let you get away with that.
33:21SPEAKER- Well, it seems like, yeah, I mean, look,
33:24SPEAKERone of the first things they tell you
33:25SPEAKERwhen you start out in a tech company
33:26SPEAKERis don't use your work computer for personal projects
33:29SPEAKER'cause you're gonna get sued.
33:30SPEAKERLike given what we know now,
33:33SPEAKERhad Al Vicovius decided to go after them in court,
33:37SPEAKERespecially in Louisiana,
33:39SPEAKERhe probably could have claimed a fair amount
33:41SPEAKERof Wolfenstein and Commander Keen as his property.
33:45SPEAKERBut also, like that whole vibe in that company was like,
33:49SPEAKERhey, here's the old staid spreadsheet guys,
33:52SPEAKERand then they brought in the young weirdos to make video,
33:54SPEAKERthe metal guys to make video games,
33:56SPEAKERand he was very aware that they were driving his business
34:02SPEAKERin a specific direction that was helping him.
34:05SPEAKERI don't know what happened to soft disk.
34:06SPEAKERI did a little bit of looking,
34:08SPEAKERand it just kind of disappeared after a while.
34:11SPEAKERIt's one of the things I was looking for on Usenet.
34:13SPEAKER- Yeah, it seems like looking at their Wikipedia,
34:15SPEAKERthey just kind of like faded out of existence.
34:18SPEAKER- Ran out of gas.
34:19SPEAKER- Even the Wikipedia is pretty vague about like as of 2006,
34:22SPEAKERtheir website directed to that of Bayou Internet.
34:25SPEAKERSo it's a little unclear what exactly happened there.
34:29SPEAKER- I mean, there were a lot of late, mid 90s,
34:32SPEAKERinternet businesses that were like an ISP
34:35SPEAKERwith a BBS attached to it with a couple of other things.
34:39SPEAKERAnd it may be that he just kind of ended up
34:40SPEAKERin this weird business
34:42SPEAKERbecause it seemed like a good idea at the time, right?
34:45SPEAKER- Yeah, the big blue disc.
34:47SPEAKERThis reminds me of the thing, their monthly product
34:50SPEAKERthat the id guys were making games for
34:52SPEAKERwas called the big blue disc.
34:54SPEAKER- So 1.4 megabyte double-sided floppy, right?
34:57SPEAKER- Probably, probably.
34:59SPEAKERBut anyway, like the management,
35:01SPEAKERlike Vicovia specifically,
35:02SPEAKERlike basically let them go with a smile,
35:05SPEAKERkind of like wish them well, right?
35:08SPEAKERLike they didn't try anything
35:09SPEAKERto like stop them from going independent
35:12SPEAKERor try to retain them
35:13SPEAKERor specifically to like go after them legally
35:15SPEAKERin any fashion.
35:16SPEAKERThey basically just were like, you know,
35:18SPEAKERgo like, I wish you well.
35:19SPEAKER- They committed to making a few more games for them.
35:21SPEAKER- Yes, that's what it was.
35:22SPEAKER- That was the deal, yeah.
35:23SPEAKER- Right, yeah.
35:24SPEAKERSo they did fulfill a contract,
35:27SPEAKERbut then they were free and clear.
35:30SPEAKER- So they moved to Madison as a group.
35:35SPEAKERI think because Raven Software was there
35:37SPEAKERis the vibe that I got from the book,
35:38SPEAKERbut I don't think he explicitly says that.
35:39SPEAKERWere they there?
35:41SPEAKER- Yeah, they were there then.
35:42SPEAKER- Were they?
35:43SPEAKEROkay, I think it was also just a cheap college town.
35:45SPEAKERI think like they just needed a place to be
35:47SPEAKERthat was-
35:48SPEAKER- Inexpensive.
35:50SPEAKER- Cheap and had like good tech access to stuff and yeah.
35:54SPEAKER- Wisconsin, not where I would go probably.
35:56SPEAKER- Yeah, I don't know.
35:57SPEAKER- I mean, I guess if you never leave your apartment,
35:59SPEAKERWisconsin's great.
36:00SPEAKER- Yes, although, you know,
36:01SPEAKERthere is a description in there
36:02SPEAKERof when they got their first next machine,
36:05SPEAKERCarmack like walking through the snow to the bank.
36:08SPEAKER- To get a cashier's check or something?
36:09SPEAKER- Take out the loan or the cash or whatever
36:11SPEAKERto buy the $11,000 next workstation
36:14SPEAKERthat they then used to make Wolfenstein.
36:16SPEAKER- Oh, the other thing I wanted to say
36:18SPEAKERfrom that first period is that when he started at Origin,
36:22SPEAKERthe manager or someone at Origin was like,
36:25SPEAKERyou're never gonna make more than $40,000 a year
36:27SPEAKERmaking video games, just to be clear.
36:29SPEAKERThis is like, I think they paid him $22,000 a year to do that
36:33SPEAKERand he was thrilled, of course.
36:36SPEAKER- As soon as Commander Keen checks started coming in,
36:38SPEAKERso while they were at Soft Disk,
36:40SPEAKERthey met Scott Miller from Apogee.
36:44SPEAKER- Yes.
36:45SPEAKER- And Apogee was foundational in the shareware model,
36:49SPEAKERwhich is, we'll give away part of the game,
36:51SPEAKERusually about a third for free,
36:53SPEAKERand then if you wanna play the rest of it,
36:54SPEAKERyou pay, you send us a check or a money order,
36:57SPEAKERyou call us to give us your credit card number
36:58SPEAKERand we'll send you the other two disks.
37:01SPEAKERAnd that's how they shipped Commander Keen.
37:05SPEAKERCommander Keen was sold as a shareware model,
37:07SPEAKERWolfenstein later and Doom, Quake,
37:09SPEAKERall of these were sold shareware model,
37:10SPEAKERdifferent publishers for, I guess, Doom.
37:15SPEAKER- Doom was Soft Disk, it was still Apogee, right?
37:18SPEAKERI think they moved it in-house by then.
37:20SPEAKER- I believe as of Doom,
37:21SPEAKERthey were doing their own shareware fulfillment
37:23SPEAKER'cause later they start becoming pretty dissatisfied
37:26SPEAKERwith the efficiency of Apogee's operation,
37:30SPEAKERlet's say, in terms of taking orders
37:32SPEAKERand fulfilling them efficiently.
37:36SPEAKERYeah, I believe Doom,
37:37SPEAKERDoom was their first in-house shareware game
37:40SPEAKERand then Doom II was published by GT Interactive
37:42SPEAKER'cause that was a retail deal,
37:43SPEAKERwhich I believe GT Interactive,
37:44SPEAKERI found out through this book,
37:46SPEAKERwas affiliated with Walmart in some way,
37:48SPEAKERif I'm not mistaken.
37:49SPEAKER- They had a Walmart deal.
37:50SPEAKERSo they had a Walmart distribution deal
37:52SPEAKERand that immediately gave them access
37:54SPEAKERto millions of units sold.
37:56SPEAKER- Yes, yes.
37:57SPEAKERAnyway, we're skipping ahead a little bit there,
37:58SPEAKERbut yeah, that's the gist of it,
38:00SPEAKERis that they kind of started developing
38:02SPEAKERthe smooth scrolling 2D tech while at soft disk.
38:05SPEAKERThey went on and used that to make all the Commander Keens,
38:07SPEAKERwhich made quite a bit of money.
38:10SPEAKERThey got hooked up with Apogee,
38:11SPEAKERwhich allowed them to adopt the shareware model for Keen.
38:16SPEAKERI think, when does the 3D stuff start coming in?
38:20SPEAKER'Cause there's also talk about,
38:22SPEAKERthey made a 3D game before Wolfenstein,
38:25SPEAKERwas it like hover tank?
38:26SPEAKER- It was like a battle zone type thing, right?
38:28SPEAKER- Yeah, it was some sort of hover tank.
38:30SPEAKERThe name is escaping me right now,
38:31SPEAKERbut like-- - So they made
38:33SPEAKERa couple of 3D things and basically,
38:36SPEAKERthey were starting on the,
38:38SPEAKERliterally sitting down to start work
38:39SPEAKERon the third trilogy of Keen.
38:42SPEAKERCarmack had figured out how to do bit flipping
38:43SPEAKERso they could have parallaxed foregrounds and backgrounds
38:46SPEAKERon the 2D platformer.
38:48SPEAKERAnd I think he says Adrian Carmack looks over
38:52SPEAKERand is like, "I'm not super excited about this."
38:55SPEAKERAnd everybody around the room was like,
38:58SPEAKER"Yeah, I'm not stoked about making
39:00SPEAKER"another three episodes of Keen."
39:02SPEAKERSo they talk about it, "What do we wanna do?"
39:05SPEAKERBlah, blah, blah, blah, blah.
39:06SPEAKERAnd they come up with Doom, or sorry, Wolfenstein,
39:09SPEAKERbasically on the spot. - Yep, yep.
39:12SPEAKER- The design, they wanted to,
39:14SPEAKERthere was a game called Castle Wolfenstein
39:16SPEAKERthat was an Apple II game that was like an early stealth
39:19SPEAKERkind of combat game and they wanted to do that whole thing.
39:23SPEAKERThey went through the whole,
39:24SPEAKERhe talks through the design era and iteration on that
39:27SPEAKERand it eventually became clear that like,
39:29SPEAKERrunning through mazes and shooting Nazis is always fun.
39:34SPEAKERThe stealth stuff was less necessary
39:36SPEAKERin the first person context.
39:38SPEAKERCarmack realized that they could do,
39:39SPEAKERas long as they didn't do ceilings and floors,
39:41SPEAKERhe could have fully rendered, textured,
39:46SPEAKERtexturing was new then also.
39:48SPEAKER- There's a great interlude in there about,
39:50SPEAKERwho is it that they talk to on the phone?
39:51SPEAKERAnother well-known game developer, I forgot,
39:53SPEAKERwas it, gosh, it's not Warren Spector.
39:56SPEAKERIt was somebody of that caliber though.
39:58SPEAKER- It was before Warren Spector.
40:00SPEAKER- But there's like an excited telephone conversation
40:03SPEAKERdescribed in here about this amazing new technique
40:05SPEAKERcalled texture mapping.
40:07SPEAKER- So, hover tank one and catacomb 3D,
40:10SPEAKERthose were the first ones that they had made.
40:13SPEAKER- Yes, the 3D games,
40:14SPEAKERwhich I think one of those might've been for soft disc,
40:17SPEAKERbut anyway, they had been doing rudimentary 3D technology
40:20SPEAKERat that point.
40:22SPEAKERAnd that's some of the stuff I found the most intriguing,
40:25SPEAKERof course I did, and this book was the description
40:28SPEAKERof the evolving technology behind the games they were doing
40:31SPEAKERand how they came to those innovations.
40:33SPEAKER- So Paul Neurath was the one who talked to him
40:35SPEAKERabout texture maps first.
40:37SPEAKER- That's right.
40:37SPEAKER- And I believe that that is what ended up being
40:40SPEAKERUltima Underground, Ulta Underworld.
40:44SPEAKER- Yeah, I believe that he actually says Ultima Underworld
40:46SPEAKERshipped first with textures before they did.
40:49SPEAKER- Yeah, but it was slow.
40:50SPEAKER- They were not the only ones out there doing 3D games
40:52SPEAKERat this point, of course, but it was the manic gunplay aspect
40:59SPEAKERof their 3D games, obviously,
41:01SPEAKERthat is what really defined them.
41:03SPEAKER- And I was in college by this point, I guess,
41:07SPEAKERor at least there was a moment in my freshman year
41:10SPEAKERof college when everybody on the floor
41:12SPEAKERdiscovered Wolfenstein, and it went from computers
41:16SPEAKERwere mostly being used to write papers and do school stuff
41:21SPEAKERand occasionally play, I don't know,
41:24SPEAKERprobably like X-Com or something like that to,
41:30SPEAKERoh my God, everybody's playing Wolfenstein
41:32SPEAKERif they have a computer that can run Wolfenstein.
41:34SPEAKER- Right, yeah, there's talk of that in here, of course,
41:36SPEAKERand that got even worse with Doom,
41:38SPEAKERbut there's talk of down the halls at Microsoft,
41:41SPEAKERafter Wolfenstein came out, literally everyone at Microsoft
41:44SPEAKERwas just playing Wolfenstein constantly.
41:46SPEAKER- Yeah.
41:48SPEAKER- So yeah, they made Wolfenstein
41:51SPEAKERand they made it on the sharer model with Apogee.
41:54SPEAKERImmediately, they were making more money
41:55SPEAKERthan they had ever imagined that they could make.
41:58SPEAKER- Right, I think that was the inflection point.
41:59SPEAKERI mean, they talk about like Keen was quite successful.
42:01SPEAKERLike they certainly made good money from Keen
42:03SPEAKERand he goes into the finances of the company quite a bit
42:05SPEAKERin terms of how much they were paying themselves,
42:07SPEAKERhow much they were socking away to keep the company going.
42:11SPEAKERBut yeah, Keen was very good money.
42:14SPEAKERWolfenstein was like, oh, we're rich now.
42:17SPEAKER- Well, and the interesting thing,
42:18SPEAKERthe other interesting thing about Keen that I forgot
42:20SPEAKERis that they didn't have exclusivity with anyone
42:23SPEAKERfor any of these games at this point.
42:25SPEAKERSo there's a couple of retail Keen games
42:29SPEAKERthat aren't on the sharer model that just got released
42:31SPEAKERand went out to stores and boxed copies and stuff like that.
42:35SPEAKERThere's, Wolfenstein is when they established the,
42:38SPEAKERhey, the first version, the first game on a new tech
42:42SPEAKERwill be shareware, and then the second,
42:45SPEAKERthe follow-up while they're working on the next engine
42:48SPEAKERwill be a boxed copy that we sell on retail shelves.
42:52SPEAKERThat's how Spirit of Destiny came around.
42:53SPEAKER- Right, and I think Spirit of Destiny,
42:55SPEAKERwhile they were around the time they were doing
42:57SPEAKERSpirit of Destiny is when they moved to Texas,
42:58SPEAKERif I'm not mistaken.
43:00SPEAKER- I think that's correct, yeah.
43:02SPEAKERThey talk a little bit about the Xbox port of,
43:05SPEAKERI think, Wolfenstein.
43:06SPEAKERI mean, they talk about the Xbox SNES port of Wolfenstein.
43:08SPEAKER- Yeah, so I think I alluded to that on a recent episode.
43:10SPEAKERThat was one of the most profound moments of this book to me.
43:13SPEAKER- Which was?
43:15SPEAKER- If you followed the development of Quake back in the day
43:17SPEAKERand you were familiar with the idea of a BSP tree,
43:20SPEAKERbinary space partition, that was something
43:23SPEAKERthat was talked about a lot as Quake was coming out
43:26SPEAKERin terms of how can this game have such complex
43:30SPEAKER3D environments and yet run so fast?
43:32SPEAKERNo game looks like this and does this, what the hell?
43:35SPEAKERSo the gist of what happened was they signed a deal with,
43:39SPEAKERI forget which Japanese publisher,
43:40SPEAKERbut they signed a deal with somebody to port Wolfenstein
43:44SPEAKERto the Super Nintendo, Super Famicom.
43:46SPEAKER- Like a cash upfront deal.
43:47SPEAKER- Yes, a ChemCo, I can't remember who the company was.
43:50SPEAKERAnyway, they farmed the port out,
43:52SPEAKER'cause this is like kind of late Wolfenstein, pre-Doom era,
43:56SPEAKERor they're kind of getting going on Doom.
43:58SPEAKERI think Carmack maybe was architecting
44:00SPEAKERthe next technology or whatever.
44:01SPEAKERAnd they farmed the port out to a programmer they knew,
44:05SPEAKERleft him alone to work on it for X number of months
44:08SPEAKERor a year or more, close to the time that the port
44:11SPEAKERwas due to the publisher, they checked in
44:14SPEAKERand this person was basically like nowhere to be seen
44:16SPEAKERwith like no real work to speak of.
44:19SPEAKER- To the point that he doesn't name this person
44:20SPEAKERin the book, I don't think.
44:21SPEAKER- Yes, and so they basically had to get a port
44:24SPEAKERto Super Nintendo of Wolfenstein together
44:26SPEAKERin like two weeks, I believe.
44:28SPEAKER- Yeah, so they basically did all hands, dropped everything
44:31SPEAKERand immediately started working on it.
44:33SPEAKER- But you know, the Super Nintendo,
44:34SPEAKERnot a super capable piece of hardware by that time,
44:36SPEAKERespecially for a game like Wolfenstein.
44:38SPEAKERAnd so long story short,
44:41SPEAKERCarmack discovered essentially binary space partitioning
44:43SPEAKERas a way to get Wolfenstein to run on the Super Nintendo.
44:46SPEAKERIt was purely out of like frantic necessity of,
44:49SPEAKERoh my God, we have to fulfill this contract.
44:52SPEAKERHow are we gonna get this game to run acceptably
44:54SPEAKERon this limited game console?
44:56SPEAKERAnd he basically came to a sort of,
45:00SPEAKERI don't know, data structure technique,
45:01SPEAKERI guess you would call it,
45:03SPEAKERthat then became like the core of Doom
45:06SPEAKERand then Quake.
45:07SPEAKERLike that was a huge part of allowing those games
45:10SPEAKERto run as fast, as smoothly as they did on the hardware
45:13SPEAKERthat they ran on at the time.
45:14SPEAKER- Yeah.
45:15SPEAKER- Like it's entirely possible
45:17SPEAKERthat had that Wolfenstein dust up not happened,
45:21SPEAKERthe tech for Doom and Quake
45:22SPEAKERwould not have evolved as rapidly as it did.
45:24SPEAKERLike, it's just a great example of like, you know,
45:26SPEAKERnecessity breeding invention, that kind of thing.
45:29SPEAKER- Yeah, so, and like, it's funny
45:33SPEAKER'cause that's the kind of story of the whole way through,
45:34SPEAKERright, is that they figured something out
45:37SPEAKERand then something else was hard.
45:38SPEAKERAnd while they were figuring that out,
45:39SPEAKERthey did something else and they bounced around a lot.
45:44SPEAKERSo, while after Wolfenstein was done,
45:46SPEAKERCarmack was working on Doom.
45:47SPEAKERAfter the SNES port of Wolfenstein came out
45:50SPEAKERor was sent off, they, oh, the other thing
45:54SPEAKERthat was interesting about the SNES port
45:55SPEAKERis that they did it on a,
45:56SPEAKERthey didn't use official Nintendo dev kits for it.
45:58SPEAKER- Oh yeah, yes.
46:00SPEAKER- They had some bootleg, hold on, I can't remember.
46:02SPEAKER- I've got it, I've had the tab open on my phone
46:04SPEAKERsince I read this book.
46:05SPEAKERLet me try to find, I think it was,
46:06SPEAKERwas it called the Sluggo 3, I believe.
46:10SPEAKERI may have closed, yep, there it is.
46:12SPEAKERThe Sluggo 3, Roman numeral three.
46:14SPEAKERIt was a like homebrew Super Nintendo development box,
46:18SPEAKERwhich I believe, did it go to court?
46:21SPEAKERI can't remember if Nintendo like sued over this, but I did.
46:23SPEAKER- I don't remember, I don't know about that.
46:25SPEAKER- For some reason, I believe it was deemed to be legal.
46:27SPEAKERIt was literally just like somebody reverse engineered
46:30SPEAKERthe Super Nintendo development process
46:31SPEAKERand put together their own dev kit, debugger kind of thing.
46:35SPEAKER- Yeah, so dev kits and debuggers are what you use
46:37SPEAKERto kind of step through code and they make it possible
46:40SPEAKERto write code on one device and pump it
46:42SPEAKERinto the other machine in a way that you can work on it
46:46SPEAKERand find out what's wrong with it as things are going bad.
46:49SPEAKER- Yeah, so that was an amazing fact,
46:51SPEAKERa way to come across that there was this whole homebrew scene
46:54SPEAKERof bootleg Super Nintendo development kits out there
46:57SPEAKERand that's what they use to make that port.
46:59SPEAKER- The other thing interesting about the Wolfenstein time
47:00SPEAKERis it's when they started trying to shop around the engine.
47:02SPEAKERSo they had some developers that they liked.
47:04SPEAKERThey liked Raven up in Wisconsin.
47:06SPEAKERThey liked a couple of other people and they were like,
47:08SPEAKERhey, the Wolfenstein engine's available if you wanna use it
47:11SPEAKERand kind of didn't get a whole lot of bites.
47:13SPEAKERLike people weren't super into it.
47:16SPEAKER- A little bit clearer, I mean,
47:17SPEAKERlike the idea of licensing an engine
47:18SPEAKERdid not exist at that time.
47:19SPEAKERI think even when they did sign deals,
47:22SPEAKERit was basically just like here are some disks
47:24SPEAKERwith our source code on it, have fun.
47:27SPEAKER- Yeah, and there's a point later in the book
47:30SPEAKERwhere they're like, hey, we have to figure out
47:34SPEAKERhow we keep people from just using the source code
47:36SPEAKERfor more games than just the one,
47:39SPEAKERwhich I thought was pretty funny.
47:41SPEAKERBut when Doom came out,
47:43SPEAKERDoom was such a transformative revolutionary.
47:47SPEAKERSo first off, they released a press release
47:49SPEAKERafter Wolfenstein when they were working on Doom
47:52SPEAKERwhile Spear of Destiny was in development
47:54SPEAKERthat basically goes through and describes
47:58SPEAKERkind of their high level feature list.
48:02SPEAKER- Like what Doom's going to be?
48:03SPEAKER- Yeah, what is Doom?
48:06SPEAKER- I don't have it in front of me,
48:07SPEAKERbut I feel like I remember it having a fair amount
48:09SPEAKERof like the heavy metal 20 something swagger to it, right?
48:13SPEAKERLike...
48:16SPEAKER- It reads like a press release written,
48:18SPEAKERI'm gonna read it actually.
48:20SPEAKER- Okay.
48:21SPEAKER- So it says id software to unleash Doom
48:23SPEAKERon the PC revolutionary programming
48:25SPEAKERand advanced design make for great gameplay.
48:28SPEAKERHeralding another technical revolution in PC programming,
48:30SPEAKERid software is Doom promises to push back the boundaries
48:33SPEAKERof what was thought possible on a 386 SX or better computer.
48:36SPEAKERWell, that was a lie, it didn't run on an SX.
48:39SPEAKERThe company plans to release Doom
48:40SPEAKERin the third quarter of 1993 with versions for PC
48:43SPEAKERin DOS, Windows, Windows NT and a version for the next.
48:46SPEAKERIn Doom, you play one of four off duty soldiers
48:48SPEAKERsuddenly thrown in the middle of an interdimensional war
48:50SPEAKERstationed at a scientific research facility, blah, blah,
48:52SPEAKERblah, blah, the demons first episode will be with shareware.
48:58SPEAKERWhen you register, you receive the next two episodes
48:59SPEAKERto feature a journey into another dimension
49:01SPEAKERfilled to its hellish horizon with fire and flesh.
49:06SPEAKERThey talk about the technical stuff though.
49:09SPEAKERSo the game may take takes up to four players
49:11SPEAKERthrough a futuristic world where they may cooperate
49:13SPEAKERor compete to beat the invading creatures.
49:15SPEAKERIt boasts a much more active environment
49:17SPEAKERthan its previous effort Wolfenstein 3D
49:20SPEAKERwhile retaining the pulse pounding action and excitement.
49:23SPEAKERDoom features a fantastic fully texture mapped environment,
49:26SPEAKERa host of technical tour de forces to surprise the eyes,
49:29SPEAKERmultiple player option and smooth gameplay
49:32SPEAKERon any 386 or better.
49:34SPEAKER- I wouldn't say all of that quite came to pass.
49:37SPEAKER- I mean, like a 386 DX could run it fine
49:39SPEAKER'cause I bought a 387 chip to make mine a DX.
49:45SPEAKERThere's a Carmack quote that says,
49:47SPEAKER"Wolfenstein is primitive compared to Doom.
49:49SPEAKERWe're doing Doom the right way this time.
49:50SPEAKERI've had some very good insights and optimizations
49:52SPEAKERthat will make Doom engine performed at great frame rate.
49:55SPEAKERThe game runs fine on a 386 SX and on a 486 33,
49:58SPEAKERwe're talking 35 frames per second.
50:00SPEAKERFully texture mapped at normal detail
50:02SPEAKERfor a large area of the screen.
50:04SPEAKERThat's the fastest texture mapping around, period."
50:06SPEAKER- Yeah, I think it was not wrong.
50:07SPEAKER- And then they defined texture mapping
50:09SPEAKERbecause nobody knew what texture mapping was at that point.
50:11SPEAKER- That's pretty great.
50:13SPEAKERThe thing generally I was gonna say about the,
50:14SPEAKERwhat the description of the Doom development process,
50:16SPEAKERlike it is absolutely, it sounds like the peak
50:18SPEAKERof their creative output that like-
50:21SPEAKER- I think so, yeah.
50:21SPEAKER- It's very much, it's everyone there firing
50:25SPEAKERon all cylinders and then making this,
50:27SPEAKERlike this legendary Seminole game,
50:29SPEAKERlike one of the best games ever made,
50:31SPEAKERcomes together in like a lesson a year,
50:32SPEAKERlike a matter of months.
50:33SPEAKERLike the technology is just there.
50:36SPEAKERThe art, the map design in particular,
50:38SPEAKERlike he spends a lot of time talking
50:39SPEAKERabout his map design process.
50:41SPEAKER- Like individual notes in the map
50:42SPEAKERto the point that when I was sitting at,
50:44SPEAKERlike I was sitting waiting to pick up my kid from a thing
50:47SPEAKERand I was sitting reading this on my phone,
50:49SPEAKERI was like, I wonder if I can get Doom on my iPhone.
50:52SPEAKERI downloaded Doom on my iPhone sitting in the parking lot
50:55SPEAKERand played through the levels as he,
50:56SPEAKERlike he'd talk about the level
50:58SPEAKERand then I'd open it up on the phone.
51:00SPEAKERAnd I was, and A, it was interesting hearing the notes
51:06SPEAKERfrom him about how he designed some of those levels
51:07SPEAKERand then playing them directly.
51:09SPEAKERBut B, it's crazy that here 30 years later,
51:14SPEAKERI have a thing in my pocket
51:16SPEAKERthat not only can I read his book on,
51:18SPEAKERbut also I can just open up the game from 30 years ago
51:21SPEAKERthat required a really expensive ass PC.
51:23SPEAKERAnd it just plays, the controls aren't great,
51:25SPEAKERbut you know, what are you gonna do?
51:26SPEAKER- Yeah, it's research.
51:28SPEAKERBut he talks a lot about his map design process in this.
51:31SPEAKERAnd like, I feel like that kind of thing
51:33SPEAKERcan very easily go up its own ass, you know,
51:35SPEAKERbut the way he talks about it is very down to earth,
51:38SPEAKERbut very descriptive about, you know,
51:41SPEAKERlike he wanted each of his Doom maps
51:43SPEAKERto tell an implicit story, you know,
51:45SPEAKERlike talking about like rising and falling tension
51:47SPEAKERand like misdirection and how to reveal secrets.
51:51SPEAKERAnd like, it's like a really,
51:52SPEAKERit's a really studied description of his approach
51:56SPEAKERto how to make a map that, and like, you know,
51:57SPEAKERhe's made some incredible maps across different contexts.
52:01SPEAKERSo like he clearly is onto something with that.
52:03SPEAKER- Yeah, using sound cues.
52:04SPEAKERIt's funny, this is the thing that I expected
52:06SPEAKER'cause like his, when back in the day,
52:09SPEAKERwhen Carmack would post something in his plan file,
52:12SPEAKERit was always about like the interaction of photons
52:16SPEAKERon a glass surface, having some sort of weird highlights.
52:20SPEAKERWhen Romero would post stuff,
52:21SPEAKERit was about game features and game design stuff.
52:23SPEAKERSo I had always assumed, I didn't really appreciate
52:25SPEAKERthat Romero was also like a low level, you know, coder
52:31SPEAKERand built all of the tools for the early id games, right?
52:34SPEAKERLike the game engine tools, the texture formatters,
52:37SPEAKERall that stuff was built with him.
52:42SPEAKERThe bits about the map design were really interesting
52:44SPEAKER'cause he did talk a lot about,
52:46SPEAKERlike this is later on some of the sigil,
52:48SPEAKERwhich is his like post everything else,
52:54SPEAKERpretty much revisit, going back to the old days
52:57SPEAKERand writing new Doom maps in the 20 teens, early 2020.
53:02SPEAKER- The unofficial, official fifth episode of Doom,
53:05SPEAKERI guess was the fifth or fourth.
53:07SPEAKER- Fifth, 'cause it comes after the fourth.
53:09SPEAKERAnd then he also did one for Doom 2
53:12SPEAKERthat is like the beginning,
53:15SPEAKERbasically he built a bridge between Doom 1 and Doom 2
53:18SPEAKERthat we only got in a cut scene previously.
53:21SPEAKERBut he talks about that and he talks about having levels
53:23SPEAKERwhere you come in and you can see the exit.
53:26SPEAKERLike you can see the exit and then it's up to you
53:28SPEAKERto figure out how to traverse that map
53:30SPEAKERand what sequence of events you have to go through
53:33SPEAKERand how making it a puzzle box makes those,
53:36SPEAKERtraversing those mazes a little bit more engaging and fun,
53:39SPEAKERwhich I love.
53:41SPEAKERHe talks about, so, okay, fast forward.
53:43SPEAKERThe game came out, they sold a bazillion copies.
53:46SPEAKER- Yes, like Wolfenstein made them rich,
53:48SPEAKERDoom made them like filthy rich,
53:49SPEAKERlike became an absolute cultural phenomenon.
53:52SPEAKERWe all know that story.
53:54SPEAKER- He tells the story of when he had to go to,
53:56SPEAKERwhen they decided to pay themselves bonuses
53:59SPEAKERand they each gave themselves $100,000,
54:02SPEAKERthey went to the Ferrari dealership and bought Ferraris.
54:04SPEAKER- Yeah, there's some amount of that kind of new money,
54:07SPEAKERwish fulfillment stuff in here of like a bunch of young guys
54:11SPEAKERwith suddenly with a bunch of money,
54:13SPEAKERhere's what they did with it.
54:14SPEAKERBuilt houses, the whole thing.
54:16SPEAKER- And then they roll straight into Doom 2, right?
54:18SPEAKERSo at this point, Carmack kind of branches off.
54:21SPEAKERHe starts working on the next engine for the next game
54:24SPEAKERand the art team and the game team go on
54:29SPEAKERand just make out, make more levels.
54:31SPEAKER'Cause by this point they had a GT Interactive deal
54:33SPEAKERthat would put their game in Walmart, basically.
54:36SPEAKER- Which is how Doom 2 launched, right?
54:38SPEAKER- Yeah, as a box product, you go went to the store to buy.
54:41SPEAKER- Yeah, and there's a lot of threads converging here
54:43SPEAKERas you read this book.
54:44SPEAKERIf you really lived through this time
54:46SPEAKERor and or care about this history a lot where like,
54:48SPEAKERI think, wasn't it Doom 2 was the first game
54:50SPEAKERwhere he went to a big lavish sort of launch party
54:53SPEAKERorganized by the publisher.
54:55SPEAKER- I think so, yeah.
54:56SPEAKER- It was like kind of blown away that a company
54:58SPEAKERwould spend this much money to throw a party like this
55:00SPEAKERabout a game they had made.
55:01SPEAKERBut it's also kind of leading up to the promotion heavy
55:05SPEAKERlate '90s with the Daikatana advertising and stuff.
55:08SPEAKERIt was like kind of the start of these types of games
55:11SPEAKERdriving huge profits and therefore like bigger companies
55:14SPEAKERand other influences coming in
55:15SPEAKERand taking them in different directions.
55:19SPEAKER- Well, I was gonna say, yeah, at this point,
55:20SPEAKERthe rise of the 486 and all the 486 clones
55:24SPEAKERmeant that there were an incredible number of PCs
55:26SPEAKERthat could run.
55:27SPEAKERAnd also the decline of all of the competing architectures
55:30SPEAKERfor all intents and, you know, the Mac was still around.
55:33SPEAKERPeople were still using Amigas at this point.
55:35SPEAKERBut for the most part, if you had a PC,
55:36SPEAKERit was an Intel machine or an Intel compatible machine.
55:39SPEAKERAnd the fact that Doom ran on those
55:42SPEAKERdidn't require any weird hardware
55:43SPEAKERlike a 3D accelerator yet at this point
55:46SPEAKERmeant that there was a huge market for these games.
55:49SPEAKERAnd when people played them,
55:50SPEAKERthey immediately got hooked, right?
55:52SPEAKERLike it was unlike anything you'd ever played before.
55:58SPEAKER- Yes.
55:59SPEAKER- And this was just using a keyboard.
56:01SPEAKERBy this point, hardly anybody was playing with a mouse.
56:03SPEAKERLike this was you using the Alt keys to strafe
56:07SPEAKERand using your arrow keys to move
56:09SPEAKERand shooting with control or space, right?
56:12SPEAKERSo they're working on Doom 2.
56:18SPEAKERAt this point, the licensing stuff starts to take off
56:20SPEAKER'cause Raven was, they actually,
56:23SPEAKERthey published basically Heretic.
56:26SPEAKERThey entered into a publisher deal
56:27SPEAKERwhere they gave Raven an advance and said,
56:29SPEAKER"Hey, make this game.
56:30SPEAKERWe want a swords and sorcery game set in the Doom engine,
56:36SPEAKERand we'll teach you how to use the next."
56:38SPEAKER'Cause they built the level editor,
56:40SPEAKERall that stuff was running on NeXT hardware.
56:42SPEAKERSo they, "Here, you can set yourself up with NeXT hardware.
56:44SPEAKERWe'll teach you how to use it."
56:45SPEAKERAnd Romero was basically running that
56:47SPEAKERwhile they were doing the Doom 2 level design
56:49SPEAKERand box design.
56:52SPEAKER- Yeah, so those threads,
56:54SPEAKERand this is where his upbringing
56:55SPEAKERstarts to come back into things.
56:56SPEAKERLike he talks about having come from a poor family
56:59SPEAKERand like an abusive situation and stuff.
57:00SPEAKERLike, it kind of embedded certain behaviors in him
57:04SPEAKERin terms of like wanting to always make sure
57:06SPEAKERthere was enough, you know,
57:07SPEAKERlike he always wanted to make sure
57:08SPEAKERthere was enough revenue coming into the company
57:09SPEAKERto make sure that it kept running, et cetera, et cetera.
57:13SPEAKERYou know, like even when they were between games,
57:15SPEAKERlike that's where the Heretic, by his description,
57:17SPEAKERthat's where the Heretic deal came from.
57:19SPEAKERThe map packs, like he talked about,
57:21SPEAKERlike he's spearheaded or was fairly instrumental
57:25SPEAKERin the map packs that got put out in places like Walmart,
57:27SPEAKERyou know, the kind of episode bundles,
57:30SPEAKERthe Ultimate Doom, stuff like that, rereleases,
57:32SPEAKERlike he kind of-
57:33SPEAKER- Well, that was so there would be a retail version
57:34SPEAKERof Doom 1 in those stores.
57:35SPEAKER'Cause up until that point,
57:36SPEAKERthe only way to get Doom 1 was with shareware,
57:38SPEAKERwhich was by now was not a mainstream thing anymore.
57:42SPEAKERIt was the edge again.
57:43SPEAKER- Right, so it's like where what I'm building up to here
57:45SPEAKERis what eventually kind of broke this whole partnership
57:48SPEAKERwas, you know, by his description,
57:51SPEAKERhe wanted to make sure they had a lot of irons in the fire
57:53SPEAKERat all times, they needed to strike.
57:56SPEAKERAll the iron was hot to continue the metaphor,
57:58SPEAKERbut like, you know, he was out there doing all these deals.
58:01SPEAKERAnd then it turned out that Carmack very much thought
58:05SPEAKEReveryone should be single-minded
58:06SPEAKERand head down on the next game all the time constantly.
58:08SPEAKERAnd that's where we're headed
58:11SPEAKERas we come out of Doom into Quake.
58:12SPEAKERAnd that converged with a couple of other problems
58:15SPEAKERthat led to the extremely famous kind of sundering
58:19SPEAKERof the original id lineup.
58:21SPEAKERAlso, we should mention Tom Hall was let go during Doom.
58:25SPEAKERDoom was not a hundred percent a smooth harmonious process,
58:31SPEAKERlet's say, 'cause he had much bigger ambitions
58:33SPEAKERaround like story and narrative in the game,
58:36SPEAKERwhich is where I think a lot of that like play through
58:38SPEAKERwith up to three friends and cooperate or not
58:40SPEAKERtype stuff came from.
58:41SPEAKERAnd then, but by Romero's accounting,
58:46SPEAKERhe was not as down with the just balls out
58:48SPEAKERheavy metal action angle
58:50SPEAKERand was kind of not as into what they were doing.
58:52SPEAKERAnd so they kind of parted ways with him.
58:55SPEAKER- And then we get to Quake.
58:57SPEAKER- Yeah, so Quake, well, hold on, one last thing.
59:01SPEAKERDoom II is the first time they made the game
59:03SPEAKERknowing that there was gonna be multiplayer.
59:05SPEAKERLike it's the first time they built the maps for the game
59:08SPEAKERwith an eye toward both single player and multiplayer.
59:11SPEAKERSo there were some maps,
59:13SPEAKERI think he specifically lists Circle of Death,
59:16SPEAKERwhich is I think 15 in Doom II, 15, I can't remember.
59:23SPEAKERAs hey, we built this so that it would run,
59:26SPEAKERso that like it had a loop,
59:28SPEAKERso that players would run a circuit basically
59:31SPEAKERas they're chasing each other.
59:32SPEAKERAnd that was a new concept
59:34SPEAKER'cause most of the Doom I maps were linear
59:35SPEAKERand would go straight from one end to the other
59:37SPEAKERand there was no kind of cutback
59:38SPEAKERfrom the beginning to the end.
59:40SPEAKERSo they weren't, a lot of them weren't great
59:42SPEAKERfor more than one or two people in the game at a time,
59:45SPEAKERwhich was fine 'cause most people at that point
59:46SPEAKERwere playing on modems.
59:47SPEAKERBut they also talk about Duango,
59:50SPEAKERwhich I had almost completely forgotten about.
59:51SPEAKERDuango was like a, it was basically a dial in,
59:54SPEAKERit basically worked like a message board,
59:56SPEAKERbut instead of sharing texts,
59:58SPEAKERyou dialed in and you'd connect to four other people,
1:00:00SPEAKERthree other people who wanted to play Doom Deathmatch
1:00:02SPEAKERlocally with you, which was like revolutionary,
1:00:05SPEAKERbig deal at the time you paid 10 bucks a month for it,
1:00:07SPEAKERit was a huge, huge expensive thing.
1:00:09SPEAKER- Yes, and then of course,
1:00:10SPEAKERDuango's business model immediately was destroyed
1:00:13SPEAKERas games started adopting internet and multiplayer
1:00:15SPEAKERdirectly thereafter, but that was a fun detail.
1:00:18SPEAKERWe could sit here for three hours
1:00:19SPEAKERgoing through amazing details on this.
1:00:21SPEAKERThere's one more I want to bring up
1:00:22SPEAKERand then we should really move on,
1:00:23SPEAKERbut there's a really fun, breathless, vivid description
1:00:27SPEAKERof how Deathmatch came to be
1:00:28SPEAKERor how multiplayer and Doom came to be at all,
1:00:31SPEAKERwhich was like a month or less than two months
1:00:34SPEAKERbefore the game released.
1:00:35SPEAKERLike they hadn't even like implemented the network play.
1:00:38SPEAKERLike they kind of didn't even know
1:00:39SPEAKERwhat they were gonna do with it.
1:00:40SPEAKERAnd like Carmack basically just hacked the networking
1:00:44SPEAKERinto the game, you know, six weeks before ship
1:00:46SPEAKERor something like that.
1:00:48SPEAKERAnd kind of, they just applied the existing mechanics
1:00:50SPEAKERthey already had for the single player
1:00:52SPEAKERto what it would be like to shoot each other.
1:00:55SPEAKERBut the way he talks about the first time
1:00:57SPEAKERthey sat in different rooms in their office
1:00:59SPEAKERand shot rockets at each other.
1:01:01SPEAKER- Just seeing another player move on the screen.
1:01:03SPEAKERLike honestly, yeah.
1:01:04SPEAKER- It really took me back to the first time
1:01:06SPEAKERI ever played Doom over a modem against somebody.
1:01:08SPEAKERIt was just like the description,
1:01:09SPEAKERlike the idea that you could see another player
1:01:12SPEAKERmoving around who was not in the same room with you
1:01:14SPEAKERmoving around in the virtual space.
1:01:16SPEAKERLike the description of that is so much fun.
1:01:18SPEAKERI remember going to the computer lab and being like,
1:01:21SPEAKERhey, are you the orange one?
1:01:23SPEAKERI don't know what color I am.
1:01:24SPEAKERI'm moving to the right now
1:01:25SPEAKERand like having this whole conversation
1:01:26SPEAKERabout what you were seeing.
1:01:29SPEAKER'Cause you'd never seen that before.
1:01:30SPEAKERIt was a novel thing.
1:01:31SPEAKERAnyway, so, okay.
1:01:34SPEAKERSo then they went on to Quake and Quake was fraught.
1:01:37SPEAKER- Quake is one of my favorite games ever.
1:01:40SPEAKERIt's also seemingly where everything went bad.
1:01:43SPEAKER- I was gonna say, I had the same exact reaction.
1:01:45SPEAKERI was super bummed out reading this whole section
1:01:49SPEAKERjust 'cause I love Quake so much.
1:01:51SPEAKERAnd it seems like it destroyed a bunch of people.
1:01:53SPEAKER- Yeah, like the death march they ended up on
1:01:55SPEAKERto get that game out the door was really,
1:01:57SPEAKERI had no idea it was quite that rough.
1:01:59SPEAKERI knew something like that had happened, but...
1:02:02SPEAKER- Well, the main cause seems to be that the engine side
1:02:06SPEAKERtook way longer to develop than they expected.
1:02:08SPEAKER- Yeah, so they had massive ambitions for Quake.
1:02:12SPEAKERThey thought that they had to come out of Doom
1:02:14SPEAKERwith something that blew Doom out of the water,
1:02:16SPEAKERyou know, that needed to be utterly revolutionary.
1:02:18SPEAKERAnd so the technical task that Carmack set for himself
1:02:22SPEAKERseems to be, I mean, it was not insurmountable
1:02:24SPEAKERbecause he eventually got there.
1:02:25SPEAKERBut a bunch of things happened here.
1:02:30SPEAKERCarmack kind of specked out too many advanced features
1:02:34SPEAKERthat had never been done before in one game.
1:02:36SPEAKER- Specifically like the full 3D world
1:02:38SPEAKERand then also the client server architecture for multiplayer.
1:02:41SPEAKER- Yeah, at the same time, they decided to build a game
1:02:43SPEAKERaround their long running D&D campaign and world that,
1:02:46SPEAKERit's a fun little, he goes back to this repeatedly.
1:02:49SPEAKERThey had been playing D&D for years at this point
1:02:50SPEAKERand had had this whole world with this epic hero named Quake
1:02:54SPEAKERand all this other stuff.
1:02:55SPEAKERAnd they literally wanted to turn their long running
1:02:57SPEAKERD&D campaign into their next game.
1:03:00SPEAKERBut that meant a lot like a big break
1:03:02SPEAKERfrom the shooter gameplay they'd been doing.
1:03:03SPEAKERIt was a lot more like melee combat with a hammer
1:03:06SPEAKERand a bunch of like RPG features.
1:03:08SPEAKERAnd we talk about this.
1:03:09SPEAKER- Like a buddy that shoots, that can drain enemies
1:03:11SPEAKERand stuff like that behind you.
1:03:12SPEAKER- Yeah, when we did the Quake 25th anniversary episode
1:03:15SPEAKERa couple of years ago, we talked more about this stuff.
1:03:17SPEAKERAnd so like, we got the Carmax side
1:03:20SPEAKERof how all this went down publicly 25 years ago.
1:03:22SPEAKERAnd we talked about that in that episode,
1:03:24SPEAKERbut this is where, I don't know, I assume.
1:03:26SPEAKER- They also talked about in Masters of Doom
1:03:28SPEAKERa fair amount as well.
1:03:29SPEAKER- Yeah, but this is the first place I think
1:03:30SPEAKERthat Romero has given his full first person account of.
1:03:32SPEAKER- I think so, yeah. - His side of things.
1:03:34SPEAKERLong story short, the tech took forever to come together
1:03:37SPEAKERbecause they were doing true 3D spaces
1:03:39SPEAKERwith like runes on top of runes,
1:03:41SPEAKERwhich had never been done before.
1:03:42SPEAKERThey're doing a client server model,
1:03:44SPEAKERwhich had never been done before.
1:03:47SPEAKERThey were doing like radiosity and really advanced lighting.
1:03:49SPEAKERLike just the-
1:03:51SPEAKER- This is the first place I saw light maps ever.
1:03:53SPEAKER- Right, like the technical mountain
1:03:55SPEAKERthat Carmack had to climb to get all this stuff done
1:03:58SPEAKERturned out to be huge.
1:03:59SPEAKERAnd effectively the people tasked with making the enemies
1:04:03SPEAKERand the levels and textures and all that stuff
1:04:06SPEAKERwere not really able to get to work properly
1:04:08SPEAKERbecause the engine was not ready.
1:04:10SPEAKERAnd like they kept having to throw a workout.
1:04:12SPEAKERLike they didn't know exactly what they had to work with.
1:04:13SPEAKERLike it sounded like a lot of spinning wheels
1:04:16SPEAKERfor the better part of a year
1:04:17SPEAKERwhile the tech slowly came together.
1:04:19SPEAKER- And just to be clear, when you say they didn't know,
1:04:22SPEAKERlike it wasn't like you could go to the store
1:04:24SPEAKERand buy a copy of Maya at this point to make a 3D tool.
1:04:26SPEAKERYou had to buy an SGI workstation
1:04:28SPEAKERand get some really hyper specific programs.
1:04:31SPEAKERSo they were learning how to do the 3D part of this, right?
1:04:34SPEAKERBut, and they were working on building the tools
1:04:38SPEAKERand all of that stuff.
1:04:39SPEAKERBut really they couldn't build the level editor
1:04:41SPEAKERuntil the level spec was finished.
1:04:42SPEAKERAnd they couldn't have the level spec finished
1:04:44SPEAKERuntil the engine capabilities were finished.
1:04:45SPEAKERAnd like it was just a series of,
1:04:47SPEAKERin software you call it a blocker, right?
1:04:50SPEAKERSo anytime one person's work is blocking
1:04:53SPEAKERa bunch of other people's work, you're in a situation.
1:04:56SPEAKERSo Carmack and John Cash and Mike Abrash
1:04:59SPEAKERand a couple other people were working on this engine side
1:05:03SPEAKERthat was essentially blocking
1:05:04SPEAKERthe entire other half of the studio.
1:05:05SPEAKERSo at this point Romero was, by his own account,
1:05:09SPEAKERworking on stuff like Final Doom and Ultimate Doom,
1:05:11SPEAKERwhich were retail box copies of Doom 1
1:05:13SPEAKERthat could go out through the GT Interactive deal
1:05:15SPEAKERand ended up in Walmart.
1:05:16SPEAKERSo we could all buy them again.
1:05:18SPEAKERAnd then also doing, working with Raven,
1:05:21SPEAKERessentially producing heretic for Raven
1:05:25SPEAKERand working on other like merchandise and licensing stuff
1:05:29SPEAKERas well as like doing the tool thing.
1:05:32SPEAKERBut what Carmack apparently expected
1:05:34SPEAKERwas something a little bit different.
1:05:35SPEAKER- Yeah.
1:05:36SPEAKERThe story from, and this was in magazines
1:05:38SPEAKERlike Carmack gave some quotes in '96, '97
1:05:42SPEAKERwhen all this stuff had happened, basically kind of,
1:05:44SPEAKERhe alluded to Romero kind of not doing much.
1:05:47SPEAKERLike basically the narrative was
1:05:49SPEAKERthat he kind of bought into his fame,
1:05:51SPEAKERhis newfound fame and money and rockstar image
1:05:53SPEAKERand was kind of not contributing.
1:05:55SPEAKER- Yeah.
1:05:56SPEAKER- By Romero's account, he was doing plenty
1:05:58SPEAKERto advance the revenue interests of the company.
1:06:00SPEAKERIt just, not much of that was related
1:06:03SPEAKERto Quake, the next project.
1:06:04SPEAKERAnd so like, you can see how maybe in Carmack's
1:06:07SPEAKERvery focused mind, like if you're not working
1:06:09SPEAKERon the next big game, you're not doing anything
1:06:12SPEAKERkind of thing, you know what I mean?
1:06:13SPEAKERIt's like, but from Romero's perspective,
1:06:15SPEAKERlike, hey, if I'm making the company money,
1:06:17SPEAKERthen that's just as good.
1:06:18SPEAKERAnd it seems like that might be
1:06:19SPEAKERwhere the disconnect happened.
1:06:21SPEAKER- The thing that, the tragedy of this whole thing
1:06:23SPEAKERand it is, it does come across
1:06:26SPEAKERlike an actual like tragedy, right?
1:06:28SPEAKER- It really does.
1:06:29SPEAKER- If they had been ever, if there had been one person
1:06:31SPEAKERon this team who was able to have a conversation
1:06:34SPEAKERlike a grown-ass adult and say, hey, I think,
1:06:39SPEAKERinstead of saying, I think, for example,
1:06:42SPEAKERCarmack came to a shareholder meeting
1:06:44SPEAKERwith a report card for everybody
1:06:45SPEAKERand was like, everybody gets A's
1:06:46SPEAKERexcept for Romero who gets a D or something.
1:06:49SPEAKER- Yeah, I think it was an email actually.
1:06:50SPEAKERI think, what, did he send an email out?
1:06:51SPEAKERAnd people just came into the office one day
1:06:53SPEAKERand found a mass email where he had,
1:06:55SPEAKERCarmack had given everybody a letter grade
1:06:57SPEAKERon what he saw their performance to be.
1:06:59SPEAKER- And just to be clear, almost all equals
1:07:02SPEAKERin terms of company structure at this point, so.
1:07:05SPEAKER- In terms of ownership, yeah.
1:07:06SPEAKER- Yeah, ownership and structure.
1:07:08SPEAKERSo having like that kind of, hey, I'm the only one here
1:07:14SPEAKERworking on this at three o'clock in the morning
1:07:17SPEAKERand I'm pissed off about it vibe along with not valuing,
1:07:23SPEAKERlike at the end of this chapter, Romero says,
1:07:27SPEAKERthe thing I have regrets about is that I looked
1:07:29SPEAKERat what Nintendo did monetizing Mario and their brands
1:07:32SPEAKERand I looked at how poorly we monetize Doom
1:07:34SPEAKERand we should have made so much more money
1:07:37SPEAKER'cause we didn't even sell t-shirt,
1:07:38SPEAKERlike they weren't even selling t-shirts, right?
1:07:40SPEAKERThey did nothing with that brand that was every bit
1:07:43SPEAKERas important and as big as a Nintendo brand,
1:07:47SPEAKERbut made a fraction of the money.
1:07:49SPEAKER- Yeah.
1:07:50SPEAKER- And Carmack didn't care about the money.
1:07:52SPEAKER- Yeah.
1:07:53SPEAKER- Which is fair, like I get that.
1:07:55SPEAKER- Yeah, well, he cared about money,
1:07:56SPEAKERbut he just wanted to make games to get the money.
1:07:58SPEAKERHe didn't wanna have to, he didn't wanna sell t-shirts
1:08:00SPEAKERor worry about ports and Walmart bundles.
1:08:03SPEAKER- Well, and the thing that's saddest about it,
1:08:05SPEAKERthe whole thing of it to me is like,
1:08:07SPEAKERit sounded almost like the thing Carmack wanted
1:08:11SPEAKERwas the times that he had with Romero
1:08:13SPEAKERin those early dev days where they would sit down
1:08:15SPEAKERand bang it out together.
1:08:16SPEAKER- Yeah.
1:08:17SPEAKER- And that's the thing that he was upset about,
1:08:18SPEAKERbut he wasn't able to say that.
1:08:20SPEAKER- They kind of all but do say that in here
1:08:22SPEAKERthat he more or less when it came to a head
1:08:24SPEAKERand they fired Romero slash he kind of sounded
1:08:28SPEAKERlike he wanted out anyway at that point,
1:08:29SPEAKERbut like he all but said, basically,
1:08:31SPEAKERlike he wished Romero had kind of been there by his side,
1:08:33SPEAKERalso coding through this process
1:08:36SPEAKERand like kind of contributing more
1:08:37SPEAKERto the development of the technology.
1:08:39SPEAKERI mean, we glossed over a little bit,
1:08:40SPEAKERbut Carmack was the only programmer until Quake
1:08:43SPEAKERand they brought in Abrash who was like an absolute legend.
1:08:46SPEAKER- And Cash.
1:08:47SPEAKER- And Cash who was,
1:08:48SPEAKERCash was a very strong network programmer,
1:08:50SPEAKERbut like Abrash in particular,
1:08:51SPEAKERit was like a God of assembly language,
1:08:54SPEAKERx86 assembly that they brought in.
1:08:56SPEAKERPoint being like, it was more than he,
1:08:58SPEAKERmore than Carmack could deal with on his own.
1:09:00SPEAKERAnd it seems like he wished Romero had been more attentive
1:09:03SPEAKERto the core technical development
1:09:05SPEAKERof what Quake was going to be.
1:09:08SPEAKERAnd some of the other things he said
1:09:09SPEAKERafter Romero was out at the time
1:09:11SPEAKERwhere he didn't like that Romero had been out to the press
1:09:13SPEAKERtalking about the big RPG tinged ideas for Quake,
1:09:18SPEAKERbecause they ended up not delivering that.
1:09:20SPEAKERWhat they ended up doing when the tech was finally ready,
1:09:23SPEAKERthey were so burned out from like making
1:09:25SPEAKERand throwing out work and making more work and et cetera,
1:09:27SPEAKERas the tech was coming together.
1:09:28SPEAKERBy the time they got there,
1:09:29SPEAKERthey were just like so exhausted.
1:09:31SPEAKERThey said, let's just make another shooter.
1:09:33SPEAKERLike that's why Quake at the end of the day
1:09:35SPEAKERhas basically the same weapons as Doom
1:09:37SPEAKERand is basically the same kind of game with better tech
1:09:39SPEAKERis let's just make what we know.
1:09:42SPEAKERNobody's got the energy to actually make this big,
1:09:44SPEAKERtotally different game now, which Romero didn't love,
1:09:48SPEAKERbut Carmack seemed to kind of pin it on him
1:09:50SPEAKERthat he had promised this to the world
1:09:51SPEAKERand then they didn't deliver it.
1:09:53SPEAKER- Well, which is funny because like they clearly,
1:09:55SPEAKERwhen they made Doom,
1:09:56SPEAKERthey sent out a press release, it's the exact same thing.
1:09:58SPEAKERIt's like, here's all the,
1:09:59SPEAKERhere are the technical advancements.
1:10:01SPEAKERHere's the story, here's the stuff.
1:10:02SPEAKERAnyway. - Yeah.
1:10:04SPEAKER- But yeah, so like all of this culminates
1:10:07SPEAKERin the most affecting part of this book
1:10:10SPEAKERand not everybody would agree about this,
1:10:11SPEAKERbut for me, who was a huge fan of this stuff at the time
1:10:14SPEAKERand was like super bummed that this worked out
1:10:16SPEAKERthe way it did,
1:10:17SPEAKERit's nice to read this little post-mortem they did,
1:10:19SPEAKERbut it also, it's the most tragic thing in this book.
1:10:23SPEAKERHe basically ends this whole saga where he leaves Id
1:10:27SPEAKERby accounting some conversations he's had
1:10:30SPEAKERwith John Carmack recently, where they went back,
1:10:33SPEAKERthey finally, after all this time,
1:10:34SPEAKERwent back and talked about-
1:10:35SPEAKER- Hold on, before we could do this though.
1:10:36SPEAKER- Okay, yeah.
1:10:37SPEAKER- The saddest part for me was when he described the launch,
1:10:41SPEAKERwhen they uploaded the shareware for Quake to the BBS.
1:10:44SPEAKER- Yeah.
1:10:45SPEAKER- Or FTP, I guess, at that point, which is like,
1:10:49SPEAKERhe's on IRC or talking to admins at the channel and is like,
1:10:54SPEAKER"Hey, you guys have got to lay off the FTP server
1:10:57SPEAKER"so I can get a connection to log in
1:10:58SPEAKER"and upload the software, 'cause right now,
1:11:00SPEAKER"no one can get on because you guys are all hammering
1:11:03SPEAKER"this FTP 'cause you know it's coming."
1:11:06SPEAKERBut he's the only one in the office.
1:11:07SPEAKER- Right.
1:11:08SPEAKER- There's no, like, you launch a game,
1:11:10SPEAKERusually there's a celebration, right?
1:11:11SPEAKERIt's like, "Hey, thank God we're done.
1:11:13SPEAKER"This is a good time, we're all good."
1:11:14SPEAKEROn this one, he was the only one there.
1:11:16SPEAKERHe was uploading it by himself.
1:11:17SPEAKERHe did the packaging himself, all of that stuff,
1:11:21SPEAKERwhich is like, A, really sad, but also profoundly uncool
1:11:26SPEAKERthat somebody, that they would spend all this time
1:11:29SPEAKERworking on this game and then nobody's even there
1:11:31SPEAKERto help him spot check, like double check his work for him.
1:11:33SPEAKER- Right, yeah.
1:11:34SPEAKER- It's a, it's like, it's the sad,
1:11:38SPEAKERit's the lights fading down, the hard vignette on the scene.
1:11:42SPEAKER- Yes.
1:11:43SPEAKER- There's like, they describe the war room
1:11:46SPEAKERthat they're in as like, shitty folding tables
1:11:48SPEAKERwhere everybody's just in a big U around the room.
1:11:49SPEAKERI assume there's like, kind of janky blinds
1:11:52SPEAKERon the windows that are kind of fucked up all over.
1:11:54SPEAKER- Yes, you absolutely can picture it.
1:11:56SPEAKER- And it's just like, a slow pan back as the violins play.
1:11:59SPEAKER- Yes, you can picture that, absolutely.
1:12:01SPEAKERYeah, it's worth pointing out,
1:12:02SPEAKERafter they made that decision to just make a shooter,
1:12:05SPEAKERthe last six or eight months of that game,
1:12:07SPEAKERwere they forced themselves to all move their desks
1:12:09SPEAKERinto the same room, and it sounded like the atmosphere,
1:12:12SPEAKERthe work atmosphere at that point was not fun.
1:12:15SPEAKER- It sounded like the shittiest crunch I've ever heard of,
1:12:17SPEAKERjust to be, not to, not to minimize anybody else's crunch,
1:12:20SPEAKER'cause I know the crunch is always bad, but damn.
1:12:23SPEAKER- Okay, I've got to read this passage now,
1:12:25SPEAKERbecause I, when I, when I hit this part in this book,
1:12:27SPEAKERI went back and reread this like five times,
1:12:30SPEAKER'cause it bummed me out so much,
1:12:31SPEAKERhaving followed the development of the stuff at the time
1:12:33SPEAKERwhen it was happening, and especially directly thereafter,
1:12:38SPEAKERbut okay, so this is them, Carmack and Romero,
1:12:40SPEAKERtalking about what they could have done differently.
1:12:43SPEAKERRegarding Quake, Carmack recently suggested to me
1:12:46SPEAKERthat he thought we could have split
1:12:47SPEAKERQuake's technology advances into two games.
1:12:50SPEAKERThe first game would have used the Doom II engine
1:12:52SPEAKERand a new client server networking model,
1:12:54SPEAKERand a Doom C programming language, that's important.
1:12:57SPEAKERActually, I completely forgot about that.
1:12:59SPEAKERThat was another one of the Quake innovations was Quake C,
1:13:01SPEAKERwhich was a like low level scripting/programming language
1:13:04SPEAKERthat you use to make mods, because prior to that,
1:13:07SPEAKERlike Doom mods, like Doom total conversions
1:13:10SPEAKERhave just been in the form of like maps with new graphics,
1:13:12SPEAKERlike you could put new sprites and textures in,
1:13:14SPEAKERbut you couldn't mess with the underlying game logic
1:13:18SPEAKERand mechanics very much.
1:13:20SPEAKER- Yeah, you could reskin enemies,
1:13:21SPEAKERbut you couldn't like change their behaviors necessarily.
1:13:24SPEAKERAnd things like, this happened because in Wolfenstein,
1:13:29SPEAKERpeople would make people, they left the,
1:13:31SPEAKERthe people were able to create their own maps
1:13:35SPEAKERand dump them in and replace existing maps.
1:13:37SPEAKERWith Doom, they were a little bit more intentional
1:13:39SPEAKERand like set up a structure, and people built Doom editors
1:13:42SPEAKERand stuff like that.
1:13:43SPEAKERWith Quake, they wanted to make that an explicit part
1:13:45SPEAKERof the game, where not only could you create new maps
1:13:48SPEAKERand new skins for enemies and characters and players,
1:13:52SPEAKERbut also write new game logic, which was like super novel,
1:13:56SPEAKERended up having a bunch of exploits over the years,
1:13:58SPEAKERbut like, it was, it's a cool thing, Quake C.
1:14:00SPEAKER- Yeah, like Quake C is what led to Capture the Flag,
1:14:03SPEAKERlike that Capture the Flag happened,
1:14:04SPEAKERthree wave CTF happened less than six months,
1:14:07SPEAKERI think, after the game came out, like later that year.
1:14:09SPEAKER- You couldn't have had a grapple hook without that.
1:14:10SPEAKER- The grappling hook and the flag mechanics,
1:14:12SPEAKERyou couldn't have put in there without Quake C.
1:14:14SPEAKERSo, okay, so the first game would have used
1:14:16SPEAKERthe Doom II engine with a new client server networking model
1:14:19SPEAKERand a Doom C programming language.
1:14:21SPEAKERThe second game would have been Quake
1:14:22SPEAKERwith the true 3D world and advanced lighting.
1:14:25SPEAKERThat idea makes a lot of sense to me
1:14:26SPEAKERand would have allowed us to progress more quickly
1:14:28SPEAKERin a similar vein.
1:14:30SPEAKERIt also seems that putting aside some new engine features
1:14:32SPEAKERand moving on to gameplay code at an earlier point
1:14:34SPEAKERwould have allowed us and the rest of the team,
1:14:37SPEAKERrest of the design team to progress the gameplay much faster.
1:14:39SPEAKERBoth of these methods would have kept everyone fully tasked
1:14:42SPEAKERand allow for new products to come out.
1:14:44SPEAKER- Like, this is why this is a tragedy.
1:14:46SPEAKER- Yeah, it's like reading that.
1:14:48SPEAKER- Like if they had not been pissed off at each other
1:14:51SPEAKERto the point that they stopped talking to each other
1:14:53SPEAKERaside from work stuff, like this is a natural,
1:14:57SPEAKERlike there's a natural progression here.
1:15:00SPEAKERI mean, part of it is probably Carmack's ego at the time
1:15:02SPEAKERsaying, "Oh, I can figure this out, it's no big deal.
1:15:04SPEAKER"I've done all these engines."
1:15:05SPEAKERLike I wrote the original, the 3D Mario render
1:15:08SPEAKERor the 2D Mario renderer in a weekend, you know.
1:15:12SPEAKERI don't think anyone, having lived through this time,
1:15:16SPEAKERnobody really appreciated how much harder the 3D stuff was
1:15:19SPEAKERthan the 2D stuff.
1:15:20SPEAKERI think including Carmack and the smart people of the time.
1:15:24SPEAKERBut yeah, this one, this was a bummer.
1:15:27SPEAKER- Yeah, it really is, it really is.
1:15:29SPEAKER- Now the other side of that though
1:15:31SPEAKERis if he had released the client server architecture first,
1:15:35SPEAKERthen that means he would have realized,
1:15:37SPEAKERthey would have realized that the initial
1:15:38SPEAKERno network prediction, no lag compensation model
1:15:42SPEAKERwouldn't work, and probably fixing that
1:15:45SPEAKERwould have stalled them out in a completely different way
1:15:47SPEAKERat a different time because he would have had to do
1:15:50SPEAKERthe Quake world work after Doom 3,
1:15:54SPEAKERthe speculative Doom 3, not after Quake
1:16:00SPEAKERwhen there was downtime, so I don't know.
1:16:03SPEAKER- Who knows, historical counterfactuals
1:16:05SPEAKERare always hard to figure out,
1:16:06SPEAKERbut yeah, it's a real bummer.
1:16:09SPEAKERNot just that this happened and the way it happened,
1:16:11SPEAKERbut especially seeing this very measured accounting
1:16:14SPEAKERof what they could have done to not make this happen
1:16:17SPEAKERand to give the world more games
1:16:18SPEAKERand to introduce this technology
1:16:20SPEAKERin a healthier and less destructive way.
1:16:22SPEAKER- Yeah, so-- - It's rough.
1:16:25SPEAKER- The last thing, can we talk about M look real quick?
1:16:27SPEAKER'Cause this is my favorite.
1:16:28SPEAKERAfter having done the first person shooter controller episode
1:16:32SPEAKERa few weeks ago, I was thinking about this.
1:16:34SPEAKER'Cause actually the Logitech deal that ends with Romero
1:16:37SPEAKERon those magazine ads that we called out
1:16:39SPEAKERis mentioned in the book.
1:16:42SPEAKERBut he says, hey, as part of fixing and polishing everything
1:16:45SPEAKERmouse control needed to be fixed.
1:16:46SPEAKERCarmack and I talked about allowing the mouse to control
1:16:49SPEAKERnot just left and right, but also up and down
1:16:50SPEAKERby moving the mouse in both axes fluidly.
1:16:54SPEAKERThe idea would be to move the mouse around
1:16:55SPEAKERlike you do on a desktop,
1:16:56SPEAKERbut instead of moving a mouse pointer,
1:16:58SPEAKERyou would be moving your eyes in the game,
1:16:59SPEAKERlooking in all directions.
1:17:01SPEAKERMoving the mouse left and right would look around
1:17:02SPEAKERlike Wolfenstein 3D in Doom,
1:17:04SPEAKERbut moving the mouse forward and backward
1:17:05SPEAKERwould let you look straight up at one extreme
1:17:07SPEAKERand straight down at your feet at the other.
1:17:09SPEAKERMoving the mouse along each of those axes
1:17:11SPEAKERwould feel like you're looking around in 360 degrees,
1:17:13SPEAKERjust like in real life.
1:17:14SPEAKERCarmack spent 10 minutes programming the new axes
1:17:15SPEAKERof control into the game.
1:17:16SPEAKERWhen it first got into the latest build, it felt bizarre.
1:17:19SPEAKERIt was dizzying to look around with the mouse
1:17:20SPEAKERwhile at the same time moving around with the keyboard.
1:17:22SPEAKERThis is the same experience everybody who tried M look had
1:17:24SPEAKERat the beginning. - Yeah, yeah.
1:17:26SPEAKER- I wondered how players would ever get used to it.
1:17:28SPEAKERIt felt like the right way to solve the problem though.
1:17:29SPEAKERAnd this was the birth of what was now called Mouse Look
1:17:31SPEAKERas a staple of all 3D controlled games.
1:17:34SPEAKERThey kept the feature in, but left it inactive by default,
1:17:36SPEAKERwhich I love.
1:17:37SPEAKER- Famously, you had to pull down the console
1:17:39SPEAKERand type plus M look to actually enable this.
1:17:42SPEAKER- The other thing about that though is that
1:17:43SPEAKERthat's what introduced me to using the config files
1:17:48SPEAKERto script stuff and to change your control buttons
1:17:50SPEAKERand all that stuff. - Yes, absolutely.
1:17:51SPEAKER- Because I knew that you could do that
1:17:53SPEAKERand I had to do that to get M look on.
1:17:55SPEAKERI eventually didn't want to have to type M look
1:17:56SPEAKERevery time I started the game, so I was like,
1:17:57SPEAKERwell, how can I automate this?
1:17:58SPEAKERAnd then that opened the door to a whole world
1:18:01SPEAKERof noodling with the PC that resulted in where I am now.
1:18:05SPEAKER- Totally, like editing in autoexact.cfg
1:18:08SPEAKERwas a good introduction to what a config file was.
1:18:11SPEAKERUsing key bindings was a good introduction
1:18:15SPEAKERto that kind of thing, 'cause you could bind
1:18:16SPEAKERany command to any button, so you could bind a key
1:18:19SPEAKERto turn on and off and look dynamically
1:18:21SPEAKERwhenever you wanted.
1:18:22SPEAKER- Writing a rocket jump macro so that you could do,
1:18:25SPEAKERyeah, there's a whole host of, anyway.
1:18:29SPEAKERThe book's incredible.
1:18:30SPEAKERWe're not gonna get into the Ion Storm stuff.
1:18:31SPEAKERThe one thing, if you're concerned about reading this
1:18:34SPEAKERbecause of the John Romero will make you his bitch ad,
1:18:37SPEAKERhe tells the story of how that happened
1:18:40SPEAKERand is completely, acknowledges the level of error
1:18:47SPEAKERthat that was, even by '90s video game ad standards.
1:18:54SPEAKERThe Ion Storm saga seems like--
1:18:59SPEAKER- It's not as detailed as the ID Software passage,
1:19:02SPEAKERbut he does go into quite a bit of detail
1:19:03SPEAKERabout how the funding came together,
1:19:05SPEAKERlike the business interests that were involved
1:19:07SPEAKERand who they were working with,
1:19:08SPEAKERlike mistakes they made in terms of project management
1:19:11SPEAKERand hiring and culture and all of that stuff.
1:19:13SPEAKERAnd he does cop too.
1:19:15SPEAKERHe's somewhat contrite about the ad campaign stuff.
1:19:18SPEAKERAnd ultimately, later in the book,
1:19:20SPEAKERhe very much, I think you highlighted a passage,
1:19:22SPEAKERhe very much is upfront about his character flaws
1:19:26SPEAKERand what led to some of the problems at ID
1:19:28SPEAKERand Ion Storm.
1:19:30SPEAKER- Yeah, I mean--
1:19:32SPEAKER- He does not try to pass the buck, I would say.
1:19:34SPEAKER- No, I think it's a very, I was really,
1:19:38SPEAKERlike I came off very sympathetic after reading this,
1:19:40SPEAKERwhich I guess, you know, it's a memoir,
1:19:42SPEAKERso you're gonna be sympathetic.
1:19:44SPEAKERBut he specifically says, "As a child, when things got bad,
1:19:48SPEAKER"I stayed quiet and waited for it to pass.
1:19:50SPEAKER"When Carmack sent out his report card,
1:19:51SPEAKER"I stayed quiet and waited for it to pass.
1:19:53SPEAKER"When people were upset at things happening
1:19:55SPEAKER"with an Ion Storm, I stayed quiet
1:19:56SPEAKER"and waited for it to pass.
1:19:58SPEAKER"Everything that happened at Ion Storm
1:19:59SPEAKER"was a direct result of that flaw in my character.
1:20:01SPEAKER"Had I taken action, had I talked to people,
1:20:02SPEAKER"had I prevented issues from developing
1:20:04SPEAKER"when they were just emerging,
1:20:05SPEAKER"so many things in my career and in my life
1:20:07SPEAKER"would have been different, and so many people
1:20:09SPEAKER"would have been spared the difficulties this flaw created."
1:20:11SPEAKER- Yeah, like I said, he's very blunt about it.
1:20:14SPEAKER- Yeah, it's a lesson that takes a lot of us
1:20:16SPEAKERtake a long time to understand.
1:20:18SPEAKERAnyway, I think that's as good a place as any,
1:20:22SPEAKERI could talk about this book for another two hours, probably.
1:20:24SPEAKER- Easily, there's so much fun stuff in here.
1:20:26SPEAKERLike, if you love that era of 90s shooters,
1:20:28SPEAKERlike, you absolutely should read this book.
1:20:29SPEAKERThere's a ton of fun stuff in there.
1:20:31SPEAKERAnd again, there's quite a bit more
1:20:33SPEAKERafter the id Software stuff.
1:20:34SPEAKERThat's obviously sort of like the high point or the climax,
1:20:38SPEAKERbut there's still a ton of book left on Ion Storm,
1:20:41SPEAKERlike the work he did in mobile games afterward.
1:20:44SPEAKER- The stuff about Sigil and Sigil 2 is fabulous.
1:20:46SPEAKER- Yeah, yeah, the Sigil episodes for Doom are fantastic.
1:20:50SPEAKERI'd highly recommend playing those,
1:20:51SPEAKERand he talks about those.
1:20:53SPEAKERTalks about the failed Black Room demo
1:20:54SPEAKERor the failed Kickstarter.
1:20:57SPEAKER- It's basically a pitch, a Kickstarter program.
1:20:59SPEAKERHe got it on the Kickstarter train.
1:21:01SPEAKER- Yes, yes.
1:21:02SPEAKERAnd he talks quite a bit about why that didn't come together
1:21:05SPEAKERand why they had to cancel it and stuff.
1:21:06SPEAKERThere's pretty much his entire career up to the present
1:21:09SPEAKERis quite well illustrated or described.
1:21:14SPEAKER- I think it's a fascinating look into a time
1:21:16SPEAKERthat I look back fondly on, and more insight is good.
1:21:22SPEAKERI feel bad for the time that Ion Storm and John Romero
1:21:27SPEAKERwere kind of the poster child of excess in-game development,
1:21:32SPEAKER'cause it seems like he was on a train
1:21:34SPEAKERthat was a little bit out of his control at that point.
1:21:35SPEAKER- Yeah, yeah, it does kind of come off that way.
1:21:38SPEAKERDoom guy, life in first person, go pick it up.
1:21:40SPEAKERI highly recommend it.
1:21:41SPEAKER- Yeah, it's very good.
1:21:42SPEAKERAnd on that note, that'll do it for us this week.
1:21:44SPEAKERAs always, Brad and Will made a tech pod,
1:21:46SPEAKERhis listener supported, so if you like the show
1:21:47SPEAKERand you like us and you like us to keep doing this,
1:21:49SPEAKERplease consider joining the Patreon.
1:21:50SPEAKERYou can go to patreon.com/techpod,
1:21:52SPEAKERand for $5 a month, you get access
1:21:54SPEAKERto the fabulous tech pod Discord
1:21:56SPEAKERand the patron exclusive episode,
1:21:57SPEAKERwhere this month, we talked about FFmpeg and Slime.
1:22:01SPEAKER- Slime, FFmpeg and Slime,
1:22:04SPEAKERarguably kind of the same thing.
1:22:06SPEAKER- I mean, it's two sides of the same coin.
1:22:09SPEAKERAs always, a huge thank you to our executive producer,
1:22:12SPEAKERall our patrons, but also a special thank you
1:22:14SPEAKERto our executive producer to your patrons,
1:22:16SPEAKERincluding Paddle Creek Game Makers of Fractured Vale,
1:22:19SPEAKERAndrew Slosky, Jordan Lippett,
1:22:20SPEAKERBunny Crimes and the Infinite Sadness,
1:22:22SPEAKERsomebody's going through a Smashing Pumpkins phase,
1:22:26SPEAKERJust Wedge, Joel Krauska, Twinkle Twinkie,
1:22:29SPEAKERDavid Allen, James Kamik, and Pantheon,
1:22:31SPEAKERMakers of the HS3 High Speed 3D Printer.
1:22:34SPEAKERThank you all so much.
1:22:35SPEAKER- Yes, thank you, thank you.
1:22:36SPEAKER- And that will do it for us this week.
1:22:38SPEAKERWe will be back next week with another tech pod.
1:22:40SPEAKERThanks for listening, everybody.
1:22:42SPEAKERBye.
1:22:43SPEAKER- Bye bye.
1:22:44SPEAKER- Bye bye.
1:22:44SPEAKER(upbeat music)
1:22:49SPEAKER[BLANK_AUDIO]