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| Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture | 
enlarge | Author: David Kushner Publisher: Random House Trade Paperbacks Category: Book
List Price: $15.95 Buy New: $9.37 You Save: $6.58 (41%)
Buy New/Used from $8.95
Avg. Customer Rating:   (68 reviews) Sales Rank: 96762
Languages: English (Original Language), English (Unknown), English (Published) Media: Paperback Number Of Items: 1 Pages: 368 Shipping Weight (lbs): 0.6 Dimensions (in): 7.9 x 5.2 x 0.9
ISBN: 0812972155 Dewey Decimal Number: 794.80922 EAN: 9780812972153 ASIN: 0812972155
Publication Date: May 11, 2004 Release Date: May 11, 2004 Availability: Usually ships in 1-2 business days
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| Editorial Reviews:
Product Description Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history?Doom and Quake? until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry?a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
Amazon.com Review Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. Masters of Doom explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero. This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. --David Wall Topics covered: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.
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| Customer Reviews: Read 63 more reviews...
  A story as explosive as Doom itself! September 25, 2008 This book will give you new perspectives on gaming, business, and the human psyche - keeping you engaged throughout. It struck a chord with me as a child of the Doom generation. I've spent much time exploring and building levels for these games, but never had it occurred to me that there could be such a monumental story behind id and its "egos".
Masters of Doom will leave you with a new understanding and appreciation for the folks who brought these classics to life, and every lost soul who has contributed to the gaming industry.
Even if you've never played Doom, this makes for a great read. And if you are a Doom-head from way back, many light switches will go on in your head as you think "wow, so THAT's what was going on behind the scenes!" or "now I get why that game turned out with x feature or y theme." You'll feel like you lived the journey.
  Great Read August 7, 2008 While I didn't purchase the book for me, my boyfriend (who never reads anything) loves this book. He can't put it down and told me it's one of the best books he's ever read. Coming from someone who never reads, you think that doesn't mean a lot, but the fact that he's finished it speaks volumes!
He loves this book. He says the realism puts you right there with them and that even the littlest details gives you a great story. He likes the depth of detail within the book.
So if you can't get your man to read- buy this book. Besides, Game Informer put this book among the best video game books ever. So my boyfriend isn't the only one who likes it!
  Get this book!! July 11, 2008 If you ever played DOOM in its heyday, you need to pick up this book. This is a captivating account of the story of ID Software from John Romero and John Carmack's childhood, through their programming for another company, and the story behind each game that they made up to Doom 3. Honestly, of all the hundreds of books that I've read in my time, this has to be the best one -- I simply could not put it down until I had finished it, and when I did, I wanted to start it all over again. This is how histories should be told, and if I ever write a book, I want it to be like this one.
  Good history, boring execution June 13, 2008 Is it worth reading? Yes. Could it have been a lot better? Certainly.
Masters of Doom tells the tale of John Romero and John Carmack, the primary forces behind the creation of id Software, the primary force behind the creation of the First-Person-Shooter (FPS) gaming phenomenon. With some biography and a lot of first-person accounts (pun intended) you'll follow these guys from their earliest jobs to their ultimately diverging paths.
The first half of the book is far more entertaining than the second, which while appropriate does gloss over some of the more telling aspects of their personalities in light of a very different atmosphere. The side characters get short bios but are referenced far too often without telling us more about them through the changes or some of the deeper information that was surely behind their constant inclusion in the first place.
If you come into the book with some knowledge of the characters and situations as I did some of the tale will seem lacking in the detail you were hoping for. Without spoiling it for those less familiar the denouement of one of the pair could have been more detailed while remaining dispassionate.
*** SPOILER SUMMARY ***
Romero was (is) a joke yet the author doesn't brutalize him as much as he should have through the collapse of ION Storm. This is fine as a journalistic approach, but telling this as a chronokogy for the most part is boring. Carmack's descent and idiocy is revealed but without a more biographical approach you don't get the flavor of the ripples he splashed into waves. The related tales of the rise of 3D Realms and Epic are equally missing despite their relevance to the world of Quake and Carmack's refusal to humanize his games.
*** END SPOILER ***
As a droning historical account the book works, but as an exciting tales of the heady days of id and the acts of its primary creators it was quite boring and lacking in the area of commentary by the side characters the author obviously had access to.
  Entertaining and Inspiring March 20, 2008 As an amateur game developer I found the story very compelling, and the way it's told (with the hilarious anecdotes packed in) helps to digest a lot of information. This is a must-read for anyone who has ever wanted to make a game and thought that one or two people wasn't enough.
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