[HN Gopher] Wolfenstein 3D secrets revealed by John Romero in le...
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       Wolfenstein 3D secrets revealed by John Romero in lengthy post-
       mortem chat
        
       Author : WithinReason
       Score  : 172 points
       Date   : 2022-03-24 11:37 UTC (1 days ago)
        
 (HTM) web link (arstechnica.com)
 (TXT) w3m dump (arstechnica.com)
        
       | blibble wrote:
       | keen 7 tech demo mentioned in article (but not linked):
       | https://vimeo.com/148926335
        
         | mwcampbell wrote:
         | Was that music actually in the game playing on a DOS PC, or
         | added separately to the video? If the former, it sure doesn't
         | sound like the usual game music of that time playing on an
         | Adlib or Sound Blaster. Maybe it was using a higher-end sound
         | card of that time, like a Roland MT-32.
        
           | blibble wrote:
           | afraid not
           | 
           | https://www.youtube.com/watch?v=t7qVmKDDVYM
        
       | walrus01 wrote:
       | Ctrl-F "daikatana"
       | 
       | https://en.wikipedia.org/wiki/Daikatana
       | 
       | no? Can't have a discussion of Romero without it.
        
         | LosWochosWeek wrote:
         | As a matter of fact - yes you can.
        
       | [deleted]
        
       | flatiron wrote:
       | Masters of doom goes through these stories in detail. Very good
       | book.
        
         | kqr wrote:
         | I had a very weird relationship with those games.
         | 
         | Technically, I was probably born into a world where they had
         | already revolutionised gaming -- I was a couple years late to
         | watch it unfold personally.
         | 
         | On the other hand, I didn't grow up in an extremely well-off
         | household, and our computers were for a long time pretty much
         | dumpster-dive finds. This meant I was always exposed to
         | hardware a few years old, which in turn meant I got to witness
         | the technical revolution in real time, a few years after the
         | cultural Revolution. (In other words, when Doom had taken over
         | the world, I still couldn't play it. But a few years later, I
         | could, and marvelled at what the computer could do.)
         | 
         | In another twist of fate, one of my parents strongly disliked
         | that type of entertainment, and once they understood what I was
         | doing, there was a strict ban on (most) violent media. (With
         | very unclear boundaries of what constitutes violence.)
         | 
         | So, in effect, I missed the revolution, caught a glimpse of it,
         | and then got cut off from it.
         | 
         | Reading _Masters of Doom_ gave me back a chunk of my childhood
         | that I feel was taken from me, in a weird sort of way.
        
           | gabereiser wrote:
           | You needed that DX turbo boost too, huh? You pretty much sun
           | up my experience as well except I had an older brother that
           | gave me his old PC when he went to college.
        
         | ydnaclementine wrote:
         | I'll never be able to make games while listening to Metallica
         | with my bros in the 90s :(
        
           | flatiron wrote:
           | Quake 1 used to play the music via cdda. I "borrowed" my copy
           | as a teen which did not include that music. My friend at
           | school burned me a cd of Led Zeppelin 1. The summer of me
           | playing quake listening to zeppelin is nostalgia heaven for
           | me.
        
             | junga wrote:
             | But don't play that data track on your stereo as it might
             | destroy your speakers! I was really afraid of this back in
             | those days.
        
         | eljimmy wrote:
         | I really enjoyed that book and highly recommend it to anyone
         | who hasn't!
        
           | JKCalhoun wrote:
           | The book made me dislike everyone involved with id. I'm still
           | not sure if that was the author's intent.
        
         | markus_zhang wrote:
         | Agreed. ID was really a dream team at that time (probably
         | before Romero left). Small team, everyone already bagged multi
         | year gamedev exp before (I think Carmack shipped a few games
         | since 1989 and Romero a lot more from mid 80s); Everyone is
         | passionate so no management overhead; Very disciplined;
         | 
         | A dream team.
        
       | aksss wrote:
       | I was in the habit of getting games via shareware, through one of
       | the common catalogs then - yep, an actual paper catalog of
       | shareware games you could order for price of shipping, or close
       | enough. They were cheap and I was entertained by them - Commander
       | Keen, Prince of Persia, Pharoh's Tomb, etc. My friends and I all
       | played some awesome games of the day, but I remember loading up
       | W3D and just being blown away - it really was the first fps I
       | ever played.
       | 
       | Many of the other first-person perspective games I had experience
       | with were the D&D games which were largely still-frame, turn-
       | based games like Eye of the Beholder from SSI[0]. Also played
       | Falcon 3.0 over modem, which was super cool; Gunship 2000 where I
       | first started using a hex editor, diff'ing pre-and post-mission
       | save game files via stare-and-compare to understand how to give
       | myself more medals. But W3D was a whole different level, game-
       | wise.
       | 
       | I called all my friends and told them, basically, "holy sh*t,
       | you're not going to believe how flipping awesome this is! It's
       | like nothing you've ever seen before, come over. It's better than
       | anything you've ever played." To a man (teen boy) they were all
       | dismissive - like, whatever dude. Until they came over to my
       | house and I loaded it up. I think I got it on a bunch of 3.5"
       | floppies, and quickly handed it out, made copies, etc.
       | 
       | I played that game so much I would go to bed, close my eyes, and
       | still be running down the hallways, so burned into my retinas
       | were the graphics. Truly the first game I was completely and
       | unapologetically addicted to.
       | 
       | Then some time later a kid at school who wasn't into computers
       | handed me an unopened game box he had gotten as a present from
       | his folks. He didn't care about it, knew I liked computer games,
       | asked me if I wanted it. I had no idea what was in that box, but
       | said sure, why the heck not? The thing was like a black monolith.
       | It was Ultima VII - The Black Gate. It had a cloth world map, a
       | book to translate runes. I pretty much forgot all about
       | Wolfenstein after that, mostly. A friend and I would play it
       | "together" while talking over the landline for hours (local
       | call).
       | 
       | Doom was cool, so was Descent, played the heck out of them. Was
       | also the time I started taking programming classes in school,
       | including a semester of Pascal. It was always in the back of my
       | mind that Pharoh's Tomb was programmed in Pascal.
       | 
       | It was a fine time to be a young nerdling. :D
       | 
       | [0] https://playclassic.games/games/role-playing-dos-games-
       | onlin...
        
       | thecrumb wrote:
       | I remember waiting for Carmack to update his .plan file and have
       | some other date other than 'when it's ready' LOL.
        
         | sedatk wrote:
         | Finger was the OG Twitter IMHO. Decentralized too :)
        
       | markus_zhang wrote:
       | He has a presentation about the same story but goes into more
       | details. Principles of early ID software IIRC.
        
       | memish wrote:
       | "In the last six months of 1991, we started and shipped five
       | games,"
       | 
       | What was so different about development back then that they were
       | able to do that? That's unheard of today despite better hardware
       | and a lot more tools. And they didn't have stackoverflow.com!
        
         | yumaikas wrote:
         | Games are dramatically simpler.
         | 
         | Like, Commander Keen and the other of those games are the same
         | amount of effort that might go in to a particularly well
         | staffed month-long game jam today, just in terms of assets and
         | total needed code. CV-11s video on Quake has a section covering
         | that transition from mostly 2D to mostly 3D. It caught a lot
         | folks off guard.
        
           | ben7799 wrote:
           | Yes and no.. assets were simpler, games were simpler.
           | 
           | But they had to write a lot their tools to create the assets.
           | They had no middleware, no engine to license. They had to
           | write stuff in assembly. The computers they used were super
           | slow and you could crash them so easily. At some points in
           | iD's early history they were smuggling computers from
           | Softdisk out of their offices and working over the weekend
           | and then taking the computers back Monday morning. The tools
           | were terrible. Documentation was a lot harder to come by. A
           | lot of the people in iD at the beginning were also juggling a
           | day job, they were moonlighting making those earliest games.
           | IIRC Wolfenstein was the first one they worked full time on.
        
             | smm11 wrote:
             | DOOM was written on a 68040 33MHz processor.
        
               | homarp wrote:
               | https://doom.fandom.com/wiki/Development_of_Doom
               | 
               | Doom was developed on NeXT workstations, under the
               | NeXTSTEP operating system. The final game engine was
               | programmed in C, and the editing tools were written in
               | Objective-C. The engine was first compiled with Intel's C
               | compiler for DOS, but later Watcom's compiler was used.
               | 
               | https://www.quora.com/Why-was-Doom-developed-on-a-
               | NeXT/answe... adds:
               | 
               | Over the entire course of Doom and Quake 1's development
               | we probably spent $100,000 on NeXT computers, which isn't
               | much at all in the larger scheme of development. We later
               | spent more than that on Unix SMP server systems (first a
               | quad Alpha, then an eventually 16-way SGI system) to run
               | the time consuming lighting and visibility calculations
               | for the Quake series. I remember one year looking at the
               | Top 500 supercomputer list and thinking that if we had
               | expanded our SGI to 32 processors, we would have just
               | snuck in at the bottom.
               | 
               | https://www.youtube.com/watch?v=RDAzJLBB6pE is a visit to
               | id Software in November 1993
        
         | vinyl7 wrote:
         | Programmers like to overengineer everything, so there's a lot
         | of unneeded complexity slowing down development time
        
         | markus_zhang wrote:
         | First all developers are extremely talent and some bagged years
         | of production experience under belt before they formed ID.
         | 
         | Second as other mentioned these are relatively simply games,
         | not the ones like Ultima and Golden box that usually takes
         | years to develop.
         | 
         | Third I think there is a unique culture in teams such as early
         | ID: No bullshit, devs willing to devote 80, 100 hours per week,
         | no management overhead as they KNOW what they are going to do.
        
           | whimsicalism wrote:
           | > No bullshit, devs willing to devote 80, 100 hours per week,
           | no management overhead as they KNOW what they are going to
           | do.
           | 
           | Yes, I think nowadays there is _rightly_ a reluctance to do
           | this sort of thing without either an ownership stake or very
           | high compensation - neither of which are common in the gaming
           | industry.
        
         | gicadin wrote:
         | One thing i've found as an avid gamer is the lack of "humanity"
         | in modern games. Modern high budget games are streamlined, risk
         | averse, and predictable.
         | 
         | If you look at older games you'll often find the creator's /
         | developer's quirks and mannerisms have seeped through showing
         | mild biases, prejudice, stereotypes, etc (humanity). The
         | freedom to express yourself in your work, resulted in people
         | becoming emotionally invested in the product. This investment
         | likely meant they spend many additional hours if not directly
         | working on the product, than thinking about it resulting in a
         | faster shipping date or a higher quality product in the same
         | timespan.
        
           | dlp211 wrote:
           | Maybe in aggregate modern gaming exhibits less humanity, but
           | the best games today are on an entirely different level of
           | story telling and emotional investment than 1991.
        
             | anthk wrote:
             | In depends on the genre. On IF, a lot of story telling has
             | been unmatched.
        
         | mabub24 wrote:
         | Have you ever been bit by the bug of absolutely _needing_ to
         | get something done and finished just so you can keep riding the
         | high of finishing something? You chase that feeling into the
         | next thing, and the next thing, and so on.
         | 
         | They were doing that. Finishing and shipping anything feels
         | really really good. If you're a small team and you feel a deep
         | personal investment in the product then shipping becomes
         | addictive.
         | 
         | Brandon Sanderson and writing is a similar example. Is the
         | quality always there? No. But, the guy is very very good at
         | _finishing_ and clearly rides to wherever his passion takes
         | him. His output is, in comparison to other authors writing in
         | similar genres, incredible.
         | 
         | Also, games were much simpler and players had much simpler
         | expectations.
        
         | vikingerik wrote:
         | You can do that today, you could ship five Chess or Candy Crush
         | games in six months if you wanted to. It's just a matter of
         | where you set the bar for complexity and effort.
        
         | equalsione wrote:
         | You could still produce a AAA title with a small team (e.g 10)
         | in the early to mid-90s. By 2000 an average team was about 100
         | people. There are exceptions to this in both directions but
         | that was the overall trend.
         | 
         | In that period, you moved from mostly 2D to mostly 3D games so
         | more complex code generally, plus the need for artists to do 3D
         | modelling, texturing, rendering, optimisation, etc etc. Sound
         | designers, composers, etc etc. AAA Games just got bigger, plus
         | multiplayer. Hardware got more powerful (sound and graphics
         | cards) so there was a desire/demand to make more use of that
         | hardware. Generally, it all became a lot more "Hollywood".
         | 
         | There are still great games made by small teams of people in a
         | short period of time. But to hit the AAA mark you need to be
         | with a big studio and have the marketing budget behind you.
         | Again, Hollywood.
        
         | mewse-hn wrote:
         | id Software went independent after working for a company named
         | Softdisk making a monthly floppy disk called "Gamer's Edge":
         | Softdisk is most famous for being the former workplace of
         | several of the founders of id Software, who worked on a short-
         | lived game subscription product, Gamer's Edge. Gamer's Edge was
         | a monthly[3] PC game disk started in 1990 by John Romero.
         | 
         | Having a monthly deadline making MS-DOS games on floppy is why
         | they were so prolific at that point. None of the Cmdr Keen
         | games are much different from each other, and there were 6 of
         | them.
        
           | to11mtm wrote:
           | The original 'trilogy' is a bit more distinct from the rest
           | IMO; Yes the basic platforming concepts are the same, but I'd
           | say Keen 3 and Keen 4 is a pretty substantial jump in
           | style/features like swimming. (Also setting aside the odd
           | duck of Keen Dreams).
           | 
           | Did anyone ever actually successfully buy just one episode? I
           | mean, 10 year old me did from a different publisher (Epic
           | Megagames), but they just sent the whole trilogy anyway.
           | 
           | But overall yes, a lot of those folks got good at churning
           | out games, and part of that was understanding the value of
           | good tooling.
           | 
           | The level editor used for Keen, called TEd (Tile Editor) was
           | actually used for something like 30 different titles, both 2d
           | and 2.5D, prettymuch up to the original Rise of the Triad..
        
         | acomjean wrote:
         | I've listened to a bunch of John Romero's apple time warp
         | podcasts about apple2 development. It was very small companies
         | (sometimes single developers). This was in the 80s... A little
         | bit before.
         | 
         | They're kind of fun when they get into old stories about long
         | gone companies. They don't come out very often however: They're
         | 10% annoying and 90% really fun.
         | 
         | https://appletimewarp.libsyn.com
        
         | brink wrote:
         | My thoughts are -
         | 
         | 1. Less distractions (no Youtube, social media, etc..)
         | 
         | 2. Games were simpler
         | 
         | 3. The games produced probably weren't that good
        
           | awelxtr wrote:
           | Less distractions?
           | 
           | They were gamers, they could've been playing games instead of
           | working their asses off internet and social media here are
           | not to blame.
           | 
           | They were _really_ driven and passionate
        
         | mywittyname wrote:
         | To add on to the other comments of games being more simple back
         | then, most of the games released in 1991 by them were sequels
         | and/or shared codebases and tooling with other games.
         | 
         | Three of those releases were Commander Keen games; Shadow
         | Knights and Danger Dave shared engines; as did Catacomb 3D and
         | Hovertank; Rescue Rover I/II were simple puzzle games built on
         | an old demo code base. I'm not trying to take away from their
         | accomplishments, merely pointing out that they didn't start
         | from scratch every time.
         | 
         | I think id was trying to get out of come contractual
         | obligations from Softdisk.
        
           | Melatonic wrote:
           | Commander Keen is super super underrated - many know of it
           | but I rarely here it come up in casual convo. And there has
           | never been a reboot.
        
             | ch_sm wrote:
             | There was going to be! But it looked terrible, IMHO
             | https://www.vg247.com/commander-keen-mobile-vanished
        
               | leeoniya wrote:
               | oof. has a very Worms aesthetic to it.
        
           | mulmen wrote:
           | If anything else this makes the achievement that much more
           | impressive. They built tools instead of just hammering out
           | assembly. The five games in six months was just collecting on
           | that previous effort. But knowing what tools to build and how
           | is the real achievement.
        
             | kqr wrote:
             | It's not just about knowing what tools to build ahead of
             | time. That might well be impossible.
             | 
             | It's about finding the intersection in the design space
             | between "the game I want to make" and "the capabilities of
             | the tools I have" that allow you to adapt your tools to
             | make something 90 % of the way there with 10 % of the
             | effort.
             | 
             | This goes for any fast product development! Lockheeds'
             | Skunk Works were amazing at repurposing tools and parts to
             | invent completely new planes with few components that were
             | actually new.
        
               | mulmen wrote:
               | Right. That's what's impressive. They built the right
               | tools, presumably during previous projects. The tools
               | they built were useful enough to enable future work.
               | 
               | You may not know what tools you will need in the future
               | but when you need a new tool you can build it in a way
               | that it is reusable.
               | 
               | In other words a good tool solves an _abstract_ problem.
               | I don 't need an Ikea-Bergmund-chair-leg-attacher. I need
               | a _screwdriver_.
               | 
               | Once you have a toolbox full of these basic tools you are
               | better prepared to tackle those future projects.
        
           | joshcryer wrote:
           | It should not be understated though how good the toolset was
           | for the time. The original idea for Keen came after they
           | (Carmack and Tom Hall) recreated the first level of Super
           | Mario Bro's 3 in one night. They had to break from Softdisk
           | under Romero's suggestion, because Softdisk would claim
           | proprietorship over the engine. They actually "borrowed"
           | their work computers from Softdisk over a weekend to work on
           | Keen and created the first level in 72 hours. After the
           | success of the first Keen it was a no-brainer to keep making
           | more and milking it for all they could.
        
         | layer8 wrote:
         | Games were simpler, computers were simpler.
        
           | gmueckl wrote:
           | Games had to be smaller projects. The console and home
           | computer hardware at that time put a tight limit on how much
           | code and data you could ship. Filling that up wasn't hard. It
           | was mostly a matter using these resources well.
           | 
           | This changed a few years later when CDs came along. Many game
           | devs originally didn't quite know what to do with so much
           | storage space. Then processors also got much faster still and
           | 3D acceleration became a thing. Game dev project scopes
           | exploded accordingly to give you the game industry we have
           | today.
        
         | ushakov wrote:
         | they did it for passion
        
       | aresant wrote:
       | If you enjoyed the Romero article there is an informative &
       | belly-achingly funny podcast of Blindboy interviewing John and
       | his spouse Brenda in front of a live audience in Ireland ->
       | 
       | https://podcasts.apple.com/us/podcast/brenda-and-john-romero...
       | 
       | John is great in that interview, but Brenda almost out shines -
       | she has a really fascinating history and experience in the gaming
       | industry.
       | 
       | If you're not far enough down the rabbit hole after listening to
       | the above Brenda does a solo interview on the similarly awesome
       | "Retro Hour" podcast that is a great listen as well ->
       | 
       | https://audioboom.com/posts/7797932-brenda-romero-wizardry-s...
        
         | corysama wrote:
         | And, for something completely different: Brenda's GDC talk
         | about her board game _Train_ is deeply moving. It 's a tear-
         | jerker. https://www.gdcvault.com/play/1012259/Train-
        
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