[HN Gopher] Sigil II, a Doom WAD from J.Romero, has been released
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       Sigil II, a Doom WAD from J.Romero, has been released
        
       Author : LucidLynx
       Score  : 149 points
       Date   : 2023-12-10 17:40 UTC (5 hours ago)
        
 (HTM) web link (doomwiki.org)
 (TXT) w3m dump (doomwiki.org)
        
       | theyinwhy wrote:
       | Romero is a strange figure. Why wasn't he able to really make it
       | after id? From Daikatana to Empire of Sin, everything was a flop,
       | more or less. Who is John Romero?
        
         | leetrout wrote:
         | I was just reading or watching something about this last week.
         | I will see if I can find it.
         | 
         | Horribly paraphrased:
         | 
         | Carmack was able to pull off impressive tech without impressive
         | level designers was the gist of it.
         | 
         | Romero is talented at the design side but at the time that
         | didnt translate into better games / companies like the
         | fundamental tech did.
        
           | kristofferg wrote:
           | Sounds like you are paraphrasing Carmacks perspective. I am
           | pretty sure all Ids 3D games would have been duds had Carmack
           | been in charge of game and level designs.
        
         | georgeecollins wrote:
         | He is a good game designer who invented some of the common
         | tropes of FPS. After Quake and Doom he tried things that were
         | sometimes too ambitious or just didn't work out.
         | 
         | First of all, most game designers don't have as much success as
         | he had after Id. Second, how are you going to follow up games
         | as successful as Doom.
         | 
         | Also don't forget Wolfenstein, Hexen..
         | 
         | (Full disclosure: I met him once and he was nice.)
        
         | k__ wrote:
         | I was surprised too.
         | 
         | When I talked to fellow gamers about the awesome stuff Carmack
         | does, they were all like "he's just a engineer, Romero is the
         | real genius!"
         | 
         | But somehow I didn't see anything impressive from Romero, while
         | Carmack was doing cool stuff all the time.
         | 
         | Sure, it wasn't artsy like Romero's work, but it was still
         | impressive.
        
           | Shorel wrote:
           | I always perceived the opposite. Carmack is the real genius,
           | Romero is just a lucky level designer who happened to be in
           | the right place at the right time.
           | 
           | Many other level designers rapidly surpassed Romero.
           | 
           | Carmack was doing a great job until he started building
           | rockets.
        
         | DeIlliad wrote:
         | Romero seems like a guy who has a ton of fantastical designs
         | that needs a more conservative designer to help trim them down
         | and bring them into reality. For id Software, that was Tom
         | Hall.
        
           | hyperman1 wrote:
           | Have you seen Rise of the triad? Tom Hall also needs someone
           | to trim him down.
           | 
           | One thing that kept both grounded was the brutal timing of
           | their releases. Doom had 6 months or so, and if it failed
           | they knew they had to go back to boring jobs.
           | 
           | Apart from that, Masters of doom paints doom-id culture like
           | the 1970's rock n roll band stories. A group comes together,
           | works as well oiled team for a while and produces genius
           | results. But the success and differences in personal growth
           | trajectories inevitably pull the group apart. There is
           | typically a painfull divorse phase between the main egos. The
           | reality was that this kind of synergy never lasts more than a
           | few years in any case.
        
         | pengaru wrote:
         | The impression I got just watching as a casual player
         | throughout the duke nukem/keen->wolf3d->doom->quake days and
         | the subsequent breakup of id and interviews Carmack has given,
         | is that Romero let the early fame and success get to him and
         | lacked the self discipline to keep pulling his weight while
         | Carmack was substantially carrying the company along from his
         | perspective.
         | 
         | They had equal shares and were all very young, the only option
         | for them at the time appeared to be parting ways. Carmack has
         | voiced in multiple more recent interviews that in hindsight
         | there were probably better options to make things work out, but
         | they didn't have the maturity and experience at the time to
         | pursue them.
         | 
         | Given this context I don't think it's surprising that Romero
         | would crash and burn on his own after being pushed out of id.
         | The self-discipline and maturity side was only more critical to
         | success without the id team's support, not less.
        
         | lambda wrote:
         | This is a common pattern in a lot of creative industries; some
         | people have early, groundbreaking success, but once they're
         | successful have a tough time replicating that. Some combination
         | of now that they're rich, no longer really the pressure to
         | succeed as they already have, they were in the right place at
         | the right time and no longer are, they have less pressure from
         | other people telling them "no", they no longer have the passion
         | of youth in their favor, they were better at the "inventing a
         | new genre" than competing in a more mature marketplace with
         | everyone else who has already learned from their previous
         | success, etc.
         | 
         | I don't know enough about the specifics of Romero to say which
         | it is, possibly more than one, but it doesn't seem to be unique
         | to him, I see this kind of pattern in pop culture all the time.
        
           | atrettel wrote:
           | This phenomena is sometimes called the "sophomore slump" [1]
           | in some creative industries and "second-system effect" [2] in
           | software development. To add to your excellent list of
           | reasons why this happens, I'd also add that early success may
           | be the result of spending much more time on the first
           | creative effort than subsequent ones. Some musicians spend
           | years making their first album but then have only a year or
           | two to try to repeat the success for a second album,
           | especially if a label wants them to release another album
           | while they are riding high and before their fame fades
           | (supposedly). Second-system effect refers more specifically
           | to feature creep in second projects in a series, but you can
           | imagine the same thinking applying to creative industries
           | too.
           | 
           | [1] https://en.wikipedia.org/wiki/Sophomore_slump
           | 
           | [2] https://en.wikipedia.org/wiki/Second-system_effect
        
             | Vecr wrote:
             | Also regression to the mean, pretty much all successful
             | products are unlikely in some way or another (i.e. required
             | "luck").
        
           | twotwotwo wrote:
           | Not inconsistent with this, what seems warped to me is having
           | these huge expectations for individuals after their first
           | success in the first place. (Writing this thinking about
           | someone like Romero working on something like a game; lot of
           | what follows doesn't carry over to, say, music or writing.)
           | 
           | They needed talent to pull it off, but also lots of stars
           | aligned for a bold experiment to work out, and true
           | experiments don't always work out. Conversely, for each
           | success there were many talented folks who tried good ideas
           | and didn't see them work out. The more surprising the first
           | success was, the more foolish you'd be to expect a repeat, it
           | seems like.
           | 
           | If that's the basic problem, you can't "fix" it in the sense
           | that you can't make someone keep churning out revolutionary
           | new things. But you might get better outcomes and fewer
           | embarrassing failures the more you think of individual talent
           | as one factor. Folks still have to iterate, get feedback,
           | work with good people, sometimes put a lot of work into an
           | idea then see it they have to rework it, or even release some
           | quick experiments that don't do that well. You don't maximize
           | your odds of great results by sending someone off to work in
           | isolation as long as they want.
           | 
           | One thing I see hints of here and there, but don't really
           | have a _great_ picture of, is the inner workings of
           | organizations that produce new /weird but successful things
           | more than just once. It interacts with business, luck, and
           | changes in the world outside of course, but internally--how
           | do they balance single vision vs. input from many folks? Do
           | they build a lot they throw away? Do they go outside the team
           | a lot for feedback (in Romero's world "playtesting")? Of
           | course there's no one Right Way to do things, especially
           | across domains, but it could be fascinating to see a bit more
           | how various places work.
        
         | Waterluvian wrote:
         | Reminds me of Notch. He took his incredible Minecraft success
         | and pitched this new game where you'd have a space ship and a
         | CPU with limited resources. I downloaded some tech demo and...
         | it was just another janky Java-based FPS engine. He had that
         | adequate but short-lived card game but that's about it.
         | 
         | I'm not sure there really is any surprise here. We all know
         | that being a success doesn't imply generalizable skill, whether
         | it's a one-hit-wonder song, game, app, or business.
        
           | ginko wrote:
           | 0x10c had serious promise. In many ways it was one of the 300
           | attempts at creating a successful SS13 clone (but with Mojang
           | on it it _might_ have worked?).
           | 
           | Who knows.. Even Minecraft was catching lightning in a
           | bottle. It was there just at the right moment at the right
           | time. The odd choice of Java was just the right thing needed
           | to make it take off. First since you could play it in the
           | browser(remember applets?), later when easy decompilation and
           | modding arrived.
        
             | Waterluvian wrote:
             | Huh. I don't ever remember Minecraft being playable in the
             | browser.
        
               | ginko wrote:
               | https://forums.tigsource.com/index.php?topic=6273.0
        
               | Waterluvian wrote:
               | That's an incredibly compelling development loop.
        
         | JASchilz wrote:
         | Romero recently released a book, _Doom Guy: Life in First
         | Person_, if you'd like a long-form answer to that question.
         | 
         | Other commenters give more substantial answers, but I can vouch
         | for the book as having a lot of history, clearly being written
         | by Romero himself, and having a lot of self-reflection on the
         | questions you're asking.
         | 
         | Here's some additional HN discussion:
         | https://news.ycombinator.com/item?id=37649594
        
         | lazyllama wrote:
         | You could pretty much say the same thing about Carmack. He just
         | kept making the same doom and quake game over and over with
         | better and better tech. Carmack's space company venture didn't
         | work out, then he went to work at Oculus where he couldn't get
         | anyone to listen to him and got frustrated and left. Now he's
         | at some AI startup.
         | 
         | In some ways Romero actually saved ID software and made
         | everyone a ton of money by working out licensing deals for
         | their game engines. Carmack wouldn't be able to continue to
         | work on his tech and hire Abrash (who optimized Carmack's code)
         | without the money coming out of these deals so he unfairly
         | complained that Romero wasn't pulling his weight for the
         | current project and treated him like crap until he got fed up
         | and left.
        
           | andybak wrote:
           | Carmack was key for many aspects of modern VR and I'm
           | currently still enjoying the fruits of his labours. Even a
           | partial success is pretty good for someone like him.
        
             | LoFiSamurai wrote:
             | Right, saying he couldn't get anyone to listen to him is
             | super reductionist. No one cared about hobbyist VR until
             | Carmack started working with Luckey and got the software to
             | run a lot faster. It was him taking it seriously that
             | helped get the ball rolling for the VR boom.
        
         | thomond wrote:
         | Daikatana really torpedoed his reputation, it never recovered
         | from that.
        
         | yowzadave wrote:
         | I think with creative work, there's a huge amount of luck
         | involved in what achieves popular success. And in a
         | collaborative medium like video games, the success of the
         | enterprise also depends on the team working well together. I
         | think in many cases we see a great success and assume the
         | artist behind it is a unique genius; it's possible that we're
         | just seeing survivorship bias, and that there are many others
         | who are equally talented, and could achieve the same level if
         | they had the opportunity, the right collaborators, the right
         | motivation, etc.
        
       | prvc wrote:
       | Also, today is the 30-year anniversary of DOOM's release.
        
         | oittaa wrote:
         | Carmack and Romero will stream on Twitch at 20:00 GMT.
         | https://twitter.com/romero/status/1720489883590939047
        
         | aidos wrote:
         | What a time to be a kid. Computers and games were _absolute
         | magic_.
         | 
         | Some of us were lucky enough to have a 386 and if we squished
         | the screen down far enough we could get a reasonable framerate.
         | Some of us were lucky enough to have mates with a 386. I was
         | particularly lucky in that my mates dad had a small pc store in
         | his shed. So we also had a laplink cable for transferring
         | software and a serial cable for multiplayer gaming.
         | 
         | Again, it was _magic_.
         | 
         | Edit: without wanting to sound too "get off my lawn". I was
         | loading up some games on a tablet for a flight with the kids
         | today and they just don't care that much. They could get a new
         | game at any moment. For us a new game was a rarity. If one of
         | us got a new game from somewhere we'd bmx over to our mates so
         | they could copy it. I recall a friend getting the quake demo
         | and zipping it on to 8 disks for me, the 6th of which was
         | corrupt. It took a week of back and forth before I finally got
         | to play it.
        
           | rvanmil wrote:
           | I fondly remember playing Doom with my brother. Our dad had
           | made a serial cable for us. One of us was playing on the PC
           | and the other one on a laptop with a grey scale display and
           | terrible ghosting. We had so much fun and it felt like
           | _magic_ indeed :)
        
             | bentcorner wrote:
             | My dad had a similar laptop. Playing video games on it was
             | pretty trippy with all the ghosting.
             | 
             | Back then a cousin and I found a cheat exe on some BBS that
             | gave you infinite ammo in Doom 2, it also gave us a virus
             | (Michaelangelo, I think?). My dad somehow disassembled the
             | exe to remove the virus so we could keep our infinite ammo
             | cheat. I'm spoiled - I would struggle to do the same
             | without online resources.
        
               | aidos wrote:
               | In the original Doom you could use IDKFA and IDDQD for
               | infinite ammo and godmode (from memory!)
        
               | jonathanlydall wrote:
               | IDKFA: I Did Kill Fucking Alien
        
               | bombcar wrote:
               | IDSPISPOPD!
               | 
               | Got it right!
               | 
               | Back then cheat codes were _hard_ to find, especially if
               | you found doom on shareware floppies and didn't have BBS
               | access to the DooM FAQ.
        
               | hulitu wrote:
               | > Back then cheat codes were hard to find,
               | 
               | And a couple of years later we had dlh.net
        
           | fsniper wrote:
           | Another part is the reach for hardware was harder/impossible.
           | At a far far later time I recall waiting for 1 year to
           | upgrade my pc to 4mbs of ram so I could play Mortal Combat 1.
           | I kept the MKI floppies more precious than Gollum's. If I am
           | not mistaken it was a 386dx or 486.
        
           | TheCraiggers wrote:
           | Hah, while I had a 386, it was an SX, as in without a math
           | co-processor. I managed to find a TSR program on a local BBS
           | that would _emulate_ a math co-processor though, allowing me
           | to play Doom.
           | 
           | It was not a playable experience. Even at the smallest screen
           | size, it still ran at about 1 FPS.
           | 
           | But, _I was playing Doom!_
        
             | mlyle wrote:
             | Maybe it was Quake. Doom didn't use math coprocessors.
        
             | mrob wrote:
             | Doom used fixed point math, not floating point math. It
             | didn't run well on a 386 SX simply because 386 SXs were
             | slow, but it would run without FPU emulation, and at better
             | than 1 FPS.
        
             | mjg59 wrote:
             | The dx didn't have an FPU either - the difference was the
             | size of the data bus (sx had a 16 bit data bus, dx was 32).
             | It was the 486 where the sx/dx notation indicated floating
             | point support.
        
           | inopinatus wrote:
           | Thirty years ago, computers were magic. Forty, too. Haven't
           | you noticed, though? They're still magic.
           | 
           | I do not miss the nonsense with unreliable media, however.
           | Loading Elite from tape took five minutes and if humidity or
           | temperature were unusual or the moon occluded Santraginus or
           | whatever it'd be spewing endless CRC check errors. Some
           | hardships are valuable learning experiences, but this one is
           | just trauma.
        
             | karmakaze wrote:
             | The magic now is so beyond that it doesn't feel special
             | anymore. Maybe it's because I read about new games more
             | than I play them. Seeing what Ureal can do makes me think
             | anything is now possible so loses some shock factor, though
             | I'm sure first hand in-game would still be Wow! I'm still
             | waiting for the killer immersive VR game.
        
               | flyinghamster wrote:
               | Watching footage from, let's say, GTA V or such makes me
               | realize that I fell so far behind in gaming that I'm best
               | off sticking with nethack...
        
           | lovelyviking wrote:
           | This _magic_ feeling. Can we find it in modern games ? I was
           | searching and just couldn't.
           | 
           | Did you manage to find something ?
        
       | ImAnAmateur wrote:
       | The 2023 Doom Cacowards were also just published. It's a
       | community collection and celebration of the best Doom maps and
       | mods released this year! I personally recommend MyHouse.wad.
       | https://www.doomworld.com/cacowards/2023/
        
       | charcircuit wrote:
       | $75 for just levels. The game doesn't come with it. That's asking
       | more than a AAA game.
        
         | mikae1 wrote:
         | Uhm, what? SIGIL II + THORR = EUR6.66. And it's DRM free and
         | free to download if you're short of money.
        
         | wulfeet wrote:
         | The game is free. It's open source and runs on everything.
        
         | ImAnAmateur wrote:
         | It's free and only 2MB. You're looking at the fan merchandise.
         | https://romero.com/sigil
         | 
         | Direct download link: https://romero.com/s/SIGIL_II_V1_0.zip
        
         | karaterobot wrote:
         | There's this expectation for how much a AAA game should cost,
         | which seems entirely cultural and not based on an accounting of
         | the resources that went into it. Remember when the standard
         | price of a AAA game was raised by $10, and there was a bit of
         | outrage (from some camps), despite the fact that the previous
         | standard price dated from a time when game budgets were less
         | than half of what they are today?
         | 
         | Clearly, many gamers don't consider the amount of work and
         | resources that go into a game being the decisive factor in its
         | price!
         | 
         | With that framing, Romero's pricing makes perfect sense. It
         | doesn't much matter if he's designing levels for a game rather
         | than developing a game, because the resources that go into the
         | game's production are irrelevant to the cost.
         | 
         | What matters more is that he's selling to an audience that
         | doesn't need to be convinced to buy his product. Unlike AAA
         | games, who are targeting the marginal player--that is, the
         | person who isn't necessarily going to buy the game anyway--
         | Romero is selling to true believers (in him, in Doom, in their
         | nostalgia for their childhoods, whatever). The cost is _extra_
         | irrelevant to that group.
        
           | charcircuit wrote:
           | >There's this expectation for how much a AAA game should
           | cost, which seems entirely cultural and not based on an
           | accounting of the resources that went into it.
           | 
           | The price of a video game is not a function of how much it
           | cost to make it. The price is set by maximizing unit price *
           | expected sales where expected sales is a function of cost.
           | The demand curves are cultural and that is how it works for
           | any industry.
           | 
           | >despite the fact that the previous standard price dated from
           | a time when game budgets were less than half of what they are
           | today?
           | 
           | Conversely, gaming is a mass market that appeals to a larger
           | amount of people than it did in the past. The masses may be
           | less willing to spend as much as an enthusiast.
           | 
           | >What matters more is that he's selling to an audience that
           | doesn't need to be convinced to buy his product.
           | 
           | He chose to make it a niche product. It would not have been
           | that much extra work to make it into a full game and release
           | it on Steam. He could have even outsourced that work. There
           | are freely licensed doom clones that could be used so it
           | would not need much development time.
        
       | dissident_coder wrote:
       | Is this downloadable from the built in mod manager thing that's
       | built into the modern releases?
        
       | bparrish0 wrote:
       | John Carmack and John Romero are going to discuss Doom live on
       | Twitch in about 55 minutes (8PM GMT).
       | https://www.twitch.tv/theromero
        
         | FirmwareBurner wrote:
         | Is there a way to watch it from the start?
        
           | brandonp0 wrote:
           | I don't see a way. I'm sure you'll be able to start from the
           | beginning once the stream is over.
        
           | Vogtinator wrote:
           | Yes: https://www.twitch.tv/videos/2000693432
        
             | FirmwareBurner wrote:
             | Thank you
        
         | theyinwhy wrote:
         | Well, the ending was interesting. I wonder if the two of them
         | are on good terms.
        
       | thelittleone wrote:
       | Hard to beat the Dwango mods for multi player on the BBS.
        
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       (page generated 2023-12-10 23:01 UTC)