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Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner
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Review
"To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses - and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way."—Mark Leyner, author of I Smell Esther Williams"Masters of Doom is an excellent archetypal tale of hard work and genius being corrupted by fame too young and fortune too fast. I rooted for these guys, was inspired by them, then was disturbed by them, and was fascinated from beginning to end."—Po Bronson, author of The Nudist on the Late Shift"Like Hackers, David Kushner's Masters of Doom paints a fascinating portrait of visionary coders transforming a previously marginal hobby into a kind of 21st-century art form -- and enraging an entire generation of parents along the way. Kushner tells the story with intelligence and a great sense of pacing. Masters of Doom is as riveting as the games themselves."—Steven Johnson, author of Emergence"Masters of Doom tells the compelling story of the decade-long showdown between gaming's own real-life dynamic duo, played high above the corridors of Doom in the meta-game of industry and innovation. With the narrative passion of a true aficionado, Kushner reminds us that the Internet was not created to manage stock portfolios but to serve as the ultimate networked entertainment platform. It's all just a game."—Douglas Rushkoff, author of Coercion, Ecstasy Club, and Nothing Sacred"Are you brainy? Gifted? Deeply alienated? Ever wanted to be a multimillionaire who transformed a major industry? Then Masters of Doom is the book for you!"—Bruce Sterling, author of Tomorrow Now“Kushner’s mesmerizing tale of the Two Johns moves at a rapid clip . . . describing the twists and turns of fate that led them to team up in creating the most powerful video games of their generation. . . . An exciting combination of biography and technology.”—USA Today“Meticulously researched . . . as a ticktock of the creative process and as insight into a powerful medium too often dismissed as kids’ stuff, Masters of Doom blasts its way to a high score.”—Entertainment Weekly“[An] extraordinary journey . . . an exhilarating time capsule of a moment in time where anything could happen—and often did. Kushner’s take on this geek uprising is like a breakneck-paced comic book that you can’t put down.”—Newsday“Kushner’s portrait of Carmack is lustrous and gripping. . . . An impressive and adroit social history.”—The New York Times Book Review“Terrifically told . . . The storytelling is so fluid, so addictive, that your twitching thumbs keep working the pages.”—The Washington Post Book World
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From the Inside Flap
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.
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Product details
Paperback: 368 pages
Publisher: Random House Trade Paperbacks; Reprint edition (May 11, 2004)
Language: English
ISBN-10: 9780812972153
ISBN-13: 978-0812972153
ASIN: 0812972155
Product Dimensions:
5.2 x 0.7 x 8 inches
Shipping Weight: 9.6 ounces (View shipping rates and policies)
Average Customer Review:
4.8 out of 5 stars
321 customer reviews
Amazon Best Sellers Rank:
#30,366 in Books (See Top 100 in Books)
If you like Doom and/or Quake, you need to read this book. It details the lives and stories of John Carmack and John Romero, two guys who took a dominating stranglehold on the early PC game market and didn't let go. This book is incredibly detailed and you can tell that is was meticulously researched, with firsthand accounts from both Romero and Carmack, along with many other important people. The book reads more like a story than a typical biographical book, which keeps it light and interesting. After finishing the book I have nothing buy admiration for everyone involved. What these guys did in such a short time will never be repeated, and we have a lot of them to thank for how far video games have come today.Overall highly recommended, excellent book, stayed up all night reading it.
I thoroughly enjoyed this book.I'm really impressed on how things turn out for the guys that created DOOM. They were successful in tech and gaming but they weren't able to handle so much in so little time. None of the Johns were able to see that they needed each other.I think the book is summarized by a great analogy presented by the author: Carmack was the guitar maker and Romero was the musician that could get the best songs out of them.I really recommend buying this book, it gets interesting from the beginning and it grips you until the end. I even read the index hoping there would be more stories post 2003.
Solid read about a group and especially two personalities that helped shape gaming and entertainment. Good pacing and detail though you could tell the author went out of his way to be careful in presenting any analysis or opinion (which is important with living and breathing subjects). Even with the "middle of the road" storytelling, it was easy to place yourself in the story and understand the dynamics because you know these people in your life. Would have liked to have more of the actual business detail of id but its not a business book so not enough to cause any loss of value.
In the middle of 1995 I was building my self a PC, but not any PC but a powerful one with an incredible big, one gigabyte hard disk connected through a super speed SCSII card, a lot of RAM and a cutting-edge graphics card. Besides the thrill to build a powerful computer by myself, the expectations of what I will be able to do was really stimulating. Yes, one of the motivations was to be able to play the new game of id Software, Quake. And that was just the first PC I built in order to keep the pace of id games. Not that I was a video game addict but I was really fascinated with the technology, the immersive illusion of virtual reality I felt when playing the previous game, Doom, even with its crude unrealistic graphics. And with Quake, I can't and should ignore the hours I spent playing by my self and with friends in tournaments and team playing through the Internet. That was a lot of time of my youth but without a written history I could feel that it was like a dream. Fortunately, David Kushner did it with this book.Long and well-researched account of an important part of the history of the subculture of violent and high tech video games and their creators, their lives, failures and technological adventures. I really enjoyed this reading and I recommend it not only for those who lived part of this recent history but for everyone who want to learn about this important subculture.
I won't be saying anything from the actual reading itself because I don't want to ruin anything, but this book is great I haven't been able to but it down since I received it. When I was recommended this book I thought I like Doom and the impact it made to the gaming industry and stuff like that, so I thought I'd give it a read. The quality of the book itself from what I can tell is pretty good I haven't had it for very long but after one read through it's still holding together, so that's good in my opinion. Summing up what I said, read this book.
This book is a phenomenal look into the creation of one of gaming most innovative companies ever! It takes you from the very beginning when the "Two Johns" and crew started working together at Softdisk in Shreveport, LA. to the behemoth is became during the releases of Doom and it's sequel. The journey is told without any form of censorship to any of the members or their egos and really gives insight into how friends can completely turn against each other when business gets in the way. If you're at all interested in gaming history (or business) then this is a MUST read for you. I only wish they would release an updated version so we could know exactly how things have continued as the book ends during the 2004 year.Final Verdict: This is a MUST read!!!!
Anyone who was part of the DOOM phenomenon will find this book fascinating. I swear I developed PTSD from playing this game. I'd walk around a corner half expecting an imp to leap out at me. When DOOM came out, me and a buddy of mine were hooked so bad on this game we'd speak about our addiction in hushed tones. It was like nothing I ever experienced.Masters of DOOM tells the story of the "Two Johns," John Carmack and John Romero, creators of DOOM and founders of ID software. It's a story of amazing success and spectacular failure, personality conflicts and political witch-hunts. I found the early history of PCs and the sub-culture of game players and hackers enlightening.I recently took a trip down memory lane and played through DOOM 1 and DOOM 2. This book was the perfect companion piece.
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