It required a totally different situation, because of the other people on the team. “And it really did need to change, because we were building something way more difficult, which was Quake. “We were just these 20-somethings running a giant company that had done really well,” he says. Still, Romero acknowledges that communication often broke down in the early days of id Software. “People don’t know what it was like when we were working together.” Nobody had seen us together in anyone’s memory, so when they could hear us talking to each other, it was kind of a shock: ‘They’re not adversaries.’” The two Johns joked around, speaking with the familiarity of old colleagues. “It was funny when I had other people come into a Zoom call with John. ![]() ![]() In fact, Romero and Carmack had spoken at length during the book’s writing, chatting away on multiple fact-checking Zoom calls. “Only much later did I realise that Romero and I were at the nexus of a new era - the 3D game hackers.” “For years, I thought that I had been born too late and missed out on participating in the heroic eras of computing,” Carmack wrote. The latter praised Romero’s “remarkable memory”, and waxed wistfully about their shared impact on the gaming medium. That became apparent when Romero’s new autobiography, ‘Doom Guy: Life In First Person’, showed up on shelves with a glowing back cover quote from Carmack. Yet any lasting acrimony has now dissipated. Together, the pair built id Software and the FPS genre as we know it - before the cracks started to show during the difficult development of Quake, ending their professional partnership. “When people read anything, no matter the source, they will believe it.” So says Doom designer John Romero on the subject of his relationship with John Carmack. Welcome to Doom At 30: a week-long celebration of three decades of id Software's seminal shooter.
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