Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner
Top 10 Best Quotes
“In the information age, the barriers just aren’t there,” he said. “The barriers are self-imposed. If you want to set off and go develop some grand new thing, you don’t need millions of dollars of capitalization. You need enough pizza and Diet Coke to stick in your refrigerator, a cheap PC to work on, and the dedication to go through with it. We slept on floors. We waded across rivers.”
“All they needed was a title. Carmack had the idea. It was taken from The Color of Money, the 1986 Martin Scorsese film in which Tom Cruise played a brash young pool hustler. In one scene Cruise saunters into a billiards hall carrying his favorite pool cue in a stealth black case. “What you got in there?” another player asks. Cruise smiles devilishly, because he knows what fate he is about to spring upon this player, just as, Carmack thought, id had once sprung upon Softdisk and as, with this next game, they might spring upon the world. “In here?” Cruise replies, flipping open the case. “Doom.”
“He was sentenced to one year in a small juvenile detention home in town. Most of the kids were in for drugs. Carmack was in for an Apple II.”
“Carmack was of the moment. His ruling force was focus. Time existed for him not in some promising future or sentimental past but in the present condition, the intricate web ol problems and solutions, imagination and code. He kept nothing from the past–no pictures, no records, no games, no computer disks. He didn’t even save copies of his first games, Wraith and Shadowforge. There was no yearbook to remind of his time at Shadowforge. There was no yearbook to remind of his time at school, no magazine copies of his early publications. He kept nothing but what he needed at the time. His bedroom consisted of a lamp, a pillow, a blanket, and a stack of books. There was no mattress. All he brought with him from home was a cat named Mitzi (a gift from his stepfamily) with a mean streak and a reckless bladder.”
“The fourteen-year-old Carmack was sent for psychiatric evaluation to help determine his sentence. He came into the room with a sizable chip on his shoulder. The interview didn’t go well. Carmack was later told the contents of his evaluation: “Boy behaves like a walking brain with legs . . . no empathy for other human beings.”
“In fact, he had never really gotten the appeal most people found in hapless diversions. He would see things on television about drunken spring break beach weekends, and none of it would compute. A lot of people didn’t seem to enjoy their work. Carmack knew well and good what he enjoyed—programming—and was systematically arranging his life to spend the most time possible doing just that.”
“In another assignment, he wrote about how one day, when he refused to do extracredit homework, his mother padlocked his comic book collection in a closet; unable to pick the lock, he removed the hinges and took off the door.”
“At 4:00 A.M. on May 5, 1992, the shareware episode of Wolfenstein 3D was complete.”
“a poem called “The Night Before Doom”: “ ’Twas the night before Doom, / and all through the house, / I had set up my multi-playing networks, / each with a mouse. / The networks were strung, / with extra special care / in hopes that Doom, / soon would be there.” The publisher of a computer magazine had a darker vision he printed in an editorial called “A Parent’s Nightmare Before Christmas”: “By the time your kids are tucked in and dreaming of sugar plums, they may have seen the latest in sensational computer games . . . Doom.”
“Though games were barely acknowledged as a legitimate form of expression, let alone a legitimate art form, Tom was convinced that they were almost sublime forms of communication, just as films or novels. After”
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Book Keywords:
focus, programming, gamedev































