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Profit of doom: how violent video games drove the new economy.


MASTERS OF DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner Random House, $24.95

I SPENT THE BULK OF DECEMBER 1999 trying to murder my friends with a rocket launcher. When the rocket launcher wasn't available, I used a shotgun, or a knife. I wasn't picky--it was all a game to me. Literally. The game was called 'Quake III Arena," and it was the baddest-best computer game I had ever seen. Eschewing storyline and subtlety in favor of relentless action, "Quake" was permanently set in "death-match" mode, which basically consisted of bouncing around a giant unearthly auditorium trying to kill as many people as possible as fast as possible before you ate a rocket yourself. It was ultra-violent and ultra-addictive. Happily neglecting my collegiate studies in pursuit of pseudo-militaristic glory, I stayed up nights in front of my computer, trying to take down friends and strangers from around the world who had dialed into the same server. Eventually, with both grades and personal hygiene slipping, I forced myself to delete the game from my hard drive. But, for a brief period, I had been hooked.

This was my first real foray into the world of super-violent computer games. Overprotective o·ver·pro·tect  
tr.v. o·ver·pro·tect·ed, o·ver·pro·tect·ing, o·ver·pro·tects
To protect too much; coddle: overprotected their children.
 parents had restricted my childhood game consumption to innocuous rifles like "Math Blaster" and "Wheel of Fortune: The Electronic Version." I had surreptitiously sur·rep·ti·tious  
adj.
1. Obtained, done, or made by clandestine or stealthy means.

2. Acting with or marked by stealth. See Synonyms at secret.
 played games like "Doom" at friends' houses, but had never had the opportunity to become obsessed ob·sess  
v. ob·sessed, ob·sess·ing, ob·sess·es

v.tr.
To preoccupy the mind of excessively.

v.intr.
. In the waning days of 1999, however, deathmatching constantly and feeling a very real adrenaline rush each time, I could well understand how such games became so popular, and how id Software, which created "Quake," became the definitive name in entertainment software publishing Entertainment Software Publishing (エンターテインメント・ソフトウェア・パブリッシング), or ESP, is a computer game publisher. .

David Kushner's Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture tells the story of id with admirable aplomb. Although the subtitle sounds hyperbolic hy·per·bol·ic   also hy·per·bol·i·cal
adj.
1. Of, relating to, or employing hyperbole.

2. Mathematics
a. Of, relating to, or having the form of a hyperbola.

b.
, it's basically true. In their bloody excess, programs like "Doom" and "Quake" reinvented computer gaming and gave birth to a generation of garners who lived by the mantra that, when it came to guns, guts, and demons Demons
See also devil; evil; ghosts; hell; spirits and spiritualism.

ademonist

one who denies the existence of the devil or demons.

bogyism, bogeyism

recognition of the existence of demons and goblins.
, more was definitely better. Kushner takes an in-depth look at the rise of id and the fall of its founding partnership, with sidelong side·long  
adj.
1. Directed to one side; sideways: a sidelong glance.

2. So as to slant; sloping.

adv.
1. On or toward the side; sideways.

2.
 glances at its social and political ramifications ramifications nplAuswirkungen pl . The result is a breezily engaging, fascinating examination of an authentic cultural phenomenon.

The Egos behind id

Strangely enough, the story of id Software is essentially an old-fashioned, rags-to-riches tale whose protagonists are both named John. John Carmack was a juvenile delinquent juvenile delinquent n. a person who is under age (usually below 18), who is found to have committed a crime in states which have declared by law that a minor lacks responsibility and thus may not be sentenced as an adult. , building bombs and breaking into computer labs at the age of 14. John Romero was an obnoxious egomaniac e·go·ma·ni·a  
n.
Obsessive preoccupation with the self.



ego·ma
 with an abusive stepfather. Both shared an affinity for games, which seem to have provided respite from the instabilities of their lives. "No matter what Romero suffered, he could always escape back into games," writes Kushner. "The computer felt like a revolutionary tool: a means of self-empowerment and fantasy fulfillment." For eager young minds with lime connection to the real world, it was a small step from playing these games to writing their own.

When Carmack and Romero met in Louisiana in 1989 at a software company called Softdisk, computer gaming was still in a relatively embryonic state. By modern standards, pioneering games like "Zork" and "King's Quest" suffered from a surfeit sur·feit  
v. sur·feit·ed, sur·feit·ing, sur·feits

v.tr.
To feed or supply to excess, satiety, or disgust.

v.intr. Archaic
To overindulge.

n.
1.
a.
 of plot and a dearth of graphics, and were limited in their capabilities by the inadequacies of the programming. The two Johns soon realized that, given the time and the resources, they could offer better, more ambitious product. Working after hours at Softdisk with some like-minded friends, they soon made a Coding breakthrough that replicated the side-scrolling graphical action--a constant redrawing, of background scenery that creates the illusion of horizontal movement--found in games made for the popular Nintendo console. With this accomplishment under their belts, they bolted Softdisk to found their own company, the aptly named id Software. Their first offering, "Commander Keen," succeeded immediately. "Keen," an innocuous space adventure that featured their side-scrolling graphical engine and a smart sense of humor Noun 1. sense of humor - the trait of appreciating (and being able to express) the humorous; "she didn't appreciate my humor"; "you can't survive in the army without a sense of humor"
sense of humour, humor, humour
, was hailed as one of the best, most original games of the year.

Yet it wasn't until the release of "Wolfenstein 3-D" in 1991 that garners saw what the guys at id were really capable of. In the planning stages, writes Kushner, "Wolfenstein had taken on two imperatives: it would be brutal, as originally imagined by Romero, and it would be fast, as engineered by Carmack." It was both. Indeed, "Wolfenstein" was a heart-pounding race through the corridors of a Nazi castle. Chased. by dogs, guards, and zombie fascists, players moved through levels killing Nazis and collecting treasure in pursuit of the ultimate goal of killing Hitler. "Wolfenstein" was violent. It was unlike anything gamers had ever seen. And they ate it up. Id's offices were bombarded by checks and congratulatory phone calls. Computer Gaming World Computer Gaming World (CGW) was the first magazine devoted exclusively to computer games. CGW was founded in 1981 by Russell Sipe as a semi-monthly publication.  called it "a peek at part of interactive entertainment's potential for a sensory immersed virtual future.

Carmack and Romero were actively working toward the realization of that future. The duo became known as "Engine John and the Surgeon"--Carmack the engineer wrote the innovative code that powered the games, while Romero the surgeon sewed the game up and made it all come together. But gong with mastering the art of programming games, id had also mastered the business end of things. By licensing their proprietary engines to other game companies and distributing their games not in stores but through online servers and a sort of mail-order system called shareware, id minimized costs and maximized profits. The company's business savvy made it profitable from the start. Its technical prowess and imagination won it cult status in the gaming community. And both pix)fits and popular acclaim would explode into space upon the release of "Doom" in December 1993.

Everything about "Doom" blew "Wolfenstein 3-D" out of the water--its graphics, its gore, its scope. "Doom" was "Wolfenstein" on steroids, with demons instead of Nazis, set in Hell instead of Germany. Guided by only the barest outline of a plot, players were set loose in dark, subterranean corridors, blasting monsters with gleeful glee·ful  
adj.
Full of jubilant delight; joyful.



gleeful·ly adv.

glee
 abandon. While parent groups and politicians complained, garners lapped it up, buying millions of copies and making "Doom" the most successful computer game ever, while simultaneously anointing a·noint  
tr.v. a·noint·ed, a·noint·ing, a·noints
1. To apply oil, ointment, or a similar substance to.

2. To put oil on during a religious ceremony as a sign of sanctification or consecration.

3.
 Carmack and Romero the standard-bearers for a new generation weaned on speed and violence.

After "Doom," writes Kushner, it became increasingly apparent that "games were the new rock 'n' roll rock 'n' roll: see rock music. , and the guys at id, the new rock stars." But it was this rock star ethos that eventually tore the company apart. Carmack and Romero had become rich and relatively famous. Both men, still in their 20s, handled these developments in characteristically different ways. The gregarious Romero constructed a pre-pubescent Playboy Mansion with "milk crates overflowing with games, crystal bowls of multicolored M&M's, video game music blasting from the speakers." Carmack, on the other hand, spent his money trying to build a rocket to the moon. With success, the personality differences between the two men grew more pronounced. As Carmack retreated into his shell, working 80-hour weeks and gradually losing contact with humanity, Romero carried on like David Lee Roth, wearing tight mesh shirts and making brash claims about id's future projects. It soon became apparent that Romero was working less and boasting more, and the rift between the two Johns grew wider until Romero was unceremoniously fired in 1996.

Romero went on to found Ion Storm, a short-lived company noted more for its sybaritic syb·a·rit·ic  
adj.
1. Devoted to or marked by pleasure and luxury.

2. Sybaritic Of or relating to Sybaris or its people.



Syb
 offices and sweeping boasts than for quality games. Carmack, whom Kushner portrays as gradually becoming more robot than human, was content to keep tweaking and improving his graphical engines. To him, technical accomplishment was everything, plot and storyline next to nothing. With Carmack now the de facto [Latin, In fact.] In fact, in deed, actually.

This phrase is used to characterize an officer, a government, a past action, or a state of affairs that must be accepted for all practical purposes, but is illegal or illegitimate.
 head of id, the company focused on putting out variations on the same game, rendering these new worlds as realistically as possible, yet giving little thought to their qualitative content--a posture which seems a telling metaphor for the entire game craze.

Gory Daze

The difference between the public's perception of id's brand of games and the tech world's is one of the key conflicts in Masters of Doom. Carmack and Romero saw "Doom" and its brethren as escapist worlds unto themselves, with little correlation to reality. But the general public has historically sought to ascribe practical consequences to computer simulations. Thus it was perhaps inevitable that while gamers and tech enthusiasts hailed id's programming feats, and considered its games harmless escapism es·cap·ism
n.
The tendency to escape from daily reality or routine by indulging in daydreaming, fantasy, or entertainment.
, millions of parents worried that their children were not only wasting their time, but being seduced into violent acts. Much was made, for instance, of the fact that the Columbine columbine, in botany
columbine (kŏl`əmbīn), any plant of the genus Aquilegia, temperate-zone perennials of the family Ranunculaceae (buttercup family), popular both as wildflowers and as garden flowers.
 killers had been "Doom" afficionados.

Kushner presents both sides of this dispute, wisely refraining from making value judgments. Yet he hints at the intriguing possibility that the broader significance of games and gaming--if indeed there is one--can perhaps be found not in the effect games have on players, but in the development of the computer industry itself. Michael A. Dennis, once a professor of science and technology studies at Cornell University and a specialist in the history of computing The history of computing is longer than the history of computing hardware and modern computing technology and includes the history of methods intended for pen and paper or for chalk and slate, with or without the aid of tables. , notes that, "Gamers are always first adopters of the latest technology" and are at least partially responsible for driving the frenzied pace of computer progress. If nothing else, games like "Wolfenstein" and "Doom" gave birth to a new generation of computer users who demanded more of technology than any generation before. So perhaps it would be better to think of the gaming community as an online MIT MIT - Massachusetts Institute of Technology  for the most disaffected among the best and brightest-increasing their technical knowledge while simultaneously prodding the industry to produce better, faster machines. It's a debatable theory but one that implies that, rather than being the destructive influence that moralizers so frequently complain of, id's games are instead making a demonstrable positive contribution to society.

It's an interesting argument--one of several larger lessons that discerning readers will draw from Masters of Doom. Many of these ideas deserved further exploration; for example, the fact that so many of the book's protagonists hail from similarly unhappy childhoods, and also that today's mainstream, mass-marketed violent fantasies seem to have largely sprung from misplaced mis·place  
tr.v. mis·placed, mis·plac·ing, mis·plac·es
1.
a. To put into a wrong place: misplace punctuation in a sentence.

b.
 wish fulfillment wish fulfillment
n.
In psychoanalytic theory, the satisfaction of a desire, need, or impulse through a dream or other exercise of the imagination.
 and aggression in the minds of the isolated and socially maladroit mal·a·droit  
adj.
Marked by a lack of adroitness; inept.

n.
An inept person.



[French : mal-, mal- + adroit, adroit; see adroit.
. I also would have liked to see a better treatment of the rise of the online communities that surrounded "Doom" and "Quake." Nevertheless, as a well-researched glimpse into the eye of the gaming storm, Kushner's smart, readable book ably fills a void that future authors would be well advised to build on.

JUSTIN PETERS is a New York writer.
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Title Annotation:Book Review: MASTERS OF DOOM: How Two Guys Created an Empire and Transformed Pop Culture
Author:Peters, Justin
Publication:Washington Monthly
Article Type:Book Review
Date:Jul 1, 2003
Words:1779
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