Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture is a behind-the-scenes look at the founding of id Software by John Carmack and John Romero and the creation of Doom, the game that popularized the first person shooter genre.
Author: David Kushner
Publication Date: May 6, 2003
Publisher: Random House
From the Publisher
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 co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart.
Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. 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.
The Video Game Librarian’s Mini-Review
Masters of Doom is one of the best books ever written about the history of video games. The author interviewed hundreds of people connected with the creation of id Software to really get into the minds of what it was like to create their early hits. In its day, and even today, few games were more popular than Doom and being able to see exactly how it was made makes for an incredibly interesting read. This book is essential for any collection focusing on the history of games.