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Masters of Doom by David Kushner
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Masters of Doom

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Masters of Doom by David Kushner
Paperback $20.00
May 11, 2004 | ISBN 9780812972153

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  • $20.00

    May 11, 2004 | ISBN 9780812972153

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  • Apr 24, 2003 | ISBN 9781588362896

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Product Details

Praise

"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

Author Q&A

A Talk with David Kushner

What made you delve into the subject of video games?
As a writer, there’s nothing quite like exploring an uncharted world. And the world of gamers–despite its cultural, economic, and artistic impact–is still a mystery to most people. That’s why I wrote MASTERS OF DOOM. I grew up reading all the New Journalism books and I saw an opportunity to do for gamers what Tom Wolfe did for astronauts–recreate their definitive story and make them human.

What do video games say about American culture?
You have to be careful not to overanalyze video games because, ultimately, they’re just about having fun. But, on another level, they do say a lot about Americans desires and dreams: dreams of power, escape, fantasy, and violence. What makes this unique from any other medium is the interactivity. Games let players try on different roles–wizards, warriors, athletes, and hip-hop stars. This is one reason why Americans spend roughly $11 billion annually on computer and video games, which is more than they spend on movie tickets.

The two Johns have been called “the Lennon and McCartney of video games.” Why is that?
Every medium has its rock stars. For video games, which are still a relatively new art form, they’re Carmack and Romero. Along with their exceptionally talented colleagues, they innovated games that still impact business, technology, and pop culture. They’re also completely self-made, rising from their basements to rule a multibillion dollar business. And, like any good rock stars, they’re controversial.

In many ways, MASTERS OF DOOM is a classic business parable. Do you agree with this assessment?
Sure, I think Johns’ success story is important to anyone in business. These guys never took no for an answer. And they always thought outside of the box–so much so that, at one point, a journalist said they made Microsoft look like a cement company. Even if you don’t care about or play video games, you’ve got to admire their passion and dedication. That’s one reason I wrote this book as a reconstruction of the past. I wanted readers to feel like they were right there with them, riding that incredible ride and smashing through the obstacles along the way.

Video games are a multi-billion dollar a year industry, but they appear to be underneath a lot of people’s radar. Why do you think that is?
It’s easy to forget this business is still so young. Though it’s been a multibillion dollar industry for years, it’s just now gaining mainstream recognition. One reason I wrote this book was because people still had all the wrong ideas: mainly, that games are the domain of teenage boys. In fact, the most popular computer game on the planet is probably Solitaire–and the players are parents and grandparents. While he was governor of Texas, George W. Bush admitted to playing computer Solitaire almost every day. Now that the Pong generation is coming into power, the industry won’t be underneath the radar much longer.

Violence in videogames often comes under a lot of scrutiny in the media. How did the two Johns answer these criticisms? How would you answer these critics?
For various reasons, the Johns didn’t speak much to the press after the Columbine tragedy, when certain people were suggesting that Doom inspired the killers. I’m glad they had a chance to finally tell their side of the story in my book. Both of them felt that their games were being unduly blamed for a terrible crime that defies an easy explanation. I agree. The reason people keep criticizing games is because they don’t understand them or, for that matter, play them. When I showed Doom to my mother-in-law for the first time, she said, “I can’t believe that everyone’s making such a fuss over this.” Also, a lot of people don’t realize that the gamers playing–and making–the more violent titles are adults. And for those who are concerned about kids’ exposure to violent content, all they have to do is pick up a game and look at the rating on the box before buying it for their children. Even Senator Lieberman, one of the industry’s harshest critics, has lauded game publishers for voluntarily rating their products.

What’s next for Romero and Carmack?
Romero has returned to his roots, programming games with a small team. He’s designing games for a new platform–cell phones and handheld devices–just as he pursued the new medium of PC games over a decade ago.
Carmack and the guys at id Software are getting ready to release Doom III, the first new Doom game in nearly a decade. It’s already been voted game of the year by the industry, and it hasn’t even come out yet. He’s also building a rocket which he hopes to launch into outer space. Knowing him, he’s got a decent shot.

What’s next for David Kushner?
Another book. But first, lunch.

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