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John Romero: Wolfenstein 3D Took id Software 4 Months – A Luxury Back Then

▼ Summary

– John Romero discussed how id Software revolutionized PC gaming in the early ’90s with rapid development cycles, creating classics like Commander Keen and Wolfenstein 3D in months.
– id Software’s breakthrough was fast-scrolling 2D graphics for PC platformers, a technical leap achieved by John Carmack in just a few hours.
– The team initially pitched a Super Mario 3 port to Nintendo but created Commander Keen after rejection, inspired by Michael Abrash’s programming book.
– Wolfenstein 3D marked a shift for id, taking four months to develop—a “luxury” compared to their earlier two-month timelines—and focused on player speed and movement.
– Romero highlighted id’s unique ability to innovate quickly in 3D gaming, contrasting sharply with today’s multi-year development cycles.

John Romero recently reflected on id Software’s groundbreaking early days, when the legendary developer redefined PC gaming with lightning-fast development cycles that would be unimaginable today. During an appearance on Nightdive Studios’ podcast, Romero shared how the team’s relentless pace led to industry-changing innovations, including the birth of the first-person shooter genre.

Back in the early ’90s, id Software operated at a speed that seems almost mythical now. Romero recalled how John Carmack, in just a few late-night coding sessions, cracked the secret to smooth-scrolling 2D graphics, a breakthrough that made PC platformers like Commander Keen possible. Before that, PCs simply couldn’t match the fluidity of console games. The team had even pitched Nintendo on porting Super Mario Bros. 3, but after being turned down, they forged their own path.

By 1991, id was churning out games at an astonishing rate, releasing multiple Commander Keen sequels and Catacomb 3D, a precursor to Wolfenstein 3D. But Wolfenstein marked a turning point, it was the first time the team gave themselves the freedom to take as long as needed. “Before that, we were making games in two months for over a year,” Romero explained. “With Wolfenstein, we finally said, ‘Let’s do this right.'” The result? A shareware version completed in four months, what Romero jokingly called a “luxury” at the time.

The decision to slow down paid off. Romero emphasized how the team distilled Wolfenstein 3D down to its core: speed and fluid movement. They stripped away anything that interrupted the player’s momentum, creating an experience unlike anything seen before. The game’s impact was immediate, laying the foundation for Doom and the entire FPS genre.

Comparing id’s four-month sprint to today’s multi-year development cycles highlights just how much game development has evolved, or, some might argue, ballooned in complexity. Romero didn’t dwell on nostalgia, but the contrast is impossible to ignore. In a tiny office in Shreveport, Louisiana, a handful of developers revolutionized gaming through sheer technical brilliance and relentless iteration.

Beyond Wolfenstein, Romero’s conversation touched on the unexpected origins of hunting games and his belief in indie studios as the industry’s future. Recorded before Microsoft canceled funding for his latest AAA project, the interview offers a fascinating glimpse into the mind of a developer who helped shape gaming history, and isn’t done yet.

(Source: PC Gamer)

Topics

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