Top 25 Quotes & Sayings by John Romero

Explore popular quotes and sayings by an American inventor John Romero.
Last updated on September 17, 2024.
John Romero

Alfonso John Romero is an American director, designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and designer for many of their games, including Wolfenstein 3D, Dangerous Dave, Hexen, Doom, Doom II and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first-person shooter, or FPS, in the 1990s. He is credited with coining the FPS multiplayer term "deathmatch".

What I didn't foresee in 2005 was the rise of the post-PC, which are all these tablets now. These are the things that actually will probably be the end of the consoles.
In marketing I've seen only one strategy that can't miss - and that is to market to your best customers first, your best prospects second and the rest of the world last.
The thought processes that go through my head when I'm playing a game compared to the thought processes in real life are very, very different. And they're more interesting to me than what you think about when you're doing the dishes, cleaning the yard, watching TV, driving or watching a movie.
There are too many games being developed by people that have no business creating games. — © John Romero
There are too many games being developed by people that have no business creating games.
There is a definite argument to be made that videogames are becoming an art form put together by artists of different types.
I live way out in the country, in truck-country.
You might not think that programmers are artists, but programming is an extremely creative profession. It's logic-based creativity.
I'm creating the kind of games that I like right now. I'm not being held back by technology.
I'm a hardcore gamer and would never let you down by designing a crappy title.
You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter.
I completely love playing and designing games and always will. I am so into games that I listen to game music all day. That may sound strange, but you can guarantee I'm a hardcore gamer and would never let you down by designing a crappy title.
The game-playing market today is pretty sizable.
I still like to play games that have a beginning, an end and a story.
The analogy I use is that 'World of Warcraft' is like going to the mall: you see a ton of people there, but you don't really want to interact with them; you just want to know you're part of the human race. And if you get in trouble, you'll know someone else is there.
I think DOOM had just the right mix of elements that keep people coming back to it: great monsters, excellent weapons with great balance, a spooky environment and extreme speed.
You want stealth? Be a rogue in 'World of Warcraft'.
I think the reason that I like so many different games is because I like the way my brain works when I'm playing games. It's more fun.
We are at the point where game designers have become celebrities due to the size of the market they serve.
It is very important to lead the field and innovate in game design.
I've gone on record to say that I'm proud of the PC version of Daikatana and I stand behind that.
You're headed in the right direction when you realize the customer viewpoint is more important than the company viewpoint. It's more productive to learn from your customers instead of about them.
You might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity. — © John Romero
You might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity.
Daikatana will be the greatest game of all time.
Doom 2 is just such a bigger, badder, better version of Doom
It may be a lot more personally rewarding to focus on the marvelous new equipment, but the focus should be on customers - attracting them, courting them, rewarding them, understanding them and binding them to you.
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