Article by Andreas 'Interman' Misund and Maarten 'Gangsta' Brouwer
John Romero is just one of those guys that any gamer's with slight respect for himself should know who is. Having been involved in the development of nearly 100 games he now works at Monkeystone, and even more recently he has been hired to start teaching engine development at the University of Texas. He's a guy that some like, and some don't (99% of the time because of just one disappointing game), but we wanted to know what it's like to be in John Romero in 2002, so we got the man himself to do the answering.
Now we have read several other interviews by you to other gaming sites, and the questions are always the same. We will do something completely different, so to start off: what is your favorite color?
After the release of Daikatana, ION Storm released Anachronox, which we here think of as one of the greatest sci-fi RPGs currently available. Did you have a lot of fun making it, or can you think of any funny facts about it?
Well, I only worked on Anachronox for a few months since it was Tom Hall's game and his team was responsible for it.
Your yellow beast of a car, the infamous Ferrari, was certainly the envy of quite a few people, so why did you sell it?
Because I live way out in the country, in truck-country, and I ended up never driving it out here.
Do you still play old classic games, and if so, which are you current favorites?
Old classic games? Not really -- I usually play Quake or whatever is new.
How is teaching at the University of Texas working out, are there any brats?
My classes don't begin until the end of August.
What has been the biggest challenge when going from game developer to a teaching position?
I don't know -- we'll see.
What kind of work is Stevie Case up to while you and Tom Hall are busy teaching?
Stevie is the COO of Monkeystone, so she's busy working on a lot of business deals and production work. Tom and I only teach once a week at night.
If you didn't have to worry about technical limitations of Pocket PCs (etc), what kind of games would you like to create, and when do you think it could be a reality?
I'm creating the kind of games that I like right now -- I'm not being held back by technology.
Could you tell us about a regular day in the life of John Romero?
Get up, work, work, work, work, go to sleep. Repeat.
A glimpse of your future for our readers?
I'm hoping to return to 3D games sometime, but for now I'm happy making small games.