Hitting the Books: The programming trick that gave us DOOM multiplayer

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Hitting the Books: The programming trick that gave us DOOM multiplayer
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John Romero provides an engrossing oral history of how the classic FPS game was created in his new book, DOOM Guy: Life in First Person..

Kevin, Adrian, and Jay began running the game in multiplayer mode, too, competing to blow away monsters and each other. They were yelling just as much as I did, cheering every execution, groaning when they were killed and had to respawn. I watched them play. I saw the tension in their bodies as they navigated the dark, detailed world we’d created. They were hunters and targets, engaged in a kill-or-be-killed battle, not just with monsters, but with other, real people.

Multiplayer Rule 1: A player should not be able to get stuck in an area without the possibility of respawning.Multiplayer Rule 3: Try to evenly balance weapon locations in deathmatch. I noted earlier that id Software never had a Quality Assurance team to test our releases. For three years, John, Tom, and I doubled as the id QA team. We played our games on our PCs, pounding multiple keys, literally banging on keyboards to see if our assaults could affect the game.

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