"You might not think that programmers are artists, but programming is an extremely creative profession. Its logic-based creativity."
About John Romero
John Romero — Life and Legacy
John Romero is a significant figure in the gaming industry, best known for co-creating Doom, a title that not only set new standards for first-person shooters but also transformed how games are perceived as a medium. His work reflects a deep understanding of player engagement and creativity, which he articulates through various quotes. For instance, he famously stated, 'The best game is one that is fun,' underscoring his belief that enjoyment should be the core of game design. This perspective challenges the notion that technical prowess alone defines a successful game, emphasizing instead the importance of player experience. Romero's approach to game development is characterized by a commitment to innovation and player feedback. He advocates for incorporating player insights into the design process, arguing that it leads to more engaging and enjoyable games. This philosophy is evident in his projects, where he consistently pushes the boundaries of creativity, encouraging developers to take risks and explore new ideas. Today, John Romero's quotes and ideas continue to resonate within the gaming community, inspiring a new generation of developers to prioritize creativity and player satisfaction. His impact on the industry is profound, as he not only shaped the landscape of video games but also fostered a culture that values fun and innovation above all.
Quote collection
John Romero quotes (page 1 of 2)
24 quotes — follow a thought to its full quote page.
"I'm a hardcore gamer and would never let you down by designing a crappy title."
"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."
"Daikatana will be the greatest game of all time."
"You want stealth? Be a rogue in 'World of Warcraft'."
"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."
"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."
"Doom 2 is just such a bigger, badder, better version of Doom"
"I'm creating the kind of games that I like right now. I'm not being held back by technology."
"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."
"There are too many games being developed by people that have no business creating games."
"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."
"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."
"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."
"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."
"The game-playing market today is pretty sizable."
"We are at the point where game designers have become celebrities due to the size of the market they serve."
"You have to design and program differently. Combat action in an MMO is so different to combat in a first-person shooter."
"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."