Brenda & John Romero's Video Game Dev Origins – Retro Tea Break



Game developers donโ€™t come much more legendary than Brenda and John Romero. From Wizardry to Doom, Commander Keen to Quake, between them they have over 80 years of experience in the video game industry. Today they share their memories of what attracted them to it, how they got their first break and a whole lot more. Pour yourself a cuppa and enjoy the chat.

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42 thoughts on “Brenda & John Romero's Video Game Dev Origins – Retro Tea Break”

  1. Was just smiling hearing that Brenda gets so much Posts for her Twitter BR@ account from Germany. BR means Bayerischer Rundfunk (TV Station) and is located in Munich. One of the best interviews in the Tea Break format so far. I really got keen on programming my C64 in 6502 again :-)) No great games, just little things. I loved that ML back in 1984 although I never programmed any games.

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  2. It was wonderful to learn more about Brenda – Wizardry was a series of games I wish I could have afforded back then (a friend had WIII and IV I think on for his C64 and I did get a chance to play them).

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  3. And finally we get the designer of all the best Doom levels. Also Wizardry 8 was one of the first computer RPG games that I ever managed to complete. It did seem very strange since I had no exposure to the rest of the series.

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  4. As someone who didn't grow up with games like DOOM, it's quite interesting and thought provoking to hear these stories from developers who are from that era. Thanks for the interview!

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  5. Great interview, but the audio levels are really mismatched which makes listening to it hard. Perhaps you could ask the participants to do a local recording on their phone (very simple to do, won't inconvenience people) and then send you it. Because they're using headphones, the files will contain only their audio, and you can mux the tracks and level them very easily.

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  6. in 1993 Doom was ripping and tearing a hole in the Amiga's place a games machine. I love the Amiga, i still own 2, but John R is correct, the Amiga was not capable, and had reached it's shelf life a that point. And just like Neil, i also moved to PC at that point, and am now typing this comment on a PC. Doom put the nails in the coffin for the Amiga, and it put them in with a 9-inch nail gun.

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  7. When it comes to fantasy armor and the sexes, people complain about the impracticality of the chainmail bikini, but I hear few complain about He-Man and nearly naked depictions of male 'barbarians' in many fantasy settings. I think design choice of things like that is best left to the artists as long as they can explain it in-universe and allow for equal treatments.

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  8. I see you are trying to timebox the interview. I know Richard Garriott's ran very long. Brenda had some interesting stories but I feel like she dominated the conversation. I would have liked to hear more from John. Maybe split it up next time.

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  9. Interesting interview. Amigas could run Doom-if you had at least a 68040 running at 25mhz to get it going reasonably smoothly. However in Alien Breed 3d you could walk over empty space but you couldnโ€™t in Doom. So there ๐Ÿ˜

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