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Bake Me A Romero!

by Maarten Goldstein, Mar 07, 2000 6:50am PST
Related Topics – Daikatana, John Romero

As we all just can't get enough about Daikatana and it's delays, here's a new article about John Romero for you over at Salon. It talks about his life and how it went wrong with Daikatana. How he is trying to finish the game? "All-nighters, 18-hour days, sleeping at the office -- John Romero's posse keeps up a "death schedule" to get Daikatana out of beta." If they have a death schedule to get out of beta, I guess they have nine lives.





Comments

102 Threads | 102 Comments











  • I\'ll admit it, I\'m REALLY looking forward to playing this game.
    We\'ve had it too good for too long. A plethora of very fine
    games have hit the market in just a few short years.

    We expect developers to \"WOW\" us every three months.
    Hey man, it just ain\'t gonna happen. As the games get
    more complex, they take longer to design, etc. Face it,
    technology is great, but it still takes a lot of manpower
    to crank out the code.

    Romero - I give him credit.
    He hasn\'t just curled up and faded away.

    I think some of us are acting like a bunch of spoiled
    rotten brats. Do you guys verbally trash everything in
    society that doesn\'t live up to it\'s claims? Probably not.

    TO COIN A PHRASE: IT\'LL COME OUT WHEN IT COMES OUT.

    Lighten up!

    EggMan


  • (From Romero, taken from PDK)...Everyone\'s morale is really high right now because we are at the end of the 3-year tunnel...finally. Everyone is really excited because the game looks great, plays great, is lots of fun, different from anything out there, etc. Expectations are high -- the stores are ready for it to be a big seller -- and i hope that we\'ve met those expectations. I personally think it\'s the best game i\'ve done so far.

    I would be thinking the same thing too. How many Daikatana\'s can a company take?

    Thanks!

    -Lex





  • Everyone teeters on the brink of self-destruction during crunch mode, the ruthless death schedule that comes during these final months of production... The sheer relentlessness of crunch mode, Romero insists, is the only way to make sure everything gets covered.

    Bullshit. It\'s this way because for two years, Romero played the full-time rock star game. His fuckups and langeurs and endless self-promotion are the reason everyone else now has to bust ass. You can easily quantify where such stupid behavior gets you. Count the number of interviews John Carmack gave during the same period. Now compare the number of games that Carmack delivered while Romero endlessly preened.

    Romero blames himself for hiring too many people who didn\'t have experience with the delays and challenges that, in this industry, are fairly par for the course.

    Hahahaha. Translation: Romero blames everyone else for not being as lazy, indecisive, erratic, and foolish as he is. It\'s a pretty safe bet that there aren\'t many more investors with $20 million willing to support Romero\'s fantasy that his performance on Delaykatana is \"fairly par for the course.\" ;)






  • I\'ll let this speak for itself. Everything you read below this line came straight from JR. It was posted to Planet Quake\'s July 12, 1999 \"Dear Mynx\":

    Okay, I\'ve never told anyone my entire hair routine before, but if you follow my advice, you too can have glorious hair -- just like me! (j/k)

    Here are the steps, in order:

    (1) Shampoo hair (I use Finesse, sometimes Pantene) and make sure it lathers up good before rinsing.

    (2) Rinse shampoo out of hair.

    (3) Condition hair (use conditioner that\'s the same brand as the shampoo) and make sure you apply the conditioner at the ends first so they get the most amount of conditioner because with long hair, usually the ends are the most neglected.

    (4) Wait 3 minutes. I usually brush my teeth during this period. :)

    (5) Completely rinse out all conditioner

    (6) When you get out of the shower, towel-dry your hair as much as possible

    (7) The next step is optional, but I sometime put a hair straightener in because my hair is naturally wavy. I use Get It Straight (Sebastian). Just a small amount that you apply to your waviest sections (I usually apply it near the ends).

    (8) These last three steps are the most important ones in the whole routine and are what make all the difference: Blow-dry your hair until it\'s completely dry. Don\'t half-dry your hair, you gotta go all the way. I always flip my hair over in front of my face and look at the floor while using a brush and hair dryer to slowly dry all my hair. Brushing downward while drying will help straighten your hair and completely drying it will make sure it doesn\'t kink up or curl up.

    (9) When you\'re done drying, put your hair back in a ponytail holder for at least 5 minutes. This allows all the hot air trapped in your hair to get out so your hair isn\'t too puffy.

    (10) After 5 minutes or more you will still have a bunch of frizzy hair strands sticking up thanks to the magnetic field that was emanating from the hair dryer. At this final step, I take my hair out of the ponytail holder, apply one drop of Laminates Drops (Sebastian) to one palm, rub the Laminates in a circular motion between my hands so they are both covered in it, then start applying it to the back of my head with both hands first because a lot of it will come off at first application and you don\'t want a bunch on the top of your head because it will look wet or greasy. Rub it into your ends, then finally get back to the top of your head and rub it in and make sure you get the frizzy strands so they will lie down. Keep rubbing it into your hair until your hands have no
    more Laminates on them. Wash your hands, brush your hair and you\'re done!

    Here\'s a link to Sebastian Hair Products: http://www.zhair.com/sebastian.html#anchor440690




  • I don\'t know jack about John Romero, but I can gleen from the published facts that the entire Daikatana project is an utter disaster. Which is not to say that it won\'t finally deliver a product that works or is even a hit, but the pain and suffering of the development team may now be the biggest obstacle to releasing on time.
    You can not keep a development team in crunch mode continuously like this and expect them to do meaningful work. Throwing more people working longer hours on a project actually creates more delay, not less.
    What it really sounds like is everyone needs to take a mandatory two week vacation and when they come back no one averages more than fifty hours a week in any four week period. They obviously need a project manager who knows how to enforce a little order on the chaos. The dev team would fucking hate it in the beginning, but they wouldn\'t have to work eighty hours a week anymore either and the damn thing would get finished in a reasonable amount of time.

  • #76, that is foolish, claiming the DM in Quake was not \"Designed\".. That\'s probably why the test was Deathmatch only. That\'s also probably why 6 DM maps came with the game (as I recall, they could have been released a bit later). That\'s why the single player was basically \"tacked on\", and that\'s probably why you telefragged the final boss. A Very nice \"in joke\" for people into DM.

    The single player was inconsistent, had no story, was a very basic run through as fast as possible. But it was still fun.

    There were parts that were still scary, exciting. NOthing made sense,and that really hurt the single player, in fact, what caused it to fail in my opinion.

    It\'s really too bad that Quake wasn\'t more commercially viable... they didn\'t sell very many copies.

  • ok, last thing i\'m gonna say [cue collective sigh of relief]:

    i don\'t think you\'re following me on the whole toilet thing.

    quake had an incredible multiplayer game, and i don\'t think anyone questions that. however, I don\'t think anyone is going to stand up and say quake1 had a single player game that was superior to much of anything, except maybe blood2 or something awful like that.

    I know when i payed my 50 bucks for quake in the middle of 1996 i was expecting a game that was a worthy successor to doom. what I got was 30 some deathmatch maps with random monsters (medieval + h.p. lovecraft + rottweilers + science fiction = major inconsistenies) thrown in so you\'d have something to do when the phone was tied up. no sense of urgency, no story, really no boss for you to fight at the end of the game, very little sense of immersion due to the fact that you\'re in a military base one second, and in a castle or a cavern the next. about the only thing quake single player had going for it was the artists, who, as always gave it infinitely more stylishness and presentation than most other action games can manage to come up with.

    if they had sold it in 1996 as a deathmatch only game, then there would be no question about the overall quality of the product. it also would have absolutely bombed, because even modem access was fairly scarce (and expensive) 4 years ago, but that\'s an entirely different argument. They chose to market it as a single player game, which means it is fair to judge it by both it\'s single player and it\'s multiplyer halves. and the verdict is: multi, good. single, bad.

    My point was that the part of the game that was focused on was the single player portion. This is the commercially viable part of the any game made for release in 1996. this was the part of the game that 90% of the time was spent on. this was the part of the game that was DESIGNED. the rest just sort of fell into place. thus, the quality of something that designed itself cannot be used as an argument to prove or disprove an individual\'s abilities in game design. only the DESIGNED portion of the product can be used for that purpose.

    please keep in mind that we are discussing design, not how great q1 dm was/is. even arguing about it in this discussion is irrelevant and pointless. not to mention, WHY ARGUE WITH ME ABOUT IT WHEN I AGREE WITH WHAT YOU ARE SAYING.

    thank you. i\'ll quit posting abou this shit now













  • #50, you\'re still wrong about quake being a toilet game. It\'s far better than its subsequent offspring... or as my literate friend said, \"It\'s incomparable\". as indicated by shackers who continually ask \"when is the q3 patch that makes the game fun coming out?\". I\'m asking myself the same question. It\'s too bad q3 didn\'t stumble into multiplayer itself, it might have been worth something more than it is. I do play quake3 occasionally, and always think of better days when the qw community was strong. sigh..

    I think that was my point, not my mindless rant about Columbus. Students to this day continue to study and give props to the dumbass explorer. I guess it takes someone that stupid to have cojones that size and navigate the Atlantic in a large wooden boat. Talk about nightmarish.