Talk:John Romero

Fired?
Wow, John Romero was really fired? I though that he left id Software because he wanted more control over his projects... --Kyano 13:03, April 7, 2010 (UTC)
 * What actually happened has been a heavily debated subject and we might never get to know the full truth. The arguably most trustworthy source on this is the Masters of Doom book, which the author did a huge amount of in-depth research for. If I remember correctly, it is stated in the book that Romero was basically pressured and forced to quit by the other id guys, Carmack acting as the spearhead behind the decision to do that. -- Janizdreg 22:37, April 7, 2010 (UTC)

I can't believe he got fired!?!? WTF

Quake
While I am sure Tetzlaff had best of intentions in addition of the info here, do we want to retain this? It's off-topic. --Quasar (talk) 00:28, 11 May 2015 (UTC)
 * I admit I was about to revert the Quake level list edit as off-topic, but kept it pending because it was made in good faith. As the situation needs to be solved anyway, I'd say the list fits better to another wiki, and the edit should be reverted. --Jartapran (talk) 09:36, 11 May 2015 (UTC)
 * Hello. My thought was that this page is about John Romero as a level designer, with a focus on Doom of course. But Romero didn't stop designing levels after Doom II. It's interesting how the design style he began developing in Doom evolved in later games, namely Quake and Daikatana. There even are hommages to Doom levels in Daikatana, like that Circle of Death remake, or the Doom music in one of the Daikatana SP levels.--Tetzlaff (talk) 12:19, 11 May 2015 (UTC)
 * I don't think we need to have detailed listings for non-Doom* stuff made by people who also made Doom stuff. Saying he made levels for Quake ought to be enough, let the Quake wikis take care of listing them all. (*"Doom stuff" includes stuff related to Doom series games, like Doom 3, and Doom engine games, like Heretic or Hexen. Notice how Heretic II and Hexen II are paid only the barest of lip services because they're neither in the Doom series nor on the Doom engine.) --Gez (talk) 13:13, 11 May 2015 (UTC)
 * What I mean is: when Romeros later stuff is influenced by Doom, then it is worth noting here. Like this . Also, where would be the place to have a comprehensive list of his levels if a Doom wiki only may contain Doom stuff and a Quake wiki only may contain Quake stuff?--Tetzlaff (talk) 15:34, 11 May 2015 (UTC)
 * Obviously, Doom levels by John Romero belong in the article of John Romero of the Doom Wiki, and Quake levels by John Romero belong in the article of John Romero of the Quake Wiki I also think that list of levels should be removed. --Kyano (talk) 17:43, 11 May 2015 (UTC)
 * Yeah, besides Romero also designed plenty of levels in Wolfenstein 3D, Spear of Destiny, and the Commander Keen games (half of the levels for these games, according to Wikipedia). If we're being exhaustive, it's going to snowball quite a bit... --Gez (talk) 18:31, 11 May 2015 (UTC)
 * Where such things do exist (direct homages, etc.), they should be documented. It's the general list where no connection exists that is probably not on-topic enough. --Quasar (talk) 19:29, 11 May 2015 (UTC)

Okay, if the majority opinion is to remove the list, then remove it. Maybe I write a small article about Daikatana with "Influence of Doom on Daikatana" just like in the Quake article.--Tetzlaff (talk) 19:07, 11 May 2015 (UTC)


 * Hi Tetzlaff. Analyzing the evolution of the design ideas is a very interesting concept.  If you had actually done that, it would be a valuable addition IMO.  Simply listing maps with no connecting prose, on the other hand, just makes us sound like gamers on a tangent.  :>


 * As Gez says, Mr. Romero has an extensive portfolio, so this might work best as a summary with examples, rather than all-inclusive lists. "Romero's work on Episode Four led him to consider the Inverted Hyperpretzel form of central courtyard  [citation to blog entry or interview] , which he subsequently revisited, e.g. in Quake  [external links to E2M5/E2M6]  and  (levels 82-89)."


 * Obviously, this could take a long time (maybe it's never been done before!), so I would further suggest using a sandbox to avoid the reviewing weirdness noted above. (Only a suggestion; we don't have reviewing guidelines at present.)    Ryan W (talk) 22:01, 11 May 2015 (UTC)