FPS legend John Romero says Wolfenstein 3D was the first game id Software took its time with⁠—a luxurious 4-month development instead of just 2

In a recent episode of Nightdive Studios’ Deep Dive podcast, renowned game designer John Romero shared insights into the transformative era of PC gaming during the early 1990s, a time when id Software was redefining the landscape with remarkable speed and innovation. Romero reflected on the rapid development cycles that characterized the studio’s early days, where “taking their time” still meant delivering iconic titles faster than many contemporary studios can introduce a new character to their games.

Revolutionizing Gaming

Romero highlighted the groundbreaking technology that id Software harnessed, which had remained largely untapped in the PC gaming sphere. He noted that the PC was launched in August 1981, yet it wasn’t until September 1990 that John Carmack, a pivotal figure at id, achieved feats in programming that had eluded others for nearly a decade. “We had a technology that no one had yet on the PC,” Romero remarked, attributing part of their success to Carmack’s insights gained from Michael Abrash’s influential book, Power Graphics Programming.

Interestingly, id Software’s journey began with a pitch to Nintendo for a port of Super Mario 3, which was ultimately rejected. This setback led to the creation of Commander Keen, a title that would set the stage for a series of successful sequels. In 1991 alone, id released three sequels to Commander Keen, along with the precursor to Wolfenstein, known as Catacomb 3D, among other titles.

Embracing Creative Freedom

Romero recounted a pivotal moment in the development of Wolfenstein 3D, where the team decided to abandon their previous two-month development cycle. “Wolfenstein was the first time that we were able to say, ‘We’re gonna take as long as it takes to make a game,'” he explained. This shift allowed the team to focus on quality, resulting in a four-month development period for the shareware version of the game.

Reflecting on this luxury of time, Romero acknowledged the unique position of the four-person team at id. He contrasted their experience with the increasingly complex game development processes of today, noting that while the industry has evolved, the foundational innovations of that era remain a remarkable chapter in gaming history.

Looking Ahead

During the podcast, Romero also touched on various topics, including the unexpected emergence of the hunting game genre and his belief in the potential of indie developers to shape the future of the gaming industry. Although the interview took place before Microsoft withdrew funding for Romero Games’ ambitious triple-A shooter project, the studio is actively seeking a new publisher to continue its creative endeavors.

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FPS legend John Romero says Wolfenstein 3D was the first game id Software took its time with⁠—a luxurious 4-month development instead of just 2