Kamis, 11 September 2014

[Q836.Ebook] PDF Ebook Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

PDF Ebook Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

So, also you need responsibility from the business, you might not be confused anymore since publications Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner will constantly help you. If this Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner is your best companion today to cover your job or job, you can as soon as feasible get this publication. Just how? As we have actually informed recently, just see the web link that our company offer here. The verdict is not just the book Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner that you search for; it is just how you will get numerous publications to assist your skill and capacity to have great performance.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner



Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

PDF Ebook Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner. It is the moment to boost and freshen your skill, understanding and experience consisted of some entertainment for you after very long time with monotone points. Working in the office, going to research, gaining from test as well as even more activities might be finished and also you need to begin new points. If you feel so tired, why don't you attempt new thing? A quite easy point? Reviewing Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner is what we offer to you will certainly recognize. And the book with the title Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner is the reference currently.

When visiting take the experience or ideas kinds others, publication Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner can be a great source. It's true. You could read this Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner as the source that can be downloaded and install below. The way to download and install is additionally easy. You can go to the link page that we offer and then purchase guide making an offer. Download Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner as well as you can put aside in your own gadget.

Downloading the book Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner in this website listings can offer you a lot more advantages. It will reveal you the most effective book collections and also finished collections. A lot of publications can be located in this web site. So, this is not only this Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner However, this publication is referred to review since it is a motivating publication to provide you much more opportunity to get encounters as well as thoughts. This is basic, check out the soft file of the book Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner and you get it.

Your perception of this publication Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner will lead you to obtain exactly what you specifically require. As one of the inspiring publications, this publication will certainly supply the existence of this leaded Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner to accumulate. Also it is juts soft data; it can be your collective documents in device and also other device. The vital is that use this soft data book Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner to review as well as take the benefits. It is just what we indicate as publication Masters Of Doom: How Two Guys Created An Empire And Transformed Pop Culture, By David Kushner will certainly enhance your thoughts and mind. Then, checking out book will likewise enhance your life top quality much better by taking good activity in well balanced.

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.

  • Sales Rank: #44208 in Books
  • Brand: Kushner, David
  • Published on: 2004-05-11
  • Released on: 2004-05-11
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.00" h x .70" w x 5.10" l, .60 pounds
  • Binding: Paperback
  • 368 pages

Amazon.com Review
Doom, the video game in which you navigate a dungeon in the first person and messily lay waste to everything that crosses your path, represented a milestone in many areas. It was a technical landmark, in that its graphics engine delivered brilliant performance on ordinary PC hardware. It was a social phenomenon, with individuals and companies hooking up networks specifically for Doom tournaments and staying up for days to blast away on them (well before the Internet went big-time). The game's publisher, id Software, used an unusual shareware marketing strategy (give away the first levels, charge for the more advanced ones) that worked very well. On top of it all, the gore-filled game raised serious questions about decency in products meant for use by school-age kids. Masters of Doom explores the Doom phenomenon, as well as the lives and personalities of the two men behind it: John Carmack and John Romero.

This book manages, for the most part, to keep clear of the breathless techno-hagiography style that characterizes many books with similar subjects. He tells the story of Carmack, Romero, and id--which includes far more than Doom and its successors--in novel style, and he's done a good job of keeping the action flowing and the characters' motivations clear. Some of the quoted passages of dialog sound like idealized reconstructions that probably never came from the lips of real people, but this is an entertaining and informative book, of interest to anyone who's let rip with a nail gun. --David Wall

Topics covered: The biographies of John Carmack and John Romero, and of their company, id Software. The development and marketing of all major id games (including Wolfenstein, Doom, Doom II, and Quake) get lavish attention.

From Publishers Weekly
Long before Grand Theft Auto swept the video gaming world, whiz kids John Romero and John Carmack were shaking things up with their influential-and sometimes controversial-video game creations. The two post-adolescents meet at a small Louisiana tech company in the mid-1980s and begin honing their gaming skills. Carmack is the obsessive and antisocial genius with the programming chops; Romero the goofy and idea-inspired gamer. They and their company, id, innovate both technologically and financially, finding ways to give a PC game "side-scrolling," which allows players to feel like action is happening beyond the screen, and deciding to release games as shareware, giving some levels away gratis and enticing gamers to pay for the rest. All-nighters filled with pizza, slavish work and scatological humor eventually add up to a cultural sea change, where the games obsess the players almost as much as they obsess their creators. Fortunately, journalist Kushner glosses over Carmack and Romero's fame, preferring to describe the particulars of video game creation. There are the high-tech improvements-e.g., "diminished lighting" and "texture-mapping"-and pop cultural challenges, as when the two create an update of the Nazi-themed shooter Castle Wolfenstein. The author gives his subjects much leeway on the violence question, and his thoroughness results in some superfluous details. But if the narration is sometimes dry, the story rarely is; readers can almost feel Carmack and Romero's thrill as they create, particularly when they're working on their magnum opus, Doom. After finishing the book, readers may come away feeling like they've just played a round of Doom themselves, as, squinting and light-headed, they attempt to re-enter the world.
Copyright 2003 Reed Business Information, Inc.

From School Library Journal
Adult/High School-John Romero and John Carmack started programming games as teens. After they met, they became the first to make a video game on the PC that scrolled smoothly. In their 20s, they went on to create the hugely popular and controversial video games Doom, Wolfenstein 3-D, and Quake. But the passions that drove them to stay up late night after night, living on pizza and Cokes, drove them apart, causing Romero to leave to form his own company. The book traces their successes and failures, giving some insight into what it means to be a video-game designer, and is liberally sprinkled with humor, much of it from the twisted minds of the programmer/gamers themselves. Readers may not find the individuals likable, but they will be fascinated by watching what happens to them. While much of the story takes place in the '90s, the book continues on into the 21st century, where Carmack's Quake 3 is still heavily played and Romero's Daikatana has become one of the most hyped failures in video-game history. The company the young men founded, id Software, continues to be a force in gaming. Both video-game players and budding venture capitalists will find something entertaining and educational here.
Paul Brink, Fairfax County Public Library, VA
Copyright 2003 Reed Business Information, Inc.

Most helpful customer reviews

0 of 0 people found the following review helpful.
Great for fans old and new, excellent portal into the world of video game legends
By Dan
If you like Doom and/or Quake, you need to read this book. It details the lives and stories of John Carmack and John Romero, two guys who took a dominating stranglehold on the early PC game market and didn't let go. This book is incredibly detailed and you can tell that is was meticulously researched, with firsthand accounts from both Romero and Carmack, along with many other important people. The book reads more like a story than a typical biographical book, which keeps it light and interesting. After finishing the book I have nothing buy admiration for everyone involved. What these guys did in such a short time will never be repeated, and we have a lot of them to thank for how far video games have come today.

Overall highly recommended, excellent book, stayed up all night reading it.

1 of 1 people found the following review helpful.
Rip and Tear that $10
By JanewayCritic
Well worth the $10 I spent on this book. I spent an entire weekend reading it, and had firsthand insight to what the guys behind Doom and Commander Keen back in their early days. Certainly a lot more accurate and reliable than Internet accounts.

Love Doom? Want a story about two twenty-something kids made a video game and earned millions? This is for you!

3 of 3 people found the following review helpful.
A page-turning account of id, and the egos that drove it
By M. S. Hillis
Bottom line: This is one of the best researched and written business stories I have ever read. I polished off this 302-pager in one day. Okay, I missed a flight and was stuck in a hotel airport, but I still stayed up past 2:00 a.m. to finish it.
"Masters of Doom" benefits from its colorful cast of characters. We meet not only the cold, distant programming genius of John Carmack and the maniacal enthusiasm of John Romero, but secondary players like Stevie Case, a gaming grrl and Quake champion who became a developer and Playboy model, and one fellow who took up game programming after he abandoned a shot at the ministry and become an exotic male dancer who went by the stage name "Preacher Boy". You can't make this stuff up.
Kushner obviously did his homework. He conducted hundreds of interviews and had access to material such as Romero's hoard of childhood memorabalia such as old drawings and comics. The book has in-depth footnotes, and while I wondered about the origin of certain quotes, Kushner says he did his best to reconstruct conversations and events based on multiple sourcing. The story is driven by the polar-opposite personalities of the Two Johns, and Kushner does a great job of being impartial, almost always presenting multiple accounts of the same event. I disagree with the reviewers who seem to think he went light on Romero or failed to give Carmack enough credit for driving id. Kushner dishes out both credit and criticism where it is due, and does so in details that really humanize his subjects. We see Carmack stun his friends by announcing he had taken his cat, a longtime pet, to the pound because it was interfering with his work. Yet later, we see examples of his philanthropy, such as when he studies the statistics-based method of card counting to win $20,000 at a blackjack table and then gives the money away. Similarly, we see Romero neck-deep in office politicking and grasping for rock star status, but when he finally chops his butt-length locks, he donates the hair to a charity that makes wigs for children undergoing cancer treatment. These kind of details bring the story home.
The only minus is the lack of photos. The book really would have benefited from a solid picture section, though I'm not willing to deduct any stars from my rating over it!
Fortunately, Kushner's writing is also excellent. He skillfully sets the stage for each technological or business breakthrough, yet the narrative doesn't seem contrived. He frequently accomplishes nice turns of phrase, such as one scene in which Romero and crew are on the floor rolling in laughter and giddiness at the Wolfenstein 3-D design breakthrough that let them show what would become their trademark gore. The passage ends: "On the screen, the little Nazi bled."
Finally, this is just an excellent account of the development of a partnership, a business, and an industry. The book's appeal should widen well beyond just gamers, to anyone who wants insight into what makes the entrepreneurial personality tick, what the start-up life is like, and how unlikely business models (in this case, shareware) emerge. In fact, I plan on passing this along to my (decidely non-gaming) mother and father.

See all 270 customer reviews...

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner PDF
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner EPub
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner Doc
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner iBooks
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner rtf
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner Mobipocket
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner Kindle

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner PDF

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner PDF

Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner PDF
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, by David Kushner PDF

Tidak ada komentar:

Posting Komentar