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Continued from
previous page
I couldn't
believe it: id
and Romero at the same time. I called
Tim Willits and told him my quandary.
They hadn't made a decision yet, but
he said that if he were in my shoes
and Romero had offered him a job, he'd
take it. I took that as a generous hint
that I was running second in the race
at id, so
when Romero called me, I accepted.
Now here's the
thing, and most people in the business
find themselves in this position at
one time or another: I was already
working with a great company on a
great game. I'd been unhappy
with Epic
about some personal stuff, but they were
paying me more than I'd ever made in
my life, and I was working at home on
top of it. And it wasn't about the money;
in fact, I would be making $5k less at Ion. But I was frustrated.
UNREAL
was in the very early stages of
development. The engine changed
weekly, and levels that ran fine before
suddenly wouldn't work right. This was
my first experience being on the
ground level of a development team,
and at the time I mistook the
never-ending changes as incompetence,
instead of as the natural give and
take that games go through in their
early stages. I would find that this
was common. But I didn't know it at
the time, and used it as an
excuse to justify my jumping ship.
Besides, this was Romero we were
talking about. He was still a god to
level designers and I just couldn't
say no. So in mid-February 1997 I
headed south.
John Romero is the
most generous human being I've ever
met. He had me stay at his own home
for my first two weeks in Dallas until
I could find a house. There were only
about ten people on the
DAIKATANA
team when I joined. Ion was a
dream company. Days and nights were
spent DeathMatching in
QUAKE.
When I went home at
night, I had my girlfriend in stitches
with laughter over the things that
happened daily at "work." Yes, work
was being done, but DeathMatch was an
important tonic. (I'd been a member of
one of the first Quake Clans -
311 - and
I used to think I was pretty good
until I went to
Ion. I quickly found out that I
sucked. Of course, I was suddenly
playing with people who lived and
breathed games 24 hours a day.)
|
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Click above to
read my Interview with The Independent,
London's most reputable newspaper. This was
during Ion Storm's trip to England, which
happened to coincide with the funeral of
Princess Diana. Click
here for my article on our trip to London
and my impressions of here funeral cortege in
Hyde Park. |
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Working at Ion Storm
and living in Dallas was one of the
best periods of my life. You can't
imagine a more casual work environment
- and I don't mean casual in the sense
of cavalier, where no one cares
whether any work actually gets done; I
mean relaxed and informal, especially
(in the beginning) when dealing with such friendly
high-profile business people like biz
guru COO Bob Wright, CEO Mike Wilson,
and CFO Steve Pittsenbarger.
Something else about
working at Ion
was the inordinate amount of attention
the company and its employees were
receiving. Seems like every day there
was a different magazine reporter
interviewing us. Our pictures were
showing up in all of the big gaming
magazines on a monthly basis. I really
got the feeling that I'd finally made
it big. It starts to go to your head.

Hey,
that's me to the left of Romero, and
Sverre to the right.
Which brings me to
something that I'd like to clear up.
WIRED
magazine ran an
article in March 1998
on several of us level designers who
were making it big in the game
industry. David McCandless (who'd
written the "Thy Cash Consumed" review
of Ultimate DOOM)
wrote it after visiting and talking
with several of us at Ion Storm
for a two-week period in the summer of
1997. Sverre had just turned down an
offer from id
and decided to stay with Ion. (In
fact, he'd been so distracted by it
that driving home from the interview
he got broadsided in an intersection.)
Another level designer at Ritual
had turned them down too. So we were
talking about how id Software
had been the big dream for all of us,
and David wrote:
... Accordingly,
all the top DOOM babies have been
courted by id. And a few years ago,
they would have blinded themselves for
the chance. Says Anderson: "It seemed
inconceivable that we would turn them
down."
But only Tim Willits took the job.
Of course, I was
speaking rhetorically - but out of
context my remark makes it sound as
though I'd turned them down, too.
Which wasn't the case! If Willits had
even only hinted that I should wait
and sit tight I'd have done it. I
mention this now because I've kept
silent the past five years about every
aspect of the
Ion Storm debacle.
But
now there are a few
things I'd like to talk about.
Click
here for
more.
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