In a recent episode of Nightdive Studios’ Deep Dive podcast, renowned game developer John Romero shared an eye-opening glimpse into an alternate history of the gaming world. He revealed that he was once approached by Paul Neurath, the visionary behind Looking Glass Studios, with a proposal to co-found the company. However, due to previous commitments, Romero had to turn down the offer. This seemingly small decision marked a significant turning point not just in his career but also in the broader gaming landscape.
Romero’s Early Career and Origins
Romero kicked off his journey in the gaming industry back in 1987 at Origin Systems, a pivotal player in the PC gaming scene founded by the legendary Richard Garriott, creator of the Ultima series. His first task? Porting the game 2400 AD from the Apple II to the Commodore 64. Unfortunately, that project was scrapped, leading him to collaborate with Neurath on Space Rogue—a pioneering blend of space simulation and RPG elements that set the stage for future classics like Wing Commander.
Fast forward to 1989: Origin Systems made a strategic pivot, shutting down its office in Salem, New Hampshire, and relocating its staff to Austin, Texas. Neurath, not keen on leaving New England, decided to part ways with Origin to start a new venture—Blue Sky Productions, which would later become Looking Glass Studios. Meanwhile, Romero opted to team up with another colleague from Origin to launch Inside Out Software.
The Missed Opportunity
Romero recounted that pivotal moment when Neurath approached him before his departure from Origin, asking if he wanted to co-found a company together. “I had already promised to start a company with my manager at Origin,” Romero explained. This choice set him on a different path, while Neurath went on to create a studio that would later produce iconic titles like System Shock and Thief.
It’s fascinating to ponder: what if Romero had joined Neurath? Would he have played a pivotal role in developing Ultima Underworld or System Shock instead of the groundbreaking titles that defined id Software—like Commander Keen, Wolfenstein, and Doom? As Larry Kuperman, VP of business development at Nightdive, pointed out, that decision could have dramatically reshaped the course of gaming history.
A Legacy of Innovation
Ultimately, Romero’s journey took him from Inside Out to Softdisk, a software company based in Shreveport, Louisiana, where he teamed up with future co-founders of id Software. The rivalry between Looking Glass and id Software became a defining element of early PC gaming, as both studios pushed the envelope of first-person 3D game design and technology, influencing iconic franchises from Half-Life to The Elder Scrolls.
During the podcast, Romero also shared his insights on the future of game development, emphasizing that independent developers are crucial to driving innovation in the industry. Reflecting on the humble beginnings of games like Wolfenstein, which had a notably relaxed four-month development cycle compared to the grueling timelines of many modern projects, he highlighted how creativity often flourishes under less pressure.