At the end of 1993, I was serving in the United States Army at the 121st General Hospital at the Yongsan military compound in Seoul, Korea. I didn’t own a computer at the time and wasn’t doing much gaming at all. But working mostly on 12-hour night shifts in the ER, I had a lot of time on my hands in the wee hours of the morning. Initially, I filled the dead time by playing Indiana Jones and the Fate of Atlantis (the only computer game I owned) on the ER computer. But one night in the winter of ‘93, a stroll over to X-Ray opened a door to a whole new world. Sgt. Campbell, the X-Ray tech who usually worked nights, was intently, and frantically, playing a computer game. After I positioned myself so that I could see over his shoulder, I was blown away.
I had been in Korea since 1991 and had served two years as a medic in a tank unit near the DMZ prior to transferring to the hospital in Seoul in June of ‘93. Over the course of those two years, I really fell out of touch with a lot of American pop culture. I rarely watched TV, never bothered with the radio, and had little interest in computer games other than those one of my roomies picked up from the PX. I spent the majority of my off-duty hours off base getting drunk and chasing skirts, like the majority of my mates. So although Wolfenstein 3D had been out for more than a year, I had never heard of it and had no idea that such a game was technologically possible.
I can think of two other times in my life when I felt the way I did that night I watched Scott Campbell play Wolfenstein. The first was when I stumbled across a shiny, new Space Invaders game at a local 7-11 in the late 70s. It was the first video game I had ever seen. The second was around 1999 when I first logged in to Ultima Online. I had played a few MUDs in the mid-90s, but this was my first experience with a graphical virtual world. Those three experiences, to me, mark the major evolutionary stages of computer gaming. The fact that it’s been a decade since my last blown-away experience with a computer game makes me wonder if I’m just jaded or if there’s really nothing out there that radical anymore.
The point of all of this setup is that Gamasutra have reprinted an article from the January 1994 issue of the magazine. The article focuses on id software, their success with Wolfensein 3D, and the development of the Doom game engine. At the time this article was originally published, I knew nothing about Gamasutra magazine and the idea of developing games was just a long dead dream that I had given up on as a child. Reading it now, it reminds me just how little I knew about computers at the time (although I turned 22 in ‘93, I had very little experience with computers overall). Had I read the article then, I wouldn’t have understood much of it. But I can look back now and say that seeing, and subsequently playing, Wolfenstein 3D rekindled a long dead flame inside of me. It took a while before I would act on it, but I’m almost certain I wouldn’t be programming in any capacity had I not played that game.
One of the things I love about reading older tech articles is how they talk about the tech of the time. This caption from an image in the article is a perfect example:
By writing in ANSI C on NeXTStep, Id Software is able to develop and test in a true programmer’s environment. Then, using a network, developers are able to send the code to a test PC running DOS and recompile what they are working on to run the game on its natural environment.
And then my favorite paragraph:
Although it has often been theorized that Id uses a lot of assembly language in its development, the main language used is ANSI C. “Assembly language is almost dead,” declares Carmack. “Doom has only two assembler routines: one to vertically stretch a column and the other to horizontally texture-map a row. Everything else is in C.”
I came to game development just as C++ was starting to make inroads in the late 90s. Then the assumption was that a game was using C, because C++ would be too slow. These days, we’ve got people assuming games are made in C++ that are actually written in C# or Java.
Anyway, I look forward to reading more reprinted Gamasutra classics.