The lights are on
Anyone who's read David Kusher's Masters of Doom already knows how fascinating the early days of id Software were. John Romero and Tom Hall have long ago left the company, but they reflected on the glory days of development and showed several early builds of one of the most influential games of all time.
The month by month breakdown covered a lot of the same ground as Masters: the team moved back and forth from Wisconsin, id had to stop the development of Doom for three weeks to make the SNES port of Wolfenstein 3D because the guy they hired flaked out, Hall left id before Doom was completed due to feelings of stifled creativity, and much more. Seriously, though, you should just read Masters of Doom for the full story.
What was really great was the live gameplay of several early versions of Doom at multiple points during development. Check out the evolution of the game below. Notice how much the textures improved and how overbearing the UI used to be.
Email the author Bryan Vore, or follow on Twitter, and Game Informer.