"It is very important to lead the field and innovate in game design"
About this Quote
Romero’s line isn’t modest advice; it’s a mission statement from someone who came up in an era when “game design” was still being invented in public. Coming out of the early-’90s PC scene, he didn’t just ship titles, he helped define the grammar of the first-person shooter: speed, flow, readable spaces, and the idea that a level could feel like a performance. So when he stresses “lead the field,” he’s talking about a competitive ecosystem where imitation is the default business model and novelty is the only durable advantage.
The phrasing also reveals a designer’s anxiety about stagnation. “Important” frames innovation as necessity, not decoration. Romero isn’t praising quirky gimmicks; he’s arguing for design choices that move the medium forward and force everyone else to respond. It’s a creator’s version of market pressure: if you’re not setting the terms, you’re accepting someone else’s.
There’s subtext, too, about authorship and ego in an industry that often treats games like products assembled by committee. “Lead” implies a recognizable point of view, a willingness to take the heat for decisions that might not test well but will define a genre later. Coming from Romero, it’s also an implicit defense of ambition after the culture war around hype and persona (the famous swagger of that era, and the backlash that followed). The line works because it’s both inspirational and slightly combative: a reminder that in games, creative progress usually arrives as an argument you win by shipping.
The phrasing also reveals a designer’s anxiety about stagnation. “Important” frames innovation as necessity, not decoration. Romero isn’t praising quirky gimmicks; he’s arguing for design choices that move the medium forward and force everyone else to respond. It’s a creator’s version of market pressure: if you’re not setting the terms, you’re accepting someone else’s.
There’s subtext, too, about authorship and ego in an industry that often treats games like products assembled by committee. “Lead” implies a recognizable point of view, a willingness to take the heat for decisions that might not test well but will define a genre later. Coming from Romero, it’s also an implicit defense of ambition after the culture war around hype and persona (the famous swagger of that era, and the backlash that followed). The line works because it’s both inspirational and slightly combative: a reminder that in games, creative progress usually arrives as an argument you win by shipping.
Quote Details
| Topic | Vision & Strategy |
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