"The game-playing market today is pretty sizable"
About this Quote
“The game-playing market today is pretty sizable” lands like an understatement, and that’s the point. John Romero came up in an era when making games still carried a whiff of hobbyist weirdness: kids with PCs, niche magazines, and a culture that felt adjacent to “real” entertainment. So when he describes the market as “pretty sizable,” he’s not merely reporting growth. He’s signaling a shift in legitimacy, almost with a smirk. The phrasing is casual, even bashful, as if the speaker is still surprised the thing he helped build escaped the basement and took over the living room.
Romero’s intent reads as pragmatic and persuasive. Coming from a creator who helped define the modern FPS and the swaggering, fast iteration ethos of early id Software, it’s a line that doubles as a business case: games are no longer a gamble, they’re infrastructure. “Today” does quiet work here, marking a before-and-after boundary. It implies a past where investors, parents, and mainstream media treated games as disposable diversions, and a present where scale forces attention.
The subtext is also a cultural flex. “Market” frames players as an audience with purchasing power, not just a subculture to be mocked or moral-panicked. “Game-playing” keeps the focus on the act, not the hardware or the tech trend, reminding you that the industry’s real engine is human appetite: time, obsession, competition, escape. Romero’s plain language is strategic; it normalizes the revolution by pretending it’s just a simple fact.
Romero’s intent reads as pragmatic and persuasive. Coming from a creator who helped define the modern FPS and the swaggering, fast iteration ethos of early id Software, it’s a line that doubles as a business case: games are no longer a gamble, they’re infrastructure. “Today” does quiet work here, marking a before-and-after boundary. It implies a past where investors, parents, and mainstream media treated games as disposable diversions, and a present where scale forces attention.
The subtext is also a cultural flex. “Market” frames players as an audience with purchasing power, not just a subculture to be mocked or moral-panicked. “Game-playing” keeps the focus on the act, not the hardware or the tech trend, reminding you that the industry’s real engine is human appetite: time, obsession, competition, escape. Romero’s plain language is strategic; it normalizes the revolution by pretending it’s just a simple fact.
Quote Details
| Topic | Business |
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