Games People Play—Together 85
But perhaps most important, Wolfenstein 3D introduced ex-
treme violence and gore to the video game. Players shot Nazi sol-
diers (and their guard dogs) with a variety of guns. e soldiers’
bodies fl ew apart as they were riddled with bullets. Blood sprayed
against the walls and pooled on the fl oor. Entrails were sometimes
visible spilling from the bodies. When players succeeded in kill-
ing one of the level-ending “boss” characters, the game rewarded
them with a “Death Cam,” which replayed the victorious confron-
tation like a sports-highlight reel. In his book about Carmack and
Romero, Masters of Doom, David Kushner explains that the Death
Cam was the programmers’ “version of a snuff fi lm.”
Wolfenstein was a cult hit and it inspired Carmack and Romero
to create Doom, a follow-up that was substantially similar to
Wolfenstein 3D, only bloodier. Released in 1993, Doom was, like
Wolfenstein 3D, made to be played on personal computers. By
1995 it had been installed on more than 10 million PCs.
During the 1990s arcades dwindled as home computers and
video-game consoles became more powerful. ey became capa-
ble of as much—and eventually even more—graphical sophistica-
tion as the stand-alone cabinet machines in arcades. By 1985 a new
generation of consoles was being released every fi ve years or so,
with various corporations competing for dominance within each
new wave. As home video-game consoles became cheaper and
more powerful, they became more popular, drawing Nintendo,
Sega, NEC, Sony, and eventually Microsoft into the market. It
wasn’t hard to see why: by 2004 video-game consoles had become
a 10 billion-a-year business. In terms of raw dollar grosses, they
now rival the fi lm industry.
In a sense, this represented a re-expansion of the video game’s
audience: now, not only were children and adolescents playing
games, but twenty- and thirtysomethings who had grown up dur-
ing the Golden Age of video games were playing, too. Infl uenced
by Wolfenstein 3D and Doom, the games they were playing became
more complex and immersive. Instead of batting a ball back and