Why Gamers Can’t Stop Playing First-Person Shooters

In the fall of 1992, a twentysomething college dropout and former juvenile offender named John Carmack was hard at work in Mesquite, Texas, on a new concept for a video game. It would merge the first-person perspective of a game like Myst with the direct combat of the shooter game Wolfenstein 3-D and the multi-player capacity of Spectre, and it would do so in a more realistic three-dimensional environment than any game before it. The following year, Carmack and his five colleagues at id Software released the product of that vision: Doom.

Article from the New Yorker from ages ago, by Maria Konnikova