Steve Jobs
My wife once asked me “Why do you drop what you are doing when Steve Jobs asks you to do something? You don’t do that for anyone else.”
It is worth thinking about.
As a teenage Apple computer fan, Jobs and Wozniak were revered figures for me, and wanting an Apple 2 was a defining characteristic of several years of my childhood. Later on, seeing NeXT at a computer show just as I was selling my first commercial software felt like a vision into the future. (But $10k+, yikes!)
As Id Software grew successful through Commander Keen and Wolfenstein 3D, the first major personal purchase I made wasn’t a car, but rather a NeXT computer. It turned out to be genuinely valuable for our software development, and we moved the entire company onto NeXT hardware.
We loved our NeXTs, and we wanted to launch Doom with an explicit “Developed on NeXT computers” logo during the startup process, but when we asked, the request was denied.
Some time after launch, when Doom had begun to make its cultural mark, we heard that Steve had changed his mind and would be happy to have NeXT branding on it, but that ship had sailed. I did think it was cool to trade a few emails with Steve Jobs.
Several things over the years made me conclude that, at his core, Steve didn’t think very highly of games, and always wished they weren’t as important to his platforms as they turned out to be. I never took it personally.
When NeXT managed to sort of reverse-acquire Apple and Steve was back in charge, I was excited by the possibilities of a resurgent Apple with the virtues of NeXT in a mainstream platform.
I was brought in to talk about the needs of games in general, but I made it my mission to get Apple to adopt OpenGL as their 3D graphics API. I had a lot of arguments with Steve.
Part of his method, at least with me, was to deride contemporary options and dare me to tell him differently. They might be pragmatic, but couldn’t actually be good. “I have Pixar. We will make something [an API] that is actually good.”
It was often frustrating, because he could talk, with complete confidence, about things he was just plain wrong about, like the price of memory for video cards and the amount of system bandwidth exploitable by the AltiVec extensions.
But when I knew what I was talking about, I would stand my ground against anyone.
When Steve did make up his mind, he was decisive about it. Dictates were made, companies were acquired, keynotes were scheduled, and the reality distortion field kicked in, making everything else that was previously considered into obviously terrible ideas.
I consider this one of the biggest indirect impacts on the industry that I have had. OpenGL never seriously threatened D3D on PC, but it was critical at Apple, and that meant that it remained enough of a going concern to be the clear choice when mobile devices started getting GPUs. While long in the tooth now, it was so much better than what we would have gotten if half a dozen SoC vendors rolled their own API back at the dawn of the mobile age.
I wound up doing several keynotes with Steve, and it was always a crazy fire drill with not enough time to do things right, and generally requiring heroic effort from many people to make it happen at all. I tend to think this was also a calculated part of his method.
My first impression of “Keynote Steve” was him berating the poor stage hands over “This Home Depot shit” that was rolling out the display stand with the new Mac, very much not to his satisfaction. His complaints had a valid point, and he improved the quality of the presentation by caring about details, but I wouldn’t have wanted to work for him in that capacity.
One time, my wife, then fiancée, and I were meeting with Steve at Apple, and he wanted me to do a keynote that happened to be scheduled on the same day as our wedding. With a big smile and full of charm, he suggested that we postpone it. We declined, but he kept pressing. Eventually my wife countered with a suggestion that if he really wanted “her” John so much, he should loan John Lassiter to her media company for a day of consulting. Steve went from full charm to ice cold really damn quick. I didn’t do that keynote.
When I was preparing an early technology demo of Doom 3 for a keynote in Japan, I was having a hard time dealing with some of the managers involved that were insisting that I change the demo because “Steve doesn’t like blood.” I knew that Doom 3 wasn’t to his taste, but that wasn’t the point of doing the demo.
I brought it to Steve, with all the relevant people on the thread. He replied to everyone with:
“I trust you John, do whatever you think is great.”
That goes a long way, and nobody said a thing after that.
When my wife and I later started building games for feature phones (DoomRPG! Orcs&Elves!), I advocated repeatedly to Steve that an Apple phone could be really great. Every time there was a rumor that Apple might be working on a phone, I would refine the pitch to him. Once he called me at home on a Sunday (How did he even get my number?) to ask a question, and I enthused at length about the possibilities.
I never got brought into the fold, but I was excited when the iPhone actually did see the light of day. A giant (for the time) true color display with a GPU! We could do some amazing things with this!
Steve first talked about application development for iPhone at the same keynote I was demonstrating the new ID Tech 5 rendering engine on Mac, so I was in the front row. When he started going on about “Web Apps”, I was (reasonably quietly) going “Booo!!!”.
After the public cleared out and the rest of us were gathered in front of the stage, I started urgently going on about how web apps are terrible, and wouldn’t show the true potential of the device. We could do so much more with real native access!
Steve responded with a line he had used before: “Bad apps could bring down cell phone towers.” I hated that line. He could have just said “We aren’t ready”, and that would have been fine.
I was making some guesses, but I argued that the iPhone hardware and OS provided sufficient protection for native apps. I pointed at a nearby engineer and said “Don’t you have an MMU and process isolation on the iPhone now?” He had a wide eyed look of don’t-bring-me-into-this, but I eventually got a “yes” out of him.
I said that OS-X was surely being used for things that were more security critical than a phone, and if Apple couldn’t provide enough security there, they had bigger problems. He came back with a snide “You’re a smart guy John, why don’t you write a new OS?” At the time, my thought was, “Fuck you, Steve.”.
People were backing away from us. If Steve was mad, Apple employees didn’t want him to associate the sight of them with the experience. Afterwards, one of the execs assured me that “Steve appreciates vigorous conversation”.
Still deeply disappointed about it, I made some comments that got picked up by the press. Steve didn’t appreciate that.
The Steve Jobs “hero / shithead” rollercoaster was real, and after riding high for a long time, I was now on the down side. Someone told me that Steve explicitly instructed them to not give me access to the early iPhone SDK when it finally was ready.
I wound up writing several successful iPhone apps on the side (all of which are now gone due to dropping 32 bit support, which saddens me), and I had many strong allies inside Apple, but I was on the outs with Steve.
The last iOS product I worked on was Rage for iOS, which I thought set a new bar for visual richness on mobile, and also supported some brand new features like TV out. I heard that it was well received inside Apple.
I was debriefing the team after the launch when I got a call. I was busy, so I declined it. A few minutes later someone came in and said that Steve was going to call me. Oops.
Everyone had a chuckle about me “hanging up on Steve Jobs”, but that turned out to be my last interaction with him.
As the public story of his failing health progressed, I started several emails to try to say something meaningful and positive to part on, but I never got through them, and I regret it.
I corroborate many of the negative character traits that he was infamous for, but elements of the path that led to where I am today were contingent on the dents he left in the universe.
I showed up for him.
At the time we were pushing Q3D for games - that didn’t work. No hardware acceleration layer.
As many know, Apple’s internal code was don’t ask permission, ask forgiveness.
So, I headed over to SGI to license OpenGL. Boy were they happy to see me. SGI had been trying to get Apple’s attention for years. Needless to say I was able to get a sweet deal.
Unfortunately, guess who didn’t want OpenGL and said sweet deal! That’s right, Steve.
Steve / Apple also had NIH syndrome (Not Invented Here). After one of the most frustrating arguments with a person I put on a pedestal. Who had shaped my life since I was 14. Who had caused me to drop out of college and become a Macintosh entrepreneur, I angrily and reluctantly headed back over to SGI to cancel the deal.
After I explained why I was there, my SGI counterpart looked at me and said, “Sounds like Steve is pissed, why don’t you come over here and run the OpenGL team?”
Needless to say, that’s how I ended up at SGI. But the story gets better.
Two years into it guess who came calling? Clint Richardson, my old boss from Apple. I guess at this point Clint had become Steve’s go to guy.
Well Clint and a Apple small delegation showed up at SGI and gave me the same pitch, and asked for the same deal terms I had two years prior.
After explaining that times had changed and I couldn’t rewind the clock Clint said the funniest thing I have ever heard in a negotiation, “Steve won’t be happy”.
“Thank goodness I don’t work for Steve “ I said. The meeting ended.
A week later my phone rang. It was Steve. He repeated their non-offer, which I politely declined. We politely ended the call.
As I sat there I wondered, “if I was Steve Jobs”, what would I do? I immediately called our CEO Rick Bellluzo. “Expect a call from Jobs” I said. And when he does let him know he’s gotta deal directly with me.
A week later Rick called. Sure enough Steve and attempted to bend his ear. And following my advice, Rick rebuffed Steve, sending him back to me.
I remember the second call well:
“Shawn, let’s get this deal done.”
It took three months of the most arduous, frustrating all day, all night, weekends, weeknights back and forth negotiation I’ve ever experienced. Calls at midnight, on the weekends, at the crack of dawn - Anyone’s who’ve ever argued with Steve can attest to his relentless pursuit for what he wants.
Ultimately, and on the Sunday evening before the 1999 SF MacWorld Steve called and said .”we’re good. Let’s sign.”
We called in the lawyers and Dave Orten (my SVP), and I drove down to Steve’s office where we chewed the fat, then signed.
The next day as I sat in the audience watching Rick and Steve take the stage, John Carmack give an awesome demo, I couldn’t help but smile at how this whole episode had unfolded. Wondering to myself, “Did Steve ever regret not taking my first offer?” Where would things be today? Where would I be today?
Working at Apple was the best job I’ve ever had. Having the opportunity to sit across from my mentor, standing my ground, and getting his signature on a doc I negotiated was priceless
We miss you Steve.
It saddens me as well, John, and I’m certain it saddens many more. In my case, not only due to being a fan of yours (and Id) since the very first release of Doom, but also because those games deserve to be in such a platform that reaches millions of people.
They are still amazing to play today as they were when they were released. A shame they are not supported anymore indeed.
Thanks for sharing your thoughts and memories btw.
