John Romero Sees a Future Built Around Smaller Games, AI Tools, and Mobile Gaming
Doom creator John Romero gave an interview at gamescom asia x Thailand Game Show 2026 in Bangkok, where he outlined how rising costs, shorter attention spans, and new tools are reshaping game development.
During a keynote titled Why We Still Make Games, Romero discussed his career and expressed optimism despite industry layoffs and production challenges.
Smaller, episodic releases may replace long-lived service titles
Romero said he expects studios to move toward shorter, episodic game experiences that fit into players' limited free time. He compared the trend to streaming series, noting that games, television, and other entertainment now compete for the same hours.
He suggested that publishers are becoming less interested in massive long-running service games because they require huge investments and carry greater financial risk. Instead, smaller releases can be produced, tested with audiences, and followed by sequels only if they succeed. He pointed to smaller publishers that take more conservative bets.
Budget pressure may shrink the AAA pipeline
Romero also predicted fewer high-budget triple-A titles and a larger space for independent and mid-scale projects. He described large game budgets as risky, especially when a title fails to meet expectations. While established franchises can still justify long development cycles, he said the industry may see more modest projects rather than costly double-A games.
AI will help production, but it may flood stores with low-quality titles
On artificial intelligence, Romero said it is already being used to create game assets, and some studios are experimenting with fully AI-generated projects. He warned that this could lead to a wave of low-quality games, particularly in digital stores.
He did not believe AI disclosure labels would fully solve the problem. Instead, he expected players to reject poor-quality titles regardless of how they are made. In the longer term, he viewed AI as a tool that could help small teams improve workflows, reduce costs, and deliver games more efficiently.
Cloud gaming is useful, but not a replacement for local hardware
Romero was less optimistic about cloud gaming as a mainstream replacement. He said it can work for slower-paced experiences, but high-speed competitive games suffer from latency. He also noted the cost pressure cloud services can place on providers and questioned how many casual players would move away from mobile devices.
He said smartphones remain the biggest long-term platform shift because they continue to improve and already dominate casual gaming. In his view, mobile could eventually challenge console hardware if its capabilities keep rising.
Minecraft remains a blueprint for sustainable design
When asked which game offers the best design template, Romero named Minecraft. He highlighted its simple approach to player freedom, where building is part of the core loop and can happen anywhere in the world. He also praised its depth, including the ability to build complex systems and even compute logic without explicit scripting.
Romero argued that the game's design lessons are still underused by developers, especially in how it balances accessibility with long-term replayability.
The interview took place during gamescom asia x Thailand Game Show 2026 at the Queen Sirikit National Convention Center in Bangkok.

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