Doom (1993 video game)
| Doom | |
|---|---|
Cover art by Don Ivan Punchatz showing the Doomguy slaughtering a horde of Demons | |
| Developer(s) | id Software |
| Publisher(s) | id Software |
| Designer(s) | |
| Programmer(s) | |
| Artist(s) | |
| Composer(s) | Robert Prince[a] |
| Series | Doom |
| Engine | Doom engine[b] |
| Platform(s) | |
| Release | December 10, 1993
|
| Genre(s) | First-person shooter |
| Mode(s) | Single-player, multiplayer |
Doom is a 1993 first-person shooter (FPS) game developed by id Software for MS-DOS. Players assume the role of a space marine, popularly known as Doomguy, fighting his way through hordes of invading demons from hell. id began developing Doom after the release of their previous FPS, Wolfenstein 3D (1992). It emerged from a 3D game engine developed by John Carmack, who wanted to create a science fiction game inspired by Dungeons & Dragons and the films Evil Dead II and Aliens. The first episode, comprising nine levels, was distributed freely as shareware; the full game, with two further episodes, was sold via mail order. An updated version with an additional episode and more difficult levels, The Ultimate Doom, was released in 1995 and sold at retail.
Doom is one of the most significant games in video game history, frequently cited as one of the greatest games ever made. It sold an estimated 3.5 million copies by 1999; between 10 and 20 million people are estimated to have played it within two years of launch, and in late 1995, it was estimated to be installed on more computers worldwide than Microsoft's then-new operating system, Windows 95. Along with Wolfenstein 3D, Doom helped define the FPS genre and inspired numerous similar games, often called Doom clones. It pioneered online distribution and technologies including 3D graphics, networked multiplayer gaming, and support for custom modifications via packaged WAD files. Its graphic violence and supposed hellish imagery drew controversy from different groups, such as parents and the news.
Doom has been ported to numerous platforms. The Doom franchise continued with Doom II: Hell on Earth (1994) and expansion packs including Master Levels for Doom II (1995). The source code was released in 1997 under a proprietary license, and then later in 1999 under the GNU General Public License v2.0 or later. Doom 3, a horror game built with the id Tech 4 engine, was released in 2004, followed by a 2005 Doom film. id returned to the fast-paced action of the classic games with the 2016 game Doom and the 2020 sequel Doom Eternal.
Gameplay[edit]
Doom is a first-person shooter presented with early 3D graphics. In the single-player campaign mode, the player controls an unnamed space marine—later termed "Doomguy"—through a series of levels set in military bases on the moons of Mars and in hell.[5] To finish a level, the player must traverse through the often labyrinthine area to reach a marked exit room. Levels are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult enemy. While the environment is presented in a 3D perspective, the enemies and objects are instead 2D sprites presented from several preset viewing angles, a technique sometimes referred to as 2.5D graphics or billboarding.[6]
While traversing the levels, the player must fight a variety of enemies, including demons and possessed undead humans, while managing supplies of ammunition, health, and armor. Enemies often appear in large groups, and the game features five difficulty levels which adjust the quantity and damage done by enemies, with enemies moving faster than normal on the hardest difficulty setting.[7] The monsters have very simple behavior, consisting of either moving toward their opponent if they see or hear the player, or attacking by throwing fireballs, biting, using magic abilities, or clawing. They will reactively fight each other if one monster inadvertently harms another, though most monsters are immune to attacks from their own kind.[8] The environment can include pits of toxic waste, ceilings that lower and crush objects, and locked doors requiring a keycard or a remote switch. The player can find weapons and ammunition throughout the levels or can collect them from dead enemies, including a pistol, a chainsaw, a plasma rifle, and the BFG 9000.[9] Power-ups include health or armor points, a mapping computer, partial invisibility, a radiation suit against toxic waste, invulnerability, or a super-strong melee berserker status. Cheat codes give the player instant super powers including invulnerability, all weapons, and walking through walls.[10][11]
Two multiplayer modes are playable over a network: cooperative, in which two to four players team up to complete the main campaign, and deathmatch, in which two to four players compete to kill the other players' characters as many times as possible.[12][13] Multiplayer was initially only playable over local networks, but a four-player online multiplayer mode was made available one year after launch through the DWANGO service.[13][14]
Plot[edit]
Doom is divided into three episodes: "Knee-Deep in the Dead", "The Shores of Hell", and "Inferno". A fourth episode, "Thy Flesh Consumed", was added in an expanded version of the game, The Ultimate Doom, released on April 30, 1995, two years after Doom and one year after Doom II. The campaign contains very few plot elements, with the minimal story instead given in the instruction manual and in short text segues between episodes.
In the future, an unnamed marine is posted to a dead-end assignment on Mars after assaulting a superior officer who ordered his unit to fire on civilians. The Union Aerospace Corporation, which operates radioactive waste facilities there, allows the military to conduct secret teleportation experiments that go terribly wrong. A base on Phobos urgently requests military support, while Deimos disappears entirely, and the marine joins a combat force to secure Phobos. He waits at the perimeter as ordered while the entire assault team is wiped out. With no way off the moon, and armed with only a pistol, he enters the base intent on revenge.[15]
In "Knee-Deep in the Dead", the marine fights demons and possessed humans in the military and waste processing facilities on Phobos. The episode ends with the marine defeating two powerful Barons of Hell guarding a teleporter to the Deimos base. Emerging from the teleporter, he is overwhelmed and comes to with only a pistol again. In "The Shores of Hell", he fights on through Deimos research facilities that are corrupted with satanic architecture and kills a gigantic cyberdemon. From an overlook he discovers that the moon is floating above hell and rappels down to the surface. In "Inferno", the marine takes on hell itself and destroys a cybernetic spider-demon that masterminded the invasion of the moons. A portal to Earth opens and he steps through, only to find that Earth has also been invaded. "Thy Flesh Consumed" follows the marine's initial assault on the Earth invasion force, setting the stage for Doom II: Hell on Earth.
Development[edit]
Concept[edit]
In May 1992, id Software released Wolfenstein 3D, later called the "grandfather of 3D shooters",[16][17] specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.[16][18][19][20] Immediately following its release most of the id Software team began work on a set of episodes for the game, titled Spear of Destiny, while id co-founder and lead programmer John Carmack instead focused on technology research for the company's next game. Following the release of Spear of Destiny in September 1992, the team began to plan their next game. They wanted to create another 3D game using a new engine Carmack was developing, but were largely tired of Wolfenstein. They initially considered making another game in the Commander Keen series, as proposed by co-founder and lead designer Tom Hall, but decided that the platforming gameplay of the series was a poor fit for Carmack's fast-paced 3D engines. Additionally, the other two co-founders of id, designer John Romero and lead artist Adrian Carmack, wanted to create something in a darker style than the Keen games. John Carmack then came up with his own concept: a game about using technology to fight demons, inspired by the Dungeons & Dragons campaigns the team played, combining the styles of Evil Dead II and Aliens.[21][22] The concept originally had a working title of Green and Pissed, but Carmack soon renamed it Doom after a line in the 1986 film The Color of Money: "'What you got in there?' / 'In here? Doom.'"[21][23]
The team agreed to pursue the Doom concept, and development began in November 1992.[22] The initial development team was composed of five people: programmers John Carmack and Romero, artists Adrian Carmack and Kevin Cloud, and designer Hall.[24] They moved offices to a dark office building, which they named "Suite 666", and drew inspiration from the noises coming from the dentist's office next door. They also decided to cut ties with Apogee Software, their previous publisher, and self-publish Doom.[25]
Design[edit]
Early in development, rifts in the team began to appear. At the end of November, Hall delivered a design document, which he named the Doom Bible, that described the plot, backstory, and design goals for the project.[22] His design was a science fiction horror concept wherein scientists on the Moon open a portal from which aliens emerge. Over a series of levels, the player discovers that the aliens are demons while hell steadily infects the level design over the course of the game.[9] John Carmack not only disliked the idea but dismissed the idea of having a story at all: "Story in a game is like story in a porn movie; it's expected to be there, but it's not that important." Rather than a deep story, he wanted to focus on the technological innovations of the game, dropping the levels and episodes of Wolfenstein in favor of a fast, continuous world. Hall disliked the idea, but the rest of the team sided with Carmack.[9] Hall spent the next few weeks reworking the Doom Bible to work with Carmack's technological ideas.[22] Hall was forced to rework it again in December, however, after the team decided that they were unable to create a single, seamless world with the hardware limitations of the time, which contradicted much of the document.[22]
At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while "knee-deep in the dead". The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed.[9] Early versions of the game were built to match the Doom Bible; a "pre-alpha" version of the first level includes Hall's introductory base scene.[26] Initial versions of the game also retain "arcade" elements present in Wolfenstein 3D, like score points and score items, but those were removed early in development as they were not in keeping with the tone of the game.[24] Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and lives were modified and slowly removed over the course of development.[22][27]
Soon, however, the Doom Bible as a whole was rejected. Romero wanted a game even "more brutal and fast" than Wolfenstein, which did not leave room for the character-driven plot Hall had created. Additionally, the team believed it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all.[9] Some ideas were retained, but the story was dropped and most of the game design was removed.[28] By early 1993, levels were being created for the game and a demo was produced. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially believed that the boxy, flat level designs were uninspiring, too similar to Wolfenstein, and did not show off the engine's capabilities. He began to create his own, more abstract levels for the game, which the rest of the team saw as a great improvement.[9][29]
Hall was upset with the reception to his designs and how little impact he was having as the lead designer.[9][26] He was also upset with how much he was having to fight with John Carmack in order to get what he saw as obvious gameplay improvements, such as flying enemies, and began to spend less time at work.[22] In July the other founders of id fired Hall, who went to work for Apogee.[9] He was replaced in September, ten weeks before the game was released, by game designer Sandy Petersen.[30][31] In 2020, Petersen recalled that Carmack and Romero wanted to hire other artists instead, but Cloud and Adrian disagreed, saying that a designer was required to help build a cohesive gameplay experience. They relented and Petersen was hired.[32]
The team also added a third programmer, Dave Taylor.[33] Petersen and Romero designed the rest of Doom's levels, with different aims: the team believed that Petersen's designs were more technically interesting and varied, while Romero's were more aesthetically interesting.[31] In late 1993, after the multiplayer component was coded, the development team began playing four-player multiplayer games matches, which Romero termed "deathmatch".[13] According to Romero, the game's deathmatch mode was inspired by fighting games such as Street Fighter II, Fatal Fury, and Art of Fighting.[34]
Engine[edit]
Doom was programmed largely in the ANSI C programming language, with a few elements in assembly language. Development was done on NeXT computers running the NeXTSTEP operating system.[35] The data used by the game engine, including level designs and graphics files, are stored in WAD files, short for "Where's All the Data?". This allows for any part of the design to be changed without needing to adjust the engine code. Carmack designed this system so that fans could easily modify the game; he had been impressed by the modifications made by fans of Wolfenstein 3D, and wanted to support that with an easily swappable file structure along with releasing the map editor online.[36]
Unlike Wolfenstein, which had flat levels with walls at right angles, the Doom engine allows for walls and floors at any angle or height, though two traversable areas cannot be on top of each other. The lighting system was based on adjusting the color palette of surfaces directly: rather than calculating how light traveled from light sources to surfaces using ray tracing, the game calculates the "light level" of a small area based on the predetermined brightness of said area. It then modifies the color palette of that section's surface textures to mimic how dark it would look.[35] This same system is used to cause far away surfaces to look darker than close ones.[9] Romero came up with new ways to use Carmack's lighting engine such as strobe lights.[9] He programmed engine features such as switches and movable stairs and platforms.[22][24] After Romero's complex level designs started to cause problems with the engine, Carmack began to use binary space partitioning to quickly select the reduced portion of a level that the player could see at a given time.[22][31] Taylor programmed other features into the game, added cheat codes; some, such as "idspispopd", were based on ideas their fans had submitted online while eagerly awaiting the game.[24]
Adrian Carmack was the lead artist for Doom, with Kevin Cloud as an additional artist. They designed the monsters to be "nightmarish", with graphics that were realistic and dark for the time instead of staged or rendered, so a mixed media approach was taken.[37] The artists sculpted models of some of the enemies, and took pictures of them in stop motion from five to eight different angles so that they could be rotated realistically in-game. The images were then digitized and converted to 2D characters with a program written by John Carmack.[9] Adrian Carmack made clay models for a few demons, and had Gregor Punchatz build latex and metal sculptures of the others.[22][24] The weapons were made from combined parts of children's toys.[22] The developers scanned themselves as well, using Cloud's arm for the marine's arm holding a gun, and Adrian's snakeskin boots and wounded knee for textures.[9]
Audio[edit]
As with Wolfenstein 3D, id hired composer Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles. Many tracks were directly inspired by songs by metal bands such as Alice in Chains and Pantera.[31][38] Prince believed that ambient music would be more appropriate, and produced numerous tracks in both styles in hope of convincing the team, and Romero incorporated both.[39] Prince did not make music for specific levels, as they were composed before the levels were completed; instead, Romero assigned each track to each level late in development. Prince created the sound effects based on short descriptions or concept art of a monster or weapon, and adjusted them to match the completed animations.[40] The monster sounds were created from animal noises, and Prince designed all the sounds to be distinct on the limited sound hardware of the time, even when many sounds were playing at once.[31][39] He also designed the sound effects to play on different frequencies from those used for the MIDI music, so they would clearly cut through the music.[41]
Release[edit]
With plans to self-publish, the team had to set up the systems to sell Doom as it neared completion. Jay Wilbur, who had been hired as CEO and sole member of the business team, planned the marketing and distribution of Doom. He believed that the mainstream press was uninterested in the game, and as id would make the most money off copies they sold directly to customers—up to 85 percent of the planned US$40 price—he decided to leverage the shareware market as much as possible, buying only a single ad in any gaming magazine. Instead, he reached out directly to software retailers, offering them copies of the first Doom episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.[31]
Doom's original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop on the game, with several employees sleeping at the office. Programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on December 10, 1993, after working for 30 straight hours, the development team at id uploaded the first episode of the game to the Internet, letting interested players distribute it for them. So many users were connected to the first FTP server that they planned to upload the game to, at the University of Wisconsin–Madison, that even after the network administrator increased the number of connections, id was unable to connect, leaving the admin no choice but to kick all other users off to allow id to successfully upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download the game at once, crashing the university's network.[13]
Within hours of Doom's release, university networks were banning Doom multiplayer games, as a rush of players overwhelmed their systems.[13] After being alerted by network administrators the morning after release that the game's deathmatch network connection setup was crippling some computer networks, John Carmack quickly released a patch to change it, though many administrators had to implement Doom-specific rules to keep their networks from crashing due to the overwhelming traffic.[42] In 1995, an expanded version of Doom developed for the retail market, The Ultimate Doom, was released by GT Interactive, and contained a fourth episode.[43]
Ports[edit]
Doom has been ported to numerous different platforms, though none were by id Software. The first port of Doom was an unofficial port to Linux, released by id programmer Dave Taylor in 1994; it was hosted by id but not supported or made official.[44] Microsoft attempted to hire id to port Doom to Windows in 1995 to promote Windows as a gaming platform, and Microsoft CEO Bill Gates briefly considered buying the company.[45][46] When id declined, Microsoft made its own port, with a team lead by Gabe Newell.[47] One promotional video for Windows 95 had Gates digitally superimposed into the game.[48]
Other official ports of the game were released for Sega 32X, Atari Jaguar, and Mac OS in 1994, SNES and PlayStation in 1995, 3DO in 1996, Sega Saturn in 1997, Acorn Risc PC in 1998, Game Boy Advance in 2001, Xbox 360 in 2006, iOS in 2009, and Nintendo Switch in 2019.[49][50][51] Some of these were bestsellers even many years after the initial release.[52] Doom has also been ported unofficially to numerous platforms; so many ports exist, including for esoteric devices such as smart thermostats and oscilloscopes, that variations on "It runs Doom" or "Can it run Doom?" are long-running memes.[53][54][55]
Reception[edit]
Upon its release, Doom became an "overnight phenomenon".[56] It was an immediate financial success for id, making a profit by the day after release. Although the company later estimated that only one percent of shareware downloaders bought the full game, it was receiving over US$100,000 in orders every day, as much as it had made per month during the initial launch of Wolfenstein 3D a year and a half prior.[56][57][58] Sandy Petersen later remarked that the game "sold a couple of hundred thousand copies during its first year or so", and Wilbur in 1995 estimated first-year sales as 140,000.[59][60] By late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system, Windows 95.[47] According to PC Data, by April 1998 Doom's shareware edition had yielded 1.36 million units sold and US$8.74 million in revenue in the United States. This led PC Data to declare it the country's fourth-best-selling computer game since 1993.[61] Ultimate Doom sold over 780,000 units by September 1999, and all versions of the game combined sold 3.5 million copies by the end of 1999.[62][63] In combination with its sales, the game's shareware version was estimated in 2002 to have played by six million people; other sources estimated in 2000 that 10–20 million people played Doom within 24 months of its launch.[59][64]
Doom was highly praised in contemporaneous reviews. In April 1994, a few months after release, PC Gamer UK named it the third-best computer game of all time, claiming "Doom has already done more to establish the PC's arcade clout than any other title in gaming history.", and PC Gamer US named it the best computer game of all time that August.[65][66] Computer Gaming World and PC Gamer UK named Doom Game of the Year that same year, and Computer Gaming World placed it as the fifth best game of all time two years later.[67][68][69]
Reviewers praised the single-player gameplay, though some felt it was lacking in depth. Electronic Entertainment called it "a skull-banging, palm-sweating, blood-pounding game", while The Age said it was "a technically superb and thrilling 3D adventure" and PC Zone called it the best arcade game ever.[70][71][72] Computer Gaming World concluded that it was "a virtuoso performance".[73] Dragon said it was a "terrific showcase" of fast gameplay, but that overall is "lacks a certain depth"; Computer and Video Games similarly found it "riveting", but repetitive.[74][75] Edge, in a lower-scored review, disliked the lack of variety in gameplay, infamously ending its review with "If only you could talk to these creatures, then perhaps you could try and make friends with them, form alliances... Now, that would be interesting," which became a running joke in video game culture.[76][77] The multiplayer gameplay was universally applauded. Computer Gaming World called it "the most intense gaming experience available"; Dragon similarly called it "the biggest adrenaline rush available on computers".[73][74] PC Zone named it as the best multiplayer game available, in addition to the best arcade game.[71]
The 3D graphics and art style were praised by reviewers; Computer Gaming World called the graphics "simply dazzling", while Edge said that it "made serious advances in what people will expect of 3D graphics in future", surpassing not only prior games but games that had yet to be released.[73][76] Similar accolades were given by Compute! and Electronic Games.[78][79] PC Zone, Dragon, and Electronic Entertainment all applauded the atmosphere and art direction of the game, saying that the level design, lighting effects, and sound effects combined to create what Computer Gaming World termed a "nightmarish experience".[70][71][73][74] Computer Gaming World also praised the music, as did the San Jose Mercury News, which called it as "ominous as the scenario".[72][73]
Other versions[edit]
The Ultimate Doom received mixed reviews from critics; this was typified by the review from PC Zone, which gave it a score of 90/100 for new players but 20/100 for anyone who had the original game, as they viewed it as solely a level pack due to the lack of new features and compared it negatively to the hundreds of free fan-made levels available on the internet.[80] Joystick similarly disliked the limited amount of additional content, and recommended it only to major fans or those who had not played the game at all yet.[81] Fusion reviewed the edition positively, praising the difficulty of the new levels, as did GameSpot, which considered it in the sense of introducing the game to new players.[82][83]
The first ports of Doom received comparable reviews to the original PC version. VideoGames, GamePro, and Computer and Video Games all gave the Jaguar version of the game high scores, comparing it favorably with the PC version.[84][85][86] GamePro and Computer and Video Games also rated the Sega 32X version highly, though they noted that the graphics were worse and the game shorter than the PC or Jaguar versions.[87][86] The 1995 ports received mixed reviews. The PlayStation version was rated highly by HobbyConsolas, GamePro, and Maximum, which applauded the inclusion of Doom II and extra levels, and favorably compared it to other PlayStation shooter games.[88][89][90] The SNES version, however, was noted for weaker graphics and unresponsive controls, though reviewers such as Computer and Video Games, GamePro, and Next Generation were split on giving the game high or middling scores due to these faults.[91][92][93] Later 1990s ports received worse reviews; the 3DO port was panned by GamePro and Maximum for having worse graphics, a smaller screen size, and less intelligent enemies than any previous version,[94][95] and the Sega Saturn port also met with low reviews for poor graphics and low quality from Mean Machines and Sega Saturn Magazine.[96][97]
Legacy[edit]
Doom has been termed "inarguably the most important" first-person shooter, as well as the "father" of the genre; although not the first in the genre, it was the game with the greatest impact.[98][99][100] It has additionally been named as one of the most influential games in any genre, such as by PC Gamer, which proclaimed Doom the most influential game of all time in 2004.[citation needed] In 2007 Doom was listed among the ten "game canon" video games selected for preservation by the Library of Congress.[101][102][103] In 2015, The Strong National Museum of Play inducted Doom to its World Video Game Hall of Fame.[104]
Doom has continued to be included in lists of the best video games ever for over two decades since its release. In 1995, Next Generation said it was "the most talked about PC game ever".[105] The PC version was ranked the 3rd best video game by Flux in 1995, and in 1996 was ranked fifth best and third most innovative by Computer Gaming World.[106][69][107] In 2001, Doom was voted the number one game of all time in a poll among over 100 game developers and journalists conducted by GameSpy, and ranked the sixth best game by Game Informer that same year.[108][109] GameTrailers ranked it the most "breakthrough PC game" in 2009, and Game Informer again ranked it the sixth best game.[110][111]
Clones[edit]
Dozens of new first-person shooter games appeared following Doom's release, capitalizing on its success.[112] In 1998, PC Gamer declared it "probably the most imitated game of all time".[113] These games were often referred to as "Doom clones", with "first-person shooter" only overtaking it as the name of the genre after a few years.[114][115]
Doom clones ranged from close imitators to more innovative takes on the genre. The Doom engine was licensed by id Software to several other companies, who released their own games using the technology that were similar to Doom as a result, including Heretic (1994), Hexen: Beyond Heretic (1995), and Strife: Quest for the Sigil (1996).[115] A Doom-based game called Chex Quest was released in 1996 by Ralston Foods as a promotion to increase cereal sales.[116] Other games were rumored to be built by reverse engineering the Doom engine or inspired by it, such as LucasArts's Star Wars: Dark Forces (1995).[115][117] Several other games termed Doom clones used the 1995 Build engine, a 2.5D engine like Doom's created by Ken Silverman with some consultation with John Carmack.[115][118]
Sequel and franchise[edit]
After completing Doom, id Software began working on a sequel, Doom II, which was released on October 10, 1994, ten months after the first game. Like with Wolfenstein 3D, which was followed by a retail set of episodes titled The Nocturnal Missions using the same game engine, Doom II was a retail game using the Doom engine. Id had been approached by GT Interactive prior to the release of Doom with plans to release a retail version of Doom and Doom II, and chose to create it as a set of episodes rather than a new game, allowing John Carmack and the other programmers to begin work on id's next game, Quake.[119] The game was the United States' highest-selling software product of 1994, and sold more than 1.2 million copies within a year.[120][121]
Doom II was followed by an expansion pack from id, Master Levels for Doom II (1995), which includes 21 commissioned levels and over 3000 user-created levels for Doom and Doom II.[122] Two sets of Doom II levels by different amateur map-making teams were released together by id as the standalone title Final Doom (1996).[123][124] Doom and Doom II were both included, along with previous id games, in the id Anthology (1996) compilation.[125] The Doom franchise has continued since the 1990s in several iterations and forms. The video game series includes Doom 3 (2007), Doom (2016), and Doom Eternal (2020), along with other spin-off video games.[126][127][128][129] It additionally includes multiple novels, a comic book, board games, and two films: Doom (2005) and Doom: Annihilation (2019).[130][131][132]
Controversies[edit]
Doom was notorious for its high levels of graphic violence and satanic imagery, which generated controversy from a broad range of groups. Doom for the 32X was one of the first video games to be given an M for Mature rating from the Entertainment Software Rating Board due to its violent gore and nature, while Doom II was the first.[133][134][135] Doom was banned from sale in Germany due to its violence, which was only rescinded in 2011.[136] It was criticized by religious organizations for its alleged diabolic undertones and was dubbed a "mass murder simulator" by critic and Killology Research Group founder David Grossman.[137]
The game again sparked controversy in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre on April 20, 1999, were avid players of the game.[138] While planning for the massacre, Harris said in his journal that the killing would be "like playing Doom".[139] A rumor spread afterwards that Harris had designed a custom Doom level that looked like the high school, populated with representations of Harris's classmates and teachers, which he used to practice for the shooting. Although Harris did design several custom Doom levels,which later became known as the "Harris levels", none were based on the school.[140]
In the earliest release versions, the level E1M4: Command Control contains a swastika-shaped structure, which was put in as a homage to Wolfenstein 3D. The swastika was removed in later versions; according to Romero, the change was done out of respect after id Software received a complaint from a military veteran.[24]
Mods[edit]
The ability for user-generated content to provide custom levels and other game modifications using WAD files became a popular aspect of Doom. Gaining the first large mod-making community, Doom affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making Doom WADs as a hobby, such as Tim Willits, who later became the lead designer at id Software.
The first level editors appeared in early 1994, and additional tools have been created that allow most aspects of the game to be edited. Although the majority of WADs contain one or several custom levels mostly in the style of the original game, others implement new monsters and other resources, and heavily alter the gameplay. Several popular movies, television series, other video games and other brands from popular culture have been turned into Doom WADs by fans, including Aliens, Star Wars, The Simpsons, South Park, Sailor Moon, Dragon Ball Z, Pokémon, Beavis and Butt-head, Batman, and Sonic the Hedgehog.[141] Some works, like the Theme Doom Patch, combined enemies from several films, such as Aliens, Predator, and The Terminator. Some add-on files were also made that changed the sounds made by the various characters and weapons.
From 1994 to 1995, WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books. FTP servers became the primary method in later years. A few WADs have been released commercially, including the Master Levels for Doom II, which was released in 1995 along with Maximum Doom, a CD containing 1,830 WADs that had been downloaded from the Internet. The idgames FTP archive contains more than 18,000 files,[142] and this represents only a fraction of the complete output of Doom fans. Third-party programs were also written to handle the loading of various WADs, since all commands must be entered on the DOS command line to run. A typical launcher would allow the player to select which files to load from a menu, making it much easier to start. In 1995, WizardWorks released the D!Zone pack featuring hundreds of levels for Doom and Doom II.[143] D!Zone was reviewed in Dragon by Jay & Dee; Jay gave the pack 1 out of 5 stars, and Dee gave the pack 1½ stars.[143]
In 2016, Romero published two new Doom levels: E1M4b ("Phobos Mission Control") and E1M8b ("Tech Gone Bad").[144][145] In 2018, for the 25th anniversary of Doom, Romero announced Sigil, an unofficial Episode Five consisting of 9 missions.[146] It was released on May 22, 2019, with a soundtrack by Buckethead. It was then released for free on May 31, with a MIDI soundtrack by James Paddock.[147]
Community[edit]
In addition to the thrilling nature of the single-player game, the deathmatch mode was an important factor in the game's popularity. Doom was not the first first-person shooter with a deathmatch mode; Maze War, an FPS released in 1974, was running multiplayer deathmatch over ethernet on Xerox computers by 1977. The widespread distribution of PC systems and the violence in Doom made deathmatching particularly attractive. Two-player multiplayer was possible over a phone line by using a modem, or by linking two PCs with a null-modem cable. Because of its widespread distribution, Doom hence became the game that introduced deathmatching to a large audience and was also the first game to use the term "deathmatch".[148]
Although the popularity of the Doom games dropped with the release of more modern first-person shooters, the game still retains a strong fan base that continues to this day by playing competitively and creating WADs, and Doom-related news is still tracked at multiple websites such as Doomworld. Interest in Doom was renewed in 1997, when the source code for the Doom engine was released (it was also placed under the GNU GPL-2.0-or-later on October 3, 1999). Fans then began porting the game to various operating systems, even to previously unsupported platforms such as the Dreamcast. As for the PC, over 50 different Doom source ports have been developed. New features such as OpenGL rendering and scripting allow WADs to alter the gameplay more radically.
Devoted players have spent years creating speedruns for Doom, competing for the quickest completion times of individual levels and the whole game and sharing knowledge about routes through the levels and how to exploit bugs in the Doom engine for shortcuts. Doom was one of the first games to have a speedrunning community, which has remained active up until the present day. A record speedrun on E1M1, the first level in the game, was achieved in September 1998, and took 20 years and "tens of thousands of futile attempts" in order to be surpassed.[149][150] Achievements include the completion of both Doom and Doom II on the "Ultra-Violence" difficulty setting in less than 30 minutes each. In addition, a few players have also managed to complete Doom II in a single run on the difficulty setting "Nightmare!", on which monsters are more aggressive, launch faster projectiles (or, in the case of the Pinky Demon, simply move faster), and respawn roughly 30 seconds after they have been killed (level designer John Romero characterized the idea of such a run as "[just having to be] impossible").[151] Movies of most of these runs are available from the COMPET-N website.[152]
One notable fan of Doom is Christoph Schneider from the German rock band Rammstein; he uses the stage name "Doom" which was inspired by the video game. Schneider needed a stage name for the German copyright agency, but found there were too many Christoph Schneiders in the entertainment industry. Schneider's band mate Paul Landers suggested the name "Doom" because they liked the game. Schneider has said that had he known that name would be on every Rammstein record he played on, he would have chosen a different one.
Notes[edit]
- ^ The music for the PlayStation and Sega Saturn ports of the game was composed by Aubrey Hodges.
- ^ The 2019 release uses Unity.
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Sources[edit]
- Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. ISBN 978-0-262-03439-5.
- Kushner, David (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House. ISBN 978-0-8129-7215-3.
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External links[edit]
- Doom at MobyGames
- Richard H. "Hank" Leukart, III (1994). "The "Official" Doom FAQ". Archived from the original on July 31, 2013. Retrieved November 15, 2005.
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