Saturday, April 16, 2016

Looking back: Doom

I'm going to sing the doom song!

Doom is one of the pioneers of the FPS (first person shooter, not frames per second) genre, establishing a lot of the classic conventions. Everything from rocket jumps to the point-blank shotgun (not at all realistic) to multiplayer deathmatches, come from this game or its direct sequel, Doom II.

Created by id Software, Doom was their followup to Wolfenstein 3D, one of the earliest FPS games around. While credited as pushing the envelope of building large three-dimensional environments, Doom actually was less advanced than Ultima Underworld, a first-person RPG which featured full 3D movement - something that id would not introduce until Quake.

 Another factor that distinguished Doom was the graphic violence, at least by 1990s standards. Today, obviously, Doom comes off as quite cartoonish in how it looks, but back then there was basically nothing like it except Mortal Kombat - also quite cartoonish by modern standards. This naturally enraged quite a few groups, who complained about the violence, especially in the wake of the Columbine school shooting. This is nothing new, however, as similar complaints were made about television, film, and rock music in their respective time periods. It was these complaints that eventually led to the formation of the ESRB.

Of course, the decision to make the enemies demonic probably didn't help matters on that front. Again, it wasn't the first thing to come under fire from Christian groups - see Dungeons & Dragons back in the 80s - and it would not be the last. (One wonders why said Christian groups didn't rail against the D&D video games that were being frequently released during the 90s.)

Doom also followed Wolfenstein 3D in popularizing the shareware business model, in which a portion of the game was available free while the rest required paying for it. A toned-down version of the model evolved into the concept of free game demos, which would be included with game magazines (which were much more relevant before the Internet took over), copies of other games, or just given out at events.

The exploratory formula of Doom was copied and expanded on by many of the follow-up games, including Quake and the pioneering Duke Nukem 3D. This period lasted until Half-Life introduced the concept of scripted set pieces, and then the coming of Halo basically took those set pieces and made an entire game around them. With the success of those two titles, the FPS genre moved in a different direction, and the influence of Doom waned.

However, a small but devoted mod community continued to make new maps for Doom and Doom II. A lot of these maps moved the gameplay in a different direction: towards the idea of difficulty through waves of multiple monsters and high difficulty, instead of the more methodical pacing the original games used. As a result, a lot of people misremember what Doom actually was.

It's a shame, really, that so many people lost sight of what one of the truly legendary pioneers of the genre is. And while I'm not the hugest fan of FPS games, Doom will always have a place in my heart for what it...wait, you're leaving already? Please don't leave, there's more demons to toast!

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