Table of Contents Table of Contents
Previous Page  68 / 101 Next Page
Information
Show Menu
Previous Page 68 / 101 Next Page
Page Background

visit

stack.net.au

GAMES

FEATURE

68

jbhifi.com.au

MAY

2016

GAMES

H

ow do you quantify the legacy

of a videogame? In an era in

which games as revered as

Mortal Kombat 2

,

Starfox

and

Myst

were redefining the gaming industry, id

Software’s 1993 release,

DOOM

,

heralded a new age of popularity in the

fledgling first-person shooter, raised

the bar for realism in graphics, and

pioneered network multiplayer gaming.

It spawned a string of sequels, a series

of comic books, a board game and a

live-action film adaptation. 23 years

on,

DOOM

remains inventive and

unique, surviving not solely on

nostalgia but also on the fundamental

quality of experience that id Software

achieved in the original development

process.

DOOM

is still played online,

and still modded. The legacy is still

being measured.

Before

DOOM

, there was

Wolfenstein 3D

. Rough examples of

the first-person shooter genre litter the

video game industry from as far back as

the early 1970s, but

Wolfenstein 3D

set

the standard upon which subsequent FPS

titles would be grounded.

Wolfenstein 3D

was a commercial and critical success,

and so id Software set their sights on the

production of a sequel. This sequel, which

became the prequel,

Spear of Destiny

, utilised

the same game engine as

Wolfenstein

. This

meant that the company’s lead programmer,

a man named John D. Carmack, had free time

to develop the company’s next-generation

graphics engine.

Working in isolation from the rest of the

company, Carmack constructed an engine

that would allow for significant graphical

reappraisal for id Software’s next title.

DOOM

went into production in September 1992. The

idea was to combine the aesthetics of James

Cameron’s film

Aliens

with the id Software

team’s favourite horror B-movies. The

company announced to the press that

DOOM

would be “

Wolfenstein

times a million.”

Creative director Tom Hall came on board,

outlining the game design in a document

he dubbed the ‘DOOM Bible’. Unlike the

plotless

Wolfenstein

, Hall’s intention for the

new title was to create a dense world and

an elaborate story. Carmack rejected Hall’s

narrative ambition, commenting that a ‘story

in a game is like the story in a porn movie.

It’s expected to be there but it’s not that

important.’ Creative conflict between these

two key figures in the development of

DOOM

escalated, leading to Hall’s resignation in

August 1993.

The DOOM Bible was abandoned, though

several crucial ideas were retained for the

final game and many of Hall’s concepts

showed up not only in later DOOM titles,

but also in other id Software games such

as

Quake,

and games designed by Hall

for other gaming companies. The third

crucial figure in the production of

DOOM

,

level designer John Romero, commented

that "You don’t need much of a story if the

game is good."

After Hall’s departure, id Software

cemented its design ideology. The task

was to employ cutting-edge technology

and mould it into an extremely playable

game. Eager to showcase the new engine’s

capabilities, Romero designed abstract levels,

to distinguish the game from

Wolfenstein

’s

more flat and square aesthetics. With a

deadline looming, an extra level designer,

Sandy Peterson, was brought on board to help

alleviate the workload. Peterson took an even

less realistic approach to the level design than

Romero, drawing on the work of Giger and

Lovecraft for inspiration. Much of the death-

metal imagery in the game is the result of

Peterson’s work; a critical addition to the team

with the release date rapidly approaching.

To be continued...

DOOM

PART 1

You don’t need much of a

story if the game is good.

Developer:

id Software

YEAR:

1993

By John Roebuck

Developers, id Software