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Why Doom Is Still Popular 30 Years Later: The Developers Explain / ITech content

Why Doom Is Still Popular 30 Years Later: The Developers Explain / ITech content

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Since its release in 1993, Doom has not only retained its popularity as a shooter, but has also become a significant cultural phenomenon. It has evolved into a sprawling franchise, spanning multiple sequels, reboots, film adaptations, and books and comics. Doom's influence is particularly evident in its vibrant modding community, which creates unique add-ons and maps, as well as adapts the game for unexpected devices, including chainsaws and electronic pregnancy tests. This creativity and dedication of fans demonstrates that Doom remains an integral part of gaming culture, continuing to inspire a new generation of players and developers.

In 2007, the original Doom was included in the list of ten video games selected by the Library of Congress to preserve its legacy. This significant honor recognizes Doom's influence on the gaming industry. The game recently gained renewed attention, ranking 10th on Edge magazine's list of the 100 best games of the last 30 years. This list was compiled using the votes of respected veteran developers, including such notable figures as Shuhei Yoshida, head of Sony's indie division; Goichi Suda, creator of No More Heroes and Shadows of the Damned; Harvey Smith, known for his work on Dishonored; and Swen Vincke, developer of the Divinity series and Baldur's Gate 3. These achievements highlight not only the historical significance of Doom but also its continuing influence on modern video games.

The series has had a significant impact on gaming culture and developers, inspiring them to create unique projects. This is especially noticeable among developers of retro shooters such as Ultrakill, Prodeus, Ion Fury, and Dusk. David Szymański, creator of Dusk, not only drew inspiration from Doom and Quake but also called Doom Eternal "the best shooter in recent years" and described his own game as "a mediocre one." This demonstrates that classic shooters continue to influence modern development, shaping the tastes and preferences of new generations of game developers.

The creators of Doom have a genuine passion for their game. In his book "Masters of Doom," author David Kushner recounts how, during development, John Romero and John Carmack not only tested levels and fixed bugs but also organized multiplayer tournaments in the office, accompanied by pizza, cola, and wild emotions. Romero's passion for the game was such that these battles began to distract him from his work.

The editorial team of "Gamedev" Skillbox Media interviewed level designers, game designers, and industry researchers to find out why Doom remains outstanding and relevant even three decades later. The answers to this question were varied, which makes them particularly valuable. Each essay represents the authors' personal experience and unique knowledge, which they strive to convey to readers. You'll also find information about unique mods that will reveal new facets of Doom and allow you to experience the game from a completely different perspective.

Doom is celebrating its 30th anniversary! Check out our extensive special project dedicated to the anniversary of this iconic shooter that had a significant impact on the gaming industry. In the project, you'll discover the history of Doom's development, its key features, and its influence on the first-person shooter genre. Don't miss the opportunity to learn more about how Doom changed the world of video games and continues to inspire new developers.

This special project provides extensive information on the development of all Doom games, the phenomenon of the first Doom, and its impact on the gaming industry. We'll cover the key figures who worked on the franchise, as well as the cultural phenomena surrounding the release of each installment. Find out how Doom changed the perception of video games and why it has become a cult work in the world of game development.

Video game researcher and co-author of "The Architecture of Video Game Worlds", who delves deep into the analysis and study of the principles creating virtual spaces. Particular attention is paid to how architectural elements influence gameplay and player perception. Research in this area helps to better understand how the design of game worlds can enhance user interaction and create unique experiences.

It's difficult to discuss the greatness of Doom without repeating the generally accepted ideas about its status as the first true shooter, technological achievements, and unique atmosphere. That said, there are individuals whose opinions on Doom are perceived with great authority and contagiousness. However, finding aspects in which Doom truly pioneered is not so easy. For example, we could already explore 3D labyrinths in games like Ultima Underworld and Corporation, not to mention the wire shooters of the early 1980s, such as Battlezone. Even in the field of multiplayer, Doom was not a pioneer, as it was surpassed by the game MIDI Maze in 1987. The problem is that Doom could be on its way to the "wake" of all these games, just like other once-successful projects of its time. Does anyone even remember Myst today? Doom certainly left a bright mark on the history of video games, but it is important to remember that it was not the only one of its kind.

Screenshot: Ultima Underworld: The Stygian Abyss / Blue Sky Productions

Video games die twice. The first death occurs when physical media production, support, and active sales cease, and the game fades into obscurity, giving way to new projects. The second death comes with the release of remasters and remakes from studios like Bluepoint, which update classic Sony games. The release of such updates resembles a rite of passage in which an old game is dug out of obscurity, prepared for "rebirth," while also highlighting its obsolescence. However, some games, like Doom, continue to remain relevant and beloved, requiring little more than respectful mention, without the need for updates.

The game's immortality was likely due to the combination of previously realized concepts, presented with the elegance of a first-time aircraft. Familiar elements like the labyrinthine exploration of Ultima and Wizardry have been adapted into Doom, eliminating cumbersome menus and technical interfaces like inventories and command lists. The feeling of controlling an exoskeleton as a homunculus has been replaced by the intuitive movement of a virtual body. Reactions to events and interactions with the game world have become more immediate: I no longer select commands like "shoot" or "use a key" or point a cursor at a location on the screen. I simply shoot, move, and open doors as I progress from one location to the next. This simplicity of control makes gameplay more engaging and accessible, contributing to the game's longevity and popularity. This game is considered a founding discipline of shooter game design. It serves as an excellent example of exploring the fundamentals of creating tension and ensuring enjoyment for the player, similar to the classic Super Mario Bros. It clearly demonstrates how weapons work, how you can assign roles to enemies, and how the game's economy creates tension for the player, who hears the clumsy chorus of demons through the wall when they're down to just a few hit points. However, all these aspects don't explain why we discuss a game from 1993 as often as the newest Doom Eternal, released in 2020. This game left an indelible mark on the history of video games, and its influence is still felt today.

Screenshot: Doom game / id Software

Few discuss the immortality achieved in Doom when it launches and reveals a world before us. All game data is loaded from WAD files, which stands for "where's all the data." These files are easily modified, altered, and replaced, opening up vast possibilities for modding. This allowed the Doom fan community to create a wide variety of content. As game designer Robert Young noted in his book, A People's History of Shooters, Doom gave people outside the gaming industry the opportunity for creative expression. No other game, like Myst or Ultima, offered such freedom for modification and creativity until Doom. Even later installments in the series, which appeared in the 2010s, proved more limited in providing tools to players.

Doom mods and total conversions cover a wide range of creative ideas. If you're looking for a Batman shooter, you might want to try Batman Doom. For those looking to test their mettle against an army of demons, the Nuts mod is ideal. This ever-expanding list also includes prototypes of walking simulators, such as the first level of Aliens TC, as well as the unique shooter Chex Quest, created as part of an advertising campaign for a real-life brand. In 2023, one of the most enigmatic gaming experiences was the My House mod, which combines elements of disturbing dreams with the atmosphere of Mark Danilevsky's "House of Leaves." Interestingly, the Cacowards award, presented by the fan community since 2004 for the best campaigns, remains popular. So why aren't developers and players switching to more modern platforms? The answer lies in the uniqueness and depth of the gameplay experience Doom offers, and in how the community's creativity continues to inspire new generations of players.

Modern players face a sad reality: outside of Doom, there are extremely limited games that offer the opportunity to create within gameplay. Popular game engines like Unreal and Unity are simultaneously too complex to master and require significant time investment to develop from scratch in their spare time. These platforms often become tools that work against the developers themselves. The recent Unity pricing scandal has forced many to abandon their projects or seek alternative engines. Unreal Engine, meanwhile, is gradually becoming a Fortnite-like app, where users don't so much create as work for free, similar to the Roblox or YouTube models. This highlights the need for more accessible and intuitive development tools to give players back the ability to create and bring their ideas to life.

Screenshot: Doom game - My House.wad / Steve Nelson, id Software

In fact, the Source platform faced similar challenges. It sometimes seems that Half-Life 2 is a timeless classic, and creating new content using its tools shouldn't be more difficult than Doom. However, Half-Life 2 is a product of a different era, when mods began to compete with AAA games, and the complexity of development increased exponentially. Enthusiast teams now had to master tools on par with professional studios. Comparing the technical complexity between Doom and Half-Life 2 is reminiscent of the transition from the original Final Fantasy 7 to its remake—suffice it to say that the updated Cloud requires polygons equivalent to the entirety of Midgard from the original. The difference between the monsters in Doom and Half-Life 2 illustrates the journey from an animated sprite to a full-fledged 3D model, including textures, animations, mapping technologies, scripts, and level geography. For example, the well-known Dystopia mod for Half-Life 2 took the team three years to develop, while Fallout: Frontier for New Vegas took seven years and ended in disappointment rather than success. Doom offers a unique opportunity to develop full-fledged games and create architectural masterpieces, but its simplicity and ease of use make it more of an exercise in self-expression than a technical experiment. The game's semi-third dimension limits the boundaries of what is possible and expected, creating a unique time capsule. The diversity of creative work that has emerged from Doom is sometimes humorous, absurd, or even politically incorrect, highlighting how easily the game absorbs the author's style while remaining true to its roots. Regardless of the mod's theme, it always remains a new part of the Doom universe, like the author's stories, steeped in Lovecraftian cosmology, written after his death. Only a few games have managed to transcend the boundaries between gaming and art, and each of them is a significant milestone worth celebrating.

  • YouTube channel "Trepanation of Narrative"
  • Telegram channel "Gipermda"
  • Telegram channel Pan Meditat

The author of the shooter IllWill, who previously held the position of lead designer on the Allods Online and Skyforge projects, continues to develop his skills and ideas in the gaming industry. His experience in creating exciting game mechanics and thoughtful level design makes IllWill a unique project capable of attracting the attention of both players and critics. The combination of an innovative approach and a deep understanding of the audience's needs allows him to create high-quality content that stands out from other games.

Introduction to Doom

My acquaintance with Doom happened in 1994, when my father brought a laptop from work to work from home. At that time, computers were not very powerful, especially laptops. Windows didn't exist yet, so we had to run Doom and Doom 2 directly from DOS because we didn't have enough RAM to use the Norton Commander file manager. Today, gaming monitors have a 240Hz refresh rate, while laptop LCDs were significantly slower. We had to play with "hardware motion blur." Internet access was limited back then, and none of our friends explained that true professionals play with a mouse. So we fought monsters with the keyboard, resorting to the "tractor driver" method. Despite the passage of time, Doom and Doom 2 continue to spark our interest. We played through both games with special attention, carefully opening each new door. Now, as an adult, I've repeatedly returned to the original Doom 2, exploring various ports and modifications. I even attempted to create my own Doom mod, which, sadly, was never released. These games not only left a deep mark on gaming culture, but also became an important part of my personal experience.

Photo: personal archive of Vyacheslav Bushuev

На изображении представлена моя коллекция игр. Первоначальные версии Doom 2 распространялись на дискетах. На фотографии вы видите версию для Windows 95, которая была выпущена позже. Этот диск подписан самим Джоном Ромеро, который посетил Москву в середине 2000-х годов на конференции КРИ.

Коллекционное издание имеет для меня особую ценность. Тем не менее, я готов расстаться с этой уникальной реликвией (с тяжелым сердцем) и передать её в надежные руки за разумную цену в пару биткоинов.

Doom 2016 года и Doom Eternal

Я не являюсь поклонником современных частей Doom, хотя проходил как Doom 2016 года, так и Doom Eternal. Эти игры, безусловно, хороши, но, на мой взгляд, их разработчики не смогли уловить суть оригинала. В дневниках разработчиков утверждается, что они активно играли в классическую Doom и испытывают к ней большую любовь и уважение, что подчеркивалось в маркетинговых материалах. Однако это вызывает сомнения. Создатели Doom 2016 года, скорее всего, черпали вдохновение не из оригинальной Doom, а из её самой популярной модификации — Brutal Doom. Эта модификация привнесла множество новых элементов и механик, которые, по всей видимости, оказали значительное влияние на разработку современных игр серии.

Screenshot: Doom game 2016 / id Software

Modern games often feature elements of violence and cruelty, especially in close combat. However, the original Doom deviated from this approach, emphasizing large-scale demon slaughter without excessive violence. Personally, I don't like the melee finisher mechanics, as they disrupt the smoothness of gameplay. The ammunition limitation also seems like a poor decision. While the developers aimed to encourage players to frequently switch weapons, there are more elegant and thoughtful ways to achieve this. As a result, the game design feels rough and sloppy, which negatively impacts the overall experience.

One of the interesting decisions in Metroidvania game design is the approach to weapon and upgrade distribution, which was implemented in Metroid: Other M. This game, unfortunately, has the lowest Metacritic score in the history of the series, not counting the co-op Metroid Prime: Federation Force. The developers of Other M decided to abandon the traditional concept of players finding suit upgrades in the game world, which is typical for most games in this genre. Instead, all upgrades and abilities are available to the heroine from the start, but their use is limited by the character's instructions, who periodically communicates via radio and allows the use of new abilities, such as super missiles. This approach is controversial among players and opens up new dimensions in the design of game mechanics.

Returning to 2016's Doom, it's worth noting that the level design leaves much to be desired. The concept of labyrinthine levels is outdated and poorly implemented in a 3D environment where the player accesses multi-level spaces. In the original Doom, the levels, while confusing and requiring the player to find keys, had a simple and clear map. Furthermore, engine limitations prevented the creation of floors upon floors, which would have ensured the continuity of gameplay on a single plane. In contrast, modern games require a more thoughtful approach to level design to provide an interesting and engaging gaming experience.

Screenshot: Doom Eternal game / id Software

Doom Eternal abandoned traditional level design for dynamic parkour, significantly changing the gameplay. It's sad that the gaming industry doesn't have awards like the Michaloskar to recognize poor development decisions. The game designer who brought the idea of ​​parkour to Doom definitely deserves such a "prize" for their dubious achievements.

I can't help but mention Mick Gordon's musical masterpiece, which is causing heated discussions. While music is always a subjective matter, for me, the 8-bit midi tracks from the original game are much more appealing. They created a unique atmosphere and came out of the speakers with incredible energy. I recommend listening to the soundtrack of the first Doom, which was played from floppy disk drives - devices designed to read three-inch floppy disks with a memory capacity of 1.44 megabytes. These melodies not only immerse you in nostalgic memories, but also highlight the uniqueness of the gaming culture of that time.

I don't want to seem like a toxic critic. A good game can forgive many shortcomings. Let me remind you that the 2016 Doom and its sequel, Doom Eternal, are not perfect, but nevertheless, they are high-quality games that overall leave a positive impression.

Carmack and Romero

The modern parts of the Doom series, in my opinion, suffer from one key flaw - the lack of involvement of the original creators, John Carmack and John Romero. Their story is detailed in David Kushner's book, Lords of Doom, which made a strong impression on me despite my general dislike of literature. The book does a great job of capturing the spirit and innovation these geniuses brought to the gaming industry, while also highlighting how their absence has impacted current development.

John Carmack and John Romero, 1993 Photo: id Software

Old-school fans hold the original Doom and Doom 2, as well as the original Quake, in high regard. Unlike today, where developers can choose between Unreal Engine 5, Unity, and many other engines, in the 1990s, technology played a key role in game creation. The quality of graphics in modern projects depends largely on the skill of the artists. John Carmack, who developed the Doom and Quake engines, is an outstanding programmer, and his collaboration with John Romero at id Software became the basis for many successful projects. Their unique talents and approaches to game development left an indelible mark on the history of the gaming industry, which continues to inspire new developers.

After Romero left id Software, the studio's games lost their uniqueness. Quake 2, Doom 3, and Rage were all good, technologically advanced shooters, but they failed to achieve the legendary status of previous projects like Doom. This also affected the modding community, which didn't show the same interest in these games as earlier hits. Following the success of Doom and Quake, John Romero released Daikatana, a shooter that was supposed to showcase his vision of the perfect FPS. Romero promised numerous innovations and launched a high-profile advertising campaign, but the game was unsuccessful and failed to live up to expectations. He subsequently focused on mobile games, worked at Midway, and created the strategy game Empire of Sin. While these projects may be interesting, for a legend like Romero, they seem insufficiently ambitious. John currently lives at home with his family and is rumored to be working on a new shooter. However, I will remain skeptical until I see the results of his work.

Technology

In the mid-2000s, journalists and video game fans actively compared Doom 3 and Half-Life 2, debating which of the two projects was more outstanding. The question was: what is more important: fully dynamic lighting in Doom 3 or realistic physics in Half-Life 2? At the time, I preferred Doom 3, but today I realize that Valve won the undisputed victory with its Half-Life 2. This game not only offered impressive physics, but also created a deep narrative that left a significant mark on the gaming industry.

In 2004, computers did not have enough power to implement dynamic lighting, which required significant optimization of the game engine. This negatively impacted the graphics quality: black shadows looked flat and unnatural. John Carmack aimed to create volumetric shadows, but this solution resulted in unlit areas becoming completely pitch black. Players tried increasing the gamma to brighten the image, but even at maximum settings, the result remained unsatisfactory—black areas remained unchanged, while highlights became overexposed. As a result, the game suffered from a lack of visual variety and depth, which detracted from the overall impression of the graphics.

Screenshot: Doom 3 game / id Software

Half-Life 2 was a significant milestone in the development of gaming technology, laying a solid foundation for future advancements in the industry. Valve's developers demonstrated an outstanding level of skill and creativity in the early 2000s, which impressed not only gamers but also game design professionals. The game became a role model and inspired many other projects, highlighting its influence on the development of video games.

Off topic, but important information: the engines used to create the Quake games were commercially available and became the basis for many other gaming technologies. In particular, the Quake 3 engine became widely popular among developers and formed the basis for games like Call of Duty. This confirms the significant influence Quake had on the gaming industry and the development of technologies used in modern games.

Some developers used the Quake engine as a basis and adapted it to their needs. This is what Valve did when creating the first Half-Life game, which later led to the evolution of their technology into the Source engine. Such well-known games as Half-Life 2, Portal, and Team Fortress 2 were developed using Source. The engine then evolved into Source 2, which became the basis for Valve's modern games. This evolution of technology has allowed Valve to create innovative and high-quality gaming content, which has strengthened their position in the video game market.

Screenshot: Half-Life: Alyx / Valve

Fans of Half-Life: Alyx have discovered an interesting Easter egg – a blinking light effect borrowed from the original Quake. This legacy code, created 25 years ago, demonstrates how modern games continue to use elements from the classics. This approach not only evokes nostalgia for old-school fans, but also highlights the connection between generations of video games.

Mods for the Original Doom

I must admit that I have not been completely honest with you. While I appreciate the original Doom, I believe that some mods for this game are superior to the original. These mods introduce new mechanics, improved graphics, and variety, which makes the gameplay more exciting and fresh.

The Doomworld modding community will soon celebrate its 30th anniversary. Community members create new content and levels for the classic Doom game every year. The community hosts the Cacowards ceremony, which honors the creators of the best mods for the original Doom in various categories. This event has become an important part of the game's culture, attracting the attention of both veterans and new players.

"Cockoward" by John Romero, 2016 Photo: Linguica / Doom Wiki

Many source ports have been developed for Doom, which run on modern game engines and offer updated graphics. These ports use the assets of the original games - Doom.wad and Doom2.wad, allowing players to enjoy classic gameplay with modern visuals.

The most popular source port is GZDoom. This port functions perfectly on modern computers and is actively used by some indie developers to create their own projects. Due to copyright issues, the source port is distributed without the assets of the original game. However, the Doom.wad and Doom2.wad files can be found online or in the Steam library if you have a license for the original game.

Now let's discuss modifications and map packs, which are an important element in the gameplay. There are many different packs, but I will highlight two of the most popular. The first of these is the Vanguard map pack, which stands out for its unique design and capabilities.

Screenshot: Doom 2 game — Vanguard.wad / Paul DeBruyne (skillsaw), id Software

This pack is one of the best in terms of gameplay. The classic Doom 2 has evolved in the right direction, offering tough gameplay and a space where every square meter is filled with monsters. Players can enjoy intense battles and exciting levels that require strategic thinking and quick reactions. This project preserves the spirit of the original while adding new elements that make the gameplay even more exciting.

The second modification of the game is called Unloved. It is a mystical semi-horror, the atmosphere of which is reminiscent of the famous Silent Hill series. Unloved stands out for its brutality and the presence of numerous monsters, creating tension and fear. Players will face unique challenges and mysteries as they delve into a dark world filled with horror and secrets.

Screenshot: Doom game — Unloved.wad / Paul Schneider, id Software

There are unique projects, such as The Thing You Can't Defeat. This is a reimagining of the first episode of Ultimate Doom, which immerses the player in a world reflecting the experiences of a person with dementia. With each level, the game becomes increasingly distorted, which intensifies the feeling of loss of reality and perception. This experience is not only entertaining but also provokes deep reflection on the state of mind and perception of the world around us.

MyHouse is a project that began with a simple forum post. The author shared a map of his house, but it soon became clear that behind this map lies a real story, rich with elements of real life, cryptic messages, and even mystical aspects. We recommend watching the review on YouTube to immerse yourself in the unique atmosphere of this project and learn more about its fascinating essence.

Doom Builder

Doom BuilderScreenshot: Doom Builder / Vyacheslav Bushuev's personal archive

The original Doom and Doom 2 games were developed using id Software's in-house tools. At a time when programs like Photoshop didn't exist, the video game creation process was completely different. This underscores the developers' unique and innovative approach to creating games that have become classics of the genre.

The community developed the Doom Builder editor, which has become a popular tool for creating game levels. This editor is compatible with modern operating systems and is as easy to use as programs like Word or PowerPoint. The latest version, Doom Builder 2, is currently available. If you're interested in level design and looking for a simple and intuitive tool to get started, Doom Builder 2 is a great choice.

In my opinion, Doom Builder 2 should be included in school computer science classes. It's a powerful level editor that helps students develop programming, logical thinking, and creativity skills. Unfortunately, at the time of writing, the official Doom Builder 2 website is unavailable. However, you shouldn't have any trouble finding the necessary files online. Using Doom Builder 2 in educational institutions can significantly enrich the learning process, offering students hands-on experience in creating games and understanding the fundamentals of game design.

Results

Screenshot: Doom 2: Hell on Earth / id Software

id Software played a key role in the development of the gaming industry, setting technological trends in the 1990s. The creators of Doom not only revolutionized technology but also ultimately popularized the first-person shooter genre. While other developers might have achieved similar success, id Software's contribution to the formation of this genre and its further development cannot be overstated. Certainly, their innovation and creativity have had a significant impact on the entire video game industry.

Doom is more than just a video game; it's a true franchise that has captured the hearts of millions of fans worldwide. The first two installments in the series have become timeless classics, leaving an indelible mark on the gaming industry. These games not only defined the first-person shooter genre but also inspired countless developers to create new projects. Their influence is still felt today, making Doom a milestone in the world of video games.

Doom is an iconic video game series that has had a significant impact on the first-person shooter industry and genre. With its innovative technology and immersive gameplay, Doom has become a symbol of the genre and continues to captivate new generations of players. The unique atmosphere, dynamic gameplay, and variety of enemies make this game truly unforgettable. It's no wonder that Doom is considered one of the best games of all time and attracts the interest of fans around the world.

We present to you links to my game IllWill on Steam and VK Play. This is a great opportunity to support my project and get acquainted with what, in my opinion, the ideal retro shooter should be.

Level designer and teacher are two interconnected professions that require a creative approach and a deep understanding of game mechanics. A level designer is responsible for creating engaging and balanced game environments, providing players with a fun and varied experience. In turn, a teacher shares their knowledge and skills with others, training future level design professionals. This combination of practical experience and pedagogical excellence contributes to the development of games as both an art and a science. Professionals in this field play a key role in the video game industry, shaping new generations of designers capable of creating innovative and immersive game worlds.

My first memory of Doom is watching my dad and uncle boot up the iconic game on DOS at age five. They argued about which weapon was better for destroying monsters—a rocket launcher or a plasma rifle. I sat on a stool nearby, fascinated by their exchanges, but I didn't dare try it myself. I thought the seventh gun was the most powerful, as it had a high number and emitted a beautiful green light. Although finding ammo for it was difficult, I considered it unimportant. Since then, Doom has become not only a symbol of my childhood, but also an important milestone in the history of video games.

I will return to Doom only after the reboot comes out, and I will complete it later, in 2022. By that point, I realized that it’s not just about the guns. Nevertheless, the green blast continues to give incredible emotions.

Flow in Games and Why It Matters

Flow, the state that a game immerses players in, is the moment when players lose track of the screen’s boundaries, ignore game conventions, and forget about real time. Descriptions of flow in games have already been the topic of numerous studies and articles. For a deeper understanding, I recommend checking out the work of Jenova Chen. It's important to note that achieving flow requires considering several key factors.

  • A clear goal: the player understands their task.
  • Visible feedback: the player sees and understands the outcome of their actions.
  • Challenge, supported by a balance of challenge and skill.

The core concept is to create a balance between the level of difficulty the game offers and the player's mastery. This interplay between challenge and skill is a key element in determining the engaging nature of gameplay. Players strive to overcome challenges, which helps develop their skills and makes the gaming experience more fulfilling and interesting. Thus, the right balance between challenge and skill contributes to increased engagement and satisfaction with the game.

Infographics: Maya Malgina for Skillbox Media

Flow is a special state that brings pleasure and satisfaction. Games are prized precisely for their ability to immerse players in this exciting process. However, it is easy to disrupt the state of flow, which can lead to disappointment and frustration. If the player is pulled out of the flow by the game itself, it can end with pressing Alt + F4. Therefore, the job of designers is not only to create the conditions for achieving flow, but also to ensure that players do not experience interruptions and dissatisfaction during gameplay.

How Flow is Created in Doom

Flow can vary greatly between games, and in Doom it can be characterized as spontaneous and intuitive. This game does not require deep analysis or complex planning from players. Instead, the emphasis is on pure reflexes and quick reactions, which creates an atmosphere of dynamic gameplay. Players must act quickly, attacking enemies while simultaneously avoiding their attacks, reminiscent of a hit-and-run style. Doom offers a unique combination of speed and adrenaline, making it appealing to action gamers.

Screenshot: Doom Eternal game / id Software

I appreciate thoughtful gameplay that rewards strategic thinking. However, in Doom, I didn't feel the urge to look for secrets. This is because the need to stop, look around, and slow down disrupted my flow.

If you ask game designers about the key elements of 2016's Doom that made a significant impact on the gaming industry, three main aspects stand out. The first is the fast-paced gameplay, which brought back classic shooter elements while adding modern speed and intensity. The second important element is the level design, which offers players a variety of routes and opportunities for exploration. The third key aspect is the upgrade and modification system, which allows for character and weapon customization, significantly increasing replayability. These three elements not only made Doom 2016 a landmark phenomenon, but also set new standards for future shooter projects.

  • medkits that fall from enemies during finishing moves;
  • closed cyclical arenas;
  • and, of course, varied movement.

All of these elements form a unique gameplay experience. Let's take a closer look at them.

Medkits and ammo dropped from enemies during finishing moves are not only a way for the player to replenish resources, but also an important element of arena balancing for the developers. This mechanic encourages players to actively engage in close combat, encouraging them to take risks in order to achieve success. Thus, it creates additional challenges and strengthens the gameplay, making it more exciting and dynamic.

The player receives clear feedback in the form of a double reward: a gameplay mechanic, expressed in the acquisition of resources, and an aesthetic one, manifested in vivid dismemberment animations. These animations are shown from the most advantageous angle – close to the enemy. If the player used a long-range weapon to finish off the demon, they would not experience half the satisfaction that the game provides in its current format. Close contact with the enemy enhances the emotional response and involvement in the gameplay, making each victory more memorable and meaningful.

We already have two key components – game mechanics and visual aesthetics. These elements interact harmoniously, working toward a common goal.

The arenas in Doom are designed with the player's comfort in mind during combat. You may not have noticed it or only realized it afterward, but the game's level design fosters immersion and enjoyment. The best Doom arenas demonstrate that the quality of design becomes invisible to the player, allowing them to focus on the action and strategy. The right combination of space, cover, and open areas makes combat dynamic and exciting, highlighting the developers' high level of skill.

Doom is a fast-paced shooter characterized by high movement speeds and minimal decision-making time. Players are forced to constantly move, which forces them to make decisions instinctively rather than deliberately. For example, upon seeing an opportunity to run to a new location, players act instantly, without considering the possible consequences. However, if they become trapped and surrounded by enemies, this leads to frustration and a loss of momentum. Thus, Doom requires players not only to react quickly, but also to be able to instantly adapt to changing combat conditions.

Sketch of one of the final arenas from the Ancient Gods expansion for Doom Eternal Image: official art to the game Doom Eternal / id Software

Arenas in Doom are ring-shaped and feature multiple closed routes with transitions between them. This allows players to constantly move forward without the need to turn around. This arena architecture promotes dynamic gameplay, ensuring continuous encounters with enemies and creating a tense atmosphere. Ring-shaped arenas also promote player engagement, allowing them to explore different paths and tactics in battles, which makes the gaming experience more exciting and varied.

Well-designed movement in a game can immerse the user in a state of flow. Remember how you spent hours riding Roach in The Witcher 3 or racing a car in GTA 5? American psychologist Mihaly Csikszentmihalyi described the state of flow as a feeling when time loses meaning, for example, when you are driving on an empty highway. An effective movement system in games not only enhances gameplay enjoyment but also fosters deep player engagement, allowing them to fully focus on the adventure and interaction with the world around them.

To create an engaging game experience, a level designer needs a clear understanding of controller metrics. For example, if a designer creates a ledge that is visually perceived as surmountable, but the player is actually unable to climb it, this will lead to frustration. It is important that visual elements align with the game mechanics; otherwise, players will experience dissatisfaction and confusion, which will negatively impact the overall experience. Careful level planning and testing will help avoid such situations and make the game more intuitive and enjoyable for users.

The next step is to connect the individual movement elements into a coherent chain that will immerse the player in the flow. Looping movement, given the cyclical nature of arenas, allows the player to endlessly rotate within the flow of movement until it becomes boring. This enhances gameplay, providing dynamic interaction and an engaging gaming experience.

2016's Doom was a great example of the successful implementation of mechanics that were later developed in Doom Eternal. That game introduced full-fledged platforming sections between arenas, significantly diversifying the gameplay. These elements not only add interest but also give players a chance to rest between intense battles, creating a balance between action and exploration.

In my opinion, the changes to the game made it more of a platformer than a shooter, which distracted from the core gameplay that I started playing for. For this reason, I prefer the 2016 version.

The designers of Doom use a variety of methods to create a sense of flow in the game. Flow is a complex state that is influenced by all aspects of the game, including visual style, level of design, and technical execution. We can't forget about Mick Gordon's music, which has become an integral part of the modern Doom games and significantly enhances the overall immersion. Every element, from the art to the sound design, plays a vital role in creating a unique gaming experience.

The key to Doom's greatness is the ability to enjoy the game without professional perception and focus on the process. This allows you to forget about the details of the level and immerse yourself in the true flow of the game. Doom offers a unique experience where enjoying the game becomes a priority, not analyzing level design.

  • Olga Fedotova's blog on Telegram

Lead level designer and gamedev blogger. I specialize in creating engaging game environments and unique gaming experiences. I share my knowledge and experience in game development through my blog, where I discuss level design methods, game design trends, and industry best practices. My goal is to inspire and help other developers create high-quality and memorable games.

The Doom series is remembered by many for its innovative approach and influence on gameplay. It is considered one of the first 3D shooters and the first first-person game. However, it is worth noting that this is not entirely true. Doom certainly had a significant influence on the development of the genre, but it was not the first project to use 3D graphics or a first-person perspective. It is important to understand the context of the emergence of games of this type and their evolution to appreciate Doom's contribution to the gaming industry.

In the late 1980s, projects began to appear that offered vertical camera movement and first-person shooting mechanics in 3D space, as well as high-quality maps. However, this is not to criticize Doom. It should be appreciated for its accomplishments. Doom was the first usable and truly popular first-person shooter. It quickly gained popularity worldwide, even without the internet as we know it today.

The games in the series deserve attention and in-depth study, and they can also be enjoyable. Regardless of personal preference, it's clear that this franchise has gained popularity and success since the first title's release and continues to maintain high standards.

Screenshot: Doom game / id Software

С точки зрения дизайнера уровней, оригинальная игра Doom демонстрирует идеальный пейсинг, который формируется благодаря множеству факторов. Одним из ключевых элементов являются локации, которые гармонично поддерживают систему движения как главного героя, так и противников, обеспечивая полную свободу действий. Удобно расположенные ресурсы, такие как патроны и броня, играют важную роль в игровом процессе, добавляя стратегии в бой. Кроме того, акробатические элементы, введенные в двух последних играх серии, значительно разнообразили пространства между боевыми аренами и повысили интерес к поиску секретов, выводя его на новый уровень. Эти аспекты делают Doom не только классической игрой, но и образцом для изучения в области дизайна уровней.

Doom is appealing not only for its location design but also for its unique combat mechanics and enemy behavior. The game's main advantage lies in its combat dynamics. Unlike modern shooters, such as the new Wolfenstein or Call of Duty installments, where enemies have low health and prefer to take cover, enemies in Doom act differently. They boldly rush in, creating a gripping atmosphere and requiring quick reactions and strategic thinking from the player. This aggressive enemy logic makes every encounter tense and exciting, which is one of Doom's key features.

The primary directive is to remain within the player's line of sight, preferably within the aiming focus zone. This small area around the crosshair is considered the effective kill zone for gameplay mechanics. Striving to get into this focus allows you to increase the chances of successful interaction with game elements and improve overall effectiveness in the game.

Screenshot: Doom game / id Software

Some may find this confusing or even frightening, as it creates the impression that the demons are attacking with fury, seeking to overwhelm the character. However, in reality, this is intended to immerse the player in a state of flow and ensure continuous movement and shooting. This intention is further supported by the lack of need to reload weapons.

Doom is a source of unique gameplay solutions. If you've encountered something similar, it's likely a Doom-inspired project. We live in an era where we have the opportunity not only to play and learn, but also to directly communicate with developers while anticipating new releases. I am confident that id Software will surprise its fans with new ideas and innovations again and again.

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Level designer and team lead with experience working on Ready or Not, Call of Duty: Modern Warfare 2, and Call of Duty: Modern Warfare 3. I specialize in creating engaging game environments and managing teams to achieve high quality standards. My experience includes developing level concepts, optimizing gameplay, and integrating visual elements to create unique player experiences. I strive to continually improve my skills and implement innovative solutions in level design.

I discovered Doom quite late in life. It happened during the period when we played PlayStation 1 after school in a summer kitchen in the village, paying 10 rubles an hour to play. Back then, computer clubs were unheard of, and home PCs were far from a thing. Doom was a true discovery for me, immersing me in a world of captivating gameplay and a unique atmosphere that left an indelible mark on my memory.

My gaming experience included such legendary shooters as Doom and Quake. I don't remember exactly which version of Quake came first—perhaps it was the first or second. These games were a true discovery for me, along with Medal of Honor. We played them on a gamepad without thumbsticks, using the bumpers to rotate the camera. I especially enjoyed duels with a friend in the arena multiplayer, where each match turned into a thrilling battle. I only explored the single-player levels when my friend couldn't join the game. These memories of the first shooters remain vivid and still evoke nostalgia.

Screenshot: Quake game / id Software

Growing up, I didn't revisit the Doom series as a player. I didn't play through the 2016 game or its sequel, Eternal. Instead, I studied them from a developer's perspective, and here are my takeaways.

Today, Doom has become an important foundation for level designers, and not just as an homage to the classics. The original series pioneered the concept of a "level designer," and John Romero, who created iconic locations, became one of the first big names in the video game industry. Furthermore, many modern games continue to use the technology developed by John Carmack in the 1990s. This makes Doom not just a historical monument, but a relevant tool for studying and creating game levels.

Doom stands out for its simplicity, especially in level design. However, this simplicity is not a drawback, but a significant advantage. When id Software designed the levels for the first Doom, the team didn't obsess over metrics, didn't analyze competitors, and didn't resort to complex design methods. They created levels for fun, focusing on making players have fun. This approach to level design made Doom iconic and significantly influenced the shooter genre, leaving an indelible mark on the gaming industry.

As a result, a set of rudimentary rules emerged that became the foundation of modern shooter level design. These rules are used in the development of many indie games. Developers may not realize that their work is based on the principles established by John Romero and other designers at id Software, but these principles remain relevant. Level design in Doom is a fundamental element worth following. Modern level designers can gain a deeper understanding of playground theory by analyzing levels from Doom and Quake. This theory is crucial, especially when creating multiplayer maps, where balance and player interaction are crucial. Exploring these principles helps create engaging and balanced gameplay environments.

Absurdity, simplicity, and boldness, and most importantly, the developer's sincere desire to convey a fun atmosphere through a set of simple "cubes"—this is the foundation from which Doom emerged. This game not only set new standards in the shooter genre but also demonstrated how minimalism can combine with deep gameplay. Doom has inspired many developers to create unique projects that continue to explore the boundaries of game design and user interaction.

Screenshot: Doom game / id Software

In today's environment, when developers have access to a variety of modern graphics technologies, effective tools for game prototyping and visual programming, as well as a huge number of high-quality assets and educational materials online, the ability to create "just for fun" is especially valuable. The ability to create an engaging gaming experience that attracts users plays a key role in the success of a project. In a highly competitive gaming market, it is important not only to implement technical aspects but also to ensure the emotional appeal and entertainment value of the content.

Consider two hypothetical newbie developers. One has experience with Doom and Quake, and knows GtkRadiant for Quake and Doom Builder for Doom. The second developer is unfamiliar with these tools. Knowledge of these level editors opens up opportunities for the first developer to create unique game locations and modifications, which can significantly accelerate their professional growth in game development. While a second developer may struggle to create games without the necessary skills and tools, mastering programs like GtkRadiant and Doom Builder can be an important step for newcomers looking to deepen their knowledge of game development. For a beginning developer unfamiliar with tools like GtkRadiant, Unreal Engine, with its wealth of assets and pre-configured Blueprints for shooter mechanics, may seem enticing. They'll be able to create visually appealing content that looks decent. However, strip away all the visual polish made possible by modern technology, and you'll likely be left with monotonous and unengaging gameplay. Procedural animations, modern light rendering, and expensive assets with 4K textures may create the illusion of quality, but in reality, they may be hiding weak design. While I'm exaggerating, this idea reflects a real problem in modern game development: overreliance on visuals can obscure flaws in gameplay. Developers should focus not only on graphics but also on creating an engaging and varied gaming experience, which is the foundation of a successful project. A beginner skilled in GtkRadiant and creating levels using simple BSP brushes can surprise with their results. Their level may not have complex graphics, but it will still offer engaging gameplay, reminiscent of the fun moments of the early Doom and Quake games. Success lies not in the magic of tools like GtkRadiant, but in the designer's ability to create an engaging level. With limited technology, a designer has to focus on the quality of the gaming experience, which makes their work especially valuable.

Screenshot: Doom 2016 / id Software

When discussing the greatness of Doom and Quake, it's important to consider their historical context, the diversity of game locations, and unique mechanics. This opinion is based on personal experience, and not without reason. Even after 20 years, I still find time to play Quake Live with my brother. I've spent as much time on this game as I have on modern shooters and their development. These classic games remain relevant due to their depth and immersion, attracting both old and new players.

BSP brushes and primitive design form the basis of many of the game's levels. Doom laid the foundation for this approach.

  • Denis Kuandykov on LinkedIn
  • DNVЯ Telegram channel [Level production and gamedev]

A level designer at Battlestate Games, working on Escape from Tarkov, plays a key role in creating a unique gaming experience. The primary responsibility of a level designer is to design and develop game maps that are not only visually appealing but also provide interesting and engaging gameplay.

A candidate for this position must have a deep understanding of game mechanics, as well as the ability to create complex and realistic spaces that will engage players. An important aspect of the job is balancing levels to ensure fair and engaging interactions between players.

The level designer must also consider aspects of navigation and exploration so that players can freely move around the maps and discover hidden resources. Knowledge of modern development tools and technologies, as well as the ability to collaborate with other specialists, such as programmers and artists, is essential for successful completion of tasks.

The work of a level designer at Battlestate Games requires creativity and attention to detail. Participating in the development of Escape from Tarkov provides the opportunity to influence the creation of unique game locations, making this position especially attractive to game design professionals. Doom is an iconic game from id Software that has left an indelible mark on video game history. Although I first encountered it nearly two decades after its release, I realized its enormous influence on the shooter genre. I started playing shooters as a teenager, mastering mouse controls and shooting. Along with my father, I quickly became fascinated with games like Counter-Strike and Call of Duty, and I thought it would be difficult to impress me. However, when I first launched Doom after experiencing 3D shooters of the 2010s, I was faced with a true revelation. The game surprised me with its atmosphere, dynamism, and unique gameplay, which became the basis for many subsequent projects. Doom has not only remained relevant but continues to inspire a new generation of players and developers.

An old friend, who could have been my father, invited me to spend the weekend playing Doom for fun and relaxation. He assumed that the game's age and its specific graphics wouldn't give me the thrill I was hoping for. However, we decided to install Brutal Doom, a modification that adds more excitement to the original game. This was just the beginning: within a week, we were playing other mods, which provided us with a captivating gaming experience. Playing Doom modifications turned out to be truly interesting and exciting, opening up new possibilities for exploration and interaction in the classic game world.

Screenshot: Brutal Doom game / Sergeant_Mark_IV, id Software

What makes Doom so appealing to players even after all these years? In my opinion, the reason lies in its unique setting and captivating gameplay. People have always had an interest in fantasy and science fiction, even if they sometimes don’t admit it. We all love to immerse ourselves in worlds full of adventure and unknown spaces. The image of a space base on a moon of Mars seems simultaneously familiar and distant, and dreams of conquering space and exploring other planets are inspiring. However, in Doom, we are faced with a real catastrophe - hellish creatures break through to our world, creating an atmosphere of chaos and horror. This contrasting mixture of futuristic settings and dark forces makes the game truly unique and memorable.

The gameplay deserves special attention. Players can fight enemies in a virtually complete 3D space. Shooting is just one of the tasks that lie ahead. The game also requires exploring various locations, finding hidden passages and secrets, and sometimes even requiring logical thinking. Advancing to the next level requires effort in various aspects, making the gameplay engaging and rich. This year, Doom celebrates its 30th anniversary. Despite its age, modifications for the original Doom continue to be released, striking in their diversity. Fans continue to actively develop the project, a testament to its vitality and relevance. Although there have been attempts to change direction since the classic Doom, such as Doom 3, which emphasized horror, and mobile versions such as Doom RPG, these experiments have been met with mixed reviews. The game remains a cult classic, inspiring a new generation of developers and players.

Screenshot: Doom game (2016) / id Software

In 2016, Doom once again demonstrated what a true shooter is, returning to the gaming landscape with the elements that made the series so beloved by fans. The game impressed players not only with its gripping gameplay but also with its powerful soundtrack, which became a true symbol of dynamic gameplay. Furthermore, the colorful graphics brought a modern sound and visual appeal to the game. This series couldn't simply disappear from the gaming scene, and its return was a significant event for fans. As the famous Queen song goes, "The show must go on!"

  • Vlad Larionov's page on ArtStation

Game designer profession from scratch to PRO

A game designer creates the structure of a game. Он продумывает идею, правила, игровой процесс и решает, какие эмоции вызовет сюжет у игроков. Вы с нуля освоите принципы геймдизайна и научитесь работать с популярными движками Unity и Unreal Engine. Узнаете, как удерживать интерес игроков и монетизировать игры. А мы поможем вам начать карьеру в игровой индустрии.

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