Let's find out what led to the creation of the most famous action game series that has accompanied us for almost more than 20 years
And this time the story behind one of the most influential games in the gaming industry of all time. A game that was considered the father of the First Person Shooters games and years later game companies treated him as the Bible of shooting games. A game so good, that even today more than 20 years after he left, people are still playing in the original game modes from 1993. Of course we are talking about Doom.
The Story Of Doom Begins with a software development company called ID Software, founded in 1991 by four friends: John Carmack, John Romero, Adrian Carmack and Tom Hall, and that was not just another company because John Carmack was an ambitious guy who, And a game he and his friends opened always sought to learn from the previous game and continue to develop innovative ideas to move the gaming world forward.
For example, Commander Keen, the team's first game, was the first computer game to deliver performance comparable to games Consoles From that period. If once the game went to another screen you had to wait a few seconds to load the next screen, using John Carmack's brilliant tricks they managed to eliminate this need, and create one of the iconic games for the computer of that period.
Hubertank 3D and Catacomb 3D were the company's first attempts to create first-person 3D games on a graphics engine that was also developed by Karamac, its innovative engine enabling a smooth movement of the figure in space and other complex games of that period, Per second, and that on powerful computers - his engine also enabled a smooth display on lesser computers, and was the basis for their next innovative game: Wolfenstein 3D.
That's where it started
John Romero was a fan of a game called Castle Wolfenstein, a stealth action shooting game where you must explore a castle full of Nazi soldiers and get out alive with their battle plans. And just as the id friends were looking for their next game idea, he heard that the company that created Castle Wolfenstein had gone bankrupt and not renewed the copyright on the game. Id software jumped on the bargain and decided to create a type of three-dimensional remake, and call the game Wolfenstein 3D. The result was an extraordinary game of production quality, and one of the most violent games the industry has ever seen. At that time it was rare to see a game in which your enemies screamed in pain, blood-clotted blood and the weapons that sounded so real. The game became a crazy success and put the id on the map.
Now the eyes of the gamer audience were married to id software in anticipation of their next game, and id normally started looking for a new idea.
One day, the members of the company's headquarters began a game of dungeons and dragons as they would occasionally do when John Krameck played the role of labyrinthine master. During the game John Romero desired a magical sword, thus causing the world to be flooded with demons. Then suddenly the penny fell. They loved science Fiction, especially Movies In the style of "Alien Return". Only they thought to themselves, What if instead of aliens, the game would deal with demons who invaded from a gate that opened to hell? Your character, landed space At the base of Mars, in such a case we had to fight all the devilish monsters that came out.
They started working on their new idea in March, with Carmack working on improving the engine and making the environment dynamic with the addition of variable lighting, and John Romero on writing the code behind the game, design and some of the effects of the sound.
The company's graphic designers drew ideas for a number of art they had in an office called Necronomicon by a Swiss artist named Hans Rudolf Giger. The book contained disturbing surrealistic paintings inspired by the designs of the monsters, the impaled soldiers that can be found throughout the stages and the design of the surroundings.
To put the players in the right mood, id software hired the services of Robert Prince, composer and designer Sound Who composed for the game a tough metallic soundtrack that was based on metal classics of the period.
Tom Hall, the company's creative director, saw the game as more than an action game, and tried to write a plot game. He was so attached to it that he wrote an entire book called "Doom bible," which contained complete dialogues, information on various characters, and even a number of possible endings. But in the end John Carmack flatly rejected the idea, saying "a plot in a computer game is like a plot in a porn movie. It's expected to be there, but it doesn't really matter." In an era of rapid technological development, he saw the plot as marginal versus graphics and gameplay. The argument between the two alongside other problems in the employment relationship eventually caused Hall to leave the company.
In 1993 the game landed on store shelves, completely driving gamers crazy who got a glimpse into the gaming of the future. It was a game about the purity of action, which did not have a bad moment, definitely a game that has never been seen before.
On top of all that, the game also allowed members to play together in co-op mode or against each other in Death Match mode and with its immense popularity, made these terms part of the mainstream.
The second game in the series came out a year later in 1994. Our spacecraft returns to Earth only to find that it, too, is infected with evil from hell and embarks on a mission that it is so good at - killing demons. Doom 2 no longer presented significant technological improvements nor was it so different in gameplay from its predecessor. But he did introduce new monsters with the addition of Weapon New, higher level of difficulty and less linear stage design, and later received quite a few different extensions that added new stages to it.
Doom 3, on the other hand, came out after a particularly long hiatus - only in 2004, ten years after its predecessor, as id has meanwhile devoted its time to an equally successful blockbuster - Quake. When they returned to work on Doom 3, they did what they decided not to do before and .. added to it a plot and sub-characters, probably in the spirit of the period when a plot had already become an integral part of games. The game was received with positive reviews but was also accompanied by complaints that the game is too dark and that at some point it starts to repeat itself. It was still the most successful title in the Doom series, with three and a half million copies sold.
This time more than a decade has passed, and only in May this year We were privileged to see a new title in the series, Which can be said to be a kind of boot to the original doom. You can see that id took the complaints seriously and their new game, is kind of a wink to the fans Doom, Who got exactly what they have been waiting for so many years - a game about the purity of the action with modern graphics that makes the whole business become particularly intense.
Doom Model 2016, which takes care to make it clear to us that he has not forgotten his glorious roots
It is unknown at this time what he will do after leaving the post Doom In the future, but what is certain, is a brand that has influenced the gaming world so much, that it will probably never really disappear from our consciousness.
Sabta S. She develops websites and is a gamer at heart, you are welcome to follow her on her YouTube channel GameGems