About
What lessons can Action games learn from classic DOOM?Let’s start with a question: how many games can you think of that were once so popular, that they were installed on more computers than Microsoft Windows?
Due to its success and subsequent impact, DOOM has been analysed for nearly twenty-five years and counting. Each study aiming to further unravel what made the 1993 title plus its expansion packs and sequel, tick. From its technical achievements, appreciation for speedrunning and modding to its level design – there’s plenty to cover. More than any single article or post can encompass. The cheap essay writing service similarly make stand-out essays on doom world game.

Instead of adding to this ongoing master thesis of DOOM, I thought it interesting to turn it around and examine what lessons current games, most notably, Action games can take from it. Good and bad.
LEVEL DESIGN & AUTHORSHIP
DOOM’s combat is about shooting demons while moving at a lightning’s pace. The levels that house these slaughters often feature locked doors, hidden ambushes and secret chambers with extra resources, all paired with slight backtracking making them feel very open. You cannot look up or down and since it sports a considerable auto-aim: DOOM is more about positioning and speed. Each level builds on the complexity of the last, peaking with the last levels becoming a miniature maze of death to unravel.
It is those levels that are part of the first lesson. Originally, DOOM’s levels would be created by game-designer Tom Hall. However, programmer John Romero found them lacking for numerous reasons, one being that they didn’t play into the technology available. Unlike their previous games such as Wolfenstein 3D, DOOM would allow for different types of elevations, crooked hallways as well as being able to toy with different volumes of lighting, just to name a few. You can for the most part find a legit essay writing service to get essays made on the doom world game point.
These elements are what make DOOM’s levels stand out and even exceed many that are created today in more modern games. Episode 1, Mission 1: Hangar [E1M1], by John Romero, is the most famous example of this. Starting off in a U-shaped area with a staircase, leading to a hallway with a zigzag pattern surrounded by acid, all while being able to look outside to a seemingly unreachable place that teases you with an armour powerup. Many research paper topics can be find on different websites about it.
3d render of E1M1. Credit to Ian Albert.
While these elements aren’t as impressive now as they were in 1993, the mentality is, especially for Action games. With rare exceptions, most action titles offer big open spaces with the occasional hallway. Elevation is generally avoided or nothing more than a cliff to jump on. Other modern techniques that allow for newer, more interesting types of geometry or combat options – such as walking on the ceiling in Prey from 2006, flying in 2010’s DarkVoid or grappling from Sekiro – are contextualized, ignored or relegated to gimmicks, instead of being a key part of the game’s design. As technology moved forward the plethora of options that came with it seemed to have steered titles in a simpler direction.
Now one element that might have popped out is the specific mention of Romero as the designer of E1M1 while also being the programmer. Because DOOM’s levels were made with most of the assets already present, one person could make a level by himself. This allowed Romero a great deal of autonomy and, to a degree, authorship of levels. Authorship that seems to be missing in current game-design. A words counter for essays is furthermore an instance of robotized structure.
Comments