30 years ago today, Doom "invented the modern PC games industry, as a place dominated by technologically advanced action shooters," remembers the Guardian:
In late August 1993, a young programmer named Dave Taylor walked into an office block… The carpets, he discovered, were stained with spilled soda, the ceiling tiles yellowed by water leaks from above. But it was here that a team of five coders, artists and designers were working on arguably the most influential action video game ever made. This was id Software. This was Doom… [W]hen Taylor met id’s charismatic designer and coder John Romero, he was shown their next project… "There were no critters in it yet," recalls Taylor of that first demo. "There was no gaming stuff at all. It was really just a 3D engine. But you could move around it really fluidly and you got such a sense of immersion it was shocking. The renderer was kick ass and the textures were so gritty and cool. I thought I was looking at an in-game cinematic. And Romero is just the consummate demo man: he really feeds off of your energy. So as my jaw hit the floor, he got more and more animated. Doom was amazing, but John was at least half of that demo’s impact on me." […] In late 1992, it had become clear that the 3D engine John Carmack was planning for Doom would speed up real-time rendering while also allowing the use of texture maps to add detail to environments. As a result, Romero’s ambition was to set Doom in architecturally complex worlds with multiple storeys, curved walls, moving platforms. A hellish Escher-esque mall of death… "Doom was the first to combine huge rooms, stairways, dark areas and bright areas," says Romero, "and lava and all that stuff, creating a really elaborate abstract world. That was never possible before…." [T]he way Doom combined fast-paced 3D action with elaborate, highly staged level design would prove hugely influential in the years to come. It’s there in every first-person action game we play today… But Doom wasn’t just a single-player game. Carmack consumed an entire library of books on computer networking before working on the code that would allow players to connect their PCs via modem to a local area network (LAN) and play in the game together… Doom brought fast-paced, real-time action, both competitive and cooperative, into the gaming mainstream. Seeing your friends battling imps and zombie space marines beside you in a virtual world was an exhilarating experience… When Doom was launched on 10 December 1993, it became immediately clear that the game was all-consuming — id Software had chosen to make the abbreviated shareware version available via the FTP site of the University of Wisconsin-Madison, but that crashed almost immediately, bringing the institution’s network to its knees… "We changed the rules of design," says Romero. "Getting rid of lives, which was an arcade holdover that every game had; getting rid of score because it was not the goal of the game. We wanted to make it so that, if the player died, they’d just start that level over — we were constantly pushing them forward. The game’s attitude was, I want you to keep playing. We wanted to get people to the point where they always needed more." It was a unique moment in time. In the article designer Sandy Petersen remembers that "I would sometimes get old dungeons I’d done for D&D and use them as the basis for making a map in Doom." Cheat codes had been included for debugging purposes — but were left in the game rs to discover. The article even includes a link to a half-hour video of a 1993 visit to Id software filmed by BBS owner Dan Linton. And today on X, John Romero shared a link to the Guardian’s article, along with some appreciative words for anyone who’s ever played the game. "DOOM is still remembered because of the community that plays and mods it 30 years on. I’m grateful to be a part of that community and fortunate to have been there at its beginning."
The Guardian’s article notes that now Romero "is currently working on Sigil 2, a spiritual successor to the original Doom series."
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