![]() ![]() “These small touches really helped make the world more believable,” says Foster, “and we are absolutely inspired by Doom 3 from an immersion standpoint for Routine.” “The first hour or two of Doom 3 was really quite terrifying for me when I first played it,” Foster explains, “but there was something else there that I loved more than feeling the fear.” He cites aspects like interactive computer screens and working arcade machines as important details for making a realistic sci-fi setting. And while he says the original Doom was one of the first PC games he ever played, it was a later entry in the series that really cemented his love for the genre. As part of Lunar Software, Aaron Foster is helping to craft the anticipated sci-fi horror game Routine. The influential nature of Doom was also apparent in its sequels. "Since I really don't like horror as an emotion, I learned to stay away from the dark when we make games." He would go on to design decidedly non-violent games like Journey and Flower. " Doom is my very first memory of a horror FPS," he says. ![]() Thatgamecompany co-founder Jenova Chen was only 11 or 12 when he first played Doom, but he distinctly remembers the experience - the way the gun moved up and down in your hands, the tunnel vision-like effect that only let you see what was in front of you. There are clear examples, such as the plethora of blockbuster first-person shooters that have come since Doom was first released, but the game has also touched other, less obvious portions of the game development community as well. I tend to think that it’s probably been a net positive."Īnd while Doom and its violence may have been seen as destructive to some, for others it was hugely influential. I do not feel bad at all about the games that I’ve made, what their impact on people has been. "The violence is central to what this entire game genre is about," he says, "but being able to be violent against demons that are threatening to destroy humanity, that gives you a good cause. "The violence is central to what this entire game genre is about." It was something that people cared about." We made a mark on people, we left an impact. We did our job right because people remember it 20 years from the time that we wrote it. "It wasn’t to be something that you could just play for a little while and then forget that you ever played. "We were consciously making a powerful, violent game to affect people," explains Carmack. That feeling is a large part of the reason the game was so influential - and it wasn't an accident. Shooting bad guys in Contra didn't quite feel the same as shooting them in Doom. "Because this was some unimaginable witchcraft."Ĭompared to the side scrolling or top-down games that preceded it, the action of Doom felt much more visceral by virtue of the change in perspective. "When Doom came out, I gave up on programming for a year," says Epic Games founder Tim Sweeney. The immersive perspective made the brutal action feel all the more realistic, and the technical wizardry it took to pull it off was far ahead of anything else available at the time. FPS games like Wolfenstein 3D ( one of the many influential games Carmack worked on) had existed before, but they never looked this good or ran this well. We hit the sweet spot on just about everything."ĭoom was also a technical marvel. Whenever I look back at all of the games I’ve participated in over the years, Doom was probably the most optimal. "There are a lot of things like that on the project. "In retrospect, settling on the science fiction / action mold for Doom was absolutely the best decision that we could have made," says Carmack. "We did our job right because people remember it 20 years from the time that we wrote it." ![]()
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