20 Years of Doom: The Most Influential Shooter Ever
Doom is the most influential shooter ever, but on the 20th anniversary of its release Patrick Lindsey looks at what today’s shooters haven’t learned from it.
Doom turns 20 today. Despite its age, it remains one of the most fascinating first-person shooters in a market that could charitably be described as “oversaturated.” Unfortunately, much of what sets Doom apart has been forgotten and moved away from in the genre’s recent years, rather than expanded upon. Doom managed to hit upon just the right confluence of factors that combined in an incredibly specific way, emphasizing movement and mood over force-feeding a narrative, in order to reach a sort of pinnacle “FPS-ness” that we really haven’t seen since.
So much of what set Doom apart was its engine, and the mind-numbingly efficient way it was put to use. While Wolfenstein 3D (Doom’s closest relative, both qualitatively as a stylistically analogous first-person shooter, and proximally as id Software’s immediately preceding project) is a game of right angles and flat perpendicularities, Doom’s engine allowed for non-orthogonal level design, differences in elevation, dynamic lighting and distinct indoor/outdoor environments. The stark institutional feel of Wolfenstein 3D’s levels worked for that game’s “escape from the army base” premise, but the cyber-horror Doom revels in the flexibility of its engine. Its levels comprise a geometric panoply of shapes and angles, including things like staircases, elevators, balconies and an entire level shaped like a pentagram.
This was as much a design achievement as it was a technical one, enhancing the game’s mood through its unusual and surreal architecture. The sharp corners and awkward angles become a part of the characterization of the levels themselves. Doom is a narratively lightweight game, with no cut-scenes or dialogue to establish things like tone or character motivation. Instead, it uses its level design to make players feel unsettled more directly. Its levels are labyrinths of jagged angles, blackout lighting, secret passages and disorienting trips through teleporters. The bizarre alien architecture is meant to be unfamiliar and unwelcoming, a constant reminder of the danger around every sharp-angled corner.
Doom stands out from its more recent descendants in that it is utterly unpretentious. Games like Bioshock or Call of Duty attempt to situate their shooting within a conventional narrative structure. But trying to use standard shooter mechanics to tell a story or to Say Something is like trying to use a screwdriver to change a lightbulb—it’s simply the wrong tool for the job. The mechanics of Doom (and, by extension, virtually every first person shooter since) were designed solely to support not a narrative, but action. This leads to an inevitable tension between the levels being “fun”, and the levels having to make at least some kind of narrative “sense”.
Unlike its modern-day counterparts, Doom makes no such concessions, refusing to trouble itself with whether or not it makes sense for this hallway to go off in that direction or stopping to ask why the protagonist can run 30 mph. While its levels are at least ostensibly based on real-world locations (e.g., “Hangar,” “Nuclear Plant,” etc.), the resemblance is applied with a wink and a nudge; the tension between form and function suggests that, short of a hard-and-fast narrative setting, the game’s locations aren’t rooted in any sort of real-world consistency, meant to provide little more than context for the action.
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