Doom’s creators reminisce about “as close to a perfect game as anything we made”

The archived hour-long chat is a must-watch for any long-time Doom fan.

While Doom can sometimes feel like an overnight smash success, the seminal first-person shooter was far from the first game created by id co-founders John Carmack and John Romero. Now, in a rare joint interview that was livestreamed during last weekend's 30th-anniversary celebration, the pair waxed philosophical about how Doom struck a perfect balance between technology and simplicity that they hadn't been able to capture previously and have struggled to recapture since.

Carmack said that Doom-precursor Wolfenstein 3D, for instance, "was done under these extreme, extraordinary design constraints" because of the technology available at the time. "There just wasn't that much we could do."

<em>Wolfenstein 3D</em>'s grid-based mapping led to a lot of boring rectangular rooms connected by long corridors.

Wolfenstein 3D's grid-based mapping led to a lot of boring rectangular rooms connected by long corridors. (credit: Steam)

One of the biggest constraints in Wolfenstein 3D was a grid-based mapping system that forced walls to be at 90-degree angles, leading to a lot of large, rectangular rooms connected by long corridors. "Making the levels for the original Wolfenstein had to be the most boring level design job ever because it was so simple," Romero said. "Even [2D platformer Commander Keen] was more rewarding to make levels for."

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Doom’s creators reminisce about “as close to a perfect game as anything we made”
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