The history of Doom is more than just the tale of how John Romero and John Carmack came together to create a PC gaming phenomenon. The history of Doom is the history of id Software and the history of the FPS itself. From the 1993 original to 2020's Doom Eternal, each new Doom game developed by id Software has both reflected the culture of the studio at the time, and moved the needle of the FPS in some manner.
Doom
RELEASED 1993 DEVELOPER id Software
The development of 1993's Doom is one of the most well-documented projects in the medium's history. After John Carmack discovered a way to mimic the side-scrolling effect of Super Mario Bros 3 on PC, Carmack worked with John Romero, alongside game designer Tom Hall, to create their own game, Commander Keen in Invasion of the Vortigauns.
After receiving their first royalty cheque from publisher Apogee, Romero and Carmack founded their own company with artist Adrian Carmack (no relation), while also hiring Hall. Through 1991 they made three more Commander Keen games, then released the first true FPS, Wolfenstein 3D, in 1992. After Wolfenstein's success, id began making a follow-up shooter, this time inspired by a D&D campaign the four founders had played together at weekends. Nineteen months after Wolfenstein, a legend was born.
Doom’s origin story may be familiar, but there's one element of it that remains puzzling. Why is it Doom that is so revered today, and not ? Id's first shooter was the real trailblazer, and a major hit in its own right. really just iterated on those ideas, a fact acknowledged by the game's original reviews. PC Zone's review, for example, summarises s premise as “very simple, very Wolfenstein”. Why do we worship the second true FPS ever made, and not the first? Clues to the answer can be found in those same reviews. may have been built upon the same principles as , but everything about it was so much more vivid and elevated. “The speed and smoothness of this texture-mapping system make , and look like they're running in BASIC,” writes Zone's reviewer David McCandless. Even Edge's review of states that s 3D levels look “primitive” compared to id's latest shooter. “There are stairs for you to climb, lifts to find and aliens firing at you from windows… go back and play and you'll laugh at the 2Dness of the 3D perspective.”