PC Gamer (US Edition)

THE HISTORY OF DOOM

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 check 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 Wolfenstein? Id’s first shooter was the real trailblazer, and a major hit in its own right. Doom really just iterated on those ideas, a fact acknowledged by the game’s original reviews. PC Zone’s review summarizes Doom’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. Doom may have been built upon the same principles as Wolfenstein, but everything about it was so much more vivid and elevated. “The speed and smoothness of this texture-mapping system make Ultima Underworld, Shadowcaster, Terminator Rampage and Jurassic Park look like they’re running in BASIC,” writes Zone’s reviewer David McCandless. Even Edge’s review of Doom states that Wolfenstein’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 Wolfenstein and you’ll laugh at the 2Dness of the 3D perspective.”

But perhaps the most significant difference between and had little to do with visuals. In January 1994, right after ’s launch, Game Developer magazine published an article called ‘Monsters from the Id’ that’s new engine allowed “all objects to have physical characteristics, such as weight, momentum and even sound. For example, bullets were actual physical projectiles in the engine as opposed to , where they were just calculations”.

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