Doom and Doom 2 copyright © ID Software


WHY DOOM?



      In the grand scheme of video games, Doom is an old, old game. Usually when a game reaches about five years old it is mostly abandoned. Ten years and it's done. Video games have an extremely short life span, and today it takes much more than two people and nine months to develop a commercial-quality game. Indeed the tastes of gamers has changed dramatically over the years; a new first-person shooter isn't a first-person shooter unless it has 14 different sniper rifles, enemies that decide to play chess if they get bored, and enough pre-made "taunts" for Strom Thurmond to filibuster civil rights.       So why is it that, after all these years, Doom still has a thriving multiplayer community, complete with clan rivalry and official tournaments, new versions of enhaced ports being released about every other day, and amateur architects still creating terrifying demon-filled fantasy worlds? Hopefully I can shed a little light on this subject for all of you waiting on Return to Castle Unreal 6 for the Playcylinder 3.



Why Doom Just Keeps on Truckin'

* It's extremely intense and very rarely uninteresting.
* The player is totally free, (s)he never has to wait on and protect the "hot" damsel-in-distress sidekick who doesn't know her ass form a hole in the ground or do something equally annoying.
* Doom's editability makes for many people making countless unique modifications.
* Doom's editability and engine simplicity make it a great introduction to game design.
* It has very flexible system requirements: a person can use a 486 to play the original release or an Athlon X2 to play at 1600x1200 resolution.
* The fundamentals of gameplay are very easy to learn.
* Each weapon is unique and has it's own advantages and disadvantages in certain situations.
* Each enemy has its own distinguishing traits for which different strategies can be used to defeat.
* It's a classic!



Background Music From Doom 2 -- Barrels o' Fun



Copyright © Jake Gilbert 2003-2007