Morgoth
Ph.D. in World Saving
Stop talking about story please. This is a DooM thread.
doomguy had to avenge the death of his pet rabbit, that's the storyI've finished both games at least five times each and i still don't know what the story is.
You are saying that like earlier dooms didn't have a story.
I've finished both games at least five times each and i still don't know what the story is.
http://doom.wikia.com/wiki/Development_of_Doom
The game was to take place on an alien planet called Tei Tenga, on which the UAAF (United Aerospace Armed Forces) had two military research bases. There would be five player characters with different personalities and abilities: Lorelei Chen, John "Petro" Pietrovich, Dimitri Paramo, Thi Barrett, and Buddy Dacote; the game would start with creatures from Hell suddenly bursting in while the five were playing cards. There would be a total of six episodes, with storylines involving traveling to Hell and back through the gates which the hellspawn used, and the destruction of Tei Tenga, for which the players would be sent to jail.
John Carmack disapproved of the detailed plot, instead imagining Doom as a simple, action-oriented game. He remarked, "Story in a game is like story in a porn movie. It's expected to be there, but it's not that important." This creative conflict ended with the others agreeing that Hall's levels emphasized realism at the cost of making the gameplay entertaining. Hall was forced to resign in the summer of 1993.
http://doom.wikia.com/wiki/Doom_RPG
http://doom.wikia.com/wiki/Doom_II_RPG
On the other hand Romero and Hall went way over budget and had huge delays with their games. So he was right that Romero wasn't getting his work done in a timely manner.Carmack and his stupid hubris. One wonders how far this company could have gone if he didn't have this "i'm too good to be working on this industry" attitude.
Well, Romero now look like a psycho hobo but he was right on this. The gamming industry right now is like a bunch of porn screenwriters decided to turn porn in art by making the plumber man seducing the housewife scene two hours long."Story in a game is like story in a porn movie. It's expected to be there, but it's not that important."
Having all the hell imagery and themes come from human heads would actually make for potentially interesting plot, capable of elevating the game way above "hurr IMMA blowing the demons with my SHOTGUN!!!1" of Doom, without necessarily sacrificing any gameplay.The Doom novels are all about the Hell aspect of the invasion was just mind games by the invading aliens, right?
Having story or backstory != being a shittier movie with shoddy excuse gameplay shoehorned in.Well, Romero now look like a psycho hobo but he was right on this. The gamming industry right now is like a bunch of porn screenwriters decided to turn porn in art by making the plumber man seducing the housewife scene two hours long.
Doom was no coincidence. No brilliant game ever is.
A modern Doom sequel should play just like Doom1/2, but have upgraded graphics. It may have a theme, but the moment that theme starts making the game's levels less colorful or varied than the original's, it needs to be chucked into the trash can of bad ideas.
The abstraction of Doom's setting allowed for a lot of imaginative and memorable level design. You could build something that would give an architect an anxiety attack, but would allow for fun enemy placement and trap scripting... and fun is what it's all about.
The moment cinematic bullshit and quasi-realistic environments became part of Doom franchise, it died.
see I think Doom 2 is perfect for what it is, so no need to try and recreate it. It's perfectly playable and replayable and they are still making new quality levels for it.
Actually I'm beginning to think every brilliant game ever is.Doom was no coincidence. No brilliant game ever is.
Aliens fucking with people's heads would too.The abstraction of Doom's setting allowed for a lot of imaginative and memorable level design. You could build something that would give an architect an anxiety attack, but would allow for fun enemy placement and trap scripting... and fun is what it's all about.
No one wants or cares for cinematic bullshit just because they would have preferred smarter, less derpy Doom.The moment cinematic bullshit
Works perfectly as CoD-tard filter.Instead we got a freak circus of ports. GZDoom appears to be most stable and generally sane, but to recreate that true peer-to-peer networking feeling, you gotta open ports in your firewall and then use unwieldy shells to launch it with specific parameters, all the while also making sure that the 50-something internal gameplay parameters are identically set on both machines...