To commemorate Doom's 30th anniversary, the two developers reunite and say, ``We would like to thank everyone in the Doom community for keeping this game alive.''
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On December 10, 2023, exactly 30 years since the FPS milestone 'Doom' was released in 1993, we invited id Software co-founders John Romero and John Carmack. A discussion was held. In an online interview conducted on Twitch, the two talked about the behind-the-scenes stories behind Doom's development and their thoughts on Doom.
For Doom's 30th anniversary, the Johns Romero and Carmack reunited to celebrate the FPS that changed everything: 'I want to thank everybody in the Doom community for keeping this game alive' | PC Gamer
https://www.pcgamer.com/for-dooms-30th-anniversary-the-johns-romero-and-carmack-reunited-to-celebrate-the-fps-that-changed-everything-i-want-to- thank-everybody-in-the-doom-community-for-keeping-this-game-alive/
The 30th anniversary event for Doom, hosted by game writer David Craddock, was initially filled with a celebratory mood, but shortly after the conversation began, the development team surprisingly took a harsh stance toward the game. It seems that the evaluation has jumped out.
Mr. Carmack expressed his regrets, saying, ``I wish Doom's engine had included more flashy and technically risky graphical effects,'' and more specifically, ``Episode 1 had its feet on the ground.'' I think the military science fiction art that gives it that feel is older than the abstract hellscape in the latter half of the game.'
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On the other hand, Romero cited id Software's titles released before and after Doom, saying that the use of FPS 'Quake' and full 3D acceleration greatly complicated development and limited the number of enemies that could be displayed on screen. He pointed out that it was a technical 'sweet spot', or just the right spot. He went on to praise Doom's game engine for allowing it to implement more complex maps than Wolfenstein, but said ruefully: 'Level design for Wolfenstein was probably the most boring job I've ever done.' It is said that he did.
In addition, Mr. Carmack said that he initially thought, ``With this quality, it would sell well even if it was packaged in a brown bag,'' and looking back, he is glad he took it a step further with DOOM's iconic package design and marketing. . They are particularly fond of the large packaging released in the 1990s and the cloth map that comes with it.
Doom's developers remember the first time they saw multiplayer mode just before release. 'When you see two characters fighting and you see a rocket coming out of a high window or someone shoots the other person with a plasma gun, you're like, 'This is the coolest thing that's ever happened on Earth,'' Romero said. It looks like it's going to be a great game. I can't wait to play it.''
by Zheng Kai
At the end of the conversation, Mr. Carmack prefaced the conversation by saying, ``I've said before that I'm not a sentimental person, and I don't really look back on the good old days.'' It was a really good time, and I'm very proud of what we built then, and that it's a tradition that continues to this day.''
Romero also echoed Carmack's thoughts, saying, 'I would like to thank the Doom community for keeping this game alive. Thank you so much for playing our game.' and expressed his gratitude to Doom fans.
You can watch the conversation streamed on Twitch from this link .
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