What We Can Learn From DOOM

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  • Опубліковано 28 вер 2024
  • 🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstool... 🔴
    20 years on, and id Software's demonic first person shooter Doom remains massively influential. But can modern designers still learn lessons from this ancient, archetypal game?
    Recommended reading / viewing:
    GDC Vault: "Meaningful Choice in Game Level Design, Matthias Worch"
    • Meaningful Choice in G...
    GDC Vault: "Orthogonal Unit Design, Harvey Smith"
    www.gdcvault.co...
    Vector Poem: "Lessons from Doom"
    vectorpoem.com/...
    Gamasutra: "Monsters from the Id: The Making of Doom"
    www.gamasutra.c...
    RetroAhoy: "Doom"
    • RetroAhoy: Doom
    Games shown in this episode (in order of appearance):
    DOOM (id Software, 1993)
    DoDonPachi (Cave, 1997)
    Halo: Combat Evolved (Bungie, 2001)
    Half-Life 2 (Valve Corporation, 2004)
    Music used in this episode:
    Out of the Game (Tharsis, Atomnation)
    Rooftop Paradise (Tharsis, Atomnation)
    Half Age (Tharsis, Atomnation)
    Epiphany Fields (Oxenfree, scntfc)
    Towehee Grove (Oxenfree, scntfc)
    Other credits:
    Bethesda Softworks: "DOOM: Bethesda E3 Showcase Gameplay Reveal"
    • DOOM: Bethesda E3 Show...
    The Doom Wiki
    doomwiki.org/wi...
    The Spriters Resource
    www.spriters-re...
    Old Doom Music and Sounds
    www.wolfenstein...
    Contribute translated subtitles - amara.org/v/C3...

КОМЕНТАРІ • 1 тис.

  • @TheActMan
    @TheActMan 8 років тому +1267

    Damn this was a great video! Doom is a legendary and icon game because of the way it revolutioned FPS games, I think a lot of FPS games need to sit down and reflect on Doom's design and emulate it in the best way possible with their own unique design.

    • @spartanwar1185
      @spartanwar1185 6 років тому +45

      holy shit it's the Act Man

    • @undeadtomatoes
      @undeadtomatoes 6 років тому +50

      Why was Doom (1993) so AWESOME?

    • @skinnymann9932
      @skinnymann9932 6 років тому +2

      It's really nice seeing you here

    • @shintenku
      @shintenku 6 років тому +11

      Ya goddamn right my friend , I love your take on DOOM 2016 and the history it represent , Hat off fella .

    • @luiscastaneda2789
      @luiscastaneda2789 5 років тому +9

      The Act Man holly shit the act man in his natural status

  • @manafish8732
    @manafish8732 4 роки тому +155

    shout out action button

    • @Lysergiik
      @Lysergiik 4 роки тому +13

      Hey this video isn't about e1m1...

    • @LAK_770
      @LAK_770 Рік тому +2

      H E L L O

    • @Franiac32
      @Franiac32 25 днів тому

      Coming from that exact video at that exact point, three years later.

    • @btchiaintkidding7837
      @btchiaintkidding7837 19 днів тому

      same here

  • @varunkapur5640
    @varunkapur5640 4 роки тому +39

    Doom is literally a game every game maker should study. It does so many things so well - the music, the lighting that creates a sense of tension, different enemy types and non-linear level design. No wonder all of us ancient gamers keep coming back to it even after all these years.

    • @dr.mckenna7901
      @dr.mckenna7901 4 роки тому +3

      And if you think about it that Doom not just refined these thing, but basically invented them. There wasn't too many first person shooters before. Maybe half a dozen, and even those were very basic stuff. Doom didn't feel like some experimental stuff that pawed the way for the actually good games, it wasn't a result of trial and error of previous games, it wasn't a result of an evolution. It implemented a lot of things that haven't existed yet in gaming, not even on a conceptual level. For it's era and technical limitations it basically did everything right and it's clones and competition struggled to measure up to it. It's one of the closest thing men made to Biblical creation. Success on the first try.

  • @WritingOnGames
    @WritingOnGames 8 років тому +143

    Thanks for this incredible video. I only discovered your channel relatively recently, but since that point you've become one of my biggest inspirations for keeping going with my own thing, and to hold myself to higher standards of production and research. I really appreciate what you're doing.

    • @GMTK
      @GMTK  8 років тому +34

      Thanks! I like your channel too

    • @jorgepascual3364
      @jorgepascual3364 5 років тому +4

      @@GMTK You are such a great guy

    • @hannibalcase1100
      @hannibalcase1100 4 роки тому +2

      It's funny that I come across this now, after your video on Dark Souls and Depression got me going. Probably unlikely you'll see this, but thank YOU.

  • @Honeyxilim
    @Honeyxilim 8 років тому +1014

    DOOM 2016 is actually respecting all the spirit of the Old one and mix it with modern mechanics, which makes it one of the best shooters of the last years :P

    • @Felsmukk
      @Felsmukk 8 років тому +110

      The old Doom is a slow waltz of positioning and target prioritization, the new Doom is more like a mosh pit of death where you literally rip and tear your way through the arena.

    • @sizor3ds
      @sizor3ds 7 років тому +22

      and same with titanfall 2 which kind of suprised me with its enemy variety

    • @khuzang
      @khuzang 7 років тому +3

      I feel so sad I can't run it on my toaster... ;n;

    • @FFKonoko
      @FFKonoko 7 років тому +46

      Doom 2016 had plenty of interesting level design mixed into the encounters, it just was so seamlessly done as a backdrop for the combat focus that it's easy to miss. The multi-level train train station, the breadcrumbed reactors to destroy, the contrast between the floating platform areas to the covered corridors and pillars sections to the moderately open but tiered temple layout....this would be an easier point to make with a video of the various sections, but the fact that I easily brought those up from memory says something by itself. By comparison Serious Sam was a lot more...flat, with an awful lot of broad plains, box rooms and long corridors.
      Even their playstyles are different as a result. Doom, you tend to be routing around the room, dodging on the way. Serious Sam...circle strafe. And when that failed...bunny hop to minimize the pain.

    • @1r0zz
      @1r0zz 7 років тому +4

      I would argue that some designs for the game are weak... especially the aesthetics. while levels looks great, only a few of the demons does not look like "jokes" or "absentminded design".
      doom is not "serious" but also not a "joke". they should have designed the demons much better and create new demons for the game, with more unique and original gameplay.
      doom 3 did that and it was amazing, even if limited by some design and technology

  • @noblealfred5010
    @noblealfred5010 8 років тому +90

    Each of those different enemies and situations will give the player good reasons to use all the available weapons. In modern games players tend to choose a favourite and stick to it. Great work.

    • @kingzamasu4416
      @kingzamasu4416 4 роки тому

      Very true in most shooters i prioritize the strongest enemys or the weakest depending on the situation but not in DOOM

    • @todesziege
      @todesziege 4 роки тому +1

      The 2-weapon limit of Halo and CoD pretty muched *forced* players to choose a favourite.

    • @noblealfred5010
      @noblealfred5010 4 роки тому

      @@todesziege Halo has low ammo capacity, so it tends to force you to switch occasionally.

    • @todesziege
      @todesziege 4 роки тому

      @@noblealfred5010 You're rarely gonna run out with the assault rifle.

    • @noblealfred5010
      @noblealfred5010 4 роки тому

      @@todesziege I don't know... I was constantly switching weapons and running low on ammo in Reach and CE. I am playing through the series right now.

  • @ThunderRazorYT
    @ThunderRazorYT 8 років тому +14

    It is the wide possibility space that requires most all enemies and weapons to still be viable later in the game. Imps are really easy when they are stuck in a window, but are really hard when the floor drops down on you and you're surrounded by them. The rocket launcher is powerful, but can't be used in close, and so the shotgun stays useful. Some modern games basically replace the enemies with stronger versions, and replace your weapons with better ones. It doesn't open the possibility space at all. A good FPS uses all the weapons you are given throughout the game, making each useful in different situations.

  • @iMThatOnlyBeast13
    @iMThatOnlyBeast13 8 років тому +170

    This video perfectly explains why Doom is genius and one of the best shooters of all time

    • @Ashpect
      @Ashpect 4 роки тому +3

      correction THE best shooter ever

    • @realitynowassigned
      @realitynowassigned 3 роки тому

      Its just so satisfying

    • @realitynowassigned
      @realitynowassigned 3 роки тому

      @@Ashpect you can't have objectivity about an opinion

    • @Ashpect
      @Ashpect 3 роки тому

      @@realitynowassigned bro what is that english there's something called grammer

    • @realitynowassigned
      @realitynowassigned 3 роки тому

      @@Ashpect lol english isn't your best subject eh?

  • @xisumavoid
    @xisumavoid 8 років тому +160

    I think the sounds, visual style and level design are fantastic but you've got it right, its the way you know and react to the demons that makes it so much fun :-) What a great game doom is!

    • @ChelloveckCog
      @ChelloveckCog 6 років тому +11

      unexpectedly seeing a channel I follow in another channel I follow. Oh hey!

    • @oxelhox5352
      @oxelhox5352 2 роки тому +1

      Hello Mr. Hermitcraft! Funny seeing you here, what a nostalgia trick.

    • @fianchetto5954
      @fianchetto5954 2 роки тому +1

      Funny seeing you here

    • @mequill9977
      @mequill9977 2 роки тому +6

      @@fianchetto5954 wdym? He's Doom Guy he's supposed to be here

    • @fianchetto5954
      @fianchetto5954 2 роки тому

      @@mequill9977 no idea how I didn't see that.

  • @RussellMeakimCastleDoes
    @RussellMeakimCastleDoes 8 років тому +13

    You forgot to mention a key ingredient to your points. Part of the decision making process. Superior movement speed. Superior movement speed allows the player to a greater sense of tactical control over a situation. I have more options at my disposal under these conditions. The ability to close in and take out chaingun guys before dealing with the Baron is possible in this case. It provides a level of agency rarely seen in modern shooters.
    As first person shooters modernized movement speed continued to slow down. The effect this had was that the focus on decision making from a tactical perspective was greatly reduced.

    • @samsibbens8164
      @samsibbens8164 8 років тому

      I agree they might have slowed it down too much, but slowing it down was definitely a good thing. If you look up Alien vs Predator 2000, we all move just way, way too fast

  • @snomangaming
    @snomangaming 8 років тому +43

    Awesome work as always Mark :) I love when games have different tactics like this, it's always good when a game keeps your brain working, instead of mindless shooting/fighting.

    • @BLACKDISC
      @BLACKDISC 8 років тому +2

      Aren't you the one who commented the start times on the AGDQ channel?

  • @metfan4l
    @metfan4l 6 років тому +21

    6:05 Goddamn I love that sound desing of HL2, makes me want to replay it for the 100th time :D Great video!

    • @ceruchi2084
      @ceruchi2084 3 роки тому +2

      I replay it for the health machine noise :D

  • @PunkJax
    @PunkJax 8 років тому +43

    You did it. I couldn't figure it out, why I liked Halo so much despite hating all other FPSes around the time. The diversity of the enemies. Thank you.

    • @MRFLAPPYTREE
      @MRFLAPPYTREE 5 років тому +7

      its also why the Promethiens are such a bland group of enemies to fight. shoot the watcher, kill the crawlers with headshots and then kill the knights from far away. rinse and repeat. knights have a melee attack that you cant even predict to dodge so fighting upclose is pointless because they will always win. a elite can kill you with a melee attack but you can dodge it and then counter that attack.

    • @mequill9977
      @mequill9977 2 роки тому

      @@MRFLAPPYTREE Like a pro

  • @recht_voor_zijn_raap5506
    @recht_voor_zijn_raap5506 8 років тому +9

    Doom 2016 takes this legacy to hart and makes an exceptional example of it 😊

  • @mmb6527
    @mmb6527 7 років тому +3

    I just replayed Doom 1 and 2 and Doom is still very fun and plays well. Out of all the old games I have replayed, this one has truly stood the test of time.

  • @Tanooki88
    @Tanooki88 7 років тому +8

    Omg, i think i have come to finally understand why DOOM is so damn fun to play at any given time. You mentioned it near the end of the video on how you are constantly making tactical decisions per minute. Or at least somewhat along those lines, where in (depending on the difficulty of the game) it can ramp up significantly on how much you want to truly test yourself w/ your hand-eye coordination. It truly is a flurry of inputs your brain is going through and it's beautiful! Not even mentioning level design, badass/eerie music and scary demons trying to slaughter you at all times :P

  • @royox
    @royox 8 років тому +4

    Doom was literally my first game and thanks to this video I understand why I love Halo's gameplay so much while I can't bear other "Reallistic" FPSs like CoD or Battlefield.

  • @swineflu2860
    @swineflu2860 8 років тому +21

    I think another thing that DOOM did right that a lot of people tend to gloss over is the fact that you can dodge bullets and enemies at all (for the most part). In modern shooters the best way to avoid damage is to hide in cover because against hitscan weapons there isn't a good way to avoid damage and the small but regenerating health pool doesn't help either. It's much more interesting to skillfully weave your way through a firefight than it is to pop out for a second to get a k
    kill and go back to hiding.
    on the multiplayer side of things it's even worse. The low health, low accuracy but aim assisted, low movement speed, and fast/hitscan bullets mean that if you come up on an enemy who isn't facing you they are pretty much guaranteed to die no matter what your or their skill level is. And these aren't Rainbow 6 games that encourage tactics that I'm talking about, it's your shit like COD or Battlefront 3 that are equally boring for everyone so that the lowest common denominator can derive at least some kind of enjoyment from the game.

  • @doodleEeto
    @doodleEeto 8 років тому +25

    Doom 1 gameplay on DOSBox with 4:3 ratio without anti-aliasing
    Now that's quality.

  • @DOSRetroGamer
    @DOSRetroGamer 8 років тому

    You pretty much nailed it. Two things I'd add:
    1) The feedback you get when you hit an enemy. The impact a shotgun blast has on a close imp was amazing.
    2) Romero's levels which were something totally new at the time - surreal, twisted, and surprisingly three-dimensional - even if the engine was not "100% 3D". The book Masters of Doom describes the eye-opening moment the id guys had on their first look at Romero's levels. While you briefly mention level design in the beginning, I think the hunt for keys and secrets was only a small part of the appeal.

    • @artman40
      @artman40 8 років тому

      +DOSRetroGamer To be honest, most weapons sounded really weak in Doom. Mods prove that things can be improved.

  • @camycamera
    @camycamera 8 років тому +24

    Yes, I was going to mention Halo and Half-Life, they do exactly the same thing as well! That is why those games, along with DOOM, are far more memorable than games like Assassin's Creed, or Call of Duty where the enemy types are just soldiers but they only have the same variations of standard soldier guy, shotgun guy, heavily armoured dude with big gun, and maybe rocket launcher guy.
    I loved also in Halo when if you killed the Elite first, the grunts would scatter, as they lost their leader. Or how (in Halo 2 onwards) if you kill one of the Hunters, the other hunters will get mad and berserk, same for Brutes. Things like that made enemies have more personality beyond just "more health" and "heavier weapons", and it encourages you to change up your gameplay strategy as well.
    And the way Half-Life 1 and 2 handled enemies goes hand in hand with its excellent pacing of those games that I feel is unmatched to this day. One second you're fighting soldiers, then you're fighting zombies and headcrabs, then the next you're fighting a gunship on a boat, then the next you're solving a quiet puzzle, soaking in the atmosphere.
    But yes, we have DOOM to thank for that. I really, really wish we get more games that follow the example of DOOM just like how Halo and Half-Life did.

  • @aliesfahanian2103
    @aliesfahanian2103 8 років тому

    Good combination of information from several articles and talks and also by your analyse. Your game lessons are getting better and better and each episode is better than the previous one. Thanks for these videos.

  • @Greatdictator
    @Greatdictator 8 років тому

    Hey man as someone whos getting into game makeing with a friend , your videos are solid gold of a find , keep on makeing em

  • @Warbandit100
    @Warbandit100 7 років тому

    yes, totally agree, the reason which made me love doom was exactly those fixated enemies, but still different and mixed together. learning all of them, and apply your strategies, your playstyle...it created a great accomplishment system for me, slowly increasing more and more my abilities in the game, finally reaching nightmare mode...i felt amazing, no other game made me feel the same

  • @NemesisTWarlock
    @NemesisTWarlock 2 роки тому +6

    I've seen this before, but After watching the Action Button review of Doom, well.. this hits slightly different. :)

    • @Goozeeeee
      @Goozeeeee Рік тому +1

      Came here for this too

  • @SousukeGWX
    @SousukeGWX 8 років тому

    Mark, you should do a breakdown of Splatoon's final boss, showing how it expects the player to put everything which was learned so far to test in a gradual form, to a point where multitasking happens so intensely it leaves your heart pounding. My favorite boss ever in a shooter!

    • @GMTK
      @GMTK  8 років тому +1

      I still need to finish that one, but sounds good!

  • @Xob_Driesestig
    @Xob_Driesestig 8 років тому +17

    I love you man, and quick question, do you watch extra credits? (it's pretty great)

    • @GMTK
      @GMTK  8 років тому +16

      +xbob Driesestig I do! A great show

  • @GenericInternetter
    @GenericInternetter 8 років тому

    This was easily the best explanation of Doom I have ever seen.You have managed to encompass 20+ years of admiration into an 8-minute video that explains the mechanisms of the game`s greatness. Thank you for this!

  • @DrearierSpider1
    @DrearierSpider1 8 років тому +36

    What we can learn from Doom: console peasantry ruined shooters.
    -The movement, projectile and attack speed of enemies in most games (as well as the number of enemies) in modern shooters, even good ones, are significantly toned down from old school PC shooters like Quake, Unreal or Serious Sam because designers have to account for how much slower aiming on controllers is. Before people come back and tell me some of those games are on consoles: I know. But they were design exclusively for PC (and by extension keyboard and mouse) then ported afterwards rather than taking controller limitations into account from the beginning of development.
    EDIT: People keep pointing out that Doom wasn't developed for K/M: again, I know, hence why I didn't list it among the other 3 games. Doom still laid the foundation for future games to take it's design framework and built off of it once K/M became the standard setup. Also, Doom still benefited from the keyboard thanks to emphasizing the need for on the fly weapon switching via the number keys (something we still usually don't see in modern games because radial wheels are extremely clunky in fast paced games), and really could have only existed by utilizing high end PC's at its time. It's also worth noting that mods like Brutal Doom alter the game's mechanics to be appropriately fast and challenging on a modern K/M setup (play that mod on black metal difficulty and tell me it isn't one of the most frantic and difficult run n' gun games ever made).
    -Not being able to look around while jumping also significantly impacts gameplay, reducing emphasis on strafing/mobility
    -Player movement speeds are a shadow of their former selves for the above reasons, thus autorun became a thing of the past
    -Limitations on weapon count were/are introduced to streamline weapon switching on consoles. Even the upcoming Doom, while having a full arsenal in single player, features a 2 weapon limit in multiplayer
    -It's worth noting that technical limitations of consoles have held back the size/scope of levels (as well as being another reason for lowering enemy counts), though that's largely a thing of the past with the new consoles. That said, that problem may rear its ugly head again depending on how long this generation lasts
    -Mod support is all but dead within many games/genres, and FPS are no exception. Hey, if it can't be done on consoles it isn't worth supporting huh?
    That's a video I'd like to see you make in the future: the ways in which designers have to make like Kathy Bates and hobble the core mechanics of FPS games when they take the limitations of controllers into account. If you've ever wondered why the genre hasn't meaningfully advanced in at least 10 years, that's a huge part of it: designers were developing for a more fast, precise, complex and versatile control scheme 10-20 years ago than what they're working with today.

    • @CarlosIzcoa
      @CarlosIzcoa 8 років тому +5

      +DrearierSpider1 But you are only taking into account one single aspect of the whole game, the controller. Designing a game from the ground up with your control scheme in mind is essential and I think developers pretty much have it down to a T by now.
      Halo is pretty much the reason I think your arguments don't really hold up today.
      It revolutionized the controll scheme on consoles to prove that circle strafing can be done, and done well on consoles. Of course, the speed is slower but taking that into account while designing the game does not make it an impediment.
      Limitations on weapons were not a lazy excuse to streamline weapon switching, games have radial menus for that now. They were designed so the player has to adapt to the situation whatever it may be.
      And the bit about the size, scope of levels... cmon, you know that's not true. Even friggin Goldeneye had huge levels. And if you see the tech demo for enemy counts of Unreal 3 (yes 3, not 4) on consoles you'll see the huge amounts of enemies it can render at any time.
      Yes, keyboard and mouse are faster, more precise, and more complex than a gamepad but that in and out if itslef is not what makes a good game. What makes a good game is identifying what your game is and building around it so that every piece fits its vision. Some fit the fast twitchy motif of Serious Sam, some don't.

    • @DrearierSpider1
      @DrearierSpider1 8 років тому +1

      +Carlos Izcoa "But you are only taking into account one single aspect of the whole game, the controller."
      Considering your control scheme is the sole element connecting you and the game, I'd say it's a pretty damn important one to focus on. I'd expect designers of a game like Devil May Cry or Ninja Gaiden not to account for keyboard and mouse if it meant gimping the game mechanics, so this isn't a one way street. Games like X-Wing and Tie Fighter forced you to use a flight stick because the designers felt that was to the benefit of the game.
      As for Halo, it's a great game but it does not fit the bill of a fast and frantic shooter like those I mentioned do, which is exactly what I'd expect and want of a new Doom game. As for circle strafing, you once again run into the problem of consoles being able to do it, but not do it well. In game like Halo, you're forced to jump, then adjust aim, jump, then adjust aim as opposed to doing so simultaneously and seamlessly. If you've ever played Quake III or Unreal Tournament, you'll know how much of a difference something as seemingly subtle as this makes, especially when you combine it with environmental objects like lifts and such. This also affects things like enemy attack pattern that you can viably throw at the player.
      Smart as Halo may have been in its weapon design with regards to the 2 weapon limit, it was still done out of controller limitations. Bear in mind that radial menus also only work in single player, which once again is why Doom 4 will have a 2 weapon limit in multiplayer. For every Goldeneye and Escape From Butcher Bay you had in the late 90's and early 2000's, you had another Thief 3 or Deus Ex Invisible War. I've got to say that I find it laughable that you used a tech demo instead of an actual game as an example of enemy counts. Keep in mind that demo was also running off of console hardware that was cutting edge at the time, and both the 360 & PS3 had incredibly powerful CPU's when they came out. Contrast that with what are essentially tablet CPU's in the new consoles.
      TL;DR consoles _can_ be how to good shooters...but shooters come in a variety of shapes and sizes, and certain sub-genres of shooters have to be altered moreso than others to work on them. An FPS game is truly only ever designed to its full potential if it's built from the ground up for PC.

    • @WMan37
      @WMan37 8 років тому +7

      +DrearierSpider1 What I think people tend to forget is that a lot of people played Doom back in the day without a mouse at all; We used arrow keys on the keyboard for left and right turning, which is roughly the equivalent of a controller aim.
      Secondly, as someone who primarily PC games I too like to heap shit on controllers, but there's an exception to the rule here, and this is a game from Platinum Games called Vanquish. The only concession I can see within that game as far as movement speed and twitch shooting goes are the QTEs and slow mo meter for making quick maneuvers. Without using the slow mo the game would not be out of place on PC.
      As for modding though, you have a point there. A relevant topic to bring up is how the new DOOM reboot is going to only have snapmap and not support modding on PC, which will greatly destroy it's long term appeal.

    • @TheTrueReiniat
      @TheTrueReiniat 8 років тому +3

      +DrearierSpider1 UGGH, not this again :(
      Specially not when Halo keeps the torch alive on consoles (HL3 plzzz). And most people played DOOM with just the arrow keys back in the day, i did.
      Do you want me to post a lengthy article of why youre wrong or will you never change your mind because you think PCs are good for all the wrong reasons.
      And yes PC gaming is better than console gaming, at least on that we can agree.

    • @DrearierSpider1
      @DrearierSpider1 8 років тому

      Elias Reiniat
      By all means, tell me why I'm wrong.

  • @Submattergames
    @Submattergames 8 років тому +1

    Exceptional video! I never deeply considered the important of the combat in Doom but now that I think about it, whenever I miss a key and have finished off all the enemies I have a lot less fun than when I'm under pressure from a group of nasties. I think the best praise I can say about this video is that it absolutely gave me that light bulb turning on 'Aha!' moment in several parts.
    This is my first time seeing one of your videos and the wealth and density of content and concepts in just this one video is definitely worthy of the name 'Game Maker's Toolkit'.

  • @Soundole
    @Soundole 8 років тому +3

    I'm really enjoying this series - your arguments are well researched and compellingly delivered.

  • @hikerwolfspaine8200
    @hikerwolfspaine8200 8 років тому

    I think orthogonal unit differentiation is what also makes games like TF2 and hero based games so interesting to people. The fact that each person has something that sets them apart makes the characters fun to play against and with. You aren't all just shooter guys with smgs you have powers and accessories which can play off of each other in your quest to defeat the enemy who also will use similar tactics.

  • @JoeVersus
    @JoeVersus 8 років тому +54

    Any idea why Wolfenstein 3D is never cited as doing anything too impressive? I get that Doom was a bigger hit and was more influential but I don't honestly understand why Wolf3D seems to never be cited as having much of a legacy beyond being the game that came before Doom (and also they made a buncha new ones, I guess there's that, too).

    • @GMTK
      @GMTK  8 років тому +90

      Ultimately, a game has to be hugely successful - not just first - to be really influential. For example, the PS2 game Kill Switch introduced the cover mechanic, but the explosion of cover-based shooters didn't happen until the smash hit Gears of War used the mechanic. So because Doom was such a phenomenon, and everyone wanted a piece of the action, that's when the FPS genre kicked off proper.

    • @JoeVersus
      @JoeVersus 8 років тому +12

      +Game Maker's Toolkit I guess it's that simple. Ah, well!
      This got me thinking about the enemies in Wolf3D and I can see some of the beginnings of the enemy design you've talked about in Doom. They mostly just had a bunch of soldiers with different guns (and no projectiles) but throwing the dogs into the mix was a pretty big deal, I think. They were much harder to get a bead on than the other enemies and if you entered a room with a whole bunch of them you'd immediately start retreating, firing madly.

    • @haryman222
      @haryman222 8 років тому +12

      +Joe Matar In addition to what Toolkit said, I think some of it has to do with the technology. Sure, Wolfenstein 3D was impressive for it's time, but it wasn't rare to see the flat color, single layer maze levels that made it up. Doom, on the otherhand, had multi-layer huge levels with full texture mapping. It was one of the first games to do so well. Combine that with the slightly improved mechanics, the iconic monsters (and everything discussed in this video), and the fact that it was such a big hit, and you get an influential icon.

    • @haryman222
      @haryman222 8 років тому +3

      +Joe Matar Sorry for the second comment, but I just remebered I should point you to my source. You should check out Ahoy (used to be known as Xbox Ahoy). He is doing a series called Retro Ahoy, which includes both Wolfenstein 3D and most recently, Doom. Side note, I would love to see a colab between Toolkit and Ahoy

    • @JoeVersus
      @JoeVersus 8 років тому +2

      +haryman222 One thing that did occur to me definitely was that Doom had much more of a mood about it. The lighting effects were a big part of what I remember.
      I'll check out Ahoy, thanks!

  • @OGEdger
    @OGEdger 7 років тому +1

    My favorite thing about _Doom_ is that there is no crosshair. You just aim in a foe's general direction and your shot hits. This allows for the player to focus more on positioning rather than aim.
    This helps those of us that are lousy shots in fps games.

  • @aureliusnoble
    @aureliusnoble 8 років тому +5

    You and XboxAhoy doing a video on Doom within a couple of days of each other? This has been a good week :D

    • @GMTK
      @GMTK  8 років тому +9

      +Aurelius Noble Haha, I was a little shocked when I saw his awesome video appear on Sunday - right as I was exporting mine! Luckily they cover quite different ground

  • @RichardHoogstad
    @RichardHoogstad 6 років тому +1

    Damn a video made 25 years after I played Doom and not even realizing I played it the way which was described in this video. Good work

  • @Xeotroid
    @Xeotroid 8 років тому +30

    I have to say that Doom 1's lack of D2's additional monsters makes it feel a bit bland after a while. Hell Knights are great because they're not overly tedious for normal usage like Barons are and Revenants, Mancubi and Archviles spice up the game a bit.

    • @Fuchsia_tude
      @Fuchsia_tude 7 років тому +18

      Yeah. They fixed the main gap in D1's roster, mid-tier enemies--Cacodemons were the only proper ones in D1, though later episodes tried to use Barons they really had too many hit points--by adding ~4 new ones. And most of the new additions had unique behavior and attacks.
      The Chaingunner is basically a frail, smaller reskin of the Spiderdemon, but that made it much more versatile, letting designers use it basically anywhere. The Revenant is roughly a tier 1 (or 1.5) enemy with tier 2 weapons, a glass cannon, slightly tougher than a Demon but with a sometimes-homing attack that is unique in Doom. The Hell Knight is identical to the Baron but less of a bullet sponge, another glass cannon with tier 3 weaponry. The Mancubus is something like a sluggish Hell Knight that fires six fireballs at once, 4/6 going out at diagonal angles, forcing the player to sidestep in only limited ways or else take cover to avoid damage. The Arachnotron is a shrunken, weaker Spiderdemon whose hitscan has been replaced with a big projectile, presenting a similar but different challenge (and the bullet hell gameplay underlying Doom is in full evidence when fighting several of them). And the Arch-vile not only has a unique hitscan-with-splash-damage attack that _causes its target to jump_, preceded by several seconds of a charging animation, it's also the only monster to actively and intentionally interact with others, as it raises all nearby non-boss enemies from the dead.
      I also think it's interesting how two (arguably three, with the Arch-vile--the toughest new enemy, but still with less HP than a Baron) of the enemies added in D2 are glass cannons, which didn't really exist as a class in D1--the closest might be a Sergeant in close quarters.

    • @gregtamnel0576
      @gregtamnel0576 6 років тому +5

      I notice neither of you mentioned the Pain Elementals, which increase the chaos by spawning more Lost Souls and spawn more in their death throes.
      (And also make me hate them for being a pain in the ass, but that's just me.)

  • @Minority119
    @Minority119 8 років тому

    honestly, something I almost never see in analysis like this is how the levels themselves teach you strategies. For example that one secret level in the first episode. It drops you in a giant arena, gives you a shotgun, but then releases hordes of cacodemons and barons of hell (I think), with the intention of having you learn how to effectively bait enemies into fighting each other as best as you can

  • @El-Burrito
    @El-Burrito 8 років тому +9

    Really great video. One thing is always wonder is, how do you come up with the subject to talk about for the video? Do you just stumble across it, or do you already have a passing knowledge of it to begin with?

    • @GMTK
      @GMTK  8 років тому +27

      Thanks!
      Doom is something I've wanted to talk about for a while, simply because it's so influential and there's clearly something there that makes it so much fun to play, 20 years on.
      Then it's a case of lots and lots of research - the GDC talk by Matthias Worch and the blog post by JP LeBretton were huge helps, as well as post morterms and Let's Plays with John Romero. And to top it all off, I played hours and hours of Doom, over and over again, to better understand it.
      So in short - the initial idea is often rattling about in my head, but it takes an enormous amount of research to turn it into a full video.

    • @MotoErgoSum
      @MotoErgoSum 8 років тому

      +El Burrito Keep an eye on Gamasutra. There's almost always something new and interesting to read about.

  • @jackoneill45
    @jackoneill45 8 років тому

    Thank you for breaking down what made doom's (and by extension Quake 1, Half-Life, etc.) gameplay so interesting to me and many others.
    The custom maps for Doom and Quake in particular really go crazy with changing this stuff up and I think it's why i find new custom content for them so interesting to play all these years after release vs other shooters that have custom content.

  • @alexanderhoke672
    @alexanderhoke672 3 роки тому

    Great video, DOOM was what really got me hooked on gaming...nearly 30 years later and I'm still here, it's that good. Thanks for helping open my eyes even more. Subbed and hope you hit that 1 mil mark soon! Game on.

  • @SatoshiMatrix1
    @SatoshiMatrix1 8 років тому +14

    Serious Sam, especially The First Encounter - is arguably the best first person shooter ever made. I say this because it took all the lessons of Doom and added only to it what would make it a superior experience to Doom. The diversity of enemies, the expansive levels with open areas and tight corridors alike. The necessity to prioritize threats. The hidden secrets. These came from Doom. What SS added was to increase the scale of the battles, threats from the sky as well as the ground. The points and lives system, and a great deal of polish while still offering the game at a budget price.
    Don't get me wrong, I'm a big fan of Doom as well, but for me, Serious Sam is the better game.

    • @PatchyE
      @PatchyE 8 років тому

      +Satoshi Matrix Agreed. And Serious Sam has Kamikaze, the best enemy in video game.

    • @benox50
      @benox50 7 років тому

      I think its a matter of opinion if its Serious Sam or Doom, they both work on the same core gameplay.
      I prefere serious Sam in term of the parody aspect of the genre and the higher enemies variety and the number of those at the same time, also the funny secrets, also the avoiding projectiles hell at some point. I also like the direction serious Sam took about starting to have interesting weapons such as the canon which will make you line up enemies and also has a distance charge where you must choose if you want to do the most damage or fire as fast as possible.
      However it could go farther than that, a game called american mcgee's alice has one of the most original weapons I saw in a shooter, you can combo your attacks. You can for example spawn a minion then use another weapon as your minion attack a particular enemy, you can attack another one. Then you can kill your own minion to steal his health he drops. You can create a wall in front of you to block enemies hard to avoid attacks. Too bad the enmies AI suck tho

    • @vincelupo8419
      @vincelupo8419 6 років тому

      What I dont like about Serious Sam are the exploding charging guys. I think back on those guys whenever I consider revisiting the game. Unless I had a spell, ability, or weapon to freeze them, I wouldn't really be interested. I'm not a fan of that kind of enemy. The lost souls in doom do far less damage but arguably do have a similar effect. And I think that's the key. Don't rush a player with a situation where he's damned if he shoots that guy, or damned if he doesn't.

  • @psnfailout000
    @psnfailout000 8 років тому

    Oh, man. You pretty much put my feelings about this game all into one succinct package! The dance analogy was particularly good. I hope the new Doom will retain all of these fundamentals.

  • @SendyTheEndless
    @SendyTheEndless 8 років тому +3

    I've always felt like the best FPS games are more about geometry on the projective plane than anything else.

  • @drewokane547
    @drewokane547 7 років тому

    Really great analysis. It reminded me of Descent actually. The variety of enemies, their differing abilities, the "timelessness" of the gameplay. Keep up the good work!

  • @Xonatron
    @Xonatron 8 років тому +3

    3:07 "At times, Doom feels like a bullet hell shooter..." Indeed!

    • @andrehernandez9857
      @andrehernandez9857 7 років тому +1

      Xo na There should be a First Person Bullet Hell Shooter game.

    • @Xonatron
      @Xonatron 7 років тому

      Andre Hernandez Maybe I could be the one who makes one...

    • @Xonatron
      @Xonatron 7 років тому

      Andre Hernandez Indeed. I will be prototyping a game this next year, maybe I can do it then.

    • @andrehernandez9857
      @andrehernandez9857 7 років тому +1

      Xo na Well, good luck on your game.

    • @Xonatron
      @Xonatron 7 років тому

      Andre Hernandez Thank you!

  • @CowThing
    @CowThing 8 років тому

    This is also something that makes a lot of Roguelikes fun. Look at Brogue and Sproggiwood for example. Every enemy in those games have unique movement patterns, unique attacks, and unique AI. And in many cases enemies will do something to the environment, like laying down poisonous slime that when walked over will hurt the player or non-slime monster that touched it, which will force the player to change plans on the fly, or use it to their advantage if they know it's going to happen. I've seen this referred to as emergent gameplay. Where simple mechanics and the monsters themselves can create unique scenarios without the game designer needing to do anything extra.

  • @setteplays
    @setteplays 7 років тому

    Your videos are solid, man. Quality in the script, in the visual composition, in every decision you make to bring us such excellent content. Thank you so much!
    And I can't help but to remember Shiren the Wanderer again. Every single enemy and every single combination of enemies are very, very significant. And there's 80 of them, every single one with unique behavior. And with the dungeons being procedural, every time you make brand new contextual decisions. It's a never ending decision making game haha
    Good luck growing your channel even more, you deserve it, man!

  • @TheGamedawg
    @TheGamedawg 8 років тому

    You know what other games do this really well? While not an FPS, Kingdom Hearts and most of its sequels also appear to follow this enemy design. Enemies are varied in terms of looks so you can easily pick them apart, and they all have their specific functions. You have the heavy, melee monsters such as Defenders, Berserkers, Bruisers and Kooma Pandas. You have your ranged magic fights that attempt to keep their distance such as Snipers, Magicians, and that several variations of the Red Nocturnes. As I fight in those games, I also find myself prioritizing who to go after first as well as how to dodge the wide variety of different kinds of attacks. The games also introduce these sorts of enemies one at a time so always have time to figure out how to defeat and dodge them.

  • @Chubzdoomer
    @Chubzdoomer 8 років тому +77

    This video does a great job breaking down why DOOM is the best FPS of all time.

    • @araneaimperatrix9412
      @araneaimperatrix9412 7 років тому +3

      Chubzdoomer Which one? Just kidding! It's all of them.

    • @Chubzdoomer
      @Chubzdoomer 7 років тому +7

      +Johnathon Beaumont LOL, I see what you did there. :-) It really is funny though how even the new DOOM completely craps all over pretty much every single modern FPS.

    • @araneaimperatrix9412
      @araneaimperatrix9412 7 років тому +1

      +Chubzdoomer We can thank John Carmack-I mean, Hugo Martin for being the creative director.

    • @rogueguardian
      @rogueguardian 6 років тому +1

      Chubzdoomer hey don't forget Wolfenstein, the granddad of the genre 😎

    • @scammbledeggs2707
      @scammbledeggs2707 6 років тому

      Nah the first one or new one are the best

  • @lev7509
    @lev7509 5 місяців тому +1

    Great video! Indeed, Doom plays less like a fighting game and more like a fast-paced dance puzzle requiring awareness and rapid planning, including chain reactions thru infighting.
    I'd like to emphasize the area control aspect that I've seen someone make a video on (in Russian). The monsters take up physical space, and often the worst is not even to be hit by hitscan or projectiles, but to be pressed into a corner (or worse yet, surrounded!) where you can't dodge anything and the last thing you see is a close-up of an enemy's feet. From all the footage of Doom Eternal that I've seen, there doesn't seem to be much of that, with lots of movement options.
    Also, nitpick on pain chances: the pain animations can actually be triggered anytime whenever the pain chance roll succeeds. And, weapons that fire multiple pellets (shotgun and super-shotgun) have a significantly higher effective chance of making the enemy flinch because each pellet makes a pain chance roll, and only one needs to succeed for the enemy to flinch.
    This again contributes to variety, particularly with the SSG, as the player can rush up to a tanky, normally-stoic enemy and shotgun them to deal huge damage and very likely stun them.
    The drawbacks:
    - you're exposing yourself and counting on other enemies being unable to hit you; with a bunch of enemies around, you can take a bunch of damage!
    - if your target is e.g. an Arch-Vile, it can actually not flinch even when SSG'd. (~3% pain chance)
    - the SSG reloads rather slowly and you cannot switch away immediately
    Thus, the player should be careful to ensure cover to retreat to after blasting.
    Anyway, great vid ^^

  • @AgentCorvo
    @AgentCorvo 8 років тому +22

    Love these analytical, in depth videos you're making. So educational. Just curious, do you have any academic background?

    • @GMTK
      @GMTK  8 років тому +18

      I don't, no. My background is in games journalism. And thanks!

    • @eliel1815shadow
      @eliel1815shadow 8 років тому

      just curious, what do you need to become a game journalist?

  • @SebastianHay
    @SebastianHay 8 років тому

    I never played Doom but the same principles apply to the original Quake, which isn't surprising considering the heritage.
    You have the hit-scan grunts, knights that charge you down, ogres with a grenade launcher for distance engagements and a chainsaw for up close.
    There was a prescribed best way to engage all of these, whether darting in an out from behind cover, dodging out of the way at the right moment or closing the distance to get a couple of good blasts in from the shotgun.
    You could even extend the same principles to Quake 3 Arena, where you had to choose the right weapon, use the terrain and items most effectively depending on what you're enemy was coming at you with. All in all, it's a pretty convincing evolution.

  • @devilmayplay1970
    @devilmayplay1970 7 років тому +96

    The new Doom does this very well I would say.

    • @Fartuess
      @Fartuess 7 років тому +27

      New Doom is fully aware of those design principles.

    • @Watcher-hh4mu
      @Watcher-hh4mu 5 років тому +7

      No it doesn't. New Doom removed hitscan enemies, every demon is a projectile based foe and the levels are more following in the steps of Half-life rather than Romero's Doom 1 levels. Even the pacing is fucked by cutscenes whereas in original Doom enabled players to blitz through the maps if they so wanted. And the new Doom's level design is mostly linear pathways leading to gore-nest rooms rather than these interesting open ended mazes we saw in the E3 demo. You could say that these things don't matter but making a Doom game comes with a package of it's own and fans are going to critique what it gets right or wrong.

    • @Watcher-hh4mu
      @Watcher-hh4mu 5 років тому

      @@Cosmic_Cretin this.

    • @GugureSux
      @GugureSux 4 роки тому +2

      It really, really does not.
      They literally dumped down EVERY SINGLE ELEMENT, and then tried to compensate with 2010's console-shooter shit, like QTE melee combat, RPG menu-surfing and "side quest" crap. Oh, and tons and tons of "cinematic" trash.

    • @RandomPerson-yq1qk
      @RandomPerson-yq1qk 4 роки тому +2

      @@GugureSux Obviously Doom had to adapt to the modern market. The cinematics in Doom 216 are really light. I would say that there are like 5 "cutscenes" that are actually boring in a playthrough and most of those are still quickly over.
      Valid and big criticism is that it is very much an arena shooter which I think ID said they wanted to move away from in Eternal. GKs are a small thing especially on higher difficulties where they are not nearly as strong of an option. Thats what they are, an option. The secrets and "side-quests" and "menu-surfing" were a very important, necessary component to Doom 2016. Without those the pacing would be awful because of the arena-oriented levels and it still is somewhat. Doom 2016 is definitely not Doom 1 in (actual) 3D and better graphics. It is different in many ways and worse in many ways, but most of your critiscism is BS.

  • @TheAgentGold
    @TheAgentGold 8 років тому

    I'm going to have to watch this one more than once to get down some of the principles discussed here. I'm guessing that "hold seven things in memory" bit could be really handy to design around if you can work with that constraint.

  • @Felsmukk
    @Felsmukk 8 років тому +62

    This video made me became a Patreon supporter for you.

    • @GMTK
      @GMTK  8 років тому +19

      Thank you so much!

  • @PatchyE
    @PatchyE 8 років тому +2

    Serious Sam also did this exceptionally well. I think it borrowed a lot from Doom and made it better, by adding the Kamekaze enemy type that is as dangerous as it is easy to kill, and can cause AOE damage to enemies nearby or even trigger a chain reaction, the charging-in-horde enemy types Kleer and Werebull, and the insane barrage of enemy rockets that can be detonated (also chain reaction style) by shooting at them before they reach you. It is so satisfying to land a well aimed charged cannon ball on a horde of Werebulls and watch them sliced in halves one by one, corpses flying towards your back. Also, I always thought the unique sound effect design of each enemy type adds greatly to the charm of this game, most noticeably the Kamekaze, Kleer, Werebull, and large Mechanoids. The enemies make loud, sustained sounds that can be heard from very far away, indicating their distance as well as the direction where they will be coming from in the vast landscape of Serious Sam. The crescendo of enemy sound gives the player a sense of nervous to prepare for the incoming hordes of enemies. The intensive enemy spawning sound also gives the player a sense of the large number of the enemies.

  • @jadbod
    @jadbod 8 років тому +4

    Great video, these are definitely my favourite part of each month!
    I think Team Fortress 2 shares some of these ideas too; a small (9) roster of unique characters, each with a distinct silhouette that makes recognition and choosing a tactical approach much more intuitive.

    • @jacobshirley3457
      @jacobshirley3457 3 роки тому

      Trading health for speed (scout is skinny and fragile but fast; heavy is fat and tanky but slow; damage jumping; etc)

  • @armandbiro2954
    @armandbiro2954 4 роки тому +1

    (I know I'm late lol)
    Even though it's multiplayer so it doesn't really fit here, I think that Team Fortress 2 could've been mentioned as well, since this topic of orthogonical smthsmh is basically what makes it a great game - you see a mercenary, you recognise their class and what it can do and what its maximum health can be, you see the weapon they're holding and recognise what that can do and what you have to do to counter it. Not even speaking about other factors like particles (from overheal, when you have to multiply their health by 1.5, I believe), behaviour (guessing their amount of health, based on their actions) etc. It's very complex, but so rewarding if you put in the time and effort to learn and improve.

  • @edwnx0
    @edwnx0 8 років тому +68

    This video and Ahoy's video on Doom is really making me wanna try this game. How well does it hold up? Is it worth it or should I try another classic FPS instead?

    • @vrasidas
      @vrasidas 8 років тому +29

      +Edwin Contreras It definitely shows its age, but it can still be fun. I would suggest looking into Brutal Doom (minus some of its extreme mods) for modern day texture quality.

    • @vrasidas
      @vrasidas 8 років тому +5

      +vrasidas *Texture quality, controls and physics.

    • @danielmastia87
      @danielmastia87 8 років тому +33

      +vrasidas I prefer zdoom to brutal doom. Brutal changes too many things for my taste

    • @hockeater
      @hockeater 8 років тому +9

      +Edwin Contreras Alternatively ultimate doom is also pretty fun. While this vid does make a good point about one aspect of the general goodness I would say the game is actually good for a wide variety of reasons where each would diminish the whole of the experience if removed or changed. I hold doom at its best as the example of how you make an oldschool shooter correctly. One aspect that isn't even touched on here is the difference between regenerating health and found health as a resource.
      Regenerating health is a static, constant thing which encourages you to find a safe place to suck your thumb when hurt. Boring.
      Found health as resource rewards more extensive exploration of areas allowing you to make more mistakes without dying. It also allows the developer to somewhat tune the difficulty of an area modularly rather than having a constant health mechanic. It also has a much different effect on a player near death. No amount of hiding is gonna bring back your security blanket little man, so you best put your big boy pants on and fight better until you can find some more resources. Also even if you aren't fighting in this state it builds a constant tension and sense of vulnerability. This leads to paranoia which is good for immersion.
      That's just one design difference between doom and modern shooters that completely changes the experience and makes doom more enjoyable. I could talk to you for literally hours about other similarly drastic changes.

    • @TrevHead10
      @TrevHead10 8 років тому +1

      +Edwin Contreras While I recommend you play Doom on the PC with a M&K there is also a port of Doom 1 & 2 on Xbox 360's XBLA, what's good about them is that they don't have vertical movement of the camera, which goes a long way to combat the inaccuracy of an analog pad in a similar way Sonic Unleased/Generation's 3D sections are much better than older 3D Sonic's that have 360 deg stick movement. It's a shame that more console FPS games don't copy from Doom XBLA's controls (maybe a good idea for a future Gamemaker's Toolkit vid although Errant Signal - Sonic and Speed makes the same case for Sonic only)

  • @emanuelemoi1
    @emanuelemoi1 8 років тому

    I'm a student of game design in Italy and i very appreciate all your videos! Thanks for your work man

  • @5persondude
    @5persondude 6 років тому +1

    These videos are incredibly insightful to making effective level, enemy, and game design. I've been playing games for as long as i can remember, but despite such experience, I've never truely been able to comprehend *_why_* some games have good design as opposed to bad ones. Great videos!

  • @dr.carnival3489
    @dr.carnival3489 7 років тому +7

    This is why Serious Sam is one of my favorite games.

  • @kinganarkzie
    @kinganarkzie 7 років тому

    Great video, I would add to your combat analysis the role of level design. Fighting a bunch of demons in a confined space is completely different than an open space and is something doom plays with all the time.
    A great example of this is the 2nd level of the forth chapter, which opens with you on a ledge with a pit of lava in front of you and a small ledge that you need to jump too before 6 or so cacodemons which are positioned on the far side of the map reach you, because the cacodemons are slow but powerful and you at this point in the game lack a weapon to take them on it creates a real sense of panic more so than modern games attempt at creating burning building time limit levels etc.

  • @InVINCEab13
    @InVINCEab13 4 роки тому +7

    HELLO!

  • @DavidAllen_0
    @DavidAllen_0 6 років тому

    It's 2018 and I still play Doom on a daily basis! I've been playing Doom since I was 4 years old back in 1993. And still remember first getting it on Windows 95. It's still epic and it's easily on my top 5 all time favorite games!

  • @EposVox
    @EposVox 7 років тому +7

    Good stuff.

  • @ivanhagstrom5601
    @ivanhagstrom5601 6 років тому

    Wow, just yesterday I was playing Halo: Reach and thought to myself "wow, Halo has such variety in its enemies. You need a unique strategy for every single one", and then literally the next day I watch this video and you even mention Halo!

  • @Mewseeker
    @Mewseeker 8 років тому +4

    From an RPG stand point, what you say of Doom reminds me of Final Fantasy X.
    There a wolf to take down? That's a job for Tidus.
    A flying enemy with stupid high evade show up? This one is for super accurate Wakka.
    An armored foe appear? This is a job for Auron and Kimari and their piercing weapons.
    Some enemy is weak to elemental magic? Lulu will shoot it down.
    Some mech appear? Rikku can dismantle it.
    Something REALLY nasty appear? It might be the time for Yuna to summon something against it.

  • @FlameLFH
    @FlameLFH 5 років тому

    Salmon Run has this same enemy variety and I absolutely love it. All with district strengths and weakness.

  • @Naberius359
    @Naberius359 8 років тому

    Fantastic video! Lost an opportunity to talk about some of the trickier monsters introduced in Doom 2, like the Revenant and the Archvile though.

  • @niclasbelrra
    @niclasbelrra 8 років тому +20

    I disagree, what makes Doom and its clones so compelling it's MOVEMENT, just like most sidescroller games, the fact that you must always be moving around both to evade and get a better shot is what makes playing Doom to feel so dynamic, smooth, and overall nice.
    But it's also true that the variety of enemies, weapons and the complexity of the levels forces you to take a lot of decisions very fast, and this, on top of how fucking nice just running around feels, makes the game so much fun.

    • @Gledster
      @Gledster 8 років тому +5

      +niclasbelrra That's a very good point. The modern trend of "cover-based-shooting" is the exact OPPOSITE of what Doom set out to achieve.

  • @rmsgrey
    @rmsgrey 7 років тому

    Best way to take out a room full of mixed Imps and Grunts is to get the Imps between you and the hitscan enemies (or lure the zombie-types into the Imps' fireballs) and then let them thin each other out - in general, using dodgeable enemies to screen you from hitscan fire serves a dual purpose - letting you avoid damage, and getting the enemies to pick each other off, saving you ammo...

  • @fonze5664
    @fonze5664 6 років тому

    From a doom fan and wad creator, this is perhaps one of the few doom analyzation videos worth watching! Good on you for understanding some of the key aspects of the combat end of things, such as prioritization in encounters and the orthogonal enemy set. Id love to see you make some analyzation videos for some of the more prestigious pwads out there. Between this video and the boss keys series,

  • @zantheman1791
    @zantheman1791 5 років тому +3

    Doom: nonlinear levels, keys to progress, secrets behind fake walls
    Dark Souls: nonlinear levels, keys to progress, secrets behind fake walls

  • @vincelupo8419
    @vincelupo8419 6 років тому

    Shadow of War and Shadow of Mordor created dynamic/variable possibility space with their nemesis system. Not only do you have standard types of Orcs, but each randomly named orc has random properties to change how you can interact with them. For example, you might meet an Orc that is immune to fire, arrows and stealth and shoots arrows, but is mortally wounded by poison. So you'll approach him much differently than other Orcs. Thanks for explaining this element of game design about Doom. It helps explain why I get bored in some shooters and not others. Borderlands does a decent job too.

  • @ferdianeary822
    @ferdianeary822 3 роки тому

    Glad to hear Weval's music is starting be become feature more often.
    Favourite DJ's ever.

  • @AlexanderLeister
    @AlexanderLeister 8 років тому +10

    Great video. Doom is such a great game, one could talk hours about its great design. Too bad most todays game "designers" are (gaming-wise) uneducated hacks that want to make movies instead of interactive media. The whole industry regressed over the last 6 or 7 years.
    Ever wondered why there is no "Citizen Kane of Video Games"? Well people. You are wrong. We already had a few Citizen Kanes and Doom is one of them.

    • @baltasaronedge
      @baltasaronedge 8 років тому +1

      +Alexander Leister
      6 or 7 years? Have you taken a look at a calendar lately? Make that 10-15!

    • @game-enjoyer13
      @game-enjoyer13 5 років тому

      Along with zelda, mario, maybe pokémon? Throw in a halo game. Add a pinch of final fantasy. Drop a little splash of resident evil or silent hill. OH and pour some DMC too. And some more

  • @blackdeadtree1
    @blackdeadtree1 7 років тому

    looking at this video, its nice to see that doom 4 also incorporates this approach to enemy design, which is also helped by different environment layouts which i think can also greatly change how fights play out.

  • @DavidPigbody
    @DavidPigbody 3 роки тому +12

    Who's here from Action Button? Lmao

    • @ghoulgirl99
      @ghoulgirl99 2 роки тому +2

      Lol I'm rewatching and I decided to check if anyone else did come from Tim's vid

  • @bioman1hazard607
    @bioman1hazard607 4 роки тому +1

    Even the boss monsters such as the cyberdemon and the spider mastermind play into this orthogonal design as well

  • @sethraelthebard5459
    @sethraelthebard5459 2 роки тому

    I was surprised when I realized that there are only 7 enemy types total in the original Doom. Maybe it felt like so much more because of all the reasons that GMT listed in this vid? It is their individual behavior and the combination of unit makeup during attacks, that make them seem so much more dangerous. I remember in Doom II: Hell on Earth, where several of the level designs were so mind-shreddingly difficult because of the number of enemies, the type, and the terrain in which you engaged them. The Suburbs comes to mind, or conversely, the level called "Barrels O' Fun."

  • @cadeylabonte3376
    @cadeylabonte3376 8 років тому

    This was a great watch - when tackling design it becomes all too easy to get caught up in the process and lose track of the effective and mindful methods to do things. If I didn't watch this today, the GDD edits that I'll be doing later might have wound up going a different way.

  • @ichemosabe
    @ichemosabe 8 років тому

    probably the best video I've watched... the whole 8 minutes kept me glued and listening, made very great points, keep up the work.

  • @TeaIngyer
    @TeaIngyer 6 років тому

    Don't forget the level design, and the distinct "U shaped design" that they used.
    Doom was designed to encourage you to walk / look in a U, O, or Z shaped path through many rooms, thus letting you see the room from as many possible angles as you can, all without telling you.
    Don't believe me? The first room of e1m1 is a U, the second room is an O, the third is a Z, and the last room is a pair of U shapes.
    When I first started Doom mapping, that was the best thing I found to incorporate into my level design, putting as many subtle hints into rooms to direct people on a U, O, W, or Z shaped path, but rarely a straight line, or a line with a single corner, and I use the decor and set pieces of each room draw you into one of those paths.
    It's a tradition that was carried in many Valve games in their "Use a broken ladder to tell you to look up" kind of game design, where they took the time to subtly direct your attention to where you need to look.
    In modern games it rarely goes beyond "Walk down this hallway, shoot, walk down another hallway, shoot, now here's an open area to shoot, now for more hallways"

  • @ersatzwondersphere6475
    @ersatzwondersphere6475 4 роки тому

    I've been conceptualizing for a game i want to make and your channel is an infinite source of inspiration! First started when i tried learning about RNG's and now I've watched over half your catalogue. thanks for doing what you do

  • @Yozobebe
    @Yozobebe 8 років тому

    If you've not checked it out, I think that Binding of Isaac does orthogonal enemy design very well and is worth a look. The game also has less choice in which weapons to use, but the tactics used in any given room can vary a lot depending on which items you've picked up on a playthrough.

  • @mononoke721
    @mononoke721 8 років тому

    Insightful analysis, doom and doom 2 were a breath of fresh air when I played them for the first time last year really standing out in a good way from the litany of samey modern shooters.
    I'm glad you brought up halo in your analysis as when you where describing the unique differentiated enemy types found in doom being one of its great strengths I couldn't help but think of halo and how that is the same very reason it is my favourite shooter.

  • @mk8530
    @mk8530 5 років тому

    Back in 1993, we had a sort of renaissance in computer gaming. The Doom Series comes out the same time as Master Of Orion, and a few other classics. Its really been slighlty iterative ever since then. Graphics following the hardware, but not effectively very different. The more you examine this game, the more amazing you will find it. From the Maps, the ability to mod, the first "Level Editor", The calculus of the opponents (Discussed in this video), Multiplayer over this thing they called "the internet", as well as "LAN party" games, and serial ports for a sort of online game, limited to a few players. The ray tracing, the color keys, the cheat codes, the Hitchcock like suspense (the pacing). There are many many great games today in part because of Doom. I think the original was quite innovative and way ahead of its time. A really good computer back then , had maybe 4 MegaBytes of RAM, (Thats mega, not giga). They did a lot will a little disk space too. A good computer in 1992 probably had 100MB Hard drive. Karmacks just a genius, and I think he has to know it.

  • @TheDutchspaceman
    @TheDutchspaceman 8 років тому

    This is my favorite series on youtube, seriously mark, keep the vids coming bro

  • @OblomSaratov
    @OblomSaratov 5 років тому

    Whoever was in charge of the sound effects in Half-Life 2 is a genius. Best video game sound ever.

  • @robert2german
    @robert2german Рік тому

    With the upcoming Big Run event in Splatoon 3, I have been thinking about the Salmonid boss enemies, and I realized that they follow orthogonal unit differentiation as well. Each boss exhibit unique, consistent behaviors that dictate specific counters. The complications come from random weapon load outs, stage layouts, and the random events.

  • @Lilithe
    @Lilithe 8 років тому

    It makes sense that Doom should have such a tight, refined game mechanic. It was an idea Romero and Carmack sat on for a while while they put out things like Catacomb Abyss and Wolfentein which seem somewhat flat in comparison. Not just graphically but in terms of the cast.

  • @Simon_The_Human
    @Simon_The_Human 8 років тому

    Something I noticed about shooters that I enjoy vs. shooters that I don't is that the shooters I enjoy don't punish you for experimentation. In the Doom games, aside from the Cyberdemon, there isn't an enemy that can instantly kill you from full health. Even the Arch-Vile, with its extremely powerful attack, can't outright kill you unless you're already weakened. So encountering a new monster is intimidating, but not an instantly lethal affair, which means you can take some time to observe the monster and see how it ticks a little bit before you decide to see what it looks like when it dies. The environments themselves also allow you to run around and test the limits of where you can or can't go: lava and slime can hurt you, but aren't instant death unless you're already weakened. Crushers do major damage but only if the player is careless. There is no fall damage in the 90's Doom games, so jumping into a seemingly bottomless pit won't kill you unless the map's author specifically wants it to.
    Similarly, the best games also encourage you to play the game on your own terms; the arsenal of weapons in the Doom series were the gold standard for FPS games for over a decade, and they each behaved just as uniquely from each other as the game's monsters. It's very easy to choose a favorite weapon, since each weapon is unique and has characteristics that other weapons don't have. The multiplayer is the same way; the mechanics are flexible enough that no play style is punished or rewarded. I can be a camper as much as I like and keep to a specific area of the map that I feel provides the best cover and most resources to collect, but I risk painting myself into a corner when somebody who ventured out of their comfort zone and got better gear decides to walk into my lair. Similarly, I can blaze through a map and grab everything, but I risk being ambushed by somebody who found just the right vantage point to land the essential first shots in the ensuing encounter. Both are equally valid ways of playing. And that's just straight-up deathmatch. Throw in more game modes, and the game only becomes more complex and more rewarding.
    Contrast that with something like, say, a modern shooter like the Call of Duty series: Virtually all of the guns are some type of hitscan weapon, the vast majority are fully automatic to some degree, and all are almost instantly lethal. You can introduce new attachments to your weapons to change their characteristics by a small amount, but at the end of the day, the guns are much more similar to each other than they are different. The mechanics themselves actively reward camping and punish other play styles; your health regenerates to full after a few moments of avoiding damage, and there are no health packs. In fact, unless the game mode specifically includes them, there are no items to pick up of any kind. There is absolutely no incentive for you to not find a place to hunker down and ambush somebody as opposed to running about and just begging to get shot. Even in the newer games, where you can do crazy things like run on walls and do power slides, it's easier to stay out of sight and wait for somebody to do something stupid (like moving) and simply shooting them as they run past you. And that's before we talk about kill/score streaks, the single worst mechanic ever introduced, and one that prioritizes not dying over everything else. In fact, the only modern shooter I found that balanced these mechanics so that they actually rewarded different play styles was Splatoon. I had to sit through almost a decade of bad shooters until Nintendo, a developer that was not only not known for its shooters, but was based in a country that isn't known for its shooters, to look at the genre with a fresh pair of eyes and finally make a shooter that instilled the spirit of 90's and early 00's shooters into a modern shooter.
    There are quite a few games that I consider superior to Doom, but they're superior because they built upon Doom's foundation and refined what made Doom so great in the first place.

  • @lkamenicky
    @lkamenicky 8 років тому

    just today I saw the GDC talk "Meaningful Choice in Game Level Design" by M.Worch, easy to see the inspiration :)

    • @GMTK
      @GMTK  8 років тому

      Yes, a great talk!

  • @ThatHomestar
    @ThatHomestar 8 років тому

    You know, it's kinda funny, I wrote a guide of sorts on my blog about Doom to help people get into it. One section is about creating and employing strategies on the fly, and it's interesting how you came to pretty much all the same conclusions I did. Learning the cast of monsters and how they act, learning the strengths and weaknesses of your weapons in various situations, doing crowd control by picking off certain enemies first, etc. Though I think you managed to explain it better than I did. :P
    Regardless, I think it's a real testament to how smartly designed Doom is.

  • @TheTyupi
    @TheTyupi 8 років тому

    I want to tell you something. Your videos are an absolute masterpiece, and I feel like you're not appreciated enough.
    I just want you to know you're awesome, and I'm in love with your channel, and videos.
    People like you just make the best of videos, but sadly never get noticed by many people... and I hope that one day soon enough, you'll blow up.

    • @GMTK
      @GMTK  8 років тому

      Thank you Robbie! Comments like this make it all worthwhile :)

  • @BackofbeyondTech
    @BackofbeyondTech 6 років тому

    Great video and it highlights why some many FPS games fall by the road these days or are exclusively online, thanks you ID software for making my teenage years so enjoyable!

  • @alexanderlinderson2655
    @alexanderlinderson2655 6 років тому

    Awesome! Attempting to make a FPS game in 9 weeks, which is proving less straight forward than i anticipated. Watching some GMTK always helps :)

  • @seanfsmith
    @seanfsmith 2 роки тому

    I've been thinking about design of tabletop monsters (for both boardgame and rpg) and this has really helped shore up what my loose ideas were! Thanks :D