http://www.amazon.com/Masters-Doom-Created-Transformed-Cultu...
I read it when it was new 8 years ago, and I think I'm probably due for another reading, myself.
Even the Super Mario Warner Bros 4 rewrite Carmack made is two days older than me.
I've often found myself feeling the same way.
Thing is, we're in no danger of running out of things to invent or advance. There's effectively just as much uncharted territory for us as there was for anyone else. We even have the benefit of standing on their shoulders to achieve perspectives they couldn't realize.
On the other hand, there is a lot magic to eating pizzas and sipping diet cokes in the house by the lake only to play and make games.
I just no longer see myself being able to be blessed by that privilege.
Aliens TC[2]. The Energizer Bunny[3] mod. These were the beginnings of what would later become some of the most popular games that have ever come out for the PC. Being able modify a game and engine allowed for things like Counter-Strike[4] and Team Fortress[5]. Anyone else remember QTF or Beta 5.3? These humble beginnings of shared modifications grew into entire empires and created celebrities in the game development world. The gamers needed new heroes that weren't all caught up in ridiculously silly enterprises like Daikatana[6]. They needed cliffe[7] and goose[8]; independent developers working on something incredible for everyone to enjoy. From small teams to huge mega corporations and back again, game modification has had a lasting and incredible impact on the PC game market and will continue to for a long time.
We have Doom to thank for this. Now, where are my serial cables? I wanna do some multiplayer fragging.
[1] http://en.wikipedia.org/wiki/DeHackEd
[2] http://doom.wikia.com/wiki/Aliens_TC
[3] http://www.doomworld.com/idgames/index.php?id=68
[4] http://en.wikipedia.org/wiki/Counter-Strike
[5] http://en.wikipedia.org/wiki/Team_Fortress
[6] http://en.wikipedia.org/wiki/Daikatana
If the tools people didn't step up to create these things then the mod scene may not have turned out the way it did. This tool creation "scene" led to some interesting creations that the industry benefits from today. For example, we had Worldcraft until Valve hired the creator and made it into Hammer; which is still in use today.
This type of thing doesn't really exist as much today simply because most of the common engines are supplied with content creation tools out of the box. Part of me longs for the days of exploring new crazy ideas that was done back then. I knew a guy that designed his first few levels in Quake with notepad (three dimensional BSP node coordinates by hand!), graph paper, and the compile tools until editors starting showing up. To pat myself on the back I built the first Quake2 "unit" of levels (AFAIK) to be released and I did that by opening the compiled id BSP files in notepad and followed the trail of entities through the plain text. Those were fun days.
I love this quote. I think many of today's AAA game designers need to take heed.
If i really think about it: Would i have been equally happy with the Deus Ex game consisting of different Levels/Challenges instead of a whole story? I really think it wouldn't have mattered that much. Just going through different challenges/stages with no big story to tell, i would have been equally happy with that.
Note: I am of course talking about the original Deus Ex, not that i don't like the newer one, but i just have never played it.
Of course, you still want to have good game mechanics, interactivity, graphics and fun, but the medium has evolved to the point where you can tell a good story.
The market has definitely evolved now - there's still a demand for great action games where story takes a back-seat to the sheer enjoyment of playing, but there's also demand for games with compelling stories (just look at the backlash Mass Effect 3 had, rightly or wrongly). It's like films, or TV - sometimes you just want to watch big things blow up, other times you want things that make you think.
I'm surprised just how much fun it still is and if you use something like ZDoom [1] (which I have been) you can literally just run the binary with no setup and it runs flawlessly on a modern system.
One thing that really stuck out to me as I've been playing it is that there really isn't anything from modern shooters I miss. I'm not trying to diminish the work that has been put into AI, Physics, Graphical fidelity etc, but what does it say about the genre when you can remove all the innovations over the last 20 years and it's not any less "fun"?
I don't remember that from the original Doom? I didn't think you could see any other 'things' on the map, let alone that the bullet weapons are hitscan so don't have any projectiles flying about.
Am I misunderstanding what they mean here? Or is my memory just failing me?
This included enemies, projectiles, powerups, bullet sparks and assorted decorations. Many of them were shown as little arrows indicating which direction they were facing.
Projectiles (from the rocket launcher, plasma gun, and BFG9000) will fly around.
You can't see the projectiles from hitscan weapons fly across the map, but things like puffs of smoke on the walls where a weapon hits it are short-lived "things" and you can see them blink into (and out of) existence.
Mind you, walking out through a darkened office with lights turning on and off used to give you a few flashbacks...
Excerpt from Masters of Doom:
> Though Carmack and Romero were intrigued and inspired by these actions, they were concerned over the destructive quality of the mods. Players had to erase the original Wolfenstein code and replace it with their own images; once a Nazi was changed into Barney, there was no way to bring the Nazi back quickly. For Doom, Carmack organized the data so players could replace sound and graphics in a nondestructive manner. He created a subsystem that separated the media data, called WADs (an acronym suggested by Tom Hall, it stood for Where’s All the Data?), from the main program. Every time someone booted up the game, the program would look for the WAD file of sounds and images to load in. This way, someone could simply point the main program to a different WAD without damaging the original contents. Carmack would also upload the source code for the Doom level-editing and utilities program so that the hackers could have the proper tools with which to create new stuff for the game.