I finished up for now my Doom session, during the last two months I played more than 100 maps (damn long megawads!) for a total of 90 hours. I wanted to write some words about the game’s design, which I guess at this point it should be a tired topic, but I always like to discuss what I play.
I find interesting how despite being so famous and how there are so many games that in theory try to recreate the classic FPS experience of the 90s, in reality very few games are anything close to it. I find puzzling when less shooter-savvy players point out to Serious Sam, Painkiller, Hard Reset or whatever as 'FPS ‘like the old times’, as they differ in fairly important aspects. I would say the key aspects of Doom design are:
-Enemies are somewhat slow. There is this misconception that Doom was a fast, brutal, adrenaline-fueled game and enemies were therefore fast too. People really have bad memory, you were fast, but not the monsters. In reality, all of them walk (or as much jog around) or float slowly, really. The single exception is the Lost Soul flight charge.
-Enemy projectiles aren’t that fast. With the exception of Cyberdemon & Manubus which are a bit faster, individual projectiles are fairly easy to dodge. It’s easy to avoid 4 or 5 imps firing at you fireballs at medium range, for example.
-You are fast. I think this is subtly different from the first point (even if speeds are only relative). Why? Because I feel the player’s speed is empowering, it gives him choice of where to engage enemies, and when to disengage. Ultimately it makes him responsible of what happens, so when you are killed it feels like totally your fault. And if he is low on health or he is searching for a key, his speed allows him to only waste a few seconds backtracking even in big levels.
-Enemies are numerous. As everyone knows, the 2.5D game with 2d enemies allowed for big enemy counts even 25 years ago. Technology has improved since the start of 3d engines but it seems most games still don’t try to reach the same amounts. Now, I don’t really need a FPS where you fight 120 enemies at the same time, I don’t really refer here to the huge numbers that some modern wads can have, I would be happy with shooters where there are more than 6 enemies in one combat ‘scene’. But just try to remember how many FPS in the last 15 years had average fights with more than 6 enemies, it’s pretty damn low.
-Most enemies are ranged. There are 17 enemies in Doom 2 and almost all of them are ranged. Only the pinkies are melee, and the spectres that are just a reskinned pinkie. Lost Souls are the other melee enemy but in a way they can be considered a ranged enemy who is the projectile itself. And really, it’s pretty telling how the pinkies are a somewhat slow melee enemy who can’t can’t even move & attack at the same time. They aren’t supposed to be a big problem by themselves, and that’s a good decision, walking backwards and firing is boring.
So, -wait a moment-. If the enemies are slow, their projectiles aren’t that hard to avoid, and you are very fast, where is the difficulty of the game? I think that’s the key. Individually the enemies are weak, but the combinations of several factors like
-bigger enemy quantities
-enemies in different directions and/or at different heights
-different types of enemies whose projectile speed is different, that makes avoiding them more tricky
-of course hitscan enemies, Revenants, Archviles, etc
-level design that favor enemies, as it may allow for ambushes, dark rooms, narrow areas that impide movement, etc
are what suddenly makes the game more challenging, and more interesting. And they are additive, as you add them up, the game designer can present more and more dangerous situations. And obviously not having health regeneration means every little error and hit counts.
Just look at the pinkies, they are pretty easy to deal at first, but that doesn’t mean they can be ignored. They are a danger when they are in big crowds, or when appearing on your back without noticing, or they serve as meat shields to other monsters, or they make you waste time in one flank while another flank is pouring enemies. They are maybe the poster child of this style of enemy design I’m talking about, as I said before they are the only melee enemy in the game and not very fast, dealing with them is straightforward, so level designers have to use them creatively to really tap their potential. Even enemies like Archviles are easy to deal, individually and with freedom to use a bit of cover. But in the real game, an Archivile with a bit of backup can be a pain in the ass. This philosophy, where most enemies are easy as you can overpower and outrun them, but in combinations of different enemies and in conjunction with good level design are a totally different experience, it’s perhaps the defining feature of Doom.
I think this produces a ‘easy to learn, hard to master’ design, and the way it marries inextricably enemy and combat design with level design is also Doom as hell.
Some other factors that help Doom in being Doom:
-Pain chance. A small but surprisingly important feature, without it or any equivalent system you have a much more plain, less engaging combat. It’s surprising how many “nu-old shooters” didn’t take care of it.
-Enemy infightning. Nuff’said.
-Hitscan enemies. They exist, yes, but they did the most sensible thing possible and they gave them slow reaction times and few hp. A few of them here and there, both alone or in conjunction with projectile based enemies really spice up the gameplay.