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Doom (franchise)

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Doom (franchise)
TitleDoom
Developerid Software
PublisherBethesda Softworks
PlatformsMicrosoft Windows, MS-DOS, GNU/Linux, macOS, PlayStation, Xbox, Nintendo Switch, Atari Jaguar, Sega 32X, iOS, Android
First releaseDoom (1993)
Latest releaseDoom Eternal (2020)

Doom (franchise) is a video game series created by id Software and originating with the 1993 release developed by John Carmack and John Romero; it established a template for first-person shooters alongside Wolfenstein 3D, Quake, Half-Life, and GoldenEye 007. The franchise spans titles from the original Doom through Doom II, Doom 3, Doom (2016), and Doom Eternal, and has influenced Call of Duty, Halo: Combat Evolved, Counter-Strike, and Destiny across platforms like MS-DOS, Microsoft Windows, PlayStation 4, and Xbox One.

Overview

Doom debuted as a fast-paced shooter by id Software alongside figures such as John Carmack, John Romero, Adrian Carmack, and Tom Hall and was distributed via shareware similar to strategies used by Apogee Software and 3D Realms; its legacy includes technological innovations tied to the id Tech engines used later in Quake II, Quake III Arena, and Rage (video game). The series' aesthetic and market impact connect to works like Doom (film), The Running Man, Aliens (film), and the soundtrack traditions later embraced by composers like Mick Gordon and studios such as Bethesda Game Studios. Across sequels and reboots, the franchise maintained ties to companies including GT Interactive, Activision, and Zenimax Media.

Gameplay and design

Core mechanics emphasize first-person perspective combat with firearms, melee, and demonic enemies inspired by H. P. Lovecraft-adjacent imagery and monster design similar in cultural effect to Resident Evil and Silent Hill; levels, or "maps," employ non-linear exploration akin to designs used in Metroid and Castlevania: Symphony of the Night. The series' weapon roster—such as the BFG 9000, shotgun, and chainsaw—parallels iconic armaments from GoldenEye 007 and Duke Nukem 3D while multiplayer modes borrow concepts from Deathmatch, popularized in Quake, and later adopt features like progression seen in Overwatch and Battlefield. Technical design evolved through the id Tech lineage from 2D sprite rendering toward true 3D with dynamic lighting and physics, intersecting with middleware trends exemplified by Unreal Engine and Unity (game engine).

Development history

The 1993 original was produced by id Software veterans whose prior work included Commander Keen and Wolfenstein 3D, and its engine innovations catalyzed the growth of the first-person shooter genre alongside Doom II: Hell on Earth and community-created mods such as Final Doom. The 1990s and 2000s saw corporate transitions involving GT Interactive, Activision, and ZeniMax Media culminating in Bethesda Softworks publishing later entries; technical leadership continued from figures like John Carmack into milestones including Doom 3's horror-oriented redesign and Doom (2016)'s arena-style reboot led by Marty Stratton and Hugo Martin. Fan culture produced source ports, level editors, and speedrunning communities connected to events like AGDQ and SGDQ, while legal and licensing matters intersected with companies such as iD Software LLC and media adaptations negotiated with Universal Pictures.

Story and setting

Narratives center on a lone space marine battling demonic invasions on installations such as Phobos, Deimos, and Martian bases, with story arcs touching on themes reflected in works like The Exorcist and Event Horizon; later entries expand lore via the Union Aerospace Corporation and artifacts that echo motifs from Lovecraftian fiction and cosmic horror traditions. Doom 3 reframed origins with a corporate-scientific lens reminiscent of Alien (franchise) and The Thing, while Doom (2016) and Doom Eternal integrate a mythos involving interdimensional portals, ancient warriors, and entities comparable in scope to those in Darksiders and Warhammer 40,000.

Media and adaptations

The franchise extended into film with Doom (film) (2005), novelizations tied to authors like Matthew Costello, comic adaptations published by Marvel Comics and IDW Publishing, board games inspired by licensed miniatures in the vein of Warhammer 40,000: Kill Team, and soundtrack releases featuring composers such as Robert Prince and Mick Gordon. Merchandise and crossovers placed the series alongside brands like LEGO, licensed peripherals from Razer, and cameo appearances in titles like Wolfenstein: The New Order and Quake Champions; streaming and esports communities on Twitch (service) and YouTube maintain active engagement.

Reception and legacy

Critically and commercially, the series influenced peers including Half-Life 2, Call of Duty: Modern Warfare, and indie hits like Dusk (video game), earning recognition in lists by outlets such as IGN, GameSpot, and Edge (magazine). Doom's innovations in level design, modding culture, and technological benchmarks informed standards used by studios like Valve Corporation, id Software alumni projects, and academic studies at institutions similar to Massachusetts Institute of Technology examining interactive media. The franchise's cultural footprint persists through speedrunning, machinima, fan mods hosted on repositories like ModDB, and retrospectives in museums and exhibitions curated by organizations such as the Smithsonian Institution.

Category:Video game franchises