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Doom (video game)

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Doom (video game)
Doom (video game)
id Software; Bethesda Softworks, LLC · Public domain · source
TitleDoom
Developerid Software
Publisherid Software
DesignerJohn Carmack
ProgrammerJohn Romero
ArtistJohn Romero
ComposerBobby Prince
Engineid Tech 1
PlatformsMS-DOS, Atari Jaguar, Super NES, 3DO, Sega 32X, PlayStation, Saturn
ReleasedDecember 10, 1993
GenreFirst-person shooter
ModesSingle-player, multiplayer

Doom (video game) Doom is a 1993 first-person shooter video game developed and published by id Software. Combining fast-paced first-person shooter action, networked multiplayer deathmatches, and an open ecosystem of player-created modifications, Doom rapidly influenced 1990s in video gaming, computer graphics, and video game culture. The game sparked debates in United States media and policy circles over violent content and catalyzed the growth of modding communities and competitive gaming scenes.

Gameplay

Doom places the player in the role of an unnamed space marine navigating interconnected levels populated by demons and soldiers from United States Armed Forces, with weaponry including a pistol, shotgun, chaingun, rocket launcher, plasma rifle, and the BFG 9000. Levels use a non-euclidean map design with secrets and keycard-locked doors, encouraging exploration akin to Wolfenstein 3D and later titles like Quake and Unreal Tournament. Enemy AI behavior and encounters reference design patterns from Doom II: Hell on Earth and influenced later engines such as id Tech 2 and Source engine. Multiplayer supports cooperative and competitive modes over local area networks and serial links, prefiguring tournaments at events like QuakeCon and influencing esports organizations such as ESL.

Plot

The minimalistic narrative frames the player as a marine stationed on a Martian moon complex operated by the Union Aerospace Corporation. After a teleportation experiment opens dimensional portals to Hell, the installation is overrun by demonic forces and corrupted UAC personnel; the protagonist fights through military bases, alien-infested research facilities, and Hellish landscapes to close the invasion. Story progression is conveyed through intermission cards and level names that echo motifs from H. P. Lovecraft-inspired horror and space-horror works like Alien (film). The core premise and level progression later informed sequels and expansions, connecting to plotlines in Doom II: Hell on Earth and Doom 3.

Development

Doom was created by a development team at id Software including programmers John Carmack and John Romero, artist Adrian Carmack, and composer Bobby Prince. Technological advances centered on Carmack's renderer that used binary space partitioning and a pseudo-3D approach, building upon techniques from Wolfenstein 3D and enabling dynamic lighting, textured environments, and varying floor heights that differed from true 3D projects like Descent (video game). Romero's level design and playtesting drew on influences such as Dungeons & Dragons and tabletop map design, while Prince adapted musical motifs referencing Wagner-style drama and licensed MIDI styles used in Apogee Software releases. id Software embraced shareware distribution and online bulletin boards, leveraging networks like Usenet and Fidonet to disseminate the game; this approach echoed distribution experiments by companies like Apogee and informed digital models later adopted by Steam.

Release and Reception

Released on December 10, 1993, Doom was initially distributed as shareware, with the first episode freely available and later episodes sold commercially. The game achieved rapid commercial success, topping sales charts and prompting ports to platforms including the Super Nintendo Entertainment System, Atari Jaguar, and Sony PlayStation. Contemporary reviews praised the game's speed, level design, and modability, while critics and public figures in the United States Congress and mass media criticized its violent imagery and occult themes, contributing to ongoing policy debates later exemplified by hearings involving video game violence and legislation discussions. Doom received awards and recognition from industry outlets and was frequently listed among top games in retrospectives by publications such as PC Gamer and GameSpot.

Legacy and Influence

Doom's technological, cultural, and commercial impact reshaped computer gaming. The game's engine architecture and modding ecosystem spawned an array of source ports, total conversions, and derivatives—including fan projects that used the engine to create new experiences—impacting engines such as id Tech 2 and inspiring developers behind Half-Life, Unreal, and Halo (series). Doom fostered mod communities on platforms like Internet Relay Chat and File Transfer Protocol, gave rise to speedrunning and map-making subcultures, and influenced academic research in graphics and AI at institutions such as MIT and Stanford University. Controversies surrounding Doom contributed to the establishment of rating systems and policy discussions leading toward organizations like the Entertainment Software Rating Board; its name persists in modern releases, merchandising, cinematic adaptations, and competitive events including QuakeCon.

Category:1993 video games Category:First-person shooters