On December 10th, 1993 the Doom Shareware was released (timeline doomwiki). Six people had done Doom in only nine months. They influenced the genre First Person Shooter forever in many ways.
Check out the following sources with link lists:
• id Software Twitter
• Bethblog news
• Doomworld topic *updated list of news*
Celebrate articles started slowly to popup on 10th. At first i thought its a shame to see so less news about the anniversary. Then nearly every gaming site offered a special and reminder of Doom.
• Old group photo (dallasnews)
This new photo could be from Romero's facebook page. I read he has more stuff there.
• Tim Willits says happy birthday (twitter)
If you didnt know yet, Bethesda & thirdparty have some newer Doom merchandise to offer. Like the Cacodemon & Pain Elemental plushies (bethstore, gaming heads). Doom Marine and Quake 3 Phobos as plastic figurines from symbiote studios. The price is right and both is bigger in size then i thought. Shipping from the US bethstore took two weeks to europe. symbiote shipped from amazon.uk, took five days to my country.
• Tom Hall & John Romero at GDC with a Powerpoint video (gdcvault)
• Two quick but deeper interviews with John Carmack and John Romero from Doomworld
• Gamehistory video about id Software from Machinima (youtube)
• 'Masters of Doom' book
Highlights from all the site specials were:
• John Carmack interview (wired)
• John Romero plays the shareware and comments on the game (ign, youtube)
"Obviously the multiplayer was a huge aspect of it, where you had deathmatch for the first time, and cooperative play, just being able to play with your friends. But one of the other things that was not quite so obvious were the very explicit steps I took to make the game moddable. We saw with Wolfenstein people basically figuring everything out for themselves, and making map packs and overwriting sprites and things, and that was all not intended by us. That was an emergent property of the game."
"The gameplay, in terms of how weapons work, how world interactive items work, all of that, how the AI works, that was all still largely my code at that time. You can trace the lineage of it back to Wolfenstein 3D, which was based on this 2-D game that I had written called Catacombs, which became Catacombs 3D. Those were things that I had written from scratch. But the personality of the game, in terms of dialing in exactly how much damage things do, tuning it, changing speed, [Doom co-creator John] Romero had a big part doing that. A lot of his fingerprints were on the core tuning elements of it."
Questions and answers are mostly about Doom. Very good stuff. This is not the awaited "after id" interview.
Thank god Romero is playing, because most of the writers from big gaming sites are bad at play old games :)
Edited by Badb0y at 02:16 CST, 14 December 2013 - 27360 Hits