I was looking at Bethesda’s 2015 E3 presentation of the new Doom and I had some thoughts. Mainly they were about how what we were seeing WASN’T a Doom game and how modern developers either don’t understand what made Doom fun or don’t care. I mean, they don’t have to care because the brand name sells itself, but still.
One of the things that Doom was praised for was the speed of its gameplay and quantity of monsters to kill. Doom 3 was later derided for its lack of speed and lack of monsters. And now New Doom/Doom4 also looks pretty slow and pretty absent of hordes of monsters.
What developers like Bethesda and New id may not realize is that the speed of the the original Doom wasn’t just about the physical speed of the player.
There’s certain prerequisites that you need to meet before you can have a fast paced game with tons of monsters to kill: the visual communication of the playspace must be clear to the player; the types of monsters must be visually distinct from each other and from the environment; the playspace must be large and conducive to a range of movement; and the monsters have to actually be slower than the player.
A lot of that has to do with communicating to the player quickly and clearly. The more clear your visual design and enemy design happens to be, the faster the player can interpret the playspace, and the faster he can make decisions, leading to a faster gameplay.
But let’s take a look.