Lessons from Doom (2010)
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I think one of the reasons for CS' enduring popularity is even noobs can get lucky or trick a better player and kill them. In Q3? Nope.
It's probably better for the better player as well. No matter how good you are, a stray bullet or two could take you out. There was no relaxing, and the game promoted caution enough that if you felt unchallenged, there were risks to take.
And this is why I never really liked this game: it takes the control out of the hands of the player and gives it to a random number generator. If I'm good at the game, I should be the one who is in control, not RNG.
Personally, I never liked Quake deathmatch (all the way back to the original). To me it seemed to reward prior map knowledge too much, and allowed someone with a known path that optimized item respawns to deny pickups to other users. Anything that makes the game easier for the person in the lead in a multiplayer game is a net negative IMO, as much fun as it feels to be that person.
In a nutshell there are two types of gamers: 1) casual and 2) serious
FWIW (which may not be all that much), certain games cater more to casual players by having a shallow learning curve and a low skill ceiling while others are more favourable towards serious players by providing a steep learning curve and a surprising amount of depth.
I'd compare games that have a steep curve and skill depth to real sports, like tennis or golf. If you've never played tennis and you go up against an enthusiast player who's played a few hundred hours of tennis, guess who's not going to be having much fun? How long will it take you to catch up if you both continue to practice the same amount from this point onwards? You'll probably always feel that the other guy has a certain edge over you even once you catch up to where he originally was.
If you're serious about wanting to get better then you'll keep practising until you reach a point where you become competitive against players of a given level and things get a whole lot more rewarding and fun then. This is actually the main reason why I loved playing Quake and Starcraft so much (there are many other games, but these are the two I was most involved with), It's also the reason why they were (and still are) great competitive platforms.
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For example, in games where there are relatively few spawn points, spawn points are enemy accessible, and you can respawn multiple times per round, you might have a negative feedback loop on death through the camping of enemy spawn points. If this isn't mitigated in some way, such as through removing one of the prerequisites or making it fairly dangerous to attempt, it can turn into a situation where once this tactic is successfully employed, skill becomes much less important, and you may not be able to escape.
In the original Quake/Quakeworld, there were routes around some maps where you could run the route, and things would spawn almost immediately prior to your arrival. For a person who knew this and traveled that route, not only would it allow them to effectively travel a large portion of the map to look for opponents while keeping themselves in good health with good ammo, and denying their opponents resources. This is a positive feedback loop on a successful player, and also reduces the effectiveness of skill.
In the end, games that have easily implemented tactics (that is, they don't require a lot of skill) that nullify the impact of opponent skill and don't have tactical answers to those situations are not good vehicles for competition. A good competitive game is one where skill (speed, accuracy, knowledge, prediction, etc) is often the deciding factor, and tactics employed can be countered by a skilled opponent that is prepared for them.
Your suggestion is that these games would allow a weaker player to win because of lucky spawn or item pickups early in the game, but this never happens.
In all games (Tennis, chess, whatever) one player very often has to play from behind -- whether you agree this is a good thing or not I'm not sure, but it is one way to design a game, and the way many many competitive games well before video games work. If you play better you gain an advantage, otherwise what is the point of playing better until the last moments?
You're right. There were multiple factors that made it less fun than the alternatives I had at the time.
> Spawn times on all items are on a fixed timer, and a large part of the game dynamic is, when you're behind, knowing when the opponent picked them up and knowing when to contest them.
> Your suggestion is that these games would allow a weaker player to win because of lucky spawn or item pickups early in the game
That's not sufficient for the scenario I described. It's not just that you get specific items early, it's that some maps supported specific routes you could traverse that allowed monopolization of those item drops. Now, my point isn't that this is necessarily bad, but that without effective tactics to combat this (which may exist, I was by no means a pro), then it's possible it may boost the ability of a player over someone who might be considered somewhat more skilled at that game. Based on how good my recollection of the situation (from almost a decade and a half ago) was and how well I was able to ascertain methods to counter it (possibly very poor), it may not be a good example.
> In all games (Tennis, chess, whatever) one player very often has to play from behind -- whether you agree this is a good thing or not I'm not sure ...
I think it is a good thing (thus my original point, a few comments up-thread). I also think a game that's meant to be competitive and skill based that it should be possible for a more skilled player to outplay a less skilled player, given enough time. Any situation which allows the lead player to maintain a lead regardless of skill (or even just ignoring everything but great skill differences) is a poor game of skill, and not really fit for competitive play.
It feels like people here talk about control and skill as some kind of Neo like ability to dodge bullets.
This rather than the tactical control of deciding when to engage, withdraw or anything like that.
Expert players can (and do) learn to compensate for better accuracy.
I can't speak for CS, not having experience there. But in Red Orchestra, where weapons are even more instakill, and there's even more randomness (with things such as artillery strikes, that have unpredictable patterns on terrain - you can be in a trench, and if you're unlucky, a shell can land inside and kill you), good team commander and squad leaders are absolutely necessary to win, and a team with better leadership will run circles around the one that doesn't, even if the latter has better players, for this exact reason.
I would say that the most recent incarnation is the most tactical - ironically, largely because it disposes with some of the first game's realism, and makes squad leaders into moving spawn points for the rest of the squad. This means that squad leaders need to balance staying alive (to provide better spawns) versus the need to keep advancing (to provide spawns closer to important objectives); and squad members, on the other hand, need to protect their leader even at great personal risk to themselves.
It also makes flanking and other maneuvers that much more worthwhile, because the payoff for having your entire squad spawn on you near a gap in the enemy's defense line (or, better yet, behind it) is immense, and can make for a very rapid takeover of the objective, or deny the enemy reinforcements and allow the gap to grow faster than the other team can plug it.
So the team that provides the best collective cover for their squad leaders' advance is more likely to win compared to the team that just goes for kills, even if the latter is noticeably better at the run-and-gun mechanics.
More: https://m.youtube.com/watch?v=-IDF_wWPUME
IMO it's a massively more fun game than Overwatch, but it no longer has an active player community. The best shot I have at playing with others is QuakeCon, but there used to be a few servers with 32 player limits, and I can tell you that anything beyond about 8x8 was just stupid fun. I've played hundreds or thousands of hours of this and it was amazing. I've never found another game which did it for me quite like WFA did. As the cherry on top, it runs great on a Pentium 3 500 with a Voodoo 3 MP on 56K at 1024x768 on a CRT. It also runs fine with 60fps constant on the original Motorola Droid.
Better graphics and loot boxes don't make a game fun IMO. Great mechanics and an awesome tight-knit community do.
I also don't use anything but the default equipment, because I feel everything else gives an unfair advantage to players who hace played a lot and thereby gained items. I mean, what is this? Play to win?!
Calculations to figure out that doomguy ran ~ 55mph:
https://www.doomworld.com/vb/doom-general/56505-trying-to-ca...
I think what actually set this type of design in motion can be traced back to that point in time when Half-Life came out and all of a sudden everybody seemed to criticize Quake (and indeed id Software in general) because their shooters lacked a story (actually, my recollection is a little fuzzy - games like Thief and System Shock were certainly exploring the 'story' space as well, I'm just not sure off the top of my head in what order the games arrived on the scene).
The realistic movement (head-bobbing, slowness, inertia, etc) seems like it's meant to convey a vague sense of what the physical impact of running would be, in the same way that camera shake is used to accentuate punches in a fighting game or a movie with fighting scenes. It's something that conveys momentum and mass.
It's an element to convey story and immersion. I feel like there's probably an axis here, where you have pure arcade games like Geometry Wars on one end and ultra-cinematic shooters like Battlefield 4 on the other. I'm really guessing here but I imagine Battlefield 4 (or let's say even the original Call of Duty, though I've only heard/read about it and never actually sat down to play it) wants you to actually feel the things that the soldier in the story is feeling. In some sense, it wants to be an interactive movie experience. As opposed to Geometry Wars and Doom, where the gameplay comes first and the story is nearly non-existent or very secondary.
I remember one of the biggest praises given to Call of Duty (EDIT: actually, reading further down, I think it was Soldier of Fortune that I was thinking of!) that it felt like you were in the opening scene of Saving Private Ryan. I can't help but think that must have been a huge contributor to the tone of console shooters that came afterwards.
I think it might be, Ultima Underworld, Dark Forces, Marathon, many others were story-driven well before Half Life. So I don't think it's story that did it. The console aspect is something several designers have written about, including Romero, I just couldn't google my way back to the references.
I remember one of the biggest praises given to Call of Duty (EDIT: actually, reading further down, I think it was Soldier of Fortune that I was thinking of!)
MOHAA, I think not COD or SoF.
So it could be both (MoH was also praised a LOT).
Soldier of Fortune was praised mostly for it's "gritty" story and the "realistic" bullet damage (shooting different areas of a character had different visual wound results and reactions).
Dark Forces is one I haven't thought of in awhile - such a great story-based FPS.
I probably didn't make it as clear as I meant to - I wasn't so much referring to "when story-based first-person games started being made" as much as I was meaning to refer to "that point in time when people started criticizing games like Quake for not having a story".
There's enough high skill floor things to master in Overwatch that there doesn't need to be a gimmicky movement system to separate the good from the bad. The games intended and obvious mechanics leave plenty to be mastered.
I' will concede that the number of movement abilities, and how they're trying to balance the game, bhopping might feel gimmicky in the case of Overwatch. I don't believe it's gimmicky in general. It certainly didn't feel that way for Quake. Or in a more recent case, Reflex.
It raises the amount of aim and situational awareness needed. And I'd say it does so in a fun way.
I absolutely hate the platformer aspect. Seriously, guys, just because you have taught Doomguy to jump, doesn't mean that I want to have a series of random platforms that have to be jumped on in precise sequence to get anywhere.
At first I thought it's just a gimmick that they were showcasing in one map, and it'd even out... instead, I found that I'm spending more and more time doing this, and it's getting harder and harder, with the addition of moving platforms etc. The first Hell map was the last straw.
If I wanted to play Super Mario, I'd buy that, not something called "Doom".
Watching some of the better play-throughs shows it pretty well: https://youtu.be/P6J352J_RG8?t=10202
Those were some of my favorite parts of Quake 3 too. The maps where you could spring off a jump lift from one end of the map to the other, shooting at people as you soared through the air...
Also, I actually liked the (much more limited / less frustrating) platforming mechanics during fights, that just gives you more freedom of movement. Freedom of movement is good and Doom'ish.
It's the part outside of them, where you have to hop around in silence just to get somewhere, or get to a juicy item, that's objectionable - because that part is less about freedom, and more about railroading ("No, you HAVE to jump onto that moving train to proceed... and sorry, the last checkpoint is before that fight that you just have - hope you like replaying it if you fail the jump.").
The art, the gameplay, and the music, sweet jesus the music...
I was reluctant to buy it, I came across this video https://www.youtube.com/watch?v=ua-f0ypVbPA
after watching it, I instantly purchased.
But the multiplayer, on the other hand, is the polar opposite. It has a "more of the same" kind of feeling and is easily forgettable. It tries a few things, but not effectively enough.
Though all fears were absolved when that first level loaded up, and holy shit!
But I kept playing, and started getting used to the movement and the shooting and started dancing through the enemies and dodging fireball after fireball while charging headfirst into a room, picking off enemies easily even though I'm using a controller (I know it has some auto-aim assistance but it's one of the best I've seen) and it felt different from every other fps I've played lately. Last game in a long time to make me feel that way was Splatoon.
The monster AI is better than in most games too. They chase you, leap onto ledges, climb up ledges and hang from walls, run around to get behind you (sometimes), constantly moving to dodge you and get a better shot at you, not hiding behind cover and then appearing briefly for you to shoot where you've been training your gun for 30 seconds like most games. Not the best I've seen, but better than most fps games.
Then there's the secrets. It's hilarious how Doom will show you the secret, either through a window or behind a vent, or a hidden level section will show up on the map, and then it pretty much dares you to figure out how to get there. You go where it looks like you can get there and there's nothing there. It can take a long time to figure out how to get to some of these secrets. That's pretty fun also.
The need to shoot people enough that they can be glory killed, and then needing to rush in to get that melee kill because it drops the health you desperately need, or hit them with a chainsaw to drop ammo you need is great too.
It's super smooth, and the levels are giant, and puzzly, it's pretty, and just a lot of fun. What Doom should be.
For me, it's a similar feeling to the original Doom, albeit in a very different (one could say "more mature") packaging. It's not trying to be a modern FPS as we know it, it's almost like a parallel universe version of a modern FPS. It's really masterly done, any way you put it, but you only realize it as you play through it. When watching a video, it's too easy to get distracted by the superficial qualities of it and miss the meta-game.
Plus the frame rate is amazing.
(In general it's how most games already work; it's just that it's normally convenient to set it at a fixed rate to make some things like physics more deterministic, and it gives a nice target performance/budget).
There aren't that many games like that any more. They focus on other things.
Thanks. I lost interest in FPS and after reading that chapter now I know why.
Being agile instead of being a tank. Doging over cover. Low barrier of entry to modding (which the new one didn't totally do but the snapmap system is at least an attempt at that.) Fighting priority of large bosses while kiting around smaller enemies.
Great read!
He doesn't dislike it, but highlights the game elements that didn't quite make it in the new one. Plus, he showcases parts of Doom that really couldn't have happened at any time other than the early-90s.
Wolfenstein 3D, Doom, and other early FPS, got the name "FPS", because people saw them as a first person version of shooters, and shooters were those games where you control some vehicle from the top view and would dodge a hail of bullets and shoot back.
Currently, most poeple think the important thing about "first person shooter" and "third person shooter" is the camera, and completely forget why "first person shooter" had that name, the "first person" thing was just an adjective added to the base genre, "shooter".
Most modern games aren't shooters... I am not sure how I would name them, but the focus is not on shooting or avoiding get shot, the focus is something else.
The descriptions I am seeing of Doom 4 single-player and why people are loving it (I am waiting for Vulkan version to try it) are the descriptions of a game that nailed the "shooter" genre correctly, Doom 4 can proudly call itself a FPS, because it is a true FPS.
So some people might wonder, what I am calling here an FPS, why people feel it is so fun and whatnot?
1. Base mechanic, is shooting.
2. Movement is very important, both to aim, and dodge.
3. Stealth should be discouraged.
4. Cover should only be part of the game if you dodge in and out of it, it would be acceptable in a FPS with parkour mechanics for example.
5. No Halo-style health regen, this requires you hide, stop and wait, and when you do that you are not shooting.
6. Weapon variety is important, even one of the shooters known to be "minimalist", Ikaruga, has 4 weapons for 4 different uses (dark bullet, light bullet, dark laser, light laser), the point of shooting games is the shooting, even if the only variety comes from using powerups (1942 for example) it makes shooting in different ways possible and interesting.
7. If game has few weapons, it should nail it REALLY well, and the few weapons should solve any situation, games with "realistic" limit of weapons that result in you picking up a shotgun and a pistol and then having to shoot something 3km away is not a shooter. (maybe it is some other genre, war simulator or something, but it is not a shooter).
8. For the thinking part, the important is tactics, not strategy, the player should only be thinking of immediate decisions while shooting, and not stopping to think what path (in the map, narrative or upgrade) he will have to take several hours on from now (unless he is replaying the game for completionism, then it is fine, but usually he will preplan before starting the playthrough anyway).
This is now a 10+ year old complain, but I am so glad to hear. I recently played through Alien: Isolation. It was good—had its flaws but I enjoyed it. One of the biggest reasons was the lack of health regeneration. It really made the game much more challenging.
The latest Metal Gear Solids use health regeneration. Still fun, but they reward sneaking around way less than the games before it because you can just go shoot everyone and hide for 20 seconds.
To be fair, calling them first person shooters wasn't really a thing until a couple of years after the release of Doom. By the time it became the dominant term I think this type of game had already diverged far enough from your concept of a first-person SHMUP that I don't think that your theory on the origin of the term is accurate. Genre taxonomy can't easily be reduced to a simple analysis of the particular words used.
In fact up until that point they were generally referred to as "doom style" games or similar (because while Doom certainly wasn't the first, not even the first out of iD, it was the first that really made it big and caught the general public's consciousness).
http://doom.wikia.com/wiki/File:Doom_clone_vs_first_person_s...
And real-time strategies were "C&C clones".
Here's a little background to the article that might be interesting to some of you, concerning the evolution of shooters.
I'm the Nathan McKenzie the blog author thanks at the end of the article. I worked at Raven Software, off and on, from the spring of 1997 through the summer of 2004. I think JP, who wrote the blog, worked at Human Head in Madison, WI for a time. So we were both kind of in the id / fps diaspora, to some degree. I think this conversation took place on JP's old anti-factory blog, way back in the day.
Anyway, enough real-life background. The more interesting, possibly, background, is that I carried a lot of the responsibility for the single-player game balance and feel of Raven's and Activision's 2000 FPS, Soldier of Fortune. I basically was responsible for tuning player weapon damage, player input responses, enemy response times, enemy damage, high level enemy logic, enemy style differentiation, overall game progression curves, user settable difficulty levels, etc. I worked with other super talented people, of course, but at the end of the day, I was the main person in Raven's office at 2 am tweaking variables and subtle enemy aiming algorithms and properties to try to make the game match what appealed to me aesthetically. I really didn't work on SoF2 at all, so in so far as the games feel quite different, I would say that at least partially comes down to SoF being much closer to my own tastes.
I actually don't remember the conversation in great detail that JP and I had that led to this blog post, but I do know that a lot of what I was saying at the time about Doom was related to my experience of trying to do my part to balance Soldier of Fortune and make it fun and fair, and the challenges I faced in doing that.
SoF is a fine game, but I think it occupies an interesting point, historically, for shooters. I LOVED Doom. I just loved it. I played so much of it. It was hugely influential on me. If it had been up to me, I would have just been making more Doom-esque games.
But once you're making a realistic, bullet weapon based game with human enemies in relatively recognizable environments, much of what Doom got right kind of HAS to go out the window in the name of realism. Player movement speed. Enemies very strongly differentiated by attacks, properties, and novel behaviors. Enemies very cleanly parsable with strongly different silhouettes to signify that they are of different kinds. Enemies with radically different amounts of health or interesting weaknesses or weak points. Weird, interesting, abstract traps and interactive gadgets that can be combined with enemies to create novel situations. Game pacing controlled by the rate of introduction and variation of these things. Fairly abstracted environments that interconnect in weird ways, custom built to make for interesting combat experiences. Ratios of player size to monster size to projectile size to environment size that maximize player ability to move gracefully. Player interaction styles that maximize the aesthetic appeal of moving through a hostile environment that looks nothing like how real people interact with being shot at (specifically, using cover). There's an entire grammar that Doom and similar shooters from that era rely on that kind of has to be tossed (or at the least VERY dampened down) once you want some realistic verisimilitude.
And it just gets worse when you're trying to tell a linear story in the middle of the game and so require hyper linear level flow to make sure all the plot points are hit, and so you have to largely toss exploration as an aesthetic pleasure. And it gets worse still when you have dumb AI buddies that have to stay alive and get in the player's way in the middle of combat, and end up causing players to lose because the AI decided to do dumb things and die.
We were in the middle of all these broader genre transitions while working on SoF, and I don't think we entirely understood the consequences of how the individual changes were adding up, nor did the broader industry. It was like we had a recipe for a perfectly good dish, and then said, "Yeah, we're going to totally make that exact recipe again! Except we're not going to use salt, chicken or flour, and we will be adding some grapes and some rhubarb. And no use of an oven!" You might be able to hill climb your way back to a new recipe that works, but there's no guarantee, and once you do, it will be something totally different.
The biggest thing that plagued me while trying to balance SoF, and what caused me to look so much more closely at Doom later, was the issue of fairness and legitimacy of challenge. In Doom, because of a variety of very carefully considered factors (many of which JP talks about), when players take damage, it's nearly always because they did something dumb that was avoidable. When you get hit in Doom, it is punishment. Because of this, it's very difficult to get yourself into an unrecoverable state in Doom. No matter how low on health you get, you can almost always finish a level as long as you are sufficiently savvy. And because of this style of design, Doom levels can really ratchet the difficult up while still presenting a fair challenge. And, in turn, the distance between casual play and really skillful play can be pretty immense.
I really love and admire that quality in a game. But it really does take a lot of very precisely balanced, often game-y choices to make that possible.
I think JP's mention of the player-as-damage-mop versus player-as-one-who-dodges gets right at the heart of this. Obviously most shooters with regenerating health in the last decade or so are fair in some important sense of the word. If you play reasonably, you will probably win. But they're often just... sloppy. The connection between player input and resulting world states is often looser, more chaotic, more often collapsing into a kind of spectacle. Obviously you can ship a game someone can play through with those design choices. But I do think games have lost something in the transition. Given the success of the Dark Souls series, I think there's some contingent of gamers out there how agree.
In the end, I think SoF was pretty fun. I was certainly proud of my work on it. It's hard not to look back on it as a kind of intermediatary step, digging its heels in as a traditional run-and-gun shooter as the future of modern military shooters came barreling down. I know there are plenty of people who like the direction that more modern shooters have gone, but for my part, I always lament that I never got to work on a shooter more closely aligned with the original Doom's design philosophy.
He hits on many of the same points, but it goes into more depth.
Cool to read it all laid out why we like certain games so much more than others.
If you have never heard of it, get a C64 ROM emulator and grab a version of the game. It's wonderfully addicting.