Evolution Of DOOM

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in December of 1993 a file called doom one underscore zeros if was uploaded to the University of Washington's FTP Network it contained the first of three episodes that would make up doom what happened next would establish the most notable first-person shooter in that the genre itself sprang forth from it it wasn't the first but it was the definitive and today game ranks is going to take you on a trip through the evolution of doom after ID's software had created Wolfenstein 3d and its sequel spear of destiny John Carmack set to work in the creation of a new engine that could be used to create much more detailed areas and scenarios that engine which is now known as id Tech one was the dual engine what the game Doom would eventually be built upon was actually a very interesting and in some ways complicated way of rendering a world to understand how Doom works is to understand doom itself and how it was a phenomenon because it was pretty much the first to do so many of the things that it did the naked eye it appears to be a 3d game however this is not entirely correct it's actually considered a 2.5 D gain all the levels are built on a 2d floor plan and a multi-layered area was completely impossible meaning you couldn't have a room that was above another room another thing that you couldn't do was have a slope you could have stairs in that you would create small areas and give them different heights and you could have what looked like areas with different heights and it functioned very much as we would expect it to you in a 3d space but the fact is a lot of it was kind of faking you out on that and the fact that it works so well is a testament to exactly how well the engine was written the first time I played doom my immediate reaction was not I'll bet this is just a collection of 2d vertices with Heights assigned to them that being said it did garner some criticism walls are drawn vertically with textures applied to them and the floor and ceiling work in sort of a flood fill like way they have an algorithm that actually draws them as horizontal quote unquote viz planes if you were able to use noclip for instance which was the cheat that basically allowed you to go through walls you would see that the floor continuously goes on and on and on now this sounds like it might be over complicated or even in some ways unnecessary but you have to understand this was a time where computers were not nearly as powerful as they are today and in order to do something 3d it had to be in a way that wasn't so processor intensive this meant coming up with ways that could make something look 3d without it necessarily taking up a lot of data in the RAM which by the way there was almost nowhere Hamlet at this point especially compared to today's doom actually required eight megabytes of RAM eight megabytes of RAM and a lot of data had to be fit into that eight megabytes it's really quite ingenious if you think about it the way that constructed levels and environments in Doom is not one that many people would think of but it really paid off doom was praised and received numerous very good reviews rightfully so - if you had ever played doom think of it in comparison to other games at the time it was just mind-blowing was completely different and the guns from shotguns all the way up to the B of G do made a massive impact and it's been often listed as a source for inspiration for guns in countless other games it also had a multiplayer mode with co-op and deathmatch and was pretty much the fore father for all multiplayer and blew a lot of mines way back in the day the feeling of running and gunning made doom such a breakout title that one could even say it's what popularized the PC as a gaming platform now again its software had been developing these concepts for a while but nothing had taken off like doom more than a few news outlets through the years have called it a single most important computer game of all time and it spawned the doom clone genre which we now know as the first-person shooter genre which is very interesting to think about because there was a time when people were more than happy to be called a doom clone dooms strange business model which was essentially shareware in that it gives you the first third of the game before you had to register it whereas a lot of shareware it gave you the full game and just ask people to pay what they wanted so in essence it functioned as an extended demo but it worked and it worked very well before very long need software was making in the area of $100,000 a day off of a $9 game that they were selling through the internet but where shareware works very well for exposure it was not really considered by John Carmack to be a great business model once you had the exposure and recognition and therefore he wanted to move into more traditional publishing deals once people knew what Doom was and who its software was this led to the creation of the ultimate doom which was essentially the original three episodes plus a fourth episode now the fourth episode is just a little bit less Canon oriented if there is actually a Canon / doom some people consider there not to be but it was nonetheless looked at as a very good sort of special or definitive edition of the game that was available in stores the next game in the series was doomed - which although it didn't really contain any massive technological improvements maybe some optimizations here and there what it did take advantage of was the fact the computers were developing very quickly and seized on the fact that more people would have better computers and develop much larger levels and in turn gave the game much higher system requirements at least by the standards of the day doom 2 actually had several expansions as well with master levels for doom 2 and final doom final doom however didn't function as an expansion but rather as its own individual product and featured two 32 level doom 2 episodes TNT evolution and the Plutonia experiment the last incarnation of what you might call the original doom line was doom 64 in 1997 the game was still running on the same engine albeit ported to Nintendo 64 obviously and featured a gun called the unmake er which was essentially a laser but used the same cell ammo as the BFG 9000 and the plasma gun it was actually planned to be featured in the PC doom titles but was never included doom 64 would be the last doom game for quite a while player interests had moved more towards quake which was essentially the same concept but fully 3d and with scripting and several other features that just weren't possible in the doom engine in fact it wouldn't be until 2004 that another doom title would come out doom 3 is actually a prequel to doom and doom 2 over the existence of quake the it'd tech engine had received several iterations and doom 3 was developed on it Tech 4 now obviously through the life of quake the ax tech engine was now a fully 3d engine making doom 3 the first fully 3d dune game EdTech 3 also brought bump mapping normal mapping and specular highlighting to the table and used a skeletal animation system that blend animations together now that's in pretty much every game now but in 2004 has some pretty good stuff where the original doom titles had more of a implied story in that they had a scenario that played out Doom 3 actually does have a story story it's told to you via NPCs and various emails that you can find and read on your PDA throughout the game the game went for a little bit more of a horror aesthetic and was also set on Mars doom 3 was pretty well liked but didn't have the same kind of impact the previous doom titles had and considering it was a comeback title was a little disappointing in some ways it just didn't really feel like doom it was an excellent shooter and didn't deviate too far from the run and gun gameplay that define the series something else that doom 3 did extremely well was their lighting system they unified the lighting in the shadow system so that all lighting and shadows behaved exactly the same didn't really matter what was making the light what was making the shadows they didn't have several different systems they had one system and it resulted in a much more consistent look throughout the game an updated version was released on the next generation of consoles called the doom 3 BFG edition the BFG edition does some good stuff it included for instance doom 3 resurrection of evil the expansion pack as well as the lost mission and features updated textures and lighting effects that make the game look quite a bit better but it also did something that I would consider mystifying with the weapon selection mechanics where in the previous version of doom 3 you could assign weapons to hotkeys you actually disciple through them in the BFG edition on top of that the load times were considerably worse and the autosave system was not ideal but it also completely erased the original flashlight mechanic of doom 3 which added a level of suspense but did slow the game down a bit and that change I would say is probably a bit of a double-edged sword there was a span of 6 years in between doom 3 and the doom 3 BFG edition which released in 2012 that also carried a few other titles in it for instance doom RPG doom RPG is actually really fun and while it doesn't really represent any graphical improvements over doom 3 in fact looks very similar to the original doom it did do something very very different rather than sticking to the shooter genre it's a turn-based role-playing game and has a much bigger emphasis on plot doom RPG kind of created continuity out of what was basically a mess ahead of time the character from doom RPG according to the doom RPG website is the same character from doom doom 2 and doom 3 there's also doomed to RPG which uses the same systems but actually has a different protagonist the doom RPGs were both released on mobile as was another game by the name of doom resurrection which was a fully 3d on Rails shooter that used a lot of the elements of doom 3 and it's actually pretty good in 2008 actually several years before the 2012 release of the doom 3 BFG edition its software said it was developing doom for now doom 4 was originally not meant to be a reboot but as time passed doom 4 descended into development hell and at the end of 2012 again the year doom 3 BFG edition came out it's a port decided to make doom for a reboot as they were developing the new engine John Carmack actually left in software to go work at oculus VR Crytek's Diego Sosa was brought in to replace him as the lead rendering engineer the pc version of it tech 6 is based on the Vulcan API but is still compatible with the OpenGL API the new ed tech engine runs on physically based rendering which is a way the game handles light which renders surfaces differently based on attributes rather than diffuse textures and specular maps as well as the engine supporting motion blur bokeh which is that nice little bloom around blurred lights that you see HDR shadow mapping three different types of anti-alias and directional occlusion screen spaced reflections GPU accelerated particles which are lit and shadowed on their own and chromatic aberration which is what happens when the focus on different colors goes through a different place in a real lens how that's handled in a virtual lens involves distortion on the image which can be seen at various times in the new doom reboot its software said their greatest challenge in creating the game was making a game that would be able to compete with more popular shooters like Call of Duty and Battlefield because the first-person shanwa is dominated by these types of games and not so much by doom the previous doom game haven't come out in 2004 the solution Believe It or Not was to go closer to the original doom than doom 3 in including very fast-paced gameplay that feels more arcade than horror doom was praised by reviewers as return to form for the game with people having said that its single-player mode is essentially what other people aren't doing well the new doom just does it better and although the multiplayer isn't really anything special it's a great deal of fun as well and who can really resist the way that doom handles its fast paced it encourages you to chain your attacks and adds just the right level of strategy to your overall gameplay it continues along at a breakneck pace that is just unparalleled in pretty much any other game at the moment it also comes with what's probably the most robust cross-platform mod slash Map Maker called snap map now is the most flexible modding tool known to man no but considering what it is it's pretty amazing a programmer by the name of Patrick Roeder actually created a MOBA game just in snap map and he did it entirely on a ps4 with a controller now that's pretty impressive considering there's no non visual node based scripting and it really reveals the types of possibilities that there are that people could enjoy on all the platforms that dooms reboot occupies Doom has been a driving force on gaming since its inception in 1993 and it's come a really long way and if the reboot is any indication it's going to be something that sticks around for an extremely long time in the future possibly continuing to push forward new technologies and blowing our minds in new ways doom is perhaps one of the biggest and most important game franchises that has ever existed and the prospect of the next doom game should excite anybody who's interested in the progress of technology what's your favorite doom level now that can be from the reboot or any of the previous games I'm just interested meet me in the comments and let's have a conversation about that if you enjoy this video please click the like button and if you're not subscribed now it's a great time to do so we upload brand new videos every single day of the week and the best way to see them first is of course a subscription as always we thank you very much for watching this video i'm falcon you can follow me on twitter at falcon the hero and we will see you next time right here on game ranks
Info
Channel: gameranx
Views: 1,707,742
Rating: 4.9234362 out of 5
Keywords: doom history, doom evolution, doom 1 creation, doom 2 creation, doom 3 creation, doom 1 development, doom 2 development, doom 3 development, doom 1 to doom 4, john carmack, id software history, gameranx, falcon, doom facts, doom video game, doom game
Id: 0btMaSkAg3I
Channel Id: undefined
Length: 14min 21sec (861 seconds)
Published: Sun Sep 11 2016
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