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Doom was born when its team cut the story they had written and chose speed over plot

the gist

Id Software had released Wolfenstein 3D in 1992 and was ready to move on. John Carmack wanted to build a new 3D engine and a game about using technology to fight demons, inspired by a tabletop campaign the team had played. Co-founder Tom Hall wrote a detailed design document with a science fiction horror plot about a lunar portal to an alien invasion, but Carmack dismissed the need for a story and pushed for fast, continuous action. Hall was eventually removed from the project in 1993, and the team rebuilt the levels around their engine. Multiplayer was added only a month before release, and the word deathmatch came from that testing. The result shaped the first-person shooter genre for decades.

so what

Doom set the template for fast 3D shooters and for games built around modding, because its WAD file format let fans change levels without touching the engine. Its development shows how technology choices can overrule design plans.

fun fact

Carmack's original working title was Green and Pissed before the team renamed the game Doom after a line from the 1986 film The Color of Money.

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