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Doom (1993) cover

1993 · Nerve Software · Arcade · First-person shooter

Doom (1993)

In the future, humans have left Earth and settled throughout the galaxy. On Mars, the Union Aerospace Corporation has established a radioactive waste facility and allowed the military to conduct teleportation experiments on the nearby moons of Deimos and Phobos. Hours ago, the base on Mars began receiving incoherent distress messages from Phobos, while Deimos has disappeared completely. With all attempts to establish contact failing, you and your team have been dispatched to investigate.

Released
1993
Platforms
3DOAcorn ArchimedesAmiga 1200AndroidAtari JaguarFlipper ZeroIRIXLinuxMS-DOSNEC PC-9800 seriesNeXTSTEPNintendo SwitchPC-9800 SeriesPlayStation 3RiscPCSNESSolarisWindowsWindows MobilemacOS
Genres
ArcadeFirst-person shooterHorrorScienceShooter
Developers
Nerve Software
Publishers
Atari, Inc.AtariWMS IndustriesOcean Software
Series
Doom
Modes
Co-opMultiplayerSingle-player
Perspective
First person
Themes
ActionScience fictionHorror
Engine
id Tech 1
Country
United States
Age ratings
CERO CGRAC 15+ESRB MACB MA 15+PEGI 16
Languages
English, French, German, Italian, Spanish (Spain)
Time to beat
4hmain story7hwith extras15hcompletionist
Directors
Tom Hall
Composers
Robert Prince, Aubrey Hodges

About

Doom is a 1993 first-person shooter game developed and published by id Software for MS-DOS. It is the first installment in the Doom franchise. The player assumes the role of a space marine, later unofficially referred to as Doomguy, fighting through hordes of undead humans and invading demons. The game begins on the moons of Mars and finishes in hell, with the player traversing each level to find its exit or defeat its final boss. It is an early example of 3D graphics in video games, and has enemies and objects as 2D images, a technique sometimes referred to as 2.5D graphics.

Doom was the third major independent release by id Software, after Commander Keen (1990–1991) and Wolfenstein 3D (1992). In May 1992, id started developing a darker game focused on fighting demons with technology, using a new 3D game engine from the lead programmer, John Carmack. The designer Tom Hall initially wrote a science fiction plot, but he and most of the story were removed from the project, with the final game featuring an action-heavy design by John Romero and Sandy Petersen. Id published Doom as a set of three episodes under the shareware model, marketing the full game by releasing the first episode free. A retail version with an additional episode was published in 1995 by GT Interactive as The Ultimate Doom.

›Story

The player takes the role of a marine (unnamed to further represent the person playing), "one of Earth's toughest, hardened in combat and trained for action", who has been incarcerated on Mars after assaulting a senior officer when ordered to fire upon civilians. There, he works alongside the Union Aerospace Corporation (UAC), a multi-planetary conglomerate and military contractor performing secret experiments on interdimensional travel. Recently, the teleportation has shown signs of anomalies and instability, but the research continues nonetheless.

Suddenly, something goes wrong and creatures from hell swarm out of the teleportation gates on Deimos and Phobos. A defensive response from base security fails to halt the invasion, and the bases are quickly overrun by monsters; all personnel are killed or turned into zombies

A military detachment from Mars travels to Phobos to investigate the incident. The player is tasked with securing the perimeter, as the assault team and their heavy weapons are brought inside. Radio contact soon ceases and the player realizes that he is the only survivor. Being unable to pilot the shuttle off of Phobos by himself, the only way to escape is to go inside and fight through the complexes of the moon base.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Doom is a first-person shooter presented with 3D graphics. 5D graphics. The enemies and objects are 2D sprites rendered at fixed angles, known as billboarding. In the single-player campaign mode, the player controls an unnamed space marine—later unofficially termed "Doomguy"—through military bases on the moons of Mars and in hell.

To finish a level, the player must traverse through labyrinthine areas to reach a marked exit room. Levels are grouped into named episodes, with the final level of each focusing on a boss fight.

Story

Doom is divided into three episodes, each containing eight main levels: "Knee-Deep in the Dead", "The Shores of Hell", and "Inferno". A fourth episode, "Thy Flesh Consumed", was added in an expanded version, The Ultimate Doom, released two years after Doom. The campaign contains very few plot elements, with a minimal story presented mostly through the instruction manual and text descriptions between episodes.

In the future, an unnamed marine is posted to a dead-end assignment on Mars after assaulting a superior officer who ordered his unit to fire on civilians. The Union Aerospace Corporation, which operates radioactive waste facilities there, allows the military to conduct secret teleportation experiments that turn deadly. A base on Phobos urgently requests military support, while Deimos disappears entirely, and the marine joins a combat force to secure Phobos. He secures the perimeter as ordered while the entire response team is wiped out. With no way off the moon, and armed with only a pistol, he enters the base intent on revenge.

Development

Id Software released Wolfenstein 3D in May 1992. Later called the "grandfather of 3D shooters", it established the genre's popularity and its reputation for fast action and technological advancement. When most of the studio began work on additional episodes for Wolfenstein, id co-founder and lead programmer John Carmack instead began technical research on a new game. Following the release of Wolfenstein 3D: Spear of Destiny in September 1992, the team began to plan their next game.

They were tired of Wolfenstein and wanted to create another 3D game using a new engine Carmack was developing. Co-founder and lead designer Tom Hall proposed a new game in the Commander Keen series, but the team decided that the Keen platforming gameplay was a poor fit for Carmack's fast-paced 3D engines. Additionally, the other co-founders, designer John Romero and lead artist Adrian Carmack (no relation to John Carmack) wanted to create something in a darker style than the Keen games.

Reception

Upon its release in December 1993, Doom became an "overnight phenomenon". It was an immediate financial success for id, making a profit within a day after release. Although the company estimated that only 1% of shareware downloaders bought the full game, this was enough to generate initial daily revenue of US$100,000, selling in one day what Wolfenstein had sold in one month. By May 1994, Wilbur said that the game had sold over 65,000 copies, and estimated that the shareware version had been distributed over 1 million times. In 1995, Wilbur estimated the first-year sales as 140,000, while in 2002 Petersen said it had sold around 200,000 copies in its first year.

By late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system, Windows 95. According to Wilbur, by June 1996 it had been downloaded 20 million times. 74 million in revenue in the United States. This led PC Data to declare it the country's 4th-best-selling computer game since 1993.

Legacy

Doom has been termed "inarguably the most important" first-person shooter, as well as the "father" of the genre. Although not the first in the genre, it was the game with the greatest impact. Dan Pinchbeck in Doom: Scarydarkfast (2013) noted the direct influence of Doom's design choices on those of first-person and third-person shooter games two decades later, as influenced by the games released in the intervening years.

Doom, and to a lesser extent Wolfenstein 3D, has been characterized as "mark[ing] a turning point" in the perception of video games in popular culture, with Doom and first-person shooters in general becoming the predominant perception of video games in media. Historians such as Tristan Donovan in Replay: The History of Video Games (2010) have termed it as causing a "paradigm shift", prompting the rise in popularity of 3D games, first-person shooters, licensed technology between developers, and support for game modifications. It helped spark the rise of both online multiplayer games and player-driven content generation, and popularized the business model of online distribution. In their book Dungeons & Dreamers: A Story of how Computer Games Created a Global Community in 2014, Brad King and John Borland claimed that Doom was one of the first widespread instances of an "online collective virtual reality", and did more than any other game to create a modern world of "networked games and gamers". PC Gamer proclaimed Doom the most influential game of all time in 2004, and in 2023 said its development was one of the most well-documented in the history of video games.

Awards

Releases by platformdates and regions as published

PlatformReleasedRegions
MS-DOSBeta4 October 1993Worldwide · North America 10 December 1993 · Europe 31 December 1993 · Australia 31 December 1993
PC-9800 Series9 December 1994Japan
Linux31 December 1994Worldwide
Windows Mobile31 December 2002North America

Editions and related releases

Included in
Doom I EnhancedThe Doom Collection
Expanded editions
The Ultimate Doom
Followed by
Q755186Doom II
Ported as
DoomDoom 95
Basis for
DRL
Built on it
DoomThe Ultimate DoomDoom 95Brutal DoomFive Nights at Freddy's 1 DoomSigilFive Nights at Freddy's DoomSigil IIFallout: Bakersfield

In the same series

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Collections1 collection

Platform libraries

Description adapted from its source, CC BY-SA 4.0.