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GameSpy:
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Editorial Index

Recent Editorials:

I WANT my CD key!
12/13 - id's decision to use a CD key is justified

Report Card to the NIMF
12/1 - A response to the NIMF's report on violence in video games

Violence and Gaming
11/16 - Quake responsible for youth violence?

A Purist's Rules for FPS Multi-Player Design
11/5 - Keeping FPS' clutter-free

Rebuttal to Essobie's Editorial
10/15 - Grapple Controversy-Part Deux
The Woes of Being a Multi-Gamer
10/12 - Game Loyalty?
CTF != The Grappling Hook
10/7 - Q3 Arena sans grappling hook?
Jailbreak and Free Lunches
10/4 - Do mod makers "owe" people anything?
Pixels and Texels
9/13 - A look at the future of video cards
Yes, Camping is Evil!
9/2 - A response to "The Evils of Camping"!
Give Me Cable or Give Me Death!
8/31 - Will we all be LPBs one day?
Does Age Equal Maturity?
8/25 - A look at the age factor in gaming.
HeadHunting
8/23 - Mods and intellectual property
To Smack or Not to Smack
8/12 - Trash talking and the FFF!
The Evils of Camping
8/9 - We love to complain!
Trends in the Gaming Industry
7/13 - A look at the shift to multiplayer only games
32-bit Graphics Shows 3dfx's True Colors
7/12 - A continuation about the Voodoo3...
Is She 7 or 17?
6/30 - About the Voodoo3...
Doom 2000 and Q3A
5/26 - Fragmaster speaks his mind
The L33T D00D Multiplayer Tutorial
5/11 - Addressing their needs
Sue 'em All...
4/15 - The id Software Lawsuit
(more)

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Comments or ideas? Feedback?

Doom2000 + rebuttal
A response to Fragmaster's editorial on Doom 2000.
  — by
EpsCylonB

The whole question of id making a Doom sequel is a contentious one. I need not remind anyone (well, anyone except newbies) of the original game's influence on the entire gaming world. However, questions still hang around the idea of another sequel to Doom.

Could the sequel be compared to the originals? This may not seem a very important question at first glance but I believe it really should be addressed. Let me first remind everyone of the Doom technology... "2D extruded into the third dimension" and "2.5D" are just two of the terms used to describe the 2D/3D engine. I presume that a sequel would use a true 3D engine, which would break the connection to the first two games. Doom also has very distinctive and recognizable graphics and gameplay. Subconsciously a "true" 3D, in the style of Quake, would not feel the same. What do I suggest? I believe id should try using an updated doom engine (GLDoom, for instance). The graphics of these GL versions are very good and I also think that had Doom never existed and a Doom-type game with 2D sprites had been released after Quake, critics would of thought of the graphics as artistic and expressionistic.

Many may consider this next question to be a minor point, but where could the story go from the end of "Hell On Earth"? The very fact that id choose to make Quake, their first true 3D game, separate from Doom illustrates the fact that it is difficult to carry on this storyline. After all, they could of made a lot of money simply out of the Doom name (Doom being id's biggest seller to date).

But who cares about single player anyway? Well I do, but I am also well aware of the massive multiplayer following that id games have. How would multiplayer be implemented in the Doom environment? Would ID create new skins, power ups, etc. that a modern MP fan would enjoy? This would change the content of the game... would it still be Doom?

The level design is another extremely nostalgic feature of Doom, and many people still reminisce about it's unique maps. I am not about to say that these levels are crap (just for the record, I love Doom and still play it occasionally) but the whole concept of level design has evolved from the days of Doom. The best example is Half-Life; you won't find weapons and ammo lying around (like in Doom), you have to mainly get it off enemies. Even Quake and Quake 2 show signs of this change in level designing (finding data CD's instead of keys for instance). When comparing Doom's level design, it seems to be positively prehistoric, yet these levels make Doom what it is (I fear that reminiscing about the design and multitude of monsters would make this article blend into all the other Doom articles, so I shall stop). However, the question still remains; "what basic plan would id follow when designing levels..."?

I also think that the hype would kill the game before it has a chance to get out. id is always very careful not to hype their games up too much; the first major publicity for most of their games is when they release a test. This is successful because id relies on the gamers actually playing the game and then hyping it themselves. id might be keeping Doom 2000 under wraps because if the game is confirmed then hype would start spilling out from every media outlet. "So what?" you may claim, "This is doom, it can survive the hype, can't it?" Well that's what many thought about the new Star Wars movie...

These Doom 2000 articles could be called very premature considering that all id has actually done is to secure the "Doom2000.com" domain name. And I realize that this article is very negative, but I'm just giving my opinion and asking a lot of questions. This is because the success of Doom 2000 would not ultimately come down to me; it would come down to the entire gaming community.

And now for a rebuttal from John Brownlee.


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