DOOM Documentary: Part 2 - Designing a First Impression

Noclip - Video Game Documentaries
13 Dec 201624:04

Summary

TLDRThe script delves into the development of 'DOOM 2016', highlighting the challenges in crafting an opening that resonates with the game's legacy. It emphasizes the importance of the first 15 minutes in setting the game's tone, showcasing a self-aware narrative that embraces the franchise's over-the-top action. The developers' struggle to balance storytelling with gameplay is discussed, culminating in a decision to prioritize the player's expectation for demon-slaying mayhem. The summary also touches on the game's tutorial, combat mechanics, and the team's collaborative efforts to create a cohesive and immersive experience, staying true to the 'DOOM' ethos.

Takeaways

  • 🎮 The beginning of the game 'DOOM' underwent significant changes, reflecting the importance of a strong start to engage players.
  • 🎬 The first 15 minutes of a game are crucial for setting the tone and immersing the audience, similar to how a movie's opening grabs attention.
  • 🔥 'DOOM' makes a bold statement right from the start, embracing its identity as a demon-slaying game and leaving no room for ambiguity about the player's role.
  • 🛠 The development of 'DOOM' was a struggle to balance storytelling with gameplay, as the team aimed to avoid interrupting the action with excessive narrative.
  • 📜 The 'Codex' in 'DOOM' was designed to be a nerd Bible, providing deep lore that fans could dive into, inspired by detailed universes like Pacific Rim and Gundam.
  • 🎭 The game's narrative took inspiration from self-aware movies like 'The Last Boyscout', which play on clichés and acknowledge the audience's expectations.
  • 👹 'DOOM' embraces its over-the-top nature, with the game world openly acknowledging the demonic invasion, contrasting with the usual secretive or subdued approach in similar games.
  • 🚀 The opening level of 'DOOM' was crafted to be a fast-paced, action-packed experience that quickly introduces players to the game's mechanics and tone.
  • 👥 The development team's collaborative efforts were pivotal in refining the game's introduction, with contributions from various departments enhancing the final product.
  • 🔧 The final stages of 'DOOM' development were a rush to perfect the game, with the team working tirelessly to ensure all elements, from timing to storytelling, were seamless.

Q & A

  • What was the main challenge the developers faced with the beginning of DOOM?

    -The main challenge was finding the right tone and approach for the beginning of the game, as it needed to introduce the story, teach the player how to play, and set the tone for the adventure, while also living up to the cultural expectations of the DOOM franchise.

  • Why did the developers decide to have a self-aware narrative in DOOM?

    -The developers decided on a self-aware narrative to create a connection with the player, acknowledging that both the player and the developers know why they are there—to kill demons. This approach allowed them to have fun with the game's premise and respect the player's intelligence.

  • How did the developers handle the storytelling in DOOM, considering it was not the main focus?

    -The developers struggled with the storytelling throughout DOOM's development, as it was the last thing to fall into place. They eventually settled on a self-aware narrative that didn't take itself too seriously, allowing the gameplay to speak for itself.

  • What was the inspiration behind the Codex in DOOM?

    -The inspiration for the Codex came from the developers' desire to create a 'nerd Bible' filled with detailed information about the DOOM universe. They were inspired by the level of detail fans have for franchises like Pacific Rim and Gundam, and wanted to provide a similar depth for DOOM.

  • Why did the developers choose to start the game with action rather than exposition?

    -The developers chose to start with action to immediately set the tone for the game as an action-first experience. They believed that opening with a tutorial or exposition would set the wrong expectation for the type of game DOOM is.

  • How did the developers ensure the player felt powerful and feared in DOOM?

    -The developers used indirect storytelling and environmental cues, such as characters reacting to the player's presence and the aftermath of the player's actions, to make the player feel powerful and feared within the game world.

  • What was the significance of the 'demonic invasion in progress' phrase in the game?

    -The phrase 'demonic invasion in progress' was used to signal to the player that they were in a world overrun by demons and that their mission was to combat this invasion. It also served as a nod to the player that the game was embracing its absurd and over-the-top nature.

  • How did the developers create a sense of urgency and excitement in the opening level of DOOM?

    -The developers created a sense of urgency and excitement by carefully timing events, such as the shotgun cocking and music cueing, to coincide with the player's actions. They also used environmental storytelling and direct gameplay mechanics to immerse the player in the action.

  • What was the role of the 'gore nest' in teaching the player about combat in DOOM?

    -The 'gore nest' was used as a teaching tool to introduce the player to arena combat and the importance of movement and aggression. It was designed to reward the player for seeking out and initiating fights, reflecting the DOOM marine's character as a fighter.

  • How did the developers balance the need for storytelling with the player's expectation for action in DOOM?

    -The developers balanced storytelling and action by using subtle, indirect methods to convey the story while keeping the focus on gameplay. They respected the player's intelligence and expectation for action by not over-explaining and allowing the player to jump straight into the combat.

Outlines

00:00

🎮 The Evolution and Philosophy Behind DOOM's Opening

The opening of DOOM underwent significant changes, with the team struggling to find a balance between storytelling and gameplay. The game's beginning had to quickly engage players while setting the tone for the rest of the experience. The developers were conscious of DOOM's legacy and the expectations that came with the name. They experimented with various beginnings, including tutorials and exposition, but ultimately decided to embrace a self-aware, action-focused approach that aligned with the player's expectations. The narrative was a late addition, as the gameplay and level design took precedence. The team aimed to create an opening that was efficient, impactful, and true to the DOOM ethos, where the player's role as a demon-slayer was both obvious and central to the experience.

05:02

📚 The Codex: From Dry Guide to Self-Aware Scripture

The DOOM Codex, initially a straightforward guidebook, evolved into a self-aware, humorous, and engaging narrative device. Inspired by Hugo's love for detailed lore found in movies like Pacific Rim and the Gundam universe, the Codex became a 'nerd Bible' for DOOM. The team sought to make it more than just informative, aiming for a tone that was both self-aware and playful. They drew inspiration from movies like 'The Last Boyscout,' which similarly embraced its clichés with a wink to the audience. This approach allowed the Codex to become a unique and entertaining part of the game, reflecting the developers' creativity and their understanding of the game's tone.

10:04

🎬 The Creative Journey of DOOM's Opening Level

The development of DOOM's opening level was a creative odyssey that involved intense collaboration and last-minute adjustments. The team, with limited time and resources, focused on crafting an opening that would set the stage for the entire game. They aimed to create an experience that was action-packed from the start, avoiding lengthy tutorials or expositions that could slow the pace. The opening was designed to be efficient, with each element serving a purpose, from the rising out of the sarcophagus to the first encounter with enemies. The team drew inspiration from movies, particularly the way characters like Robocop were introduced, to create an impactful and memorable introduction to the DOOM Marine. The result was a sequence that was both a technical and creative achievement, encapsulating the essence of DOOM in a concise and exhilarating manner.

15:06

🚀 The Bold and Subtle Narrative Techniques of DOOM

DOOM's narrative is a blend of bold, direct storytelling and subtle, indirect hints. The game wastes no time in throwing players into the action, with the understanding that players are ready to face demons. The developers used self-awareness to acknowledge the absurdity of the situation, creating a connection with the player that respects their intelligence. They employed indirect storytelling, such as environmental cues and character reactions, to convey the game's world and the player's role within it. This approach allowed DOOM to maintain a fast pace while still providing a rich, immersive experience. The narrative choices were risky but intentional, designed to align with the player's expectations and to create a cohesive and thrilling gaming experience.

20:07

🛠️ The Technical Triumphs and Teamwork Behind DOOM's Opening

The creation of DOOM's opening level was a testament to the team's technical prowess and collaborative spirit. Despite numerous challenges, such as timing animations and sound effects, the team worked tirelessly to ensure every element was perfectly synchronized. The opening level was one of the last features to be completed, and it required immense patience and dedication from all involved, particularly the level designer, Brandon Souders. The result was a sequence that not only introduced players to the game mechanics but also built up the legend of the DOOM Marine through a series of impactful and memorable moments. The teamwork and attention to detail in the opening level set the stage for the rest of the game, showcasing the developers' commitment to creating a cohesive and engaging DOOM experience.

Mindmap

Keywords

💡DOOM

DOOM refers to the iconic first-person shooter video game series known for its fast-paced action and demon-slaying gameplay. In the context of the video, DOOM symbolizes the game's self-aware and unapologetic approach to its genre, where players embrace the role of a demon-killing marine. The script mentions the development team's struggle with the game's story, highlighting how DOOM's identity was more about the gameplay experience than a traditional narrative.

💡Tone

Tone, in the video, refers to the overall mood and attitude that the game DOOM conveys to the player. The script discusses how the developers aimed to create a self-aware and over-the-top tone, embracing the absurdity and excitement of battling demons. This tone is established through the game's narrative, dialogue, and gameplay mechanics, setting it apart from other titles in the genre.

💡Story

Story in this context is the narrative framework within which the game DOOM is set. The script reveals the developers' challenges in crafting a story that complements the game's fast-paced action without detracting from the core experience. It underscores the game's narrative as a secondary element to the gameplay, with the story often taking a 'backseat' to the action.

💡Self-awareness

Self-awareness in the video script denotes the game's intentional recognition and embrace of its own clichés and tropes. The developers use self-awareness to create a meta-narrative where the game acknowledges its own absurdity, as seen in the script's references to the game's dialogue and the developers' discussions about the game's narrative approach.

💡Tutorial Level

A tutorial level is an introductory part of a game designed to teach players the mechanics and controls. In the script, the developers discuss the challenges of creating an effective tutorial that quickly immerses players into the action without overwhelming them with exposition. It's mentioned as a part of the game's initial design that was later streamlined to fit the game's tone.

💡Glory Kills

Glory Kills are a feature in the DOOM games where players perform brutal melee takedowns on demons. The script mentions 'glory kills' as a gameplay element that adds to the game's visceral and violent nature, emphasizing the over-the-top action that the game is known for.

💡Cultural Baggage

Cultural baggage refers to the accumulated expectations, history, and reputation that a franchise like DOOM carries with it. In the video, this term is used to describe the weight of expectations the developers faced in creating a game that lived up to the legacy of the series, which had a significant impact on the genre and its fans.

💡Exposition

Exposition in the script refers to the part of the narrative that provides necessary background information to the player. The developers discuss their struggle with exposition, aiming to minimize it to maintain the game's fast pace and not interrupt the player's immersion. It's highlighted as an element they tried to reduce to keep the game's tone consistent.

💡Codex

The Codex in the video refers to an in-game encyclopedia that provides lore and background information about the game world. The script describes how the developers used the Codex as a tool for world-building and narrative delivery, aiming to make it an engaging and 'nerdy' resource for players interested in the game's deeper lore.

💡Demonic Invasion

Demonic Invasion is a central theme in DOOM, representing the game's main conflict where the player fights against an invasion of demonic forces. The script uses this term to illustrate the game's setting and the player's role, as well as the developers' decision to be overt and unapologetic about the game's fantastical premise.

💡Indirect Storytelling

Indirect storytelling is a narrative technique where the story is conveyed through subtle cues and environmental details rather than direct exposition. The script mentions this approach as a way to provide context and narrative depth without breaking the game's pace, as seen in the game's use of environmental cues and character interactions.

Highlights

The beginning of the game DOOM underwent significant changes about 4 or 5 times.

The first 15 minutes of a game are critical for setting the tone and engaging the audience.

DOOM's opening levels had to introduce the story, teach gameplay, and set the tone, all while living up to the franchise's legacy.

The development team struggled with DOOM's story throughout the game's development.

The game's narrative was an afterthought, with gameplay and levels taking precedence.

The team experimented with various story introductions but found them cumbersome and player-unfriendly.

A focus tester's question, 'Why do I want to kill demons?', led to a more straightforward storytelling approach.

The team decided to embrace the player's expectation and the game's genre, simplifying the narrative to 'I'm here to kill demons'.

The self-aware narrative and tone of DOOM were inspired by movies like 'The Last Boyscout'.

The game's Codex was intended to be a 'nerd Bible', providing deep lore and background.

Inspiration for DOOM's narrative came from unconventional sources, including movie clichés and self-awareness.

The game's opening level was refined to be action-packed and set the pace for the rest of the game.

The team aimed to respect player intelligence by avoiding excessive exposition and getting straight to the action.

DOOM's opening level was a collaborative effort, with contributions from various departments enhancing the final product.

The level design and pacing were carefully crafted to create a seamless and engaging player experience.

The game's introduction includes subtle storytelling elements that complement the action without detracting from it.

The development team's approach to DOOM's narrative was to take risks and make bold decisions to create a unique experience.

Transcripts

play00:00

I would say that the beginning of the

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game maybe changed, like significantly

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changed, 4 or 5 times. Yyou know that the

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beginning of a game is always....

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You could almost do an entire

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documentary on just how DOOM started

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they say that the first 15

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minutes of the movie the audience is

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very receptive. They're like okay what

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world do you want me to go to.

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Like let's go there

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Take the idea that i am here to kill demons and that's the story

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it's making a statement it really is

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about DOOM about what players want

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And you're either on board with us or

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you're not on board with us.

play01:02

Opening levels come in all shapes and

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sizes but most of them follow a

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relatively tried-and-true template.

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Introduce the story, teach the player how

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to play and set the tone for the

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adventure ahead.

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Tirst impressions are critical for most

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games. But for a game with the amount of

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cultural baggage ias DOOM this was even

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more important. Not only was DOOM the

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latest game is series that defined the

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very genre it was in, but it was also

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called "DOOM" - the four had been thrown out

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along with the 1.0 version

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and with so much of the development

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focused on ensuring the game lived up to

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its name, the story of DOOM always took

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a backseat. In fact the story was

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something the team struggled with for

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the entirety of DOOM's development.

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We struggled with the story, we

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really did. It was the last thing to fall

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in place because the game is going first.

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all levels fall in place, secret fall into

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place, got the glory kills got all the

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stuff like "how the fuck are we gonna put a story on this?"

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You know what i mean?

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And like I said it was getting in the way

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because you stopped the player and

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start trying to justify why he hates

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demons and they get everybody loses

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their shit. All stories they say the bad

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guys have to take something away from

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the good guy in order for the audience

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to understand that the bad guy is bad.

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They took away Robocop's life

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essentially you know the the bad guy

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takes away his ability to be with his

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family. And you see that when he

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murders them. So we were like oh the demons...

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well...you land on Mars and then you

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don't know it's demons yet and then you find

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out its demons, and oh my god, and

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somebody even asks "What do you think they are?"

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and they're like "I think they're demons..."

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That's what we did we laughed because

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that is ridiculous you know?

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Like who cares?

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"They have pointy teeth, they might be vampires..."

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We had versions that took

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minutes to get to the killing the first

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demon because kind of as a developer you

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feel like we have to explain

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stuff to the audience how are they going

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to know what to do.

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And even when run it

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through people outside of the

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studio that you get feedback like

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"Well what's my justification for doing this?"

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We actually even had

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a focus tester ask

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"Why do I want to kill demons? You need to tell my why"

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Those are the easy ones, you're like...

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It's a flippin demon! You'll want to kill it!

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There was a tutorial level where a

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guy stood in front of you and

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told you what to do, how things worked

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that was awful.

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There's just so much stuff like Olivia

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lecturing in front of you where she paced

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back and forth and you're stuck in your

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chair and then we we wanted it like

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you'd find out they murdered

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someone or that they took

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something away from you, and all of it was

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like oh my god like who cares?

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Every time we did something in a more...

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We added more exposition and we tried to

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explain ourselves a little bit more we

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tried to lead the

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audience by the nose or by the

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hands or something it never felt right.

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There was a moment where we were working

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on it where we kind came to the

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thing like, somebody who knows

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DOOM, they're coming to this with the

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attitude "i'm here to kill demons".

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The exact same thing that the player is

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thinking, because there's always this

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idea that in DOOM the player

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feels like the DOOM marine

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So lets take the idea that

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"i'm here to kill demons" and that's the story.

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The beginning of DOOM 2016 was

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really informed by where we were

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with the development of the entire

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game. And again this is

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pretty far in the development. We're

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talking like probably in the last year

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of development maybe even less maybe in

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the last nine months or so.

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The story of the first level of Doom is in fact the

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story of the team finding the tone of

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the game. The combat loop of DOOM had

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been discovered relatively early on,

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we'll talk more about that in the next video,

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but the tone of the game, it's wonderful

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self-aware narrative, that came much later.

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It all started with what many might

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consider an entirely disposable part of

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the package. When Hugo and external

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writer Adam Gascoigne tried to write the Codex.

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Adam Gascoigne came in to help

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us out with the writing

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and Adam would would pitch

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We'd give him that direction and he'd do

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some stuff. I wanted

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the Codex to be like a like a nerd Bible

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like basically what you're doing is

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you're a comic con geek going around the

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world filling it with pages. So by the

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end you could sit there and go through

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it till your heart's content

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I love that stuff, on Pacific Rim there's

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a forum

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and you know what kind of metal Gipsy

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Danger is made out of and who made his

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engine you know the Gundam universe

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they just nerd out about that stuff i love

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that shit. I could read that shit for days

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[Danny] The original codex was a guidebook to DOOM

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A sacred scripture for all things

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DOOM but according to Hugo it was too dry

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even to his geekish sensibilities so

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Hugo did what he did whenever he hit a

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creative brick wall

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he looked to other forms of art for

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inspiration. And for Hugo and Marty

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inspiration came from the strangest of places.

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Hugo is great with movie

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references and probably one of the

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early ones where that self-awareness

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began to really take shape was "The Last Boyscout"

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It came out a time when

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the whole concept of doing a buddy cop

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movie action movie with Bruce Willis was

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so cliche because he we already

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had lethal weapons and die

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hards. And the writer I believe is

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Shane Black I think he did an amazing

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job in that he knew it was cliche and he

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let the audience know that they knew

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And and they would make

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these little comments and I remember as

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a kid it just made it all okay

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It was so smart. Being self-aware.

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There was this wonderful scene where the bad guy

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Milo walks in and he's like you know

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"We should introduce ourselves" and Bruce Willis is

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smoking a cigarette you know this was when

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Bruce Willis was awesome!

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And Bruce Willis says "So you're the bad guy right?"

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he's like "I am the bad guy"

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"So I guess I'm supposed to be scared or something like that?"

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and he's like

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"Yea something like that. I'll quake in my boots in a minute"

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And as a fan I was just like this is

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awesome you know because i was totally

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ready for some super cliche scene and he

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just took the sauce right out of it.

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And it's this great moment in a

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massive Hollywood, you know movie at the

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time it was one of the biggest

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I think it was the most expensive

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script ever optioned at that time.

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It was such a good example and again

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Hugo through it out there

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Yea, you can be really self-aware and

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and make it work

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[Hugo] we were like "Everybody knows!"

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We know, they know

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everybody knows. So let's

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play with that let's say, what if the

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corporation was totally, because

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you're expecting the game to be like

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"Maybe it's a cult, and it's a secret"

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"and no one knows" but how about as soon as

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as you walk in it's playing on a fucking

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megaphone like "we need volunteers for"

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"the Revenant program we're going to turn"

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"people into demons!"

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And the idea was

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The idea was hell had already taken over

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so you don't like you're talking to somebody who's

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like full-blown nuts about something

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they got that glassy look in their eyes

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and you're like "you're really scaring me with the"

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"stuff you're saying right now" so it was

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a little bit of a play on.

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Just being so 'out and about' with your

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crazy that seemed very liberating

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for me and for everybody.

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Adam comes back because he would stay

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with us for a couple weeks at a time and

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I pitched him. I was like

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They know. You know?

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And they're proud of it because let's

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say the demons have already...

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...because hell influences everybody

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so they've already become members of

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the cult and they're not even aware of

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how crazy they are. We painted this

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scene to sum up the way it was

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is that they have board meetings about

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human sacrifices to summon the gods

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or who's gonna donate their

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hearts to the summoning of

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the next barron and that they have

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interns applying for this stuff and

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there's posters in the lunchroom

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mancubus programs and

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we just kept going with it.

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Adam is cracking up

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and you know it's right when...it's very much

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like being a comedian. You kind of put it

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out there and see if the audience laughs.

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So we put it out there

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Adam is like "dude this is...

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"this is awesome"

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"we can do this you know?"

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So he comes back and he's like

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"I'm gonna take the first half of the Codex entries"

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Because they come in stages

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The first one you unlock on

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the imp or whatever or the

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facility, is going to be the

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straight-line because most cults they're

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kind of normal up-front. There like

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"yes everything's fine it's about finding"

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"yourself and no, there's not weirdness going on"

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And then you get to

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the seventh level, four years in and

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you get handed the book and you're like

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"this shit is nuts" like "what is going on?"

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so he's like let's make the second

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entry be like the black book that

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only certain advocates can get and

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will reveal the crazy to them and

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The first one he gave me was the

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one "curl up in a ball and basically kiss"

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"your ass good-bye" if you get attacked by and imp

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Dude I lost it! I'm like this is it

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You found the gear, break the shifter off

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we are staying here

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And so he kept doing

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that and it was like, slightly normal

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corporate agenda,

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oh this is the access to the black book

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which is totally fucking nuts because

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that was right about the time when the

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whole story kind of fell into place like

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literally that was about when from

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that came "demonic invasion progress"

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All this happened at the

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same time because believe me our hair

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was on fire because the story

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still doesn't work and

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[Danny] How much time is left?

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oh my god....it'll make us seem

play10:13

irresponsible if I tell you how much

play10:15

time was left. And I gotta be honest

play10:18

Our asses were our there, I mean we were

play10:20

putting ourselves out there.

play10:22

But why not? I mean when you're

play10:24

when you're making something

play10:25

i'd rather go down swinging for the

play10:27

fences than bunting like fuck that.

play10:30

Like who cares, i'm not hitting singles

play10:32

like I don't give a shit

play10:35

Home run. Go all the way.

play10:37

[Danny] Was there a worry that you were

play10:39

making a joke out of this,

play10:42

I mean it's DOOM, people love

play10:43

this thing and they've loved it for

play10:45

20 years and then and you're putting

play10:47

all this is in. Was there a

play10:49

little bit of reticence like "oh maybe

play10:50

we're doing too much with this?"

play10:52

I think the brand was so easy to work with

play10:54

it was like the most pliable clay for a

play10:57

sculptor to work with.

play10:59

It's DOOM. Every time we worried about that

play11:01

stuff which is totally fucking valid

play11:02

you look at the sprites going *vomit* and

play11:05

you know what I mean?

play11:07

[laughter]

play11:09

We could do anything. I mean have you

play11:12

seen the stuff that goes on in DOOM?

play11:14

We'd just play a game and

play11:15

I'm like, yeah he's got a rabbit....

play11:18

Like who cares?

play11:19

There's a rabbit on a stake in one of the games.

play11:22

Let's just go to town

play11:27

With a clear direction in mind Hugo and

play11:29

the team went back to the opening level

play11:30

with a hatchet. Cutting what no longer

play11:32

worked and adding the flavor of the new

play11:34

self-aware tone. What we're going to do

play11:36

next is take you on a creative journey

play11:38

through that opening level. Rising out of

play11:40

the sarcophagus, grabbing your candlelit

play11:43

suit, the glory kill tutorial, engaging

play11:45

the first gore nest, and on a short elevator

play11:47

ride to Mars. A series of rooms that can

play11:50

be completed in a couple of minutes but

play11:52

rooms that took the team every ounce of

play11:54

what little energy and production time

play11:56

they had left on the project

play11:58

They say that the first 15 minutes of the movie

play12:00

the audience is very receptive and

play12:01

they're very open. They're like

play12:03

"okay what world you want me to go to?"

play12:05

Let's go there. You have about 15 minutes

play12:07

to convince me to what the world is

play12:08

And then if you break

play12:10

that later on the audience gets

play12:12

super upset. So we knew that

play12:14

the opening, we treated it like that.

play12:15

We're going to set the

play12:17

tone for the whole game. It's an action

play12:18

first game so the beginning has to be

play12:20

action. If we open with a tutorial

play12:22

where people are talking they're gonna

play12:23

be like "okay it's that type of game"

play12:25

So there's the little scripture in the

play12:26

beginning that says "may we never"

play12:28

"need you again bla bla bla"

play12:30

That kind of set the tone that there's

play12:31

this biblical biblical force the DOOM marine

play12:34

it's got that flavoring

play12:36

and hopefully people tasted the cheese

play12:38

There's a layering of cheese

play12:41

to all this and we just wanted

play12:42

people to exhale and be

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like let's just have fun. Like seriously.

play12:46

We know this is ridiculous, you know

play12:48

this is ridiculous, good? Can we

play12:51

shake hands on this and just have

play12:52

fun? Cool. So it starts with that

play12:55

little scripture and Corax Tablets

play12:57

which again the "Corax Tablet"s?

play12:59

Like what are the Corax Tablets. I don't know.

play13:02

They're just awesome

play13:03

They're just sme awesomee text somewhere that

play13:06

says awesome stuff on it.

play13:08

Totally metal.

play13:09

I grew up with that shit

play13:11

My brother, big-time metalhead

play13:13

mainly listen to the Iron Maiden stuff

play13:15

some of the first drawings I ever made where

play13:16

Iron Maiden album covers.

play13:18

I remember the opening to Iron Maiden's 666

play13:21

song with Vincent Price saying

play13:23

"the number of the beast"

play13:24

I'm like dude the game should start like this

play13:26

this would be awesome

play13:27

[Marty] One of the animators

play13:29

Alan Rogers he was the one that

play13:32

put the zombie there and then....

play13:35

Just the little touches that he grabbed it and then *biting action*

play13:37

And then you smash him on the table

play13:39

[Hugo] Me and Marty are just freaking out to it

play13:41

like oh my god that's awesome

play13:42

put that in the game

play13:44

All those little nuances that's

play13:46

probably the best example of of just

play13:49

when everybody just kind of starts clicking

play13:52

[Hugo] And then as soon as you "land"

play13:54

I love watching the twitch feeds because

play13:55

the players are like "oh oh my god I'm playing"

play13:57

Bbut that was good it was

play13:58

like DOOM - boom! Right in your face.

play14:00

Ruthless efficiency - that was

play14:02

the motto. Say everything

play14:04

with as little as you possibly can if

play14:06

you don't care justdon't even look

play14:08

at it. Don't even look at the echo

play14:10

Who cares what that sarcophagus is...

play14:12

In robocop, in a good action movie

play14:15

the characters learn

play14:18

They learn about who the hero is

play14:20

by what people say about them or to them

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so in Robocop when you're slowly being

play14:25

made into Robocop which is one of the

play14:26

most phenomenal sequences I've ever seen

play14:30

Everybody knows it

play14:31

it goes black and then they put

play14:33

the lens on and all that stuff

play14:34

We studied that and it was a big

play14:36

inspiration for the intro to DOOM

play14:38

And there's this great scene

play14:39

Just the moments where he goes to

play14:42

shake his hand and he crushes his hand

play14:44

and she's like "1,500 pounds of foot pressure"

play14:46

"He could crush every bone in your body"

play14:48

And you're like "Robocop is just fucking badass dude" and then the guy

play14:52

goes up to him and he rubs his hand

play14:54

and he says "You're gonna be one bad.."

play14:55

"mother effer" ...

play14:57

I just cursed I don't know why I said "mother effer"

play15:01

Right there you knew Robocop is a badass

play15:04

And the way that go into his

play15:05

tracking and everything they just

play15:07

indirectly are telling the audience

play15:11

robocop super badass everything he does

play15:13

is going to be awesome

play15:14

so when you see him walk into that

play15:15

grocery store and he just aims and

play15:17

shoots there's all this subconscious

play15:18

stuff going on of like "he's just not a guy"

play15:20

Dude he's got a targeting system

play15:22

it's fucking crazy you know like

play15:23

Wait until he picks up that guy, it's 1,500 foot

play15:26

pressure it'll crush his hand.

play15:27

So when you woke up and the way they

play15:29

were bowing to him. You're like "people bowed to me"

play15:32

That's how badass I am

play15:33

And I'm just sleeping

play15:35

And later on when you touch the Slayer's

play15:38

Testaments and they talk

play15:41

about you like you're God I mean that

play15:42

that that is basically that actor

play15:44

leaning forward to Robocop and saying

play15:46

"You're gonna be one bad motherfucker"

play15:47

They're basically saying he's this

play15:49

wrecking machine. We have to seal him away.

play15:51

When you got to the

play15:53

suit, and you walk out...

play15:56

Giant Bomb wrote this great

play15:59

article and listening to their podcast

play16:00

and other people's podcast

play16:02

I love when they get it. Because some people

play16:04

looked at it and thought "this is ridiculous"

play16:06

"Why is this thing with candles?"

play16:08

But I mean, just let it go. Let's just have fun.

play16:09

We knew from the very beginning we

play16:10

wanted to show the suit

play16:12

because we never really wanted

play16:14

to go out of first person. We didn't want

play16:15

to do third-person cutscenes and all

play16:17

that kind of stuff so we wanted you to

play16:19

really understand what you look

play16:21

like and who you were

play16:24

Honestly you need your characters in your story to

play16:27

take the ridiculous seriously. It's ok if

play16:29

I laugh at it - the audience

play16:31

But when they're bowing

play16:32

they're not giggling

play16:33

It's very serious. It's kind of that balance

play16:36

The area where we are the least subtle

play16:37

about it is the whole

play16:39

"demonic invasion in progress"

play16:41

That's ridiculous.

play16:43

It's absurd but there's a...

play16:46

There's a self-awareness there that like,

play16:49

don't pretend this is some

play16:51

plague outbreak or anything like

play16:54

that it's like, these are demons. Yfrom

play16:57

You know is from the jump

play16:59

That's what you're there to do

play17:01

The phrase "demonic invasion in progress" is

play17:03

meant to take, we're saying something

play17:05

to the audience we're literally like

play17:06

handing them a ticket for a train ride

play17:09

and asking "Are you ready to go? Because"

play17:10

"we're going we're going to leave right now!"

play17:14

Forget it. You know they're demons.

play17:16

I know they're demons. We both want to

play17:17

shoot them in the face.

play17:18

Let's just go. And then

play17:21

when the guy comes on and

play17:23

delivers the exposition, the rules,

play17:25

like "Let's talk! I'm going to give you orders"

play17:27

and you're gonna go push buttons.

play17:28

And he just throws it away

play17:30

We purposely wrote that in a

play17:32

way that right at the moment that

play17:33

the audience is like "fuck this guy"

play17:35

and then DOOM Marines is like *push motion*

play17:37

and you say "Nice! I was thinking the same thing!"

play17:39

We want the player to know that we are

play17:41

respecting their intelligence.

play17:43

And we want them to know, that we know,

play17:45

that they're there, to play a DOOM game,

play17:47

and they're there to kill demons. So we

play17:49

wanted to have this connection.

play17:51

But at the same time it's a pretty risky

play17:54

choice, you know?

play17:55

It's a pretty bold decision to say we're

play17:58

going to start some exposition like

play18:01

every other game does and like every

play18:03

player expects and then we're gonna just

play18:05

throw it away. Literally. We're gonna grab

play18:07

it and we're going to throw it aside and

play18:09

is a player going to be okay, because they're

play18:12

not making a choice in that

play18:13

you know? We like to give players tons

play18:15

of choices but this was one of the ones

play18:16

where we basically said we're making a

play18:18

choice for you and you're either on

play18:19

board with us or you're not on board

play18:21

with us. But that notion of

play18:23

respecting the audience enough to

play18:25

say you're here for a purpose

play18:27

it's a little wink and nudge to say

play18:29

we're throwing the story straight out

play18:31

you know and and you're here to kill

play18:33

demons so go kill demons.

play18:35

You get the tutorial, you go through, you get

play18:38

introduced to the first bit of arena

play18:39

combat and that's really interesting

play18:41

because we had a rule if you stand in

play18:43

place your dead. So that imp room is

play18:45

meant to teach you that like you're

play18:47

skipping around your learning the

play18:48

mechanics you're learning the imps which

play18:49

is one of my favorites you meet the first

play18:51

gore nest. What I love about the gore nest

play18:53

is in a lot of games,

play18:55

and we had discussions about this,

play18:56

in a lot of games the gore nest would

play18:58

be something you avoid

play18:59

Like, that's the thing. Avoid the thing...

play19:01

Oh shit I triggered the thing. And it starts the fight.

play19:04

The DOOM marine is looking for a fight

play19:07

It's literally like a t-bone steak. When he sees

play19:09

that thing it's a t-bone steak and he's a tiger

play19:11

Because he loves starting fights.

play19:14

My favorite thing is to kill demons...

play19:17

does this start that? Great!

play19:19

When he goes in and he just rips it apart

play19:22

and the blood pops out

play19:23

there's this huge scream and BOOM

play19:26

the fights off, but we were betting on

play19:28

the audience that that was what they

play19:29

wanted to do. We had 1 or 2

play19:31

people say "oh well should i avoid these?"

play19:33

This is early during tests and

play19:35

we thought I don't think anybody who

play19:37

paid $60 for a DOOM game is going

play19:39

to avoid a fight.

play19:40

And then when you walk through the hallway and she

play19:42

says "We have to contain this. You could ruin everything"

play19:45

that's that subtle indirect storytelling

play19:48

like just super lean. Very efficient

play19:51

I love the idea that she would say he

play19:53

could ruin everything because again it's

play19:54

the robocop scene of him leaning in

play19:57

saying "you're a bad motherfucker"

play19:59

It's basically saying I'm powerful and

play20:01

I'm feared. Which makes the

play20:02

player feel powerful. And I just kicked

play20:04

the shit out of a bunch of imps

play20:06

And when you get in the elevator was just timing. To get

play20:10

stuff to work in video game development

play20:11

is not easy. To get stuff timed to the

play20:14

point that when the elevator opens the

play20:15

shotgun cocks and the music is right there

play20:18

with the lag-this and the timing of that

play20:20

and the framerate this and holy cow...

play20:23

It's like literally three in the morning at

play20:26

Jerry's desk and we're all

play20:28

sitting there like pale like "the timing is off"

play20:30

"we have to get this fixed"

play20:32

This was Marty's suggestion when he glances down at the

play20:35

body when the guy says "it was worth the"

play20:37

"risk I assure you"

play20:39

"clearly things have gotten out of hand"

play20:40

and then he glanced down, I love that little touch.

play20:42

The the button smash and

play20:44

the shotgun cock is very much

play20:47

him giving the finger to the

play20:51

idea that this this was all worth it

play20:54

It's not. It's demons .

play20:57

And i'm going to kill them all because

play21:00

that's what I do.

play21:02

[Hugo] I mean if I think about it

play21:04

the textures broke in the glass,

play21:05

then we fix the textures, then it broke

play21:07

again, then there's no sound

play21:09

It's just crazy.

play21:11

When it finally went into the box we were like

play21:13

"Don't breathe on it. It works"

play21:15

"Don't even look at it!"

play21:19

The opening level of Doom is a great

play21:21

achievement in design. It does everything

play21:23

on our opening level checklist.

play21:25

It introduces the story, teaches the player

play21:27

how to play, and sets the tone for the

play21:29

adventure ahead. Once you cocked the

play21:30

shotgun and walked out of the elevator

play21:32

you knew what type of game you were

play21:34

playing. And in our next episode we're

play21:36

going to show you how they put all that

play21:38

together. In part 3 we talk to the team

play21:40

about designing combat chess and chat to

play21:42

Mick Gordon about reimagining one of the

play21:44

most iconic video game soundtracks.

play22:06

One of y favorite things about

play22:07

the intro is is it is a great example of

play22:10

the teamwork that was involved in making

play22:12

this because everybody from every

play22:14

department contributed something totally

play22:16

awesome to this it was just constantly

play22:17

getting plused every time somebody put

play22:19

their hands on it. We all high-fived.

play22:21

It was one of the last things we did and

play22:23

I think throughout any project you're

play22:25

learning how to work like a team so by

play22:27

the very end we were a team.

play22:29

We knew how to get shit done and work

play22:31

together and I mean as painful as was to

play22:33

throw stuff out Brandon Souders who is

play22:35

the level designer in the intro-level

play22:36

was I mean it required an incredible

play22:38

amount of patience but he was totally

play22:40

down he kicked major ass I mean it it's

play22:42

a huge credit to him the work that he did.

play22:44

Movies, I love when they take the time to

play22:47

put the juice into the character I think

play22:49

that JAWS is powerful because

play22:51

they spend so much time talking about

play22:54

how badass Jaws is and they build him up

play22:57

and he's the thing and "oh my god" and so

play22:59

we were doing that with the DOOM marine

play23:00

I love when they do that like you know

play23:02

when the hero pulls out his

play23:04

special gunm don't just pull it out and

play23:06

shoot somebody. I want to know that that

play23:08

was made out of special metal that was

play23:09

forged by some fucking samurai dude.

play23:12

You know what i mean? And slowly

play23:13

pull it out and the gleam off the thing

play23:15

like that's really what we were doing we

play23:17

were milking it. Building

play23:18

up the legend of the DOOM marine.

play23:20

And the level that Sauders had

play23:22

put together immediately following that

play23:24

i thought was wonderful and introduced

play23:26

you to the secrets, a little keycard

play23:28

action, which I'd love to talk about more

play23:30

later, and I love that it all

play23:33

ends with again that little subtle nod

play23:35

You're just blasting through and he says the

play23:37

rging about the 221 accident free days.

play23:41

You're just like "we just caused a lot of havok"

play23:44

and he makes that little comment

play23:45

But it's just on the side you know it's very very much out of the

play23:47

way but i think it maintains that tone.

play23:50

That complements the fact

play23:52

that i'm ripping people's arms often

play23:53

beating them to death with it.

play23:55

I think that's what felt right, all

play23:56

the puzzle pieces kind of coming

play23:58

together make like a DOOM experience

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