DOOM Documentary: Part 2 - Designing a First Impression
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.
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