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1) Doom's Creators
Buecheler notes that the id Software of today is not the id which first created Doom over half a decade ago. John Romero, Sandy Petersen, American McGee, Shawn Green, Tom Hall - all of the creative minds behind Doom have moved on to other companies. The only employees left from the days of Doom are John Carmack, Adrian Carmack, and Kevin Cloud - programmer and artists, respectively. Without the minds that made Doom what it was, id can't possibly hope to create a worthy sequel, right?
Wrong. If anything, id Software is more poised now to create a game worthy of the Doom legacy than they have ever been.
When Doom was made, the FPS genre was nearly nonexistent. No one knew what sort of things they should include, or how to go about creating a "good" first-person shooter. Sandy Petersen and John Romero, the creators of the majority of the levels in Doom and Doom 2, had no prior experience in making levels for FPSes, because they were practically inventing the job. Today, id has mappers like Tim Willits, Paul Jaquays and Christian Antkow - professionals who have been refining their skills for five years or more.
Gameplay? Whereas the original Doom had no dedicated game designers, id Software now has one by the name of Graeme Devine, who has worked in the game industry for decades.
Art? Id's games have never been ugly. Adrian Carmack and Kevin Cloud have only honed their skills during the past seven years, and skinner/modeler/artist Kenneth Scott has come on board, with his well-known passion for Doom. After the recent dismissal of Paul Steed, two new modelers/animators will be joining the team as well.
Id's development team in 1993, while talented, was basically creating a new genre which none of them had much of an idea how to work in. Nowadays, id has a team of people who have been in the field for years, and has seen what works and what does not.
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