[an error occurred while processing this directive]

Doom 3: The Doomers Speak Out
How can id Software make DOOM3 a worthy successor to the DOOM series? Which elements of the original DOOM games are most essential to the creation of DOOM3?

Ola Björling:

I for one don't think speed is that important. Sure, I don't want to be as slow as in Quake 2, but the original DOOM speed just won't feel right in true 3D. What they should focus on is MOOD (hey, thats DOOM backwards!). If they can scare people without the boring old dark corners and things jumping out of them I'll be happy. A strong theme (and no techno/gothic messup like Q3A) along with great sound and GOOD ENEMIES will make it a nice game.
Mattrim Dixon:
By concentrating on the single-player aspect of the game, id Software will make the first step towards crafting a worthy successor to the original DOOM games. Essential to the creation of a third DOOM game is the element of fear. Without fear, all is lost. Id Software must not limit themselves with the burdens of trying to make a commercial product...that said, I sincerely hope that DOOM3 is the most frightening game ever created. There must be no reservation, no restraint. Fear is essential...though id Software must understand the difference between 'fear' and 'shock value'.
Martin Friberg:
Well, they should give us the opportunity to visit Hell of course. That might not sound very creative but it is definately one of the most basic ingredients in doom. Familiar places will appeal to me the most. If they don't use their old settings it will hardly be much of a new DOOM game. I mean, they must have a good reason not to call it 'Quake4 - The Beginning Of It All'...
Sverre Kvernmo:
By exploring some of the favorite elements of the original, while adding unforeseen twists and turns. I'm a fan of expanding the zombie soldier theme myself. Add a couple of levels of possession, a few levels of mutilation, a friendly platoon you start out with, and some months later you'll be in a situation where your freshly dead buddy is shambling towards you with a gaping ribcage and a shotgun pointed at your chest, all the while his head is gurgling blood on the floor and giving you a guilty look. Most important element: devious demons. It won't truly feel like Doom unless it has a map-view either, but that one's a real conundrum these days.
Marc Pullen:
The most talked about aspect I've read about what the new DOOM must be: scarry. I agree with that completely. We all know id can make beautiful and terrifying art, and they have the most incredible gaming engines on the planet, but something was missing from Quake 2 and Quake 3: fear. Quake was scarry, but that was also heightened by the new technology behind a true 3D engine. Never before have so many people been terrified by playing the original DOOM shareware. That first episode gave me nightmares. It was wonderful.

The most essential element for the new DOOM will have to be the sci-fi influenced fear. here are so many incredible games out, but not many stike terror in me. The Serious Sam demo was incredible, but it was also very comfortable to play in. I wasn't scared to run around a corner.

Eric Roberts:
I think Carmack and co. should be original and surprise us all with something new and fantastic in gameplay...while using the original doom concept as it's foundation. I don't want to see a Doom3 game that looks and plays like Quake2. That would be lame.

Weapons balance is real important. The ability to be confronted by mass amounts of enemies would be nice. I need to be afraid when I play...original Doom can still get my panties in a knot. In other words atmosphere is very important in this new Doom3 game. Without the same scary atmosphere as in the original Doom...they'll never create a successor.

John Romero:
The most essential elements to retain would be the juxtaposition of future Space Marines with mythical Demons in Hell, the darkness and foreboding as you play through the game, scary soundtrack, Hellish creatures with character, and all the way through the game there should be countless traps opening with legions of demons spilling out after the player.
Andrew Stine:
In order to make the new Doom game as involving as the original, they will need to retain two key elements from it: action and suspense. Doom and Doom 2 had plenty of hardcore, nonstop action, which will hopefully be duplicated in the new remake/sequel/whatever. But also, there were elements of suspense while playing: after you had cleaned out a section, you would wander around cautiously, hearing the growls of active monsters, but you weren't sure where they were or when they would pop out at you.
How plot-driven should DOOM3 be? What should the plot be?

Ola Björling:

It should ideally have a plot that you don't necessarily need to read. I want to be able to play without reading 20 pages of storyline to figure out what to do. Still, there should be a plot, and a good one to. Something that really gives you a reason to be whereever you are, killing mutant hellspawn like there was no tomorrow.
Mattrim Dixon:
Minimal plot interference. Should id decide to incorporate a storyline, I should hope it will unfold throughout the game and from level to level. No cutscenes. No screens of scrolling text. Nothing to interfere with the gaming experience...the dialogue must be integrated with the action and not overcome it.

Hopefully, id Software will give us, the players, a better understanding of the DOOM universe and the function of the UAC and the marine corps within that universe.

Martin Friberg:
I don't want much of a plot, but I would of course want to know something about why the DOOM saga never ended, why the story continues, you know. Apart from that I just want the same straight forward kind of deal.
Sverre Kvernmo:
It could do with a slim but sleek plot that keeps you guessing while propelling you into a crimson haze of steaming demon blood! Immersive combat atmosphere, more than detailed story, should drive the pace. We need to know more about the UAC! And who built the gates to hell anyway? Hm?
Marc Pullen:
Half Life had a very tight plot, but slowed down the gameplay and action. When people think of DOOM, they think of the non-stop slaughter of monsters. It will be a challenge to get a proper plot that the original DOOM's didn't really stick to, and still keep the random chaos level high.

I think the plot should follow somewhat along the lines of the original DOOM story, but would need to account for what happened in DOOM and DOOM2.

Eric Roberts:
I don't know about that. I personally just like killing shit when I play a 3d shooter. However, Half-Life really kicked some major ass in the story-line department, but I don't know if Doom3 should go full blown like that. Maybe some cut scenes...something better than what Q2 delivered. I really feel most people aren't gonna be interested in the plot of Doom3 as much as they're gonna be interested in the gameplay.
John Romero:
I would definitely make it plot-driven with lots of staged events to further the plot along. The first idea that popped into my head about a possible plot would be to have the game take place immediately after DOOM2. The Icon of Sin was located on Earth and was gating in demons in the effort to overrun the planet, but luckily you destroyed the Icon... but Hell is still somewhere, waiting for its chance again. I would have the overall plot of the game be to find out who is behind the earth invasion and have the player attempt to retrace some of his steps back into Hell. There is only one real way back into Hell and that is through the Phobos Moon Base's experimental gate. That gate originally teleported the player to the Deimos base, which was floating above the vast plane of Hell. I would have the player have to travel to the forgotten Phobos base for the first part of the game, then revisit some old sites on the base (ah, old E1...for nostalgia and for an awesome opportunity to really make the original stuff look amazing). I would keep the destination of the Phobos Gate the same, but change it... a bit. This provides a great place to encounter a ton of new monster types.. so, eventually you reach the big bad guy at the end who masterminded the invasion of Earth *after* you defeated the Spider Mastermind and destory "it".
Andrew Stine:
I certainly hope that the new Doom game is a *tad* more plot-driven than the original. Games like Half-Life show how much can be done with an unobtrusive plot, and System Shock 2 shows how scary a full-fledged in-your-face plot can be. It just depends on how well id is able to implement a plot. Unfortunately, their track record in this field is less than stellar.
On to page 3
[an error occurred while processing this directive]