I've thought about gameplay elements that could work in a new Doom without feeling forced or "un-Doom." They include:
Alternate firing modes -- Adds versatility to weapons and prevents the game from having extra slots.
Weapon upgrades -- Remember how much fun it was to find the secret maps and upgrade the unmaker in Doom 64? Bring that back! Man-made weapons could perhaps be upgraded by finding a weapon depot and literally downloading new hardware to the weapon. No spending of money or solving puzzles; just explore the environments extensively.
Weapon carrying limit -- More than two, certainly, but not letting you carry EVERY single weapon could be an interesting strategy.
Monster weapons -- Brutal Doom lets you pick up manc cannons and rev missiles launchers. This is really cool and would add more depth to the weapons.
Vehicle sections -- These would essentially be rail sections, lasting a few minutes. Probably best not to give the player control of the vehicle. This can be fun in short, infrequent bursts, and you would utilize a weapon on the vehicle not found elsewhere.
NPC cooperation -- An update of Doom 3's sentry bots would be good. Marines that assist you in a few key parts could work as well. Having to protect a scientist so he can (for example) open a locked door by accessing a particular terminal could be interesting; if he is killed, you'll have to take a more difficult route.
Destructibility -- Even most modern games feature very limited destruction, so I'm not expecting much in this department. Duke style cracked/weak walls and small destructible objects would be satisfying. Large organic demonic structures with destructible parts (which must be destroyed to progress) would be interesting.
Portable device -- Doom 3's PDA could be replaced with a visor built into the helmet which displays armor, health, map, messages from your superiors, videos, etc. They would overlay your vision instead of taking you to an entirely different screen.
Sprinting -- Bring it back, but let the player run very, very fast (thanks to augmented boots) for limited spans of time.
Puzzles -- Doom 3 had you dumping toxic waste, accessing computers and navigating a moving platform. With enough refinement, these types of objectives could be as engrossing as switch/key hunting. Puzzles in hell environments would be interesting as well.
Non-linearity: Variety is key here. Make some levels very straight path oriented, while others are open-ended; still others could be linear but with a few branching areas. Perhaps some maps could have an alternate exit which dramatically alters the next several maps you play.
Story: Keep it ambiguous but interesting. No Doom 3 style characters lacking emotion. No blatantly transparent personalities, cartoonish bad guys and shitty dialogue. Some actual effort like you see in D3's UAC videos.
I'm not sure if you're making fun of my previous post(s) but if you're serious I mostly agree except the Vehicle sections and the Weapon limit. That is just a sacrilege.
I believe that modern vehicles are much less complex than they used to be and I will again bring Yoshi as an example of a good vehicle. Now, what do Doom Mario and other 2D sidescrollers have in common? Well, the first FPS games were really just applying principles found in sidescrollers, only in 3D and with horrible demons from hell (although Metroid is a more apt comparison)
NOW, how is Yoshi superior to modern vehicles? Modern vehicles are typically just glorified turret sections that take you from A to B.
Yoshi is superior because
1. You are not forced to use him. The level is perfectly playable without him. Exploration is also not majorly hurt.
2. He has an interesting but SIMPLE attack that has multiple functionalities. He can swallow enemies and projectiles and some of them can even be thrown back. At 4 or 5 swallows, he lays an egg with a random powerup.
3. He provides additional possibilities of exploration with his light flying ability.
In short, Yoshi is just another way to tackle the level, the designers do not force him on you.
Now imagine that instead of a cute dinosaur you get some kind of mech that can punch through walls to reveal alternative paths and secrets has a light but brief propulsion system that helps you reach areas that are high up and is so strong that it can throw smaller enemies as projectiles. Again, you do not HAVE to use it.
Another example would be a small spacecraft of a UAC starbase. With this you have two choices. Either you ignore it and decide to take the normal route which is cramped and littered with devious traps that contain powerful enemies OR you take the spacecraft and skip that part entirely. The catch is that its health and ammo are low (due to the lost marine battle before you came) and space is littered with countless cacodemons and lost souls. With this you can also find additional secrets and paths. Also, just because you take it, does not mean that the previous path is closed. You can either use the craft just for exploration and return to the corridor or you can skip the cramped part of the level at different risks.
Last edited by DooM_RO on 03-10-14 at 19:40