Found a really interesting article where the author draws some public policy lessons from the 20 year history of Doom:
I especially liked this part of the article:
"As already established, Doom is 20 years old. In a world where most games have a shelf life of about as long as their graphics engine, the fact that it still attracts players today could be classed as a small miracle.
Despite that popularity, the sequels haven’t also been so successful, particularly Doom 3, released in 2005. While the game was billed as a sequel to Doom 2, it really ought to be classed as a remake, with a more complicated story involving a renegade scientist and much more advanced graphics.
Unfortunately, while anticipation ran high, the game had been rendered unrecognizable. Time magazine noted of the original what made “Doom so great, and so different from today’s shooters, is the way it made players dance around fireballs and dart around corners, rather than landing headshots while popping out of cover.” Doom 3 was nothing like that. To quote popular online video game critic and video blogger Noah Antwiler, “but why do I say that it’s not Doom? Well that’s simple…Doom 3 is a survival horror game right down to its core, almost the complete opposite of every gameplay facet of the previous Doom games good.”
In other words, in attempting to modernize Doom, and force it to conform to prevailing trends, the result only highlighted where modernity fell short. Do we need a better metaphor for every attempt by Washington to “reform” massive systems that it often barely understands? From the byzantine legal entities spawned by McCain-Feingold, to the budget-busting Medicare Part D to the train wreck that is Obamacare, every “modernizing” law Washington passes either creates new problems or actively makes them worse.
This is not to say that nothing in Washington needs reform, but what policymakers could learn from the failure of Doom 3 is that often, in order to understand how to improve something, it’s necessary to first carefully study what must be preserved. In other words, the key to meaningful change is knowing what not to change.
Ultimately, like all great works of art, Doom speaks to all ages and the lessons of its creation and continued success are timeless. If a few of those lessons can trickle into the halls of power, perhaps it will be not just the demons inhabiting the Demos base, but the demons plaguing our politics, that will go down in a burst of BFG fire."