Can DOOM survive a new generation of gamers? | BBC News

BBC NewsAbout 5 min readMay 16, 2025Watch original
THE SUMMARYAI-generated

Doom: The Dark Ages - Detailed Summary

Key Concepts:

  • Doom franchise history and evolution
  • Movement as defense/offense
  • Medieval sci-fi setting
  • Storytelling through cutscenes vs. Codex
  • Attracting new players vs. innovating for core fans
  • Grounded combat
  • Difficulty sliders and player customization
  • Value proposition of blockbuster games vs. live service/free-to-play models
  • Doom's enduring appeal as a power fantasy

Franchise Overview and Evolution

Marty Stratton (Executive Producer) and Hugo Martin (Game Director) discuss the Doom franchise, emphasizing its core elements: aggressive action, constant movement, and the player as the scariest element. The franchise history includes:

  • Classic Era: Doom (1993) and Doom II (1994) by the original id Software team.
  • Horror-Themed Deviation: Doom 3 (2004), a more horror-focused take.
  • Reboot Era: Doom (2016), Doom Eternal (2020), and now Doom: The Dark Ages. Each game aims for a unique feel while staying true to the Doom essence.

Doom: The Dark Ages - Key Differences and Design Philosophy

  • Grounded Combat: The Dark Ages is described as more grounded than its predecessors. Projectile speed is reduced, creating a maze-like environment reminiscent of the original Doom (1993), emphasizing movement and weaving.
  • Medieval Sci-Fi Setting: A departure for the series, blending medieval fantasy with sci-fi elements. This setting was envisioned as early as Doom (2016) when developing the Slayer's backstory.
  • Storytelling: The story is moved from the Codex (written lore) to in-game cutscenes, offering a "summer blockbuster" cinematic experience. The game promises extensive exploration and a larger scope than Doom (2016) and Eternal.
  • Prequel Elements: The game explores the Slayer's past with the Night Sentinels, before his discovery on Mars in Doom (2016).

Attracting New Players and Maintaining Core Fan Interest

The developers emphasize that their goal isn't solely to attract new players but to create a game that everyone can enjoy. Innovation is crucial to reignite interest even among hardcore fans.

  • Learning Curve: Acknowledging that innovation can initially be divisive, as seen with Doom (2016)'s glory kills and story elements, and Eternal.
  • Avoiding Stagnation: Simply offering "more of the same" risks losing the core audience.
  • Elden Ring Analogy: Elden Ring is cited as an example of a game that successfully broadened its appeal without sacrificing its core identity, making it accessible to newcomers.
  • Accessibility of Setting: The fantasy setting and grounded combat of The Dark Ages are intended to be inviting to a wider audience.

Difficulty and Customization

  • Difficulty Sliders: Players can adjust the difficulty at any point using sliders, offering more nuanced control than the original Doom's cheat codes.
  • Customization: Players can fine-tune aspects like ammo availability, allowing for a tailored experience.

Addressing Concerns of Younger Gamers and "Forever Games"

The developers acknowledge the challenge of attracting younger gamers from popular titles like Call of Duty, Fortnite, and Roblox.

  • Fitting into Gaming Habits: Doom can be enjoyed without becoming an all-consuming obsession.
  • Self-Contained Experience: The game offers a satisfying, action-packed story with a clear beginning and end, contrasting with the endless nature of some live service games.
  • Cathartic Experience: The game provides a cathartic and enjoyable experience that can be completed alongside other gaming and entertainment options.

Value Proposition and the Future of Doom

  • Market Dynamics: The developers acknowledge the market's influence on pricing and player spending habits.
  • Free-to-Play vs. Premium: While free-to-play games are popular, they often involve significant spending. The value of a high-quality, blockbuster campaign experience is emphasized.
  • Enduring Appeal: The developers believe Doom will remain relevant due to its core power fantasy and the enduring appeal of being a "one-man wrecking machine."
  • Inspiration for Future Developers: They hope future Doom developers will find inspiration in their work, just as they drew inspiration from the original games.

Notable Quotes

  • Marty Stratton: "The scariest thing in our game is you."
  • Hugo Martin: "It's not so much where you start as it is where you land."
  • Hugo Martin: "Will there ever be a time where people won't want an experience where within I don't know there's kind of a limit like five to six minutes of the time you the game began and you press start you're just going to be a oneman wrecking machine inside of this video game world like I think people are always going to want that and that's that's Doom at its core"

Technical Terms and Concepts

  • Codex: In-game lore presented as written text, used in Doom (2016) and Doom Eternal.
  • Glory Kills: A mechanic introduced in Doom (2016) where weakened enemies can be executed with a melee attack, rewarding the player with health and resources.
  • Live Service Game: A game designed to be continuously updated with new content and features over a long period, often monetized through microtransactions.

Synthesis/Conclusion

Doom: The Dark Ages aims to blend the classic Doom experience with a fresh medieval sci-fi setting and a more grounded combat system. The developers are focused on creating a game that appeals to both long-time fans and newcomers, offering a customizable and satisfying experience that respects players' time and investment. The enduring appeal of Doom lies in its core power fantasy, which the developers believe will keep the franchise relevant for years to come.

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