{"id":23282,"date":"2013-12-11T09:10:18","date_gmt":"2013-12-11T14:10:18","guid":{"rendered":"http:\/\/quotulatiousness.ca\/blog\/?p=23282"},"modified":"2013-12-11T09:10:18","modified_gmt":"2013-12-11T14:10:18","slug":"the-legacy-of-id-softwares-doom","status":"publish","type":"post","link":"https:\/\/quotulatiousness.ca\/blog\/2013\/12\/11\/the-legacy-of-id-softwares-doom\/","title":{"rendered":"The legacy of id Software&#8217;s <em>Doom<\/em>"},"content":{"rendered":"<p>Following up from <a href=\"http:\/\/quotulatiousness.ca\/blog\/2013\/12\/10\/twenty-years-of-doom\/\" target=\"_blank\">yesterday&#8217;s post<\/a> on the 20th anniversary, <a href=\"http:\/\/www.economist.com\/blogs\/babbage\/2013\/12\/video-games?fsrc=scn\/tw_ec\/the_meaning_of_doom\" target=\"_blank\"><em>The Economist<\/em><\/a> also sings the praises of <em>Doom<\/em>:<\/p>\n<blockquote><p>Yet for Babbage, the biggest innovation of <em>Doom<\/em> was something subtler. Video games, then and now, are mainly passive entertainment products, a bit like a more interactive television. You buy one and play it until you either beat it or get bored. But <em>Doom<\/em> was popular enough that eager users delved into its inner workings, hacking together programs that would let people build their own levels. Drawing something in what was, essentially, a rudimentary CAD program, and then running around inside your own creation, was an astonishing, liberating experience. Like almost everybody else, Babbage&#8217;s first custom level was an attempt to reconstruct his own house.<\/p>\n<p>Other programs allowed you to play around with the game itself, changing how weapons worked, or how monsters behaved. For a 12-year-old who liked computers but was rather fuzzy about how they actually worked, being able to pull back the curtain like this was revelatory. Tinkering around with <em>Doom<\/em> was a wonderful introduction to the mysteries of computers and how their programs were put together. Rather than trying to stop this unauthorised meddling, id embraced it. Its next game, <em>Quake<\/em>, was designed to actively encourage it.<\/p>\n<p>The modification, or &#8220;modding&#8221; movement that <em>Doom<\/em> and <em>Quake<\/em> inspired heavily influenced the growing games industry. Babbage knows people who got jobs in the industry off the back of their ability to remix others&#8217; creations. (Tim Willits, id&#8217;s current creative director, was hired after impressing the firm with his home-brewed <em>Doom<\/em> maps.) Commercial products \u2014 even entire genres of games \u2014 exist that trace their roots back to a fascinated teenager playing around in his (or, more rarely, her) bedroom.<\/p>\n<p>But it had more personal effects, too. Being able to alter the game transformed the player from a mere passive consumer of media into a producer in his own right, something that is much harder in most other kinds of media. Amateur filmmakers need expensive kit and a willing cast to indulge their passion. Mastering a musical instrument takes years of practice; starting a band requires like-minded friends. Writing a novel looks easy, until you try it. But creating your own <em>Doom<\/em> mod was easy enough that anyone could learn it in a day or two. With a bit of practice, it was possible to churn out professional-quality stuff. &#8220;User-generated content&#8221; was a big buzzword a few years back, but once again, <em>Doom<\/em> got there first.<\/p><\/blockquote>\n","protected":false},"excerpt":{"rendered":"<p>Following up from yesterday&#8217;s post on the 20th anniversary, The Economist also sings the praises of Doom: Yet for Babbage, the biggest innovation of Doom was something subtler. Video games, then and now, are mainly passive entertainment products, a bit like a more interactive television. You buy one and play it until you either beat [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[14,15],"tags":[129,92],"class_list":["post-23282","post","type-post","status-publish","format-standard","hentry","category-gaming","category-technology","tag-hack","tag-software"],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2hpV6-63w","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/posts\/23282","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/comments?post=23282"}],"version-history":[{"count":1,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/posts\/23282\/revisions"}],"predecessor-version":[{"id":23283,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/posts\/23282\/revisions\/23283"}],"wp:attachment":[{"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/media?parent=23282"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/categories?post=23282"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/quotulatiousness.ca\/blog\/wp-json\/wp\/v2\/tags?post=23282"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}