{"id":173942,"date":"2025-10-02T17:57:05","date_gmt":"2025-10-02T17:57:05","guid":{"rendered":"https:\/\/teknomers.com\/en\/the-primary-task-of-the-creator-of-doom-is-to-explain-how-demons-exist-in-the-game\/"},"modified":"2025-10-02T17:57:07","modified_gmt":"2025-10-02T17:57:07","slug":"the-primary-task-of-the-creator-of-doom-is-to-explain-how-demons-exist-in-the-game","status":"publish","type":"post","link":"https:\/\/teknomers.com\/en\/the-primary-task-of-the-creator-of-doom-is-to-explain-how-demons-exist-in-the-game\/","title":{"rendered":"The primary task of the creator of &#8216;Doom&#8217; is to explain how demons exist in the game."},"content":{"rendered":"\n<p>John Romero&#8217;s enthusiasm is \u00a0contagious\u00a0: he firmly believes that while he continues to delve into \u00a0programming\u00a0, his main role has increasingly become that of an educator, spreading the legacy and evolution of \u00a0Doom\u00a0. As one of the original creators of this iconic game, Romero explains that even decades later, it remains a favorite among countless fans. This passion was palpable at the \u00a0Comic-Con de M\u00e1laga\u00a0, where he shared insights on what he considers the essential elements of the First-Person Shooter (FPS) genre.<\/p>\n<p>Romero vividly recalls how the original <strong>Doom<\/strong> is now regarded as a \u00a0technical marvel\u00a0. He emphasizes that from the very beginning, they recognized the need for the game to have an \u00a0infernal speed\u00a0 to stand out among its competitors. &#8220;We needed to design new techniques to create light and dark in a \u00a03D world\u00a0 while maintaining high frame rates,&#8221; he explains. The challenge of achieving such speeds was nothing short of monumental.<\/p>\n<p>To reach that level of speed, <strong>they had to invent new ways of creating 3D graphics<\/strong>. \u201cInitially, <strong>Doom<\/strong> resembled what we had done in <strong>Wolfenstein 3D<\/strong> because we were mentally still focused on that older style,\u201d he states. While <strong>Wolfenstein<\/strong> featured completely illuminated 90-degree walls, <strong>Doom<\/strong> introduced elements like stairs, dark corridors, and enormous open spaces with countless monsters\u2014an unprecedented sight in gaming at the time. &#8220;We had no references. We could only create, test, invent, and try to improve it little by little.\u201d<\/p>\n<p><!-- BREAK 1 --> <\/p>\n<div class=\"article-asset article-asset-normal article-asset-center\">\n<div class=\"desvio-container\">\n<div class=\"desvio\">\n<div class=\"desvio-figure js-desvio-figure\"><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Romero&#8217;s excitement extends beyond speed. \u201cThe sound, the multiplayer features (which was revolutionary, allowing cooperative and \u00a0Deathmatch\u00a0 modes), and the ability for players to modify the game were all crucial elements. We aimed to launch it for Christmas\u2014a genuine madness,\u201d he laughs, recalling the pressure of that schedule while highlighting the fun they had in designing it.<\/p>\n<p><!-- BREAK 2 --><\/p>\n<h2>History Matters<\/h2>\n<p>While many argue that <strong>Doom<\/strong> lacks depth in its story, Romero clarifies that this does not detract from its ability to create an engaging atmosphere and narrative. \u201cThere was a general story inspired by \u00a0Dungeons &#038; Dragons\u00a0 (D&#038;D),&#8221; he elaborates. &#8220;I always strive to make games that differ from anything players have experienced before. With \u00a0Wolfenstein 3D\u00a0, players confronted Nazis head-on, and we had to reinvent how we approached storytelling in <strong>Doom<\/strong>.<\/p>\n<p><!-- BREAK 3 -->  <\/p>\n<p>Romero&#8217;s team aimed for a distinctive experience. \u201cWe could not have a science-fiction game solely focused on killing aliens, as that would be expected. The story for \u00a0Doom\u00a0 emerged from our experiences in D&#038;D,\u201d he explains. \u201cWe added elements from movies like \u00a0Aliens\u00a0, drawing inspiration from the \u00a0space marines\u00a0 and the tension-filled action that comes with having numerous enemies wanting to defeat you.\u201d<\/p>\n<p><!-- BREAK 4 --><\/p>\n<p>When asked to summarize the enduring influence of \u00a0Doom\u00a0, Romero identifies both \u00a0technical and cultural\u00a0 impacts. &#8220;Technically, we propelled the industry toward \u00a03D gaming\u00a0. Overcoming long-established norms is never easy, especially as dedicated hardware was heavily tailored for side-scrolling games of the 80s,\u201d he reflects.<\/p>\n<p><!-- BREAK 5 --><\/p>\n<p>Romero highlights how, at that time, gaming was shifting. &#8220;<strong>Home computers and consoles were equipped with specialized chips<\/strong>. Major investments were funneled into R&#038;D.\u201d Despite such advancements, Romero and his team chose to prioritize 3D graphics when most were still focused on 2D. \u201cWe aimed to create a revolutionary experience using the technology available to us,\u201d he states.<\/p>\n<p><!-- BREAK 6 --> <\/p>\n<h2>Technology at Full Speed<\/h2>\n<p>One of the most significant technological advancements in <strong>Doom<\/strong> was its integration of \u00a0multiplayer gameplay\u00a0. \u201cToday, it\u2019s rare to find a game that doesn\u2019t integrate multiplayer. However, when we introduced it, we made it a seamless part of the experience rather than a standalone feature,\u201d he explains. This was included during the final months of the game\u2019s development, a decision driven by urgency but ultimately a crucial evolution in gaming.<\/p>\n<p><!-- BREAK 7 --><\/p>\n<p>On a cultural level, Romero notes the widespread impact of <strong>Doom<\/strong>. \u201cWe were among the first to incorporate heavy metal music into a commercial game,\u201d he remarks. Yet, the most pivotal moment was when ID Software decided to freely share modifiability features. \u201cIn 1993, we launched the game, and by 1997, we published all the source codes,\u201d he states, highlighting how this move allowed the player community to take ownership of the game and flourish.<\/p>\n<p><!-- BREAK 8 --><\/p>\n<p>Romero believes this was essential for fostering a vibrant community around \u00a0Doom\u00a0: \u201cWe communicated transparently with our players and encouraged them to modify the game. This community involvement made it better and more expansive,\u201d he adds, emphasizing how the game was designed to be user-friendly on everyday computers. \u201cWe wanted to ensure that <strong>Doom<\/strong> could run on common hardware\u2014this was crucial for its accessibility, ensuring everyone could enjoy it regardless of their setup.\u201d<\/p>\n<p><!-- BREAK 9 --> <\/p>\n<div class=\"article-asset article-asset-normal article-asset-center\">\n<div class=\"desvio-container\">\n<div class=\"desvio\">\n<div class=\"desvio-figure js-desvio-figure\">\n     <img loading=\"lazy\" decoding=\"async\" alt=\"Why are we obsessed with making 'doom' work on the most random sites\" width=\"375\" height=\"142\" src=\"https:\/\/teknomers.com\/en\/wp-content\/uploads\/2025\/10\/The-primary-task-of-the-creator-of-Doom-is-to.jpeg\"\/>\n   <\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>As our interview reaches its conclusion, we reflect on the concept of \u00a0shareware\u00a0 and how Romero\u2019s decision to give players access to the game reshaped the industry. \u201cMany companies focused on selling boxes and screenshots, meanwhile, our philosophy was about letting people play first and decide later,\u201d he notes proudly. The \u00a0legend\u00a0 and \u00a0innovation\u00a0 that is \u00a0Doom\u00a0 resonates even today, solidifying its status as one of the most significant milestones in gaming history.<\/p>\n<p><br \/>\n<br \/><a href=\"https:\/\/teknomers.com\/category\/general\/\" rel=\"dofollow\">General News &#8211; 2<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>John Romero&#8217;s enthusiasm is \u00a0contagious\u00a0: he firmly believes that while he continues to delve into \u00a0programming\u00a0, his main role has increasingly become that of an educator, spreading the legacy and evolution of \u00a0Doom\u00a0. As one of the original creators of this iconic game, Romero explains that even decades later, it remains a favorite among countless [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":173943,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[36399],"tags":[23146,25118,28604,12420,1087,1919,6057,7391],"class_list":["post-173942","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-technology","tag-creator","tag-demons","tag-doom","tag-exist","tag-explain","tag-game","tag-primary","tag-task"],"_links":{"self":[{"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/posts\/173942","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/comments?post=173942"}],"version-history":[{"count":0,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/posts\/173942\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/media\/173943"}],"wp:attachment":[{"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/media?parent=173942"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/categories?post=173942"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/teknomers.com\/en\/wp-json\/wp\/v2\/tags?post=173942"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}