id on DOOM: Old and New
On DOOM's 10th anniversary, id reflects on its past and future.
By Ben Turner | Dec. 12, 2003





Cloud and Willits stumbling in to id in the morning.
Kevin Cloud is an artist at and co-owner of id Software, and has been there since the DOOM days (that's his hand on the shotgun!). Mapping guru Tim Willits is DOOM 3's lead designer, and has been with the company since the late DOOM II days. On the eve of DOOM's 10th anniversary, we asked them to share a few thoughts with us on both classic DOOM and id's upcoming sequel, DOOM 3. Read on and marvel as Kevin and Tim educate, entertain, and eventually teach us how to love. Or something along those lines.




Kevin Cloud
GameSpy: While creating DOOM, when did you get the first inkling that it would change the face of gaming?
Kevin Cloud: When you're creating a game, and seeing it evolve every day, you don't get the chance to experience playing it the same way a gamer does -- you can't get that fresh, out-of-the-box experience. Even despite the great reviews, tens of thousands of people playing the game, and the "mainstream" press that had really started to take notice of the game and id, the idea that we had really created something that would be so influential didn't really solidify for me until much later (1996), when DOOM was inducted into Computer Gaming World's Hall of Fame.
GameSpy: id creating DOOM was an example of a so-called "indie" developer showing up the established commercial big boys. Do you think we'll ever see this zero-to-hero scenario playing out again, or has the industry's barrier of entry become too high, and development too complicated? Sure, we'll always have garage developers, but do you think any can rock the boat like id did?
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Kevin Cloud: I hope so. The barriers are high, but not insurmountable. Eventually, the Internet will become a legitimate source for game distribution, and when that happens I think we'll start seeing a revival of small, self-funded teams getting great games to market. id continues to release the full source code to our older titles (under the GPL) as a way for "garage developers" to create games on our technology that they can release commercially without paying us anything. An independent developer could freely use the Quake II engine (the same technology that has powered million-unit selling games) to develop their own game and release it at retail -- that's not a bad deal.
GameSpy: The PC had the power to do a game like DOOM; why did it take a bunch of upstarts from Texas to realize that potential?
Kevin Cloud: The team had developed titles for the PC at Softdisk. Since we began as a shareware developer there wasn't any thought towards making games for consoles, and the arrival of VGA really separated the PC from other home systems. Also, around the same time we began work on DOOM, several PC game developers had ambitions to create some type of real-time first-person game. What separated DOOM from the other first-person titles was not just the technology available on the PC, but that technology combined with the simple fast-action gameplay and frightening (for that time) atmosphere.

GameSpy: What were the greatest technical and design challenges in creating DOOM?
Kevin Cloud: I think our greatest design challenge was to balance between realism and fun. We had some false starts as we tried to make things a bit too realistic. But since we developed DOOM in less than a year, I can't really say there were really any BIG challenges.
GameSpy: What's your favorite memory from DOOM's development?
Kevin Cloud: My favorite part of the DOOM development was the variety of stuff I got a chance to work with. Moving from concept drawing, to sculpture, to camera work, and back to pixel work was fun.
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