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Commentary on taking feedback as a game designer, from someone who worked on the original DOOM.
(media.piefed.world)
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Logo uses joystick by liftarn
Wasn't the original vision of Doom closer to an RPG than the action game it came out to be? I know I read somewhere (one of the books written about development of the game) it was originally meant to have a bigger story, multiple characters, dialogue, etc.
I know Quake was originally planned as an RPG, and became an FPS because they had to ship "something" and they knew how to do FPS
Maybe? The devs played DnD during development and the chapter text definitely sounds like a GM setting the scene. Supposedly Daikatana is closer to John Romero's vision of ~~Doom~~(it was Quake). It's not great though, so if they tried to implement those ideas back with Doom, it probably wouldn't have been as well received. Doom has a sort of K.I.S.S. design.
Graphic design is my passion
You gotta understand. This was 1994. Graphic design wasn't invented yet.
That is correct! Look at the Doom Bible
are you thinking of quake?
No. Doom.
Quake never had any vision, originally. That's why it seems so random.
... OK, I read masters of doom. Quake had a vision, that vision became daikatana.
The problem was that Romero couldn't bring everyone on board, because it was too complex and they slapped whatever everyone did together; hence the random design
Check out Doom Bible; Tom Hall's original design document for Doom. One of the first drafts is where what I am talking about came from.
Sure. It can be true for both games :)
Although, I did play and learn about Rise of the Triad, which is what Tom's vision for the Wolfenstein 3d sequel turned into, and it was still a run and gun shooter.
EDIT : I suggested quake because you said you were unsure :)