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DOOM® Eternal

DOOM® Eternal
June 19, 2019

Top 5 Innovations of DOOM (1993) - #3: Verticality

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DOOM® Eternal

When DOOM first arrived in 1993, it was unlike anything gamers had played before – so much so that for a considerable period after its release, first-person shooters were simply known as “DOOM clones.”

Picking just five of its most significant contributions to gaming is tough, but we’re going to do our best.

3. Verticality

DOOM (1993) was predated by a small handful of first-person games and while these had various settings, themes, and gameplay styles they all had one thing in common: they were flat. Players could move freely through simulated 3D worlds...as long as that movement was forward, backward, or side-to-side.

When DOOM came along with its platforms, pits, stairs and balconies, it looked shockingly advanced. Not only could the player to move up and down through the level, enemies could appear on different levels, too! Seeing that first Imp on a balcony right near the beginning of the first map – and being able to shoot back! – was mind-blowing for gamers in the early 90s’.

The funny thing is, DOOM wasn’t technically any more three-dimensional than its predecessors. Yes, different areas in the game could have different height values, but this was essentially accomplished through a bit of graphical trickery rather than by actually adjusting those areas in a true vertical plane. That’s why no area of any map could be above or below another and why there was no need to aim upward while shooting back at that Imp on its perch. Just goes to show how far a little clever programming can get you!

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Joe Rybicki

Contributor