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Doomed2Frag Released

by Maarten Goldstein, Aug 21, 2000 5:27am PDT
Related Topics – Quake 3 Arena

EndTimes mods has released DOOMED2FRAG. D2F is a Quake3 mod that adds weapons from Doom to the game, as well as changing the gameplay to be more like Doom2 DM and adding 3 custom maps.




Comments

5 Threads | 5 Comments
  • Seeing as how the DooM universe is still very much a 'hot property', I want to say something I've been thinking about for a few days now. John Romero shouldn't have made his next fps game Daikatana, he should have made his next fps game a game based either directly or loosely on the DooM universe. Let me explain:

    Game devlopers release a fps game for one of three reasons:

    1. The game is showcasing cutting-edge technology. id software clings to this point almost to a fault. id's engine is consistantly one of the industry's best, but content-wise, their games are marginal. Id knows their future lies in the licensing of their technology, not in the making of breakthrough games that exceed player's expectations. In the case of id, this is a very lucrative catagory to be in.

    2. The game may be using old technology, but has content that is compelling and original. Daikatana fits into this catagory perfectly. Here we see a title that has almost all original content, but is clearly using old technology. In this catagory, an original-content productline such as the Daikatana universe could be sustained and become a popular and positively recognizable productline, if the developer includes substantial gameplay innovations. I believe the just having original content is not enough to carry a productline of more than a single title. As we have seen, not even the creative might of John Romero alone is enough to carry a title. In order for an old technology/original content game to be successful, there needs to be something more than a neat story to compell consumers to buy the darn thing.

    3. The game is using old technology and contains unoriginal or uninspired content, solely to generate profit. A good example of this catagory is the eXtreme Paintbrawl title from eXtreme Games. This title used the Build engine and consisted of uninspired (and buggy) content, solely for the purpose of generating cashflow for the developer. Besides disappointing consumers, this catagory neither sustains nor creates a developer's productline. In my opinion, this catagory is the worst, because it develops nothing new, and contributes nothing new. Any title in this catagory is released specifically to consume profit.

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    I think that John Romero should have made his first post-id game a spin-off loosely-based on the DooM universe for the following reasons:

    1. It was a productline that he is most identified with, and rightly so. He claims association with a hugely popular series, and contributed to what made the games sell so well. Hell, Romero even included converted DooM levels for Daikatana players to enjoy, because he knew they wanted them, and that they would enjoy them.

    2. No one but the most loyal Daikatana fans (I'm sorry to say this but there aren't many around) associate with the Daikatana universe, but millions upon millions of fps gamers at one point played and enjoyed the DooM games. This is my proof that the original content contained within the Daikatana storyline, and the gameplay that surrounds it are not enough to create a remarkable game. It takes more, and the DooM universe has that following. If Daikatana could be successful solely on it's original content, it would be.

    3. Correct me if I'm wrong, but when was the last official professionally-made DooM product made - something like 8-10 years ago? If Romero had started work on a fps game based on the DooM universe, instead of working on Daikatana, it would have already been out by now. Earlier this year at E3, id software announced the change in plan to make a new DooM game, scrapping their plans to release much different game. Why did id do this? It's easy, the fans told them they wanted another DooM game, which indicates that the public still associates with the gameplay and content found in the DooM universe. Had Ion Storm developed and released a 'DooM spin-off' or game loosely based on the DooM universe, it would have forced id to reconsider their plans to release a DooM game of their own. Even if id did start work on the next DooM game after returning from E3 (and firing Paul Steed), it would still be another 1.5 to 2 years before the game is released, meaning that Romero's game would be the latest contribution to the DooM universe, and Romero would enjoy uninterrupted and unchallenged cashflow for their title, for two reasons - one, because people still relate and connect to the DooM universe, and two, possibly an even bigger point, is that no other fps game developer is working on a DooM-like game, made by one of it's original creators. Romero would force id's hand to either release another DooM game that would come out after Romero's own version of a DooM game, or make another game entirely.

    4. Even if id legally forbid John Romero to make a game using a title that includes the DooM name, Romero could call it something else, and advertise through interviews and product packaging, that the game is John Romero's contribution to the DooM legacy. The fps gaming public would understand that Romero was making another DooM game, even if the characters and monsters were different. It would be Romero's DooM, his contribution. As for a title, I'm sure there are a few good game names left that would get the point across that Romero's game is really a new DooM game, and I think the people would understand. Just so I can say I said it, if id forbid Romero to make a DooM game, Romero could still make a DooM-like game, even if it meant using all-original content, and market it as his contribution to the DooM legacy. It would be Romero's version of DooM. Fans of DooM, starving for more content, would be extremely thankful and appreciative.

    5. With the continued development of JDooM and glDooM and so forth, which are fairly minor projects as far as the global DooM community goes, we can see the desire to create a more modern version of DooM, even if it goes unrewarded. Can you imagine what might develop by pooling the talents of professional level designers and programmers to create an entirly new chapter in the DooM universe? It would be far better than any DooM product released so far, I can tell you that!

    ---

    Right now, Daikatana is selling on store shelves in the US for a price somewhere between $15 and $17, down from an initial release price of $35 to $39. Folks, that's about half price just 6 months later, and you have to ask yourself why. If a game is selling for that little, something had to go seriously wrong. Right now, store managers who have bought dozens of copies of Daikatana, have reduced the price to move units fast, in order to free up shelf space. Why else drop the price? In a couple of months winter titles will be coming out, so the store managers have to do something and fast.

    At $15 retail, assuming a 50% to 100% markup, the distributer (Eidos) is only making $7 to $10 dollars per game. You don't make money that way, you cut your losses and try again. It will be interesting to see who is loyal enough to support the next incarnation of John Romero's Daikatana.

    As always, I welcome your comments.

    Thanks!

    -Lex