Representación de conocimiento

Doom , or DOOM , meaning disastrous destiny literally or Damnation, is a Video game of shooting subjective developed and published by Id Software, left on December 10th, 1993 concerned video, and known to be one of the major titles which launched this type of video game. He is recognized as being the pioneer of the Graphismes in Three dimensions immersifs, of the play Multijoueur in network, and to have made it possible to the players to create their own contents. Distributed like Partagiciel ( shareware ), Doom was downloaded by roughly 10 million people in one year, thus popularizing a type of Gameplay and generating a Sous-culture; and for sign of its influence on the industry of the video game, the plays of subjective shooting of the middle of years 1990 are known simply under name Doom clone or Doom like . Its graphics and its interactive violence also made Doom the subject of much of polemics exceeding the medium of the video game. According to GameSpy, Doom was elected, by professionals of the video game, better set of all times.

The series '' Doom '' continued with Doom II: Hell one Earth (1994) and several extensions, of which The Ultimate Doom (1995), Master Levels for Doom II (1995), and Final Doom (1996). Originally developed for DOS on PC compatible, the play then was carried on a great number of others Plate-forme S, including/understanding ten consoles. The series lost of its influence in the middle of the years 1990 whereas the technology of its engine, the Doom engine, was supplanted, although the fans continued to create BOG MANGANESE, to improve of the records, or to modify the source code which was released in 1997. Doom is become again popular in 2004 with the exit of Doom 3 - a Remake of the original play using a new technology of engine - and in 2005, with the film Doom .

Play

Synopsis

Doom has a simple, prone scenario of Science-fiction and horror. The Backdrop of the play is only described in the manual of this one, and the history in the course of play is summarized with some short messages posted between two levels.

The player takes the role of a Space Marine without name, “one of hardest which is on ground, hardened with the combat and trained with the action”, which was off-set on Mars after having attacked a senior officer who had ordered with his soldiers to massacre civilians without defense. It is then forced to work for the Union Aerospace Corporation (UAC), a Complexe interplanetary militaro-industrialist treating radioactive waste. For four years, the army has used the site to undertake secret experiments, treating voyages interdimensionnels and Téléportation, between Mars and its two moons, Phobos and Deimos. However, the space doors are one day become unstable, opening a broad passage to the creatures of the Enfer. The soldiers who are sent there are struck of Folie, and the body of some men who return ends up exploding. For a few hours, Mars has received howls of distress coming from Phobos, and little time after follows the disappearance of Deimos of the radars. A new troop is immediately sent on Phobos to help their comrades. The team infiltrates the interior of the base while Space Marine supervises the neighborhoods. All will die in the following hours as the cries, the shootings and sudden silence reveal it through the radio. Only with its courage, Space Marine leaves then to the attack the building.

Basic principles

This video game makes evolve/move the player in an environment in Three dimensions simulated.

The player evolves/moves in with the first nobody - it is in the skin of a Space Marine - and sees by his eyes, with the gun of his weapon in incrustation in the foreground, if it holds one of them. To note in an anecdotic way that it is however possible to play in vision with the third anybody, one sees the character then being driven, but one then loses precision in the aiming.

Constantly, from the monsters can emerge, having each one a behavior and an endurance with the attack which are specific for him, which tries to prevent the progression of the player in the maze of corridors and rooms. There is no linearity in their reactions, which depend on the position of the player, his behavior (aggressive or discrete, barbarian or intelligent), but also of the behavior of their own assistants (certain monsters, if they are made draw above by one the their congeneric ones, are then put to draw to them above in their turn to defend themselves or be avenged). The player can start such an incident to voluntarily facilitate the task.

This means sometimes that it is necessary to use of strategy and trick to leave itself a delicate situation, because of the degree of dangerosity or the number of attackers, and that its weapons should be used intelligently. Each monster has a weak point for a given weapon, each weapon having an invalidating capacity more or less large (capacity which depends on the distance from shooting). If it is possible to progress rather quickly in the first levels, that is not viable any more in the more advanced levels where to draw overall and without understanding the player puts in situation of danger for lack of ammunition or points of life.

The challenge is to draw the first, without missing its target. However, it is sometimes skilful to know to take the risk to let the monster draw the first and to avoid its shooting in order to benefit from its more or less fast capacity to reload.

To operate, the warrior has an arsenal including/understanding his clean fist S, a Tronçonneuse, a Pistolet, a Fusil, a Lance-roquettes, a gun with energy, and arms it making office with weapon ultimate, the BFG 9000, able to clean a part whole but extremely consuming cells of energy. It progressively finds Munition S of its projection, more or less conspicuous or easy to reach, and their number is specified according to the degree of difficulty that the player chose at the beginning of part (and who remains unchanged until the end of the play).

To help it, it can find hiding-places, places and secret rooms which contain accumulated treasures of number and in variable value. Sometimes, a treasure is exposed in an obvious way, but it is up to the player to find the way of managing to reach it. The enemies can also deposit trapped treasures, which, when the player seizes some, starts a dangerous mechanism or the appearance in mass of monsters.

Lastly, this play makes it possible to play in mode Multijoueur in network, comprising the modes co-operative and the deathmatch (match with dead) in levels generally without monsters, and in which the enemies are the other players who connect themselves to the network. Doom was the first play of subjective shooting in the world to offer this mode of network game. Local, regional and world competitions are sometimes organized with prices and rewards with the key. The first best player of the world to be itself thus illustrated named Chris Crosby alias NoSkill, and presented like a father filled by the life, pleasant and calm (what went against the detractors who showed Doom to be only one play for aggressive and ruined), endowed with an incredible dexterity.

Environment

Revolutionist at his exit, Doom made scandal by his macabre environment and his rudimentary but brutal objective: to massacre infernal monsters in an environment of Science fiction.

It is the first time that one starts to speak about dependence, its own creators having even admitted having lost days of productivity, because being in the incapacity to stop an enthralling part. This type of play - Doom , Quake and the doom-like - are above all amusing, and much, among the players less the violent ones, were let attract by their environments of frenzy, suspense and felt a true pleasure to play.

If the player is identified with the character, there can feel a feeling of freedom, adventure, and danger, while quietly remaining sitted in its armchair. Finally, the player can feel implied in the search of the character and want to save the ground of the invasion of the aliens and other monsters.

The player is maintained on the defensive by strange noises in any kind, deaf blows, the moanings and the gloussements of the monsters, and receives occasional indices to find zones secret in the form of noises of hidden door which opens remotely. The monsters can also realize of the presence of the player by hearing distant rifle shots.

Realization of the play

The originators John Carmack, John Romero and Adrian Carmack met at Softdisk, a company which published magazines accompanied by Disquette of plays that they were to conceive each month. Scott Miller, founder of the company Apogee Software, engaged them, with another programmer, Tom Hall, to conceive and develop a new handset, Commander Keen , which will have a great success. In May 1992, they will produce the play Wolfenstein 3D , in which the player leaves to the attack a Forteresse Nazi, and which will be sold with: 250000 specimens. This success made it possible the developers to steal their own wings under the name Id Software.

The development of Doom started in 1992 when John Carmack began the programming from Moteur of play based on new a driving from returned in three dimensions, known under the name of Doom engine . The remainder of the team of id Software then finished the development of the continuation of Wolfenstein 3D : Spear off Destiny . When the phase of Game design started, towards the end of the year 1992, the influences were mainly the film of Science-fiction and action Aliens the return and the film of horror Evil Dead II . The title Doom was chosen by John Carmack.

The originator Tom Hall wrote an elaborate document of design called Doom Bible , according to which the play would comprise a detailed scenario, multiples characters players, and a certain number of interactive mechanisms. However, several of its ideas were withdrawn during the development in favor of a simpler design, initially recommended by John Carmack, having at the end for result a compulsory resignation of Hall because of its contradictory investment with the remainder of the team. The major part of the design of the levels which were found in the final play is the work of John Romero, assisted by Sandy Petersen (creative of the roleplay the Call of Cthulhu based on the universe of Lovecraft) and Tom Hall. The graphs, of Adrian Carmack, assisted by Kevin Cloud and Gregor Punchatz, were created in various ways: many was drawn or painted, several of the monsters were carved in Argile or with filmed and digitized Latex then, and some of the weapons are toys coming from to Toys " R" Custom. The special band its heavy metal and effects were carried out by Bobby Prince. To that Paul Radek for the programming of the sounds is added; Dave Taylor, Mike Abrash, and American McGee, which supplemented the development team.

Doom was delivered on December 10th 1993 to midday on several download locations.

The play is inspired several films worships of series B, among them: Alien of Ridley Scott, Terminator of James Cameron and the fly of David Cronenberg

Technology of the engine

Doom is based on the technology Raycasting used before in Wolfenstein 3D . At the time of its exit, it is characterized by realistic, unequalled three-dimensional charts by the other plays in real-time functioning on the personal computers. The improvements made compared to Wolfenstein 3D , the preceding realization of Id Software, were allowed by additions of functionalities in the Doom really innovative engine in more than one way:

  • the difference in height (all the parts in Wolfenstein 3D have the same height);

  • nonperpendicular walls (all the walls in Wolfenstein 3D are along a orthonormée grid);
  • the swinging of the weapon (in Wolfenstein 3D the arm remains fixed whatever the action of the character) which gives an impression of fluidity when the character walks or runs;
  • All surfaces can be textured (in Wolfenstein 3D , the ground and the ceiling have a plain color);
  • the luminous level is variable (all the places in Wolfenstein 3D are always exposed same manner). While contributing to the visual authenticity of the play by allowing effects such as stressings and shades, that contributes certainly to the atmosphere of the play and even to the gameplay ; the use of the variations of luminosity (fast and continuous passage of the darkness to the light, of a narrow corridor in an immense room) is used like a means to frighten or make the player confused while placing not easily distinguishable elements;
  • the mode Multijoueur makes it possible to play against of other players, to two by telephone Modem or up to four in Lan. The players have the possibility of cooperating between them, or of fighting themselves. It is from there that the practice of the online games really developed.

Contrary at the static levels of Wolfenstein 3D , those of Doom are more interactive: the elevators can go up and to go down, the floors can be inclined gradually to form staircases, and the bridges can rise and drop. The realistic feeling of the environment is increased more further by the use of its stereophony, which is used to distinguish the origin and the distance from a noise.

John Carmack had to make use of several easy ways so that the whole of its improvements functions without latencies on the personal computers of the years 1993. Most significant is that the levels of Doom are not really in three dimensions; they in fact are represented on a plan, with various separately added rises. This easy way is still employed per many plays when it is necessary to create gigantic external environments. This led however to several conceptual limitations: it is not, for example, possible that a part is above an other. However, this two-dimensional representation with the advantage of allowing one made very fast, by using the method of the binary space division ( binary space partitioning , BSP). The other advantage is to simplify the posting of the plan of the levels without risk of covering.

Another important component of the engine of Doom is its modular approach which allows the contents play to be replaced by charging a file BOG MANGANESE personalized. Wolfenstein 3D was not conceived to be extensible, but the fans nevertheless had found how to create their own levels, Doom was conceived to facilitate the phenomenon. The capacity to create personalized scenarios contributed certainly significantly to the popularity of the play.

Exit and influence

Success

Doom was delivered on December 10th, 1993 to midday on several download locations, this date is sometimes called Doomsday (literally: “last Judgment”). All the aficionados of Wolfenstein 3D awaited the new handset impatiently. Doom was for much a true revelation, and is, according to the journalist Daniel Ichbiah, one of the reasons of the fall of productivity noted in the companies and the American universities at the time of the year 1994. A special utility of “disinfection” allowing of éradiquer the play was even created to prevent that too many people do not play there on stations normally reserved for more serious tasks.

Of 1993 with 1996, the total sales of Doom exceeded the 2 million specimens, and if one adds the copies diffused in shareware, the number of the users for the same period rose with nearly 30 million, which made Doom , one of the most popular plays on computer of all times as well as Tetris .

This irrefutable fact had in its time be largely favoured by the decision of the company Id Software which had made the choice diffuse its play on Internet without anything to ask the users free, and had even authorized the copies. In fact only the first of the three episodes was in free diffusion, and the player, left in a situation of suspense could acquire the full version for a relatively moderate sum at the time.

As of the first year: 140000 specimens were acquired in this way, for a total turnover of 7,7 million $US in 1994. The absence of intermediaries between the producer and the consumers generated a profit record to 85% of the Turnover, whereas in the software industry, it accounts generally rather for 15%. This new model of sale, very anticonformist, was used as reference for the era of the e-business, by showing that small a Startup could compete with the established companies. This system was often copied, in particular by Netscape for its software of navigation from Internet.

id Software had succeeded in transforming hundreds of thousands of occasional players into enthusiastic zealoies and making Doom a phenomenon without precedent. The Net surfers adapted the play, and everywhere in the world of the players developed new decorations, others even dismounted the code of the software to create tools making it possible to make it evolve/move, giving rise to hundreds of extensions, generating a kind of car-evolution. id Software followed the movement and published in December 1997 in an official way the specifications of Doom . These extensions multiplied the interest of Doom , and amplified the phenomenon, while allowing the players having finished the official play to recover the hundreds of other levels available on Internet.

This opening in the world of freedom of the Net surfers protected Doom from the many plays which tried to copy its success, and when id Software left in 1996 its new handset Quake , success was immediate.

Reactions

In front of this success, many people started to wonder about a “such play which makes the good share with the bloodsheds and the shootings with a very realistic imagery”, according to the words of the senator Joseph Lieberman.

The Newspaper Newsweek wondered what it was necessary to think of a “system in which the candidate is congratulated, encouraged, promoted after having sown carnage on its passage” and compared such a passion to “insanity” when this kind of play calls upon primary instinct a “in psychés still little formed and still inclined with obstinate behaviors”.

Hillary Clinton declared “I am scandalized by certain video games (...) the fact of taking an active part in plays violent one could prove quite worse than the position of passive observer in front of television, because of implication in the action”, and she proposed to set up a system of classification.

One of the creators of the jeu, Mormon in addition, answered these criticisms, by saying that in the play one killed only out of the demons, not “creatures of the good”; the player is regarded as the “creature of the good” because it is him which saves the world.

The play sufficiently impressed so that in 1996, following the decision of the command of the US Marine Body to improve the exercises being used to develop the reactions and the decision making of the soldiers ( Military Thinking and Decision Making Exercises ), Doom was retained rather than a Wargame . The modification Marine Doom was then developed by the Marine Body Modeling and Simulation Management Office (MCMSMO) to adapt the play in a simulation of combat in team, then integrated in the course of staff training combatants of the US Marine Body. In 1998, the code was adapted for Doom II . Doom thus forms also part of the big family of the military software of simulation of combat.

One can also note that Doom appeared among the preferred plays of Eric Harris, one of the authors of the Massacre of the college of Columbine. Nothing proves that Doom caused the frame of mind of the boy. Itself denies the effects of films and the video games in its personal newspaper. However, certain parents of the victims carried felt sorry for against the media “violent one”; the complaint was rejected by justice.

Doom-like

Success was with go, making Doom the model of a new kind of video games intended for the young adults to which it gave its name: the “doom-like” (in English: “with the manner of Doom”), or FPS , which was going to culminate with the signal of the sales with Duke Nukem , the series Quake or Half-Life .

Historically, Doom is however not the first Jeu of subjective shooting: previously, Id Software already had proposed discussed the Wolfenstein 3D , functioning on the same principle but in which the goal was to kill out of the Nazis. The continuation Return to Castle Wolfenstein left in 2001. The distribution in Partagiciel largely contributed to the popularity of Doom .

After its exit, many plays were based on its gameplay and are perceived at the beginning like simple clones. For this reason, one then qualifies all the sets of subjective shootings of “Doom like” or of “Doom clone” . It is only later that term FPS for first person shooter - play of subjective French shooting - is spread. Nowadays, one uses the term “doom like” only to indicate the plays of subjective shooting where it is necessary to draw on all that moves, in opposition to the plays of subjective shooting realistic (like Rainbow Six ), densément scenarized (like Half-Life ) and/or strongly centered on the aspect roleplay (like Deus Ex ).

Continuations of Doom

The play knew several continuations of which:
  • succeeded DOOM II: Hell one Earth (1994) which contains 32 levels whose two secret levels which were prohibited in Germany because they contained Svastika S. In fact, these two levels were taken again play Wolfenstein 3D . One finds there in more one new weapon (the superone), and of the new monsters, like the ghost or the mancubus. Like the code-source of the graphic engine of Doom , that of Doom II also was put under the free license LPG, which enabled him to know to him also a new youth thanks to achievable “ports” developed by programmers amateurs. Certain “ports” allow a profound change of the behavior of the play (new monsters, others weapons, higher mortality…). ;
  • the “new version” The Ultimate Doom (1995), adding a fourth episode to Doom : “Thy Flesh Consumed” (word game: “your consumed/consumed flesh”), increasing the level of difficulty considerably;
  • Master Levels for Doom II (December 26th, 1995), little time before the exit of Quake , is an episode of 21 new levels, ordered by ID Software with the greatest BOG MANGANESE creators of the time, with an aim of competing with collecting CD which left a little everywhere because of a very flexible user license, but which did not bring back any benefit to them… ;
  • Final Doom (1996), taking again the structure of levels of Doom II with two episodes distinct (“TNT/Evilution” and “The Plutonia Experiment”) from thirty-two new levels even more difficult, and created by private individuals: TeamTnT ;

  • TeamTnT (1998) creates the port Boom modifying in a major way what it was possible to make with original the Doom engine. This revolution will allow the creation of BOG MANGANESE which will precede what will be Quake (such as travelators, textures with free run, effects various,…) ;

  • Doom III , left on August 3rd 2004 with the the United States. It is built on a new engine 3D (itself worked out by the creators of the play) completely different and using the library OpenGL, allowing the introduction of the light effects and dynamic lightings, as well as famous the 3D;
  • Doom 3: “Resurrection off Evil” (the Resurrection of the French Evil) left on April 8th 2005, extension of Doom 3 . This continuation consists in once more eliminating the evil from the base over Mars, and this by putting an end to the days of the unconquered Boss at the end of Doom 3.
  • A few months before the exit of doom3, id Software left a pack gathering The Ultimate Doom + Doom2 + Final Doom : Doom Collector' S Edition , bearing like subtitles: “The Ultimate Doom Trilogy”;

The versions of Doom were as adapted to a dozen other platforms and consoles, others as the PC. Many collecting CD were put on the market, such as The Depths off Doom Trilogy ( The Ultimate Doom + Doom2 + Master Levels for Doom II ), D! Zone , Demongate , Megas BBS (gathering BOG MANGANESE for multijoueurs), etc

Doom also continues to live thanks to the thousands of levels (called “BOG MANGANESE” of the name of the extension of the file) published, improved or compiled in megawads , of which the difficult series Hell Revealed , its continuation Hell Revealed II or Alien Vendetta . Doom is particularly adaptable, in spite of the technical limitations of its graphic engine: some BOG MANGANESE allow for example, to fight xenomorphic or to play James Bond. Lastly, Doom is the theater of competitions between players: one seeks as quickly as possible to carry out such level - even complete set - or by limiting the choice of the weapons…

Some impassioned of the play even sought to adapt for Doom an engine 3D of last generation, JDoom , so that one can see on the site: Doom' S Day Headquarter (in English only). It is also possible to download there new a pack textures (200 Mo) and models 3D for those which do not have Doom 3 . Doom' S day can also be used to play Hexen , Heretic , and with all the other versions of Doom (except Doom3 ). It is the same for Doom Legacy , another port OpenGL (in addition officially selected by Activision to be the port allowing to play with their pack “Doom Collector' S Edition”). Another modern port, ZDoom , are a very great success. Each one of these modern ports has its unconditional and its detractors, all wanting to defend what they regard as being the best port. Finally, each one develops on its side, with the secrecy hope to manage to join together in only one community each player.

From all this results that, more than twelve years after its creation, Doom is always in full vitality and occupies the leisures of many players and developers throughout the world.

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