{"id":21163,"date":"2018-05-21T22:15:00","date_gmt":"2018-05-21T22:15:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/318505"},"modified":"2018-05-21T22:15:00","modified_gmt":"2018-05-21T22:15:00","slug":"video-the-combat-design-of-doom","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/05\/21\/video-the-combat-design-of-doom\/","title":{"rendered":"Video: The combat design of DOOM"},"content":{"rendered":"<p>In this GDC 2018 session, id Software&#8217;s Kurt Loudy &amp; Jake Campbell go into\u00a0the philosophy behind the combat design of 2016&#8217;s <em>DOOM<\/em> and its implementation, and\u00a0discuss the possibility for its inclusion in multiple genres.<\/p>\n<p>The talk discusses &#8220;push forward combat,&#8221; \u00a0an approach to combat design resulted from\u00a0tearing down genre conventions like regenerating health, reloading and cover, putting the focus\u00a0instead on the player taking what they need\u00a0from enemies.\u00a0<\/p>\n<p>It&#8217;s an interesting dive into how this\u00a0approach to FPS combat design emphasized\u00a0brutality, aggression and speed.\u00a0Developers interested in learning about the combat design of <em>DOOM<\/em>\u00a0can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=2KQNpQD8Ayo\">watch the talk for free over on\u00a0the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its new\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2018 session, id Software&#8217;s Kurt Loudy &amp; Jake Campbell go into\u00a0the philosophy behind the combat design of 2016&#8217;s DOOM and its implementation, and\u00a0discuss the possibility for its inclusion in multiple genres. The talk discusses &#8220;push forward combat,&#8221; \u00a0an approach to combat design resulted from\u00a0tearing down genre conventions like regenerating health, reloading and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":21164,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-21163","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/21163","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=21163"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/21163\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/21164"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=21163"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=21163"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=21163"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}