Doom: What Most People Get Wrong About the Franchise That Changed Everything

Doom: What Most People Get Wrong About the Franchise That Changed Everything

It started with a scream and a chainsaw. 1993. Most people think of Doom as just another shooter, but honestly, that’s a massive understatement. It wasn't just a game. It was a cultural earthquake that shook the foundation of how we interact with computers. If you weren't there in the early 90s, it's hard to explain the sheer panic it caused in IT departments across the globe. They had to ban it. Literally. People were playing so much multiplayer Doom on office networks that servers were crashing from the load.

We’re talking about a piece of software that was reportedly installed on more PCs than Windows 95 at one point. Bill Gates even considered buying id Software because he was worried it would overshadow his operating system. Think about that for a second. A small team in Mesquite, Texas, led by John Carmack and John Romero, created something so technically advanced that the richest man in the world had to take notice.

The Technical Wizardry of Doom

Everyone remembers the demons. The gore. The heavy metal vibes. But the real magic was under the hood. John Carmack's engine was a masterpiece of "smoke and mirrors" engineering. It wasn't actually 3D. Not really. The game used a technique called Binary Space Partitioning (BSP) to render environments. This allowed the game to run at high speeds on hardware that should have struggled with it.

The levels were essentially 2D maps with height data. That’s why you couldn't originally look up or down—the math didn't support it. You also couldn't have one room directly above another. Despite these limitations, the sense of immersion was unparalleled. Lighting was another huge factor. Before Doom, most games were flat and bright. Carmack figured out how to make light diminish with distance, creating those terrifying dark corridors that still give people anxiety today.

The Shareware Revolution

Id Software didn't just innovate on technology; they disrupted the entire business model of the industry. They gave the first episode, Knee-Deep in the Dead, away for free. You could find it on BBS boards or shareware discs in every grocery store. It was the ultimate "first hit is free" strategy. Once you played those first nine levels, you were hooked. You had to mail-order the rest of the game. This bypassed traditional publishers and let the developers keep almost all the profit. It was a move that defined the indie spirit long before "indie" was a buzzword in gaming.

Why Doom Matters in 2026

You might think a thirty-year-old game is a relic. You’d be wrong. The "Will it run Doom?" meme isn't just a joke; it’s a testament to the game's porting-friendly architecture. People have successfully run the game on pregnancy tests, tractors, and even inside of other games like Minecraft.

But more importantly, the design philosophy remains the gold standard. Modern shooters often get bogged down in cutscenes and "press X to pay respects" moments. Doom is different. It’s about momentum. It’s about "combat chess." You have to constantly switch weapons based on the enemy type—the shotgun for Imps, the plasma rifle for Cacodemon swarms, and the BFG for when things get truly desperate.

The 2016 and Eternal Renaissance

When Bethesda and id Software rebooted the franchise in 2016, there was a lot of skepticism. Could they capture the magic? They did by leaning into the "Doom Slayer" mythos. They realized the player shouldn't be trapped in a room with demons; the demons are trapped in a room with you. This shift in power dynamics, paired with Mick Gordon's industrial metal soundtrack, created a flow state that most modern titles fail to achieve.

Doom Eternal took this even further. It introduced more complex movement mechanics like the "meathook" on the Super Shotgun. Some fans felt it became too much of a "platformer," but the technical execution was undeniable. It forced you to engage with every system. You need ammo? Chainsaw an enemy. Need health? Glory kill. Need armor? Flame belch. It’s a closed-loop economy of violence that keeps the adrenaline spiked.

The Modding Scene That Never Dies

We have to talk about the WADs. Doom was one of the first games to encourage players to look under the hood. The "WAD" file format (Where's All the Data?) made it easy to swap out levels, sounds, and graphics. This birthed the modding community as we know it today. Some of the most famous developers in the industry started out making maps for John Romero.

Even now, the community is pumping out "MegaWADs" that push the engine to its absolute limits. Look at MyHouse.wad. It's a recent mod that starts as a simple recreation of someone's home and descends into a psychological horror masterpiece. It proves that the engine is still a viable canvas for storytelling and experimental design. If you haven't played it, go find a walkthrough or download it. It will change how you view "old" games.

Debunking the Controversy

You can’t discuss this game without mentioning the 90s moral panic. After the tragic events at Columbine, Doom became a scapegoat. Critics argued it was a "murder simulator." However, numerous studies over the decades have failed to find a direct link between violent video games and real-world aggression.

In reality, the game was a product of its time—a blend of 80s action movies, Dungeons & Dragons, and heavy metal. It was campy. It was over-the-top. The developers were just trying to make something they thought was "cool." Looking back, the controversy seems almost quaint compared to the hyper-realistic violence of modern titles, but it was a pivotal moment for the industry's legal and social standing.

The Legacy of the BFG 9000

The BFG 9000 is arguably the most iconic weapon in gaming history. It's the ultimate "get out of jail free" card. But most players don't actually know how it works. It doesn't just shoot a big green ball. When the ball explodes, the game calculates "traces" from the player's position in the direction the ball was traveling. If an enemy is in that cone of effect, they take massive damage. This means you have to stay facing the explosion to maximize the carnage. It’s a weird bit of coding that adds a layer of skill to a weapon that looks like it's just for "spraying and praying."

Actionable Steps for the Modern Player

If you want to experience the franchise correctly, don't just grab a random version. There's a right way to do this.

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  • Get a Source Port: Download GZDoom. It allows the original games to run on modern monitors with high resolutions and better controls without losing the soul of the original graphics.
  • Play the Originals First: Start with Ultimate Doom and Doom II. Experience the level design that started it all. Use the "Hurt Me Plenty" difficulty—it’s the intended experience.
  • Dive into the Mod Scene: Go to Doomworld. Look for the "Cacowards." These are the annual awards for the best mods. Try Ancient Aliens or Eviternity.
  • Listen to the Soundtrack: Even if you don't play, listen to Mick Gordon’s work on the 2016 reboot. He used a Soviet synthesizer and a "chainsaw" as an instrument. It’s a masterclass in sound design.
  • Watch the Documentary: Check out "Masters of Doom" or the various YouTube retrospectives that interview the original creators. Understanding the tension between the two "Johns" (Carmack and Romero) adds a lot of flavor to the experience.

The franchise has survived for over thirty years because it focuses on one thing: how it feels to move and shoot. No fluff. No filler. Just pure, unadulterated speed. Whether you’re fighting through the pits of Hell on an old 486 PC or a modern rig, the core loop remains perfect. It’s a reminder that great game design is timeless. It doesn't matter how many polygons you have if the rhythm isn't there. And Doom has the best rhythm in the business.

Don't let the age fool you. It's still the king. It probably always will be. Go load up E1M1, listen to that first guitar riff, and try to tell me otherwise. You can't. It's impossible. Now, go find that blue keycard. The exit is just around the corner. If you can survive the traps, that is. Good luck. You’ll need it.