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Design of Doom Eternal

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Wanted to jot down some thoughts while they were still fresh, and I hate writing threads on Twitter, so, here we are.

(Surprise! Male game designer has DOOM OPINIONS. BEHOLD LOL)

First, disclaimers: what follows is super subjective, pretty picky, and likely unjustified. I love a good mobility shooter - Doom 2016 and Titanfall 2 are the only western shooters I really enjoy, and each do super interesting things spatially, mechanically, etc. However, I’ve never worked on any kind of FPS type of game, and never worked on a AAA game, nor shipped a game during a global pandemic, and there’s a lot that I don’t understand about what goes into making this kind of thing, much less how it’s even possible. Making a followup to a well-loved and hugely successful game is also a terrifying prospect. Finally, I am about to "dwell” on what I perceive to be “negative” things about the game, which is pretty unfair, because there’s a LOT of positives (it’s fun, it’s gorgeous, the load times are crazy short, the vistas slay again, amazing accessibility options, perfect audio, etc etc). But I think this is a game where a lot of the positives are really in your face, and what again I personally perceive to be the negatives are a little bit harder to put your finger on. And this isn’t a review, and definitely isn’t yucking anyone’s yums. This is me trying to figure out why this one feels a bit different to play. Hopefully the unanimously positive reception of the game by literally everyone everywhere (including myself) balances out whatever acid might be in these queries.

OK!

Jungle Gyms Versus Canyons

Ok, so. Doom Eternal is structured a lot like 2016 in that it’s corridors linking big wave-based arenas, which is a good structure for a game about shooting all the things. Arenas can be flat-ish or tall-ish. Tall-ish arenas seem to roughly come in two flavors: jungle gyms, and canyons. Jungle gym arenas are the ones that I feel like took centerstage in the marketing and gameplay of Doom 2016, as a way of showing off the double-jump / ledge grab / launchpad vertical mobility stuff, and because they make narrative / thematic sense in the human-built oil rig environments that comprise much of Doom 2016′s level architecture. Jungle gyms are distinguished somewhat from canyons by generally having what feel like distinct “floors”, or solid planes creating multiple separated levels of combat. Canyons, even if they have some transverse traversal elements, are more open and chaotic, with less concrete divisions between elevations. I’m belaboring this essential difference because it has a bunch of second-order effects on gameplay - jungle gyms allow you to jump from skirmish to skirmish, you can use your mobility options to “interrupt” combat, while canyons are more continuous. Jungle gyms usually have more obstacles (like the aforementioned distinct floors) which make it slightly harder for long range enemy attacks to land, which reduces the overall ambient damage-soak.

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The key thing about all these arenas - flat open spaces, distinct jungle gym environments, and canyon style playgrounds - is that you definitely want all of them in your game, because the strategy and tactics for playing these fights changes a lot based on these constraints. When do you want a roof over your head? When do you not? When do you want your back to a wall? These are valid and important differences for these games specifically, especially when basic resource management strategies in these encounters is pretty similar, and because the enemy behaviors and attacks have so much variety.

So far, though, Doom Eternal feels like it has a WHOLE LOT of canyons, and NOT a whole lot of jungle gyms. It’s possible that this changes later in the game, so take all this with a big grain of salt. But the first 3-4 hours of gameplay are really dominated by canyon-style vertical arenas, which isn’t necessarily ideal in terms of variety (and makes you angst a little harder for the wall-run affordances of other mobility shooters). They also tend to be slightly same-y, outdoor, rocky environments, versus the more oil rig-inspired, recognizably human-scale mining structures of 2016 (I’m sure this changes later in the game too). The oil rig-inspired stuff also lends itself to jungle gyms a lot more naturally, so I feel like these choices of arena shapes and environment types are kind of an interconnected and difficult problem.

None of this would really even qualify as a problem, either - this is nitpicking nitpicks, at this point - except relying on canyons so much exacerbates some of the “fussiness” of the combat changes (those are next). For me, anyways - I’m not sure anyone else is feeling like these are problems haha. And it’s a big game, so I’m not sure how much this stuff changes across the whole campaign yet!

Tactical Ballistics

A Doom thing I adored in 2016 and am continuing to enjoy in Eternal is the way ammo, health, and other arcade-style upgrades are thoughtfully placed around the arenas. It’s a nod to the strongest parts of Vanquish’s level design, and goes all the way back to using coins in Super Mario to lure players out to new places they might not explore otherwise. It’s a huge part of what gives the nu-Doom arenas their “chess-like” feel, and shifts the fights away from Serious Sam-style battles and makes them into four-dimensional puzzles. 2016 doubles down on this tactical approach by leveraging a kind of resource triangle of chainsaw kills, glory kills, and just plain firefights.

A lot of Eternal’s design seems committed to upping the ante on all of these strengths. Lower ammo capacities puts more pressure on the chainsaw kills. There’s a new technique called “flame belch” that turns the resource triangle into a resource square to accommodate armor. Monsters have “weak points” now, shortcuts that change their behavior or get you fast glory kills. It’s a pretty compelling jigsaw puzzle of abilities.

It also places a lot of strain on player attention and cognition, because all this is running on top of straight-up arena-wave firefights (with 7+ enemy types at a time, all with unique behaviors and optimal strats) AND beefy mobility controls (swinging, dashing, double-jumps, ledge grabs, launch pads, etc). It’s kind of a lot. But I don’t think this is necessarily the place for saying “this is DOOM, man, you got to keep it simple, just shoot the monsters, how come there’s even upgrades” or whatever. For so many reasons, but the primary of which is that most of this stuff rules, and throwing it away would suck. So what do you do?

I want to focus on two small, specific things that really stand out to me - I’m not totally sure that they’re actually “bad”, but I think they have a lot of weird secondary and tertiary effects that contribute to some perceptions of “fussiness” in some of the battles.

Weak Points

This is a big enough change that it is repeatedly tutorialized through video on every loading screen, after every game over, and after every new enemy is introduced… so I know it was on the designers’ radar haha. And it’s an interesting addition - chess fights in Doom are already about hierarchies, and adding another tiny hierarchy within an existing hierarchy is a NICE bit of tension to add, it gives a kind of scrambly feeling that is good overall. The issue for me arises from an apparent or perceived damage scaling issue around these weak points. For example, the optional sniper rifle upgrade to the heavy cannon and the optional sticky bombs upgrade to the shotgun insta-wreck the arachnotron and revenant enemies’ weak points, while sustained plasma rifle fire doesn’t seem to ever do the job. Which makes sense on paper - this is a nice way of putting pressure on the player’s weapon choices and ammo, which is what it’s all about. Although I guess you could argue that it’s also all about movement, and that this particular combat pressure has a pretty tenuous relationship with mobility in general.

Either way, it means you spend a lot of time squinting at your weapon wheel mid-battle to see how many shots your shotgun still has, because you ran out of chainsaw fuel a while ago, and are still being actively bombarded at a pretty long distance (because its a canyon and not a jungle gym). I know, I need to git gud, trust me, i KNOW. But check out the weapon wheel ammo display size in Doom 2016 versus Doom Eternal:

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I love the new color scheme and ammo icons in Eternal! But it’s 3-4x harder to read the actual, very important ammo counts.

All these small changes add up to something that feels like a pretty different gameplay experience compared to the more spatial (read: movement-based) and literally easier-to-read resource management stuff from 2016. Which, it’s a sequel - failing to sufficiently differentiate it is its own huge risk. And, to be fair, 2016 had its fair share of fussy (though more legible) weapon switching. But when you add this stuff up, the matrix of considerations in moment-to-moment combat in Eternal is pretty different from 2016, and I think it largely comes down to the damage scaling around the weak points. While you can technically choose to play through battles without leveraging weakpoints (thus sidestepping most of these cascading issues), this approach is heavily incentivized by the major behavior changes that happen after you hit weak points (in addition to the constant tutorializing) and the waves appear to have been balanced around taking advantage of these things. Whether or not these are even flaws, technically, whatever they are is exacerbated by the UI design of the weapon wheel AND the relatively popularity of the relatively unobscured canyon arenas. So it’s hard for me to judge weak point damage scaling in a vacuum.

Overall, these new combat options make the arenas feel more constrained and more prescribed. Design is a nightmare this way: sometimes by giving people more choices, you’re actually giving them less. My pitch for a small tweak that might engage with some of these issues would be to keep weak points, but get rid of the damage scaling and maybe make the hitboxes a little bigger. The goal here is NOT to make weak point enemies easier so much as to open up options about what weapons you can use against them, thereby reducing wheel squinting, thereby freeing up more attention to movement and all the other stuff that ruuuules about nu-Doom in general.

Also, I should clarify that it’s entirely possible that I completely imagined the weak point damage scaling, and am a big dummy with bad aim.

Flame Belch

This is a pretty small thing, there’s this new “flame belch” move, intended to complement the existing chainsaw and glory kill moves as a way of “farming” resources from combat, one of the things that really defined Doom 2016. It differs in one huge way though, in that it has to be committed to BEFORE killing a monster. Chainsaws and glory kills ARE kills. Flame belch adds a status instead, which is “cashed in” later when you do the kill. If chainsaw kills and glory kills and BFG shots are Super Mario jumps, Flame Belch is more like a Tony Hawk jump - it starts early and is carefully calculated. Which is pretty dope!! But in this environment where weak point damage scaling and canyon layouts are already putting huge strains on the player’s attention, it feels like a big ask. The “triangle button” mechanic from 2016, the BFG, was a kill move with cool-down, so really I’m just suggesting stuff they already tried anyways. There’s no way this is news to anybody, much less the developers haha.

But… I would love to play a build where flame belch was totally a thing, just it was a finishing move, not a status thing. Let it plug into that reload-replacing resource-farming punctuation pacing flow. That shit rules.

Of course, I have to wonder what the unintended secondary and tertiary consequences of these suggestions would be. Good action games are often tenuous and deeply interconnected things where results are really hard to predict. Maybe they already tried these ideas and they sucked, or they know their own game a lot better than I do, and have a big stack of reasons this stuff would suck for most of their player base.

But wait…

Where The Hell Am I?

Last section, I promise.

I am extremely not going to weigh in on whether or not Doom games need “Story” or not, or what that even means.

But…

If you are driving a monster truck, it is probably pretty fun to see a big line of cars in front of you, and know that you are about to drive all over those cars, and that at the end is a really big fancy car… and you are going to drive over that too.

The general conceit of Doom 2016, that you are on one end of a Mars base, and you need to get to the other end, and in between is a whole lot of cars demons, is a good one. It has good monster truck-ness.

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So far this is something that I’m struggling to extract from Eternal. I’m not really sure who any of these grumpy folks are, or where it is that they are, or why I am going down this corridor (aside from the very Doom-like fact that it is the only corridor around).

The problem for me is decidedly NOT that I don’t understand the slayer’s emotional whatever, or that I haven’t been painstakingly expositioned into the specific hierarchies of the demon universe, or anything that I think would normally be described as a “narrative”. For me, it’s that I don’t get to sort of soak in the anticipation of the loooong line of cars I’m about to crunch.

Does Doom need a story? Idk. Doom might need a lot of about-to-get-crushed cars though.

Finally finally finally, and this is highly subjective, but I think the slayer is just more fun when he’s an X factor or a rogue agent. NPCs recognizing the slayer feels sort of weird to me? The feeling that he is a fly in the ointment I think is stronger and sexier when he’s like… outside the canon, almost. I’m not totally convinced that having him Kratos around is as fun as having a bunch of demons and priests both confused and terrified of what this dude is doing.

OK

I need to get back to family stuff. They let me sit here and type this out, which was very kind of them. Only five tantrums so far. Either way, I’m looking very forward to playing more Doom Eternal…

…just as soon as I finish designing 17 more shirts in ACNH.

Hope everyone’s staying home and staying safe! Rip and tear, friends. Rip and tear <3


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