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Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Design, Programming
Vault Recording: TBD
Audience Level: All
'DOOM' is the ultimate celebration of the player; a power fantasy run amok where instead of a player thrown into a den of teeming hordes, the enemies are locked in a room with YOU. Thus, a new approach to FPS combat design that emphasizes brutality, aggression and speed is necessary. "Push forward combat" is the result and stares down genre conventions like regenerating health, reload and cover, and instead puts the onus on the player to take what they need from adversaries. This lecture details the philosophy behind the combat design and its implementation, and opens up the possibility for its inclusion in multiple genres.
Attendees will learn the design philosophy and implementation behind "push forward combat". This includes early inspirations, previous iterations, and how id Software's team arrived at the final tenets. Game developers should find a mechanic or two that transforms their own combat design in the future.
Fellow game developers and fans of action games and first-person shooters. It should be of particular interest to any designers, programmers, or animators that work on combat systems, and long-time ‘DOOM’ fans.