‘Hail!to!the!King!’:!the!Return!of!!–Ndalianis 1

‘HailtotheKing!’–theReturnofDOOM AngelaNdalianis Journal!for!Media!History!(Tijdschrift!voor!Mediageschiedenis),No.2,December2004. Itwasbackin1993thatthehorrorwasunleashedintheformoftheDOOM:EVILUNLEASHED. Developed by the Texasbased company id Software, this computer game was to introduce radical innovations not only to the First Person Shooter (FPS) genre, but also to the soft and hardwaretechnologythatdrovegaming.In1994,thesequelDOOMII:HELLONEARTHwastopush theenvelopefurtherstill.Drawinguponthesciencefictionandhorrorconventionsofcinematic examples like ALIEN (Ridley Scott, 1979), ALIENS (James Cameron, 1986) and EVIL DEAD II (Sam Raimi, 1987), both DOOM games upped the ante in game culture by transferring experiences familiar to the horror and science fiction film spectator over to the gamer. Discussing DOOM's influences,JayWilbur,thethenchiefexecutiveofficerofidstatedthatid‘wantedtomakean ALIENlikegamethatcapturedthefastpacedaction,brutalityand fearofthosemovies’,while alsoamplifyingtheactionandhorrorwithEVIL DEAD II,!whose‘chainsawsandshotgunsarean unbeatablecombination!’.1Itwouldnotbeanunderstatementtosaythatthesetwogamesare uptherewiththemostpopularandinfluentialgamesingamehistory.Significantly,oneofthe concernsofthegames’creators–JohnCarmackandJohnRomero–wastotransferthedread, suspenseandterrorthatwasfamiliartofilmaudiencesintothegameenvironment. Fastforwardto2004:anewbreedofgamehorrorisborn againinthe formofthePC gameDOOM3!(tobereleasedinDecember2004onXBox).!Likeitsaddictivepredecessors,DOOM 3introducesanevengreater‘filmic’qualitytoitsgamespaceand,yetagain,anewstandardof gamingaestheticsandtechnologyiscreated.ToddHollenshead,headofidSoftwarehasstated that‘DOOM3isavideogameexperienceunlikeanybeforeit…Fromthecinemaqualityvisuals andtheincredible5.1sound,totheterrifyingatmosphereandhyperrealisticenvironments,the wholegame screams“interactive horrorfilm”.’2In particular,theDOOMgamestypify a strong tendencyamongstgamedeveloperstowardsfetishizingthefilmobject,andwhatisperceivedas thecinema’sconvincingillusionof‘realism’.Butthecinemaisbynomeanstheonlymediaform thathasimpactedupongames.ThroughananalysisofDOOM3anditsheritage,thisessaywill addressthequestionofgamesandtheirhistory,arguingthattheirrelianceonpastsourcesdoes notdetractfromtheir uniqueness.ThecreatorsofgameslikeDOOM3deliberatelyplacetheir creations within a rich, diverse tapestry of media history not in an admission of their lack of originality,butrathersothattheycanflagtheirinnovation.Infact,aswillbearguedbelow,the ways in which John Carmack (Lead Programmer of the DOOM trilogy) and the rest of the productionteamatidSoftwarearrangeandreshapetheirinfluenceshasastorytotellusabout howthesegamessituatethemselveswithinthearenaofcompetingentertainmentmedia. ‘Nothingwillcomefromnothing’:revisitingthepast Bynow,thebasicpremiseofwhatJayBolterandRichardGrusincallremediationhasbeen well rehearsed.3 Remediation involves the refashioning or assimilation of one or more media examplesbyanothermedium.Intheirownremediationofothermedia,theDOOM!gamesreveal thecomplexrelationshipsthatcurrentlyexistacrosstheentertainmentindustry.Thiscrossover, in turn, tests the clear separation between distinct media forms, and the overlap has ramificationsforgameanalysis.Whilemanygametheoristsandcriticsarestillresistanttothe idea that this new entertainment form, which is driven by new technology, can efficiently be

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 2 understoodintermsofothermediainfluences(andtheiraccompanyingcriticaldiscourses),the reality is, to quote from William Shakespeare’s King! Lear, ‘nothing will come from nothing’. Gamesdonotemergefromavacuum.Gamespossessamediahistorythatincludesanarrayof sources–films,comicbooks,painting,books,television,sports,music–inadditiontoexamples fromwithintheirownmedium.Computergames,likeotherentertainmentforms,arerelianton a rampant hybridity and selfreflexivity. The RESIDENT EVIL (CAPCOM, 19962004) games engage consciously with tropes from the George Romero ‘living dead’ films (NIGHT OF THE LIVING DEAD [1968], DAWN OF THE DEAD [1979] and DAY OF THE DEAD [1985]), the Italian zombie films DEMON! (Lamberto Bava, 1986) and DEMONS (Lamberto Bava, 1986), as well as first and third person actionandroleplayinggames.MAXPAYNE 2:THE FALL OF MAX PAYNE(Remedy,2003)alsodraws heavilyonthecinemaasapointofreference.Inadditiontofilm’sstylisticproperties(simulated camera movements, pointofview shots, edits, and the bullettime effect popularized in the MATRIXfilms[WachowskiBrothers,19992003])thegameisheavilysteepedintheconventionsof thedetectiveandfilmnoirgenres.InthePlaystation2gameREZ(Sonicteam/Sega,2001),which wasdevelopedbyTetsuyaMizuguchi,theplayeradoptstheroleofahackerwho,flyingthrough cyberspace,shootsatcyberenemies.Remediating(byabstracting)thefirstpersonshooter,the destructionofthe enemy produces patternsof soundsand effects,andthe playerbecomes a composerofmusicandgraphicsonthefly.Moreinterestingly,REZalsoremediatesa‘high’art tradition. The audiovisual feast that is REZ relies heavily on the paintings and theories of the earlytwentiethcenturyartistVassilyKandinsky.InhisbookConcerning!the!Spiritual!in!Art(1912) Kandinsky outlined his theories about the emotive and synaesthetic possibilities of colour: colour, he argued, could produce a musical effect. Through the double remediation of Kandinsky’s abstract paintings and Trance and Rave culture, REZ overloads the senses and bombardstheplayerwithpsychedelicvisualsandpulsatingrhythmsofcolourandsound.Integral tosuchhybridizationistherealityofhistory.Thepresentturnstothepast. AsI have arguedelsewhere4, mediahybridisation isthe productof and iscrucialtothe larger crossover market that currently exists as a result of the conglomeration of the entertainment industry. It is a reality of commerce, which thrives on competition and diversification.5The‘relationshipbetweeneconomicsandaesthetics’hasbecomecrucialtothe formalpropertiesofentertainmentmedia,butbeyondthat,asJustinWyatthassoconvincingly argued,economicsgivesrisetonewaesthetics.6Thisrelationshipsuggeststhattheboundariesof ourcriticalmodelsmustexpandtoconsidercrossmediahybrids.Ifweignoremediahistory,it willnotmagicallygoaway.Whilethedigitaltechnologythatdrivesgames(andtheresponsesit demandsofitsuser)maybedifferenttoothermediaforms,itmakesgamesnolesssusceptible tooutsideinfluences.AsBolterandGrusinexplain,‘Nomediumtoday,andcertainlynosingle mediaevent,seemstodoitsculturalworkinisolationfromothermedia,anymorethanitworks inisolationfromothersocialandeconomicforces.Whatisnewaboutnewmediacomesfrom the particular ways in which they refashion older media and the ways in which older media refashionthemselvestoanswerthechallengesofnewmedia’.7 Significantly,itisintheprocessofhighlightingtherangeoftheirexternalsources–their process of remediation – that games like MAX PAYNE 2, REZ and DOOM 3 also insist on their difference–or,rather,theiruniqueness.Theassertionoftheiroriginalityremainsparamount.In accumulating past references, styles or allusions, these games are both acquiring their history butalsoplacingthemselvesreflexivelywithinthecontextofthathistory.Inadaptingformsofthe pastandpresent,gamesoftenattempttoconvincetheplayerthattheyaretransformingtheir sourcesintoamore‘authentic’experience.Aplayfuldiscoursewiththeplayerresults,onethat requiresthattheplayerremainsawareoftheoriginsoftheborrowings.Theactiveandreflexive engagement of game players involves a critical understanding of the process of meaning productionthatisalmostasintegralasthegameplay.

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 3

MAXPAYNE2,forexample,beginsitsintroductionbyadaptingtheformofthegraphicnovel intoitsstructure–completewithcomicbookframesandvoicebubbles.Butthissourceisalso altered through the addition of the sounds of narration. The game the progresses into film language that includes mimicking camera movements, edits, genres, character types from the cinema– sotheadditionofmotion and3D is introducedtothepreviously staticimage. Then comesthethirdtransition:togameplay.Themovingimage,soundandnarrativethatwe’vejust witnessed (and which we associate with the cinema) is suddenly made richer with the introductionoftheplayer’sabilitytoaffecttheactionsseenonthescreen.Inaddition,notonly doesMAXPAYNE2remediatethehistoryofothermedia,italsorefashionsitspredecessorMAX PAYNE(Remedy,2001),replacingthemorestonyfacedMaxwithadigitallyimprovedversionthat has more realistic surface texture and a wider range of facial expressions. Above all, such remediationdemandsattentionfromtheplayer,attentionthatcriesout‘Hey,lookatme!I’m thenewandimprovedrevision’. Or,toturntheclockbackto1994andthe‘interactivemovie’UNDERAKILLINGMOON(Access Software), again,theplayerispresentedwith an introductionthat is sheer exhibitionism,one thatclaimsCDRomgamingtechnologyassuperiortothatwhichproducedfilmclassics.Game introductionshave,especiallysincethemid1990s,functionedasshowcasesofadvancesingame technologyandaestheticsand,inkeepingwiththistradition,theintroductionofUNDERAKILLING MOONpresentsapureperformanceofdigitalspectacle.Thecutsceneisusedtoexhibitthestate ofgametechnology inahighlyexhibitionisticway. Itknowsitsplayer is sittingin frontofthe computerscreenmarvellingattheillusionsitconjuresup.Theintroductionrunsthroughamini historyofclassicsof film history:thetwospiritvoices setagainstthebackdropofouterspace alludetothevoicesoftheangelswhodiscussthefateofthemaincharacterinthe1946Frank CaprafilmIT’S A WONDERFUL LIFE;thedocumentaryfootagedealingwithHitler’sinvolvementin the dark arts is stylistically presented to refer to the ‘News on the March’ scene in Orson Welles’CITIZENKANE(1941);theshifttothefuturesequenceandtheintroductionofthedetective –TexMurphy–isanoverthomagetoRidleyScott’s1982sciencefictionclassicBLADERUNNER. UNDERAKILLINGMOONasksitsplayertoacknowledgetheinfluencesthattheseparagonsofthe cinemahavehadonitsownform,butitdoesthissothatwemaythenrecognizethenewCD Romformat(whichwascapableofmorememorystoragethanpreviousPCgames)asthefuture ofentertainment–thecinema’snewcompetitor.Thismessageismadeloudandclearoncethe player shifts from the passive viewing required of the filminspired introduction to the game itself,whichshiftstheroleoftheviewertothatofplayer.AsintheexampleofMAX PAYNE 2, throughallusion,UNDERAKILLINGMOONalsopositsajourneyabouttechnologicalevolution. Discussingtherampantintertextualitythatistypicalofcontemporaryentertainment,Jim Collinsperceptivelyobservesthat,theresultofsuchacomplexwebofintertextualreferencesis that narration is not simply limited to completing the plot, or to becoming involved in the ‘syntagmaticaxisofthenarrative’8.Instead,the‘layeringofintertextsthatoccurssimultaneously informsthosesametopoialongaparadigmaticaxisofantecedentrepresentations’9.Therefore, story and action sequences that unravel during game play are not the only drive of these examples;allusionsto(andtherecognitionof)othermediathathaveimpactedongamesarejust asintegraltotheplayer’sinvolvementandinterpretation.Beyondthegameplay,anothergame takesplace:citationengagestheplayerinagamethatisaboutahomagetoandrenegotiationof thepast.This‘hyperconsciousness’permitsparticipantstobecomeengrossedinthegameplayin amoreconventionalsense,withthestoryandthemesunravellingalongsyntagmaticlines;but playersarealsoencouragedtoparticipatewiththegameontheparadigmaticlevelviathemulti layered,intertextualreferences10.Itisonthislevelthatvirtuositycomesintoplay. Style,TranscendenceandtheDOOMPalimpsest

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 4

LikeUNDERAKILLINGMOONandMAXPAYNE2,theDOOMgamesremainemblematicofthis exhibitionist tendency in game culture. The game of virtuosity flaunts the ability of games to cannibalise older and more established cinematic (and other) rules (genres, narrative conventions,formalpropertiesetc.)andtransformthemintonewformalandtechnologicalrules thatbring withthemaccompanying newaudienceresponses.Likeits predecessors,DOOM 3 is heavilysteepedintheintertextualwebofmediahistory:mediahistoryexternaltothecomputer game medium but also from within it. What is especially striking about DOOM 3 is that it continuesagameofvirtuositythathasbeentypicalofidSoftwareproductionssincetheearly 1990s. In DOOM 3 the player adopts the role of a marine who reports for duty at a research installationonMars.Soonafterthemarine’sarrival,hemeetsthescientisthehasbeenassigned to locate. True to the madscientist tradition of science fiction cinema, the scientist’s unsanctionedexperimentsresultintheopeningofaportaltoahelldimensionthatlaunchesa demoninvasiononMars.Hellitselfisunleashedandthebase'spersonnelareslowlytransformed into zombie stalkers. The marine and player’s mission is to close the portal and destroy all demonsalongtheway–andtherearemanyofthem. The visual references and themes of all three DOOM games oscillate across a variety of genresandmedia.ThechainsawweaponthattheplayerhasaccesstoisahomagetotheAsh character from the cult classic EVIL DEAD II (who, in the film, maniacally chops off one of his appendagesreplacingitwithachainsaw).Theplayeristhrustintosciencefictionenvironments that consist of moon bases, technological gadgets and teleporters as well as an oppressive atmosphere that recalls the ghoulish backdrops that dominate science fiction horror films like ALIENandALIENS.Thespectres,imps,‘cacodemons’,‘Hellknights’,and‘Cyberdemons’notonly alludetosciencefictionandhorrorfilmconventions,butthegamesalsoselfconsciouslyrework theliteraryLovecraftianCthulhuMythos,whichhasitselfinspiredanimmenseintertextualweb of media examples11. The creatures of Cthulu mythology, who once inhabited and ruled the Earth,‘areimprisonedorsleepinginvariouspartsoftheEarthandthegalaxy,waitingforthe time‘whenthestarsareright’andtheycanreclaimtheirrule’12.Liketheirdemoncousinsinthe DOOM games,theycangainaccesstoourworldthroughportalsthatteleportthemtovarious locations.Infact,SandyPetersen,whocreatedthehugelysuccessful‘CallofCthulhu’roleplaying game,alsoworkedwithidsoftwareontheDOOM!games,andtheequallysuccessfulidproduced ! series (which included a creature taken directly from Cthulhu mythology – the Shub Niggurath). ItisnotduetoalackofcreativitythatDOOM3reliesontheseandothersources.Likewise, itisnotalackofcreativitythatunderliesthereturntothefirstDOOM.InreturningtoDOOM, DOOM3writesoveritshistory,furtherlayeringthepalimpsestthatisDOOMculture.Takingaleaf outoftheGeorgeLucasbookofSTARWARSproductionhistory,idSoftware’sToddHollenshead hasstatedthat,intheproductionofDOOM3,‘WepretendthatDOOMandDOOM2didn'thappen. Thosegamesweremassivelysuccessfulintheirownrightsowehadthisgreatcreativeuniverse todrawupon,butreallyonlythesurfaceofithadbeenscratchedbecauseofthetechnological limitationsofthetime.’13Ratherthanwipingouthistory(animpossibletaskbecauseDOOM1&2 aresodeeplyembeddedinthepsycheofgamerculture)whatDOOM3doesistocreateanew layer over DOOM history. Like ruins and fragments, these entertainment forms evoke the existence of a past in the present while simultaneously transforming the ruin into a restored, majestic structure that operates like a richly layered palimpsest. The intensified self consciousnessthatistypicalofgameslikeDOOM3isdrivenbyvirtuosity,theprimaryconcern beingtooutperformpredecessorsandcontemporaries–tostampitsownidentityacrossgame history. According to Sypher a distinction needs to be made between style and stylization or 14 technique.Style‘isbasedonthetechniqueittranscends’ ,andinthissense,DOOM3isbrimming

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 5 overwith‘style’.Mediaconventionsandpasttechniquesaresynthesizedinordertotranscendor perfectthosetechniques.Additionally,stylisticcoherenceistheresultofthereorganizationof pastsignsandstylizationsintonewcombinationssothatadiscourseemergesbetweenpastand present. However, it is not only external media that are assimilated and ‘transcended’. Like its precursorDOOM2,DOOM3revisitsgamehistoryaswellasthehistoryoftheDOOMseries.While thegameplayisastraightforwardshooter,itdoesintroduceinnovationstothethornyproblem ofstorypresentationwithingamespace.Thedeliveryofstorytotheplayerwithoutawkward and prolonged interruptions of play has also greatly improved in DOOM 3. With the use of a personalPDAaswellasthoseofdiscardedPDAsofdeadpriorowners,theplotslowlybuilds. Emails,personalnotes,audiologs,videoclipsalladdtothesenseofmysteryofandmasteryover thestorythatunravels.Inaddition,theimplementationofscriptedtriggersintroducestheplayer not only to a series of surprise attacks from the monstrous baddies, but to other NPCs (Non PlayerCharacters)whopresentfurtherinformationthatiscrucialtothemayhemthatsurround themarine.Allthisaside,itisonthelevelofeffectsthattheinnovationsofthisgameemerge. DOOM 3 is without doubt one of the most realistic and visually astounding games ever produced.Thegraphicsapproachthequalityofaprerenderedcomputergraphicmovie,withthe resultthattheatmosphereofthisgameleavesDOOM2of1994,andmanygamesproducedsince then–HALO (Gearbox,2003), HALFLIFE (Sierra, 1998), andtheTOMB RAIDER (CoreDesign, 1996 2003)andGRANDTHEFTAUTO(RockstarGames,19982004)series–milesbehindintermsofthe qualityofaudiovisualeffects.Withitsrelease,DOOM3hassetanewstandardforthelookof3D games.JohnCarmackofidSoftwarenotonlycreatedagraphicsenginefromscratchbutasound enginewasalsoimplementedintheproductionofDOOM3.Inaddition,tointroducingDolby5.1, 6channelsurroundsoundintoitsspace(whichnotonlyaddstothedramabutcreatesanoff screenspacethatdirectsplayerstotheplacementofenemies),Carmackhasalsocreatedreal time dynamic lighting and shadow effects that, when experienced in gameplay, can generate some very serious scare effects. Objects not only cast shadows, but those shadows shift and changeaccordingtothelightthatisdirectedtowardsthem. OnceHellisunleashed,thelightsinthemilitarybasegohaywire.Insomeroomsandalong corridors the lights strobe on and off intermittently, creating pockets of eerie darkness that generateintenselevelsofsuspenseandhorrorintheplayer.Armedwithaflashlight(oneofthe new additions to the DOOM 3 marine’s supplies) the player navigates the labyrinthine space, aiminghertorchintoareasofdarkness:thisveryactionofattemptedcontroloverthechaotic space,however,alsoevokesdreadinthatitcarrieswithitthepossibilityofilluminatingwhatlies in the shadows in wait for the living. And what lies in the shadows? Sure, they are the same demons found in the first two games – imps, Pinky Demons, Hell Knights, Cacodemons, and Revenant–butnowtheyhaveundergonesomeseriouscosmeticsurgery.Thelevelofdetailin eachcreatureisatechnologicalfeat:allofthecreatureshaveavarietyofskinsandfeatures,as wellasanarrayofdistinctivescreams,moans,andcries. Adescriptionofthefeelingofimmersionexperiencedwhileplayingthisgamecouldnotdo it justice. But let me try anyway. With my surround sound system blaring around me, as my marinealteregoandIcreptthroughtheshadowsofacorridorearlyoninthegameexploring the spooky shadows with the flashlight (and ready to switch over to one of the very cool weapons)Icouldhearscreamsandwhisperscomingfromallaroundme.Thecriesofvictims, andthetauntingvoicesofdemonsmurmuring‘Overhere’or‘yoursoulismine’–andsometimes itfeltasiftheywerewhisperinginmyear.Imaginemystatewhen,aftercompletinganinety degreesweepofacorridorwiththeflashlight,Iturnedtofindmyselfvirtualfacetovirtualface withonemeanandhorriblejawlesszombie.HelungedatmeandIhithimovertheheadwith the torch while hysterically telling another part of my brain (the bit that deals with rational

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 6 functions)toarmmyselfwiththeshotgun.Therationalpartkickedintoactionandmyshotgun senthisbodyeverywhichway,splatteringbitsoffleshintoamultitudeofgory,yuckypieces. IwasremindedofthetimeIvisitedtheliveactionALIENWARS(basedonthefilms)which used to operate underneath Leicester Square in London. Entering a labyrinth underground, marinescommandeeredparticipantsaroundascientificinstallationthatwasbreedingAliens.Of course,theAliensescapedandvisitorswerechasedthroughthecorridorsbymeninAliensuits. Aidedbythedarkenvironment,flashinglights,smoke,andsoundeffectsitwasveryeasytoshift overtotherealmofdisbeliefandbecomeimmersedintheevent.AtonestageIwascorneredby anAlienandmyfirstthoughtwas‘OhmyGod,it’sgoingtosprayacidonmyface’.Mysecond thought was ‘This is pretend, calm down’. It wasn’t the voice of reason that won me over, however,soIgrabbedtheAlienandthrewitsbodyagainstawall.TothisdayIthinkbackonthis actionwithembarrassment:thatpoorguyinthealiensuitwouldhavebeennursinghisbruises fordaysafterwards.LikemyexperienceatALIENWARS,playingDOOM3evokesasimilarkindof response.IknowthattheeventsIseebeforeme are notreal,andyetmysensesrespondto them as if they are. What games like DOOM 3 can do so well is immerse the player into their representationalspaces, while alsoencouragingtheplayer torecallDOOM andDOOM 2’sprior attemptsincreatingasimilaraestheticexperience.Fortheplayer,thereisnocomparison.DOOM 3 has outdone its predecessors. In the sensorial assault that ensues, the player is invited to believethattheillusiontheywitnessisperceptuallyreal.AsTomGunningobservesinrelationto theprecinematictechnologies:‘Theseopticalentertainmentsexemplifythestateofsuspended disbeliefthat[Frenchpsychoanalyst]OctaveMannonidescribesas‘Iknowverywell,andallthe same…’.15 Anassumptionoftenmadebycriticswhofocusonwhatisperceivedasthe‘problem’of gamedesign’s‘cinemaenvy’isthatitisnotthecinemaassuchthatisbeingemulatedorenvied: itistherealisteffectthatthecinemacanproduce.StephenPrincehasmadeanimportantpoint, however,inrelationtotheuseofdigitaleffectsinthecinema–andthisisequallyapplicableto games.Theoryfailstoaccountfortheparadoxthat,whileimagesmaybeperceptuallyrealistic, they are referentially unreal.16 In this case, representational reality does not seek to create a worldofresemblance.AsTuvehasexplainedinadifferentcontext,‘imitation’isnotnecessarily abouttherelationshipbetweenartandreality;theissueofrepresentationisnotsignificantin the sense of its capacity to reproduce material reality17. Rather, imitation and representation evokealternate‘realities’thatreflecttheabilityoftheeffectstotriggeremotionalresponsesand almostinstinctivereactionsfromtheplayer.Existingrealityisdevaluedinfavourofaneffects spacethatincitesthesensesintofullresponse.To‘represent’doesnotmeanto‘standforthe realityorconceptbehindit’;itsultimateconcerniswithoftheabstractnatureofthesenses.The sensesareplayfullydeceived. ThevirtuosityforagamelikeDOOM3comesfromflauntingitscapacitytoaudiovisually present constructions that have no parallel basis in the real world, yet which temporarily confronttheplayerwiththepossibilitythatzombiesandtheMancubusmayreallydousmajor bodilyharm.Itisthemeanstothedeception(thetechnology)thatisimportant.LikeDOOM218, DOOM 3 responds to thegame’s historical context, specifically, its relationship to the firsttwo gamesandtootheridSoftwareproductions,includingthefamousQUAKEseries.ThestoryDOOM 3 has to tell us is one that critically engages with issues of originality, ‘creative process’ and technologicaladvancementingamingculture. idSoftwareandTechnologicalMilestones Fantasticeffectspavethewayfortechnologicaladvancement.Theeffectsandexperiences producedbygameslikeDOOM3donotonlydisplayvirtuositywithregardtothewaytheytap

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 7 intoandreframemediahistory,theyalsotellacrucialstoryaboutthetechnologicalhistoryof gamedevelopment.This objectiveisnothingnewto thegames produced byidSoftware.The gamesofthiscompanyobsessivelydisplayaselfreflexiveattitudetothecreativeprocessthatis reliantupontherelationshipbetweenpastandpresent.Inadditiontoplacingthemselveswithin thecontextofmediahistory,onaformallevel,idSoftwarehasalwaysbeenobsessedwithalso tellingplayersa‘paradigmatic’storyaboutitsplacewithinthehistoryofgametechnology.Each of the games released by id Software has set new benchmarks for game developers and the computer systems that gamers use to play their games. Not only have gamers continued to marvelattheamazinggraphicsandenginesofidgames,butoftenthetechnologicaldemandsof most id games have resulted in technological shifts: the high end requirements of computer hardware have literally encouraged the consumer’s shift to more advanced PC systems. id Software’spenchantforpushingtheboundariesandstrivingtowardsextendingthegamemarket andexperiencewasevidentin3D!(1992),whichtransformedthetwodimensional platform game into a separate genre known as the shoot 'em up genre. Rather than moving characters acrossa series ofplatformsthatranparallelto thescreen,theplayer manoeuvred them through a series of corridors that stressed movement into! the simulated depth of the computerscreenspace.JohnCarmackandJohnRomeroincludedtexturemapping,whichmade possiblemorerealistictexturestosurfaces.Inturn,WOLFENSTEIN3D’sadvancedgraphicsengine and memory requirements became important in showcasing Intel’s next generation Pentium chip. DOOM!(1993)extendedWOLFENSTEIN3D’sadvancesfurtherstill:oneyearafteritsrelease, the previously realistic 3D space of WOLFENSTEIN 3D suddenly became a cartoonish, two dimensionalarticulationofathreedimensionalspace.InlightofDOOM’s(and,in1994,DOOM2’s) more detailed and colourful environments and characters, WOLFENSTEIN 3D seemed to offer a monotonous environment. With the introduction of more advanced texture mapping and the additionofdiminishedlighting,DOOMprovidedhuevariationsthataidedtheillusionofshadows andrecessionintospace.NotonlydidDOOMmakepossibleamoreconvincingandatmospheric immersion into the game space, but it was also pivotal in broadening the conventions and expectationsoftheshoot'emupgenre.DOOM!becametheformthatallshoot'emupswould aspire to. Carmack and Romero designed DOOM with VGA (Video Graphics Adapter) cards in mind.Hittingthemarketin1987,theVGAcardshadgreatergraphicscapabilitiesandsuperseded the EGA (Enchanced Graphics Adapter) cards, which were first released in 1984. In much the sameway, in1990, id had insistedonworkingwiththemostcurrentgraphics advances: they designedCOMMANDERKEENasagamebestplayedonthenewEGAcards,ratherthantheCGA (ComputerGraphicsAdapter)whichwas,by1990,oldtechnology.Inprivilegingthemostcurrent developments in graphics card capabilities and hardware, Carmack ensured that id’s games wouldrepresentthetechnologicalcuttingedge.DiscussingDOOM,onegamereviewerexplained thatthereleaseofthisgameactuallyencouragedindividualstoreplacetheircomputerswiththe ‘shiny new 486SX/DX just to play the game’. Being far more capable of handling the memory requirementsofDOOM,theearlier286and386PCmodelswereabandonedforthe486which had a more powerful microprocessor. Again, in favouring the technological cutting edge, id softwarealsosupportedashiftinthecomputerindustry’shardwareadvances. 19DOOM2then developedonthisfurtherstill. QUAKE (1996), another First Person Shooter,! expanded the boundaries of the genre by incorporatingnewfeaturesstill,addinganevengreaterrealismandmoreintensiveformofgame playbyshiftingasignificantroleofthegraphicsfromthecentralprocessingunit(CPU)tothe graphics card. In freeing up the CPU, which is the part of the computer that carries out the commands of software (such as games), the game could not only run more smoothly, but its effectscouldbeevenmoreimpressivecomparedtothoseoftheDOOMduo.Inaddition,graphics

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 8 andsoundeffectsbecamehighresolutionandevenmoredetailed,andthecharactermovement includedgreatermobility:asidefromwalking,runningandturningheroescouldnowalsolookup and down, jump, swim and crouch. As Kushner explains20, computer games have driven the evolutionofvideocards,andQUAKEwasintegraltothenextstageintheevolution.Itsprimary innovationcenteredonlightmappingandtheproductionofrealtimelightsources,whichmore effectivelycreatedtheillusionofthreedimensionalityandperspective.However,inordertoplay QUAKE effectively, previously cutting edge computer technology was relegated to history: the 486sthathadrunDOOMandDOOM2couldnolongerdoQUAKE’sgraphicsjustice.Newhistory was being made and the new Pentium chips became the technology to have. To quote a reviewer, ‘QUAKE soon became the de facto benchmark for the consumer graphics card industry’.21Witheachgameidreleased,thecompanyalsosoughttoproducethetechnological cuttingedge,intheprocesscreatingadialoguewithhistory.Developingonthepopularityofthe DOOMgamedeathmatches,QUAKEadvancedonthisthroughnetworkgaming–itsrevolutionary effects are still felt today in multiplayer gaming. In addition, developing on the modification possibilities introduced by the first two DOOM games, John Carmack’s programming code was madeavailabletoplayersinthegameitself,withtheresultthatgamersanddeveloperscould modify the QUAKE engine: the environment, NPCs, objects could be changed to suit their own requirements. Since the licensing of the Quake source code in 1999, and ‘improvements’ that followed with the release of QUAKE II and QUAKE III ARENA, the QUAKE engine has become the programming foundation for many games, including RETURN TO THE CASTLE WOLFENSTEIN (id Software,2003),AMERICANMCGEE’SALICE(ElectronicArts,2000),JEDIKNIGHTII:JEDIOUTCAST(Raven Software, 2000), STAR TREK VOYAGER ELITE FORCE, (Raven Software, 2000) and MEDAL OF HONOR: ALLIED ASSAULT (2015, 2002).22 The possibility of game modification introduced with the QUAKE 23 engine has also been instrumental in triggering the MACHINIMA phenomenon that allows the productionsoffilmsmadeingameengines–themostsuccessfulofthesewithoutdoubtbeing theREDVS.BLUEseriesthatisbasedontheHALOgames(which,influencedbythepremiseofthe QUAKEengine,producedtheHALOengine).24ThereleaseofQUAKEIV(anditsradicallyredefined enginesometimeinthenottodistantfuture)promisestokeepchanginggamehistory. ThenDOOM3wasreleased,andthepossibilitiesinherentintheDOOM3enginehavenot evenbeentappedintoyet.Aseparatesoundcodehasbeenwrittenwhich,asdiscussedabove, introduces a layered complexity that is convincingly realistic – especially in the contextof the surroundsoundsystemthatisintendedtosupportit.Aboveall,thesoundproducesaspatial realismthathasnotbeenexperiencedbeforeingamedesign.Thenewrenderingenginewritten by Carmack includes the innovation of bumpmaps, which, as their name implies, produces greatertextureonsurfaces(andrelatedlightingeffects):steelsurfaceshavethesleektextureof steel,skinhasthetextureweassociatewithflesh(fromhealthytorottingflesh),thesmokethat eruptsfrompipesinthebasehastheephemeralconsistencyofsmoke,andsoon.Drawingupon theanimationskillsofFredNilsson(animatorofthe2001DreamWorksboxofficehitSHREK)– andthankstotheadvance3Denginecreatedforthegame3DmodelingsoftwarelikeMayahas beenusedmoreeffectivelytocreateimpressivecinematicanimationeffects.Addtothisthereal timelightingandshadoweffects,anditisnotdifficulttoimaginePCgamersrunningouttotheir localcomputershoptoupgradetheirsystemsortoreplacetheirPCswithnewsystemsthatcan dojusticetothegame. In May 2003, before the release of DOOM 3, Kyle Bennett of the online gaming service HardOCPbenchmarkedDOOM3usingthemostrecentATIandNVIDIAgraphicscards.NVIDIA’s GeForceFX5900outrunthemaincompetitionofferedbythecompanyATI.Significantly,Bennett makesacrucialpointaboutthewaygamesoftwaretechnologies(suchasthatofDOOM3)can drive the future direction of computer companies and the hardware technologies that they develop.Heexplainsthat‘DOOM 3islikelytohavemoreimpactonthegamingandhardware

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 9 industriesoverallthananyothergametocomeinthenextdecade,asitissurelyoneofthose quantumleapsintechnologythatarebecomingsorare.NVIDIAisobviouslyawareofthisand 25 doing everything they can to be the! DOOM! 3! video! card.’ Not only do individual games like DOOM3andgamecompanieslikeidSoftwareengageisagameaboutvirtuosity,butcomputer companies also can not resist the exhibitionist showcasing of their technology. In the case of NVIDIA, DOOM 3 becomes the vehicle of the corporation’s technological virtuosity: the game displaysNVIDIA’ssuperiorityandmasteryovertheproductsofcompetingcompanieslikeATI.In short, by pushing the envelope in terms of game effects and therefore altering game history, companieslikeidSoftwarealsoencouragetheinventionandimplementationofnewhardware technologywithinthecomputerindustry.Theycreatebothgameandgametechnology’sfuture. Inturn,thistechnologicalinnovationrelegatesoldertechnologyintoitsplaceinhistory.Inthis case,afurthermetatextisintroducedintoCollins’exampleofthefunctionontheparadigmatic axis:thisstoryisoneabouttherealitiesofcommerce,industryandtheirhistory. Entertainment forms like computer games have increasingly displayed a concern for engulfing and engaging the spectator actively in games that are concerned with their own remediatedandmediaspecificsensoryandplayfulexperiences.Themainfocusofsuchspectacle is to conjure wondrous and sensorially invasive illusions that both immerse us in their representationalspaces(aprocessthatBolterandGrusinlabelimmediacy),andalsoexposethe processesofthetechnologicalmediation(whichBolterandGrusincallhypermediacy).Perhaps morethanotherentertainmentforms,computergamesperformandcompetewithinterand intramedia effects traditions, continually attempting to technically outperform these effects technologies–andtheperceptionsofrealitythatthesetechnologiesdelivered.Intheireffortsto remediatethemselves,computergamesoftendisplayavirtuosityandtheatricalitythatcannot resist exposing the technology that drives them. Framing itself within its own media history, therefore,gameslikeDoom3andothersproducedbycompanies like idSoftware,invadethe player’sspaceindeceptivelyrealandimmediatelyexperientialways.Thisspectacleis,however, also displayed in order that the player may admire it as a multitechnological feat of game technology.Theexperiencesthatgamesarticulate,flaunttheircapacityformakingarealityout of an illusion – or, rather, for making the fantastic enter our world in such immediate and sensorially invasive ways. Who can say what new feat the technology that drives these game worldswillproduceinthefuture?Forthetimebeing,toparaphraseAshfromthethirdEVILDEAD film,ARMYOFDARKNESS(SamRaimi,1993),‘All,hailtotheKing!Doomisback’. Endnotes

1.‘ViolenceisGolden’,PC!Gamer,!vol.1,no.41994,p.43. 2.AlfredHermida,‘LongawaitedDoom3leakedonline’,availableat http://www.filmrot.com/geeklinks/004918.php 3. Jay David Bolter and Richard Grusin, Remediation:! Understanding! New! Media, Cambridge, Massachusetts,1999. 4.AngelaNdalianis,Neo"Baroque!Aesthetics!and!Contemporary!Entertainment,Cambridge,Massachusetts, 2004. 5.TheMEDALOFHONORseries,forexample,wasbasedontheSpielbergdirectedfilmSAVINGPRIVATERYAN (1998).ThefilmwasjointlyproducedbyAmblinEntertainment(Spielberg’ssolocompany),DreamWorks SKG(Spielberg’spartnercompanywithKatzenbergandGeffen),andParamountPicturesCorporation. Owningpartialrightstothisfranchise,DreamWorksdevelopedMEDALOFHONOR:FRONTLINEforPS2,and commissionedthegamecompanyElectronicArtstopublishthegame.Insuchanexchange,thelogic assumesthatviewersofthefilmmaythenbeinterestedinthegame,whilegamersmaybedrawntothe film.

‘Hail!to!the!King!’:!the!Return!of!DOOM!–Ndalianis 10

6.JustinWyatt,High!Concept:!Movies!and!Marketing!in!Hollywood.Austin,1994,p.160. 7.BolterandGrusin,Remediation,!p.15. 8.JimCollins,’Batman:TheMovie,Narrative:TheHyperconscious’inThe!Many!Lives!of!the!Batman:! Critical!Approaches!to!a!Superhero!and!His!Media.ed.RobertaE.PearsonandWilliamUricchio,NewYork, 1991,p.168. 9.Collins,’Batman:TheMovie,Narrative:TheHyperconscious’,p.169. 10.Collins,’Batman:TheMovie,Narrative:TheHyperconscious’,p.173. 11.ThecharactersCthuIhu,Azathoth,Dagon,ShubNiggurath,ElderBeings,HasturandtheNightgaunts wereallcreaturesthatinitiatedtheCthulhumythologybymakingappearances,initiallyinthe1928story ‘TheCallofCthulhu’(publishedinthepulpmagazineseriesWeird!Tales,whichwasfirstpublishedin1924), andlaterinothertalesthatincluded‘TheTemple’,‘DreamsoftheWitchHouse’,‘TheHaunterintheDark’, ‘The Shadow out of Time’, and ‘The Shadow over Innsmouth’. See ‘Call of Cthulhu.’ Available at http://members.tripod.com/~Tiras/deity010.html. 12. Erik Davis, ‘Calling Cthulhu H.P. Lovecraft’s Magick Realism,’ 1995. Available at http://www.levity.com/figment/lovecraft.html. Originally published as ‘Calling Cthulhu,’ in Gnosis (Fall) 1995. 13.JamesBregman,‘ReapingtheprofitsofDoom’Availableat: http://news.bbc.co.uk/1/hi/technology/3559624.stm 14.WylieSypher,Rococo!to!Cubism!in!Art!and!Literature.NewYork,1960,p.xxiv. 15.TomGunning,‘”AnimatedPictures”,TalesofCinema’sForgottenFuture,’Michigan!Quarterly!Review, vol.34,no.4,p.471. 16.StephenPrince,‘TrueLies:PerceptualRealism,DigitalImages,andFilmTheory,’Film!Quarterly,vol.49, no.3,1996,p.36. 17. Rosemond Tuve,Elizabethan! and!Metaphysical!Imagery;!Renaissance!Poetic!and!Twentieth"Century! Critics.Chicago,1947,p.13. 18.AngelaNdalianis‘TheRulesoftheGame:Evil!Dead!II...MeetthyDoom’,inHop!on!Pop:!the!Politics! and!Pleasures!of!Popular!Cultures,ed.sHenryJenkins,TaraMcPherson,JaneShattuc,Durham,2003. 19.Zaldron,‘Doom3Technology’.Availableat:http://www.Doomworld.com/lordflathead/zalrdon.html. ForanoverviewofsomeofDOOM3’stechnologicalinnovations,alsoseeDavidKushner‘TheWizardryof Id’,Spectrum!Online,!22September2004.Availableat: http://www.spectrum.ieee.org/WEBONLY/publicfeature/aug02/id.htmlandKyleBennettandBrent Justice,‘TheOfficialDoom3[H]ardwareGuide’,July29,2004.Availableat http://www.hardocp.com/articleprint.html?article_id=644. 20.DavidKushner‘TheWizardryofId’,n.p. 21.Zaldron,‘Doom3Technology’,n.p. 22See:http://www.campusprogram.com/reference/en/wikipediaforthementionedgames. 23See:http://www.campusprogram.com/reference/en/wikipedia. 24.TheRedvs.Bluesiteisavailableat:http://www.redvsblue.com/ 25.KyleBennett,‘Doom3Benchmarks’,[H]ard|OCP.Availableat: http://www.hardocp.com/article.html?art=NDc0.

Minerva Access is the Institutional Repository of The University of Melbourne

Author/s: NDALIANIS, ANGELA

Title: 'Hail to the King!' – the return of doom

Date: 2004-12

Citation: Ndalianis, A. (2004). 'Hail to the King!' – the return of doom. Journal for Media History (Tijdschrift voor Mediageschiedenis), 2, 100-117.

Publication Status: Published

Persistent Link: http://hdl.handle.net/11343/34894

File Description: 'Hail to the King!' – the return of doom