A fast first-person shooter about slaying demons.
From Mark Brown on Doom's health design
Doom (2016) ties health to glory kills so players charge at enemies. Health does not regenerate behind cover. Players stagger a demon, run up close and perform a glory kill, which showers them with health pickups.
Because the health is an essential resource, players do it again and again. That means running toward enemies in a genre that usually favours retreat. Mark Brown: "You have to run directly towards enemies, in a genre that typically favours retreat."
Link a key resource to the action that expresses your core fantasy. Doom (2016) wants players to feel like a brutal demon slayer, so the thing that refills health is the aggressive, close-range act of killing demons.
The design removes the usual option of hiding to recover, so the game's resource loop reinforces the intended fantasy instead of working against it.
It has no regenerating health, and glory kills on staggered demons shower you with health. That forces you to charge toward enemies.
Doom (2016) ties health to glory kills so players charge at enemies. Health does not regenerate behind cover. Players stagger a demon, run up close and perform a glory kill, which showers them with health pickups.
Because the health is an essential resource, players do it again and again. That means running toward enemies in a genre that usually favours retreat. Mark Brown: "You have to run directly towards enemies, in a genre that typically favours retreat."
Link a key resource to the action that expresses your core fantasy. Doom (2016) wants players to feel like a brutal demon slayer, so the thing that refills health is the aggressive, close-range act of killing demons.
The design removes the usual option of hiding to recover, so the game's resource loop reinforces the intended fantasy instead of working against it.
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