The bottom line
Doom and Titanfall 2 made shooter campaigns fun again by dropping genre habits and building variety from level design, pacing and systems that push players to play boldly. Without that push, players fall back on safe, boring cover shooting.
Key takeaways
- Most shooter campaigns have run on the same blueprint for a decade. 0:22
- The same mechanics, combat loops and level design return with slightly different hats, and maybe a flying section.
- Aim down sights, slow strafing, hitscan weapons, regenerating health and reloading all push you into cover and retreat.
- Doom keeps combat fast by rejecting the design that slows shooters down. 1:39
- There is almost no aim down sights, you are as accurate running as standing, and you strafe as fast as you run.
- Enemies fire dodgeable projectiles, and health comes from glory kills and pickups instead of regenerating behind cover.
- Varied enemies and weapons turn each Doom fight into a puzzle solved at speed. 3:02
- The pinky has a front shield, so you wait for its charge to pass and shoot it from behind.
- The assault rifle, shotgun, rocket launcher and chainsaw each suit a different target, but the loop turns repetitive and exploration drops the intensity to zero.
- Titanfall 2 stays fresh by adding new ideas constantly and switching between gameplay styles. 6:02
- The time-travel mechanic in the level Effect and Cause is thrown away at the level's end, before it gets old.
- Firefights, platforming, titan battles and story each run at a different speed and test a different skill, so there is no fatigue and no lull.
- Players only play boldly when systems, level design or incentives encourage it. 10:02
- Titanfall 2 has wall-running, but its arenas are mostly big boxes and its platforming sections have no enemies. Only the opening Gauntlet mixes the two.
- Call of Duty has wall-running too, yet Infinite Warfare still got played from behind walls and boxes.
They remind us that variety comes from clever level design and expert pacing, not just historical set dressing.
Mark, Game Maker's Toolkit
Chapter summaries
0:00 Why shooter campaigns got boring
Doom and Titanfall 2 brought back the fun by valuing frantic firefights and varied play over realism and set pieces.
- Familiar shooter campaigns left the narrator bored 0:05
- A childhood of Doom, Half Life, Blood, No One Lives Forever and Duke Nukem 3D set the bar.
- Recent campaigns repeat the same loops and levels, just with slightly different hats.
- Titanfall 2 is said to hold more imagination in one level than most games have in their whole story mode.
- Doom is described as id Software's gory tribute to 90s game design.
1:10 Doom's fast combat loop
Doom stays fast because it removes the design habits that slow shooters down, and pulls you toward enemies.
- Doom's fights are a pinball scrum of movement 0:25
- The Doomslayer bounces off enemies and threads through tight corridors to grab health and ammo.
- Speed comes from design choices, not only from a high movement speed.
- Glory kills push you toward enemies 2:45
- Most of the design keeps you moving around enemies, while glory kills pull you in.
- You feel like a brutal predator picking off prey one by one.
- The split-second animation gives you time to blink and plan your next move.
- Hitscan hurts you the instant the enemy fires, while projectiles are slow objects you can dodge.
3:02 Doom as a tactical puzzle
Different demons, a huge arsenal and vertical levels make each fight a plan, though the loop wears thin.
- Each demon demands a different response 3:14
- The Revenant fires missiles, the Cacodemon floats in to bite, and another demon chases you like a quarterback.
- You pick priorities, such as dodging pinkies while killing a hell razer or summoner first.
- The pinky's front shield means you wait for its charge to pass, then shoot its rear.
- A big arsenal turns fights into puzzles 3:57
- A radial menu slows the action without stopping it.
- You must choose the right gun before a pinky tackles you.
- The assault rifle needles enemies and interrupts their shooting, and the shotgun works up close.
- The rocket launcher is deadly but risky, and the chainsaw kills in one hit and showers ammo but runs out of fuel fast.
- Doom still turns repetitive between fights 4:56
- Exploration, so-so platforming and collectibles drag the intensity from 11 to 0.
- Verticality comes from a double jump, easy ledge clambering, and chaining a jump into a glory kill.
- The narrator swore off collectibles after shooting 100 pigeons in Grand Theft Auto IV, and is tired of upgrade trees.
5:55 Titanfall 2 keeps surprising you
Titanfall 2 stays fresh by giving each stretch of the campaign its own twist.
- Nearly every level brings a new idea 6:02
- One level hands you a tool that kills fans, flips platforms and hacks sentries.
- Another stage is a sci-fi Ikea factory where you bounce through pre-fab houses on a giant conveyor belt.
- A third has you wall-running on a spaceship high above a planet.
- Effect and Cause reshapes both combat and platforming 6:33
- You can phase out of time and return behind a group of soldiers.
- The present is crawling with dinosaur-like enemies, so you juggle two fights at once.
- In platforming, you switch timelines mid-jump to phase in walls and safe footing.
8:03 Titanfall 2 pushes you away from the fight
| Design habit | Typical shooter | Doom | Titanfall 2 |
|---|---|---|---|
| Aim down sights | Needed for accuracy | Almost none | Yes, slows you |
| Strafing | Slow | As fast as running | Slow |
| Enemy fire | Hitscan | Dodgeable projectiles | Hitscan |
| Health | Regenerates in cover | Pickups and glory kills | Regenerates in cover |
| Pushes you | Into cover | Toward enemies | Away from the fight |
Titanfall 2 gives you speed, but old shooter habits and its level design still send you into retreat.
- Some parts are stronger than others 8:03
- The platforming is fantastic, but the titan sections are pretty dull.
- The combat is really good, but it doesn't reach the heights of Doom.
- The grapple hook is missing from the single-player campaign.
- Its movement tools and enemies urge you to keep moving 8:16
- A very long slide and a wall run that boosts speed and defence help you move fast.
- The tick is a frag grenade on spider legs. It chases you and kills you if you stand still.
- Where Doom sends you toward enemies, Titanfall 2 more often sends you away from them.
- Shooting while wall-running is hard and the levels don't help 9:19
- The shooter tropes still pull you back into cover. Only a shotgun makes closing in worthwhile.
- It may be easier on a keyboard and mouse.
- Without enemies in the platforming sections, wall-running and shooting rarely meet.
10:17 A breath of fresh air
Doom and Titanfall 2 show that shooters improve when designers question the genre's habits.
- Other wacky shooters prove the same point 10:33
- Wolfenstein and Bulletstorm are named alongside them as breaking the mold.
- Titanfall 2's director Steve Fukuda and single-player lead Mackey McCandlish were design leads on Call of Duty 4.
- The people making the games can do much more interesting work if they get the chance.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how Doom (2016) and Titanfall 2 revived the FPS campaign: Doom by stripping out the genre's slow-down conventions, Titanfall 2 by expert pacing and constantly changing ideas. The Effect and Cause time-travel level, thrown away before you tire of it, is the standout example.
More from Game Maker's Toolkit · The whole library, and ask it anything