Latest / Never Post / Why Does Everything Run Doom?
Transcript
- 0:05Mike Rugnetta: I could not tell you where I got it nor really
- 0:10when. Possibly on a floppy disk from a friend around 1994, it
- 0:15might have been around 1995 at the grocery store on a CD sold
- 0:21with a magazine that I somehow convinced my mother to buy me.
- 0:26In any event, I would have been 10, maybe 11 years old. I do
- 0:32remember starting it up for the first time, being met almost
- 0:37jarringly with the image of a muscled man wearing a gray
- 0:42porcine visored helmet and green armor. His fatigues are torn.
- 0:47He's covered in claw marks. The huge blue and gold letters
- 0:53behind him look like a combination of super future
- 0:56technology and impossibly ancient artifact and they spell
- 1:01out a single word, doom. A menu pops up. New game. Definitely
- 1:09enter.
- 1:09Which episode? Knee deep in Dead, Shores of Hell or Inferno?
- 1:15My adolescent brain barely knows what to make of this. Best to
- 1:19start at the start, I guess. Knee deep in Dead sounds sick.
- 1:24Enter. Choose skill level. I'm too young to die. Hey, not too
- 1:28rough. Hurt me plenty.
- 1:30Ultra violence and nightmare. Hurt me plenty? I guess. Enter.
- 1:39What happens next determines to some not insignificant degree
- 1:43the course of my life.
- 1:45People talk about experiences that change their brain
- 1:48chemistry. This was one of those. Beginning with the sound
- 1:53that you hear immediately upon requesting to be hurt plenty. To
- 2:05modern adolescent ears, I imagine this sounds anemic, but
- 2:08to me, in the mid nineties, it was cool as hell. Somewhat
- 2:13literally, I guess.
- 2:15Over the next single minute of gameplay, I'm appraised of a set
- 2:18of actualities I'd not previously even considered
- 2:21possibilities. All of them, Doom's now well known hallmarks.
- 2:27First person combat of which it was an early standout, a
- 2:30combination of mythic and technological story elements,
- 2:33you're a futuristic space marine fighting demons from hell on
- 2:36Mars, a fast pace, this game rips. And also, of course,
- 2:43tears. In the coming months afflicted with doom fever, I
- 2:47would learn also of the game's vibrant community of modders
- 2:50supported in no small part by its developer id Software's
- 2:55generosity or perhaps in another view ruthlessness.
- 3:00Id's permissive attitude is reflected in a number of their
- 3:03decisions. The first episode of Doom was released as shareware,
- 3:07software that's free but often limited or incomplete. The rest
- 3:11of the game's episodes could be purchased only direct from id
- 3:15who enabled, encouraged, and celebrated modifications of
- 3:20their game as long as they weren't sold. They decided to
- 3:23open source the game's engine making it available under a non
- 3:27commercial license. And they did so basically at the height of
- 3:31their game's popularity.
- 3:33And so an inventive game that could render fan made
- 3:37contributions led to a flourishing community of artists
- 3:41and technologists which has persisted for thirty years.
- 3:46People are still actively porting and modifying Doom,
- 3:50updating it to run as efficiently as ever on modern
- 3:54systems, and making those ports do all kinds of crazy things.
- 3:59John Matter: The most recent, like, kind of mod thing I can
- 4:01think of is I wrote a simulation of something called the icing
- 4:07model, which is a model of ferromagnetism. It's kind of a
- 4:13canonical thing that you learn in an undergrad statistical
- 4:16mechanics class.
- 4:17Mike Rugnetta: And like the meme of dinosaurs turning from
- 4:19fossils to petroleum to plastic models of dinosaurs, Doom is
- 4:26used to produce whole new games in which a trace of the true
- 4:31self persists.
- 4:32Xaser Acheron: Over decades of development has literally gotten
- 4:36to the point where you can ship a Theseus the entire game and
- 4:39create entirely brand new games that if you think about it, of
- 4:44technically share code with Doom, but it's transformed so
- 4:46much over over the decades that you wouldn't recognize it if you
- 4:51weren't looking for it. And so it's nuts that we've gotten to
- 4:54this point.
- 4:54Mike Rugnetta: Many of you will probably also know that folks
- 4:57out here aren't just porting Doom to run clever mods on
- 5:00modern systems, they're porting it to run on everything.
- 5:05Pregnancy tests, ATMs, soda machines, spreadsheets, vehicle
- 5:08dashboard displays, PDFs, graphing calculators, air
- 5:11fryers, alarm clocks, DNS records, e coli, MS Paint, the
- 5:15Kindle earbuds, a vet grown human brain, and even somehow
- 5:19Doom itself have all been hacked apart and made to run Doom.
- 5:24Bijan Stephen: That's what Doom is. They gave us some they gave
- 5:28us the tools and people used the tools and then it became funny
- 5:31to use the tools in a way like that they weren't intended to be
- 5:34used. But also that was the whole intention the entire time
- 5:36like, again, like if you go back to even the the par system, like
- 5:39why does Doom have par? That doesn't make any sense.
- 5:42Mike Rugnetta: It's become a part of the software's promise,
- 5:45its purpose, that it become integrated into all sorts of
- 5:49wildly bespoke systems, that it be used in ways that make you
- 5:53ask, Doom? Like the video game.
- 5:58Matthew Gantt: A lot of my own practice, know, I I kind of came
- 6:00from experimental music, you know, synthesizers, generative
- 6:02music, different spatial things. And I've been doing a lot of
- 6:07work kind of connecting that to game engines, you know. It's the
- 6:09same way you might patch a modular synthesizer. Here's a,
- 6:12you know, a generator manifesting something. I've been
- 6:15really interested in game engines, game simulations.
- 6:19It's kind of like a almost like a cybernetic system
- 6:21conceptualized as a patchable environment, you know, rather
- 6:24than an LFO into a sound, you know. Maybe you know,
- 6:28projectile, maybe player depth, maybe the speed of a three d
- 6:32object could be could be mapped into something.
- 6:34Mike Rugnetta: In this episode of Never Post, we're gonna talk
- 6:37about why the hell this all happened. How did this game come
- 6:41to be used this way over any other for this long? It turns
- 6:47out the answer is in part circumstance, but also
- 6:50significantly because the people who made Doom wanted this to
- 6:55happen to some degree. And then the Internet kind of did the
- 6:59rest. In the first half of this episode, we're gonna talk about
- 7:02the five years id software took to arrive at Doom, and then
- 7:07about how Doom works as a piece of technology.
- 7:10In the second half of this episode, we're gonna talk about
- 7:12why that piece of technology can run on almost any system, and
- 7:16then we're gonna hear from some artists who use Doom to make
- 7:20things. They're gonna tell us why you might muck around in a
- 7:23game about Mars and demons to make, you know, like a string
- 7:26quartet or jokes about a dead British prime minister overdoing
- 7:31those things literally anywhere else. I hope by the end to have
- 7:36shown how we can use Doom to think broadly about using
- 7:40technology to make things, especially older technology,
- 7:44which in some ways requires more of us, but in other ways less. I
- 7:50think Doom as it exists now can help us see what it takes to be
- 7:55creative at a time when most technology seems to want us more
- 8:00than anything to be consumptive. Doom was far from id Software's
- 8:18first game.
- 8:19The original founders, John Romero, John Carmack, and Tom
- 8:22Hall, eventually joined by Adrian Carmack, no relation, met
- 8:26as coworkers several years prior to Doom's release. They called
- 8:30themselves IFD for ideas from the deep, and they were
- 8:34employees of Louisiana based SoftDisc. Softdisk put out
- 8:39regular Megazets, a snail mailed publication of personal PC
- 8:43software in floppy disk format. One of the group's early
- 8:48contributions was nineteen eighty eight's side scroller
- 8:51Dangerous Dave. John Romero very explicitly admits that dangerous
- 8:56Dave was a rip off of Mario.
- 9:03Except the first dangerous Dave title didn't actually scroll but
- 9:07paged. When the player reached the screen's edge, the whole
- 9:11frame would redraw to show the next area. Carmack later devised
- 9:16a technique where only the edge of the screen is redrawn,
- 9:20allowing the background to scroll smoothly with the
- 9:23player's movement. This was something that at the time only
- 9:27consoles could do, but Carmack built a workaround for the PC.
- 9:32The team used his technique to fully recreate the first portion
- 9:38of Super Mario Brothers three on PC with dangerous Dave in
- 9:43Mario's place.
- 9:44In his book, masters of doom, David Kushner writes, by the
- 9:48time they finished, the game was virtually identical to the best
- 9:52selling hit in the world. They then sent it to Nintendo. They
- 9:59included a letter explaining their interest in licensing the
- 10:03rights to Super Mario for the PC. Nintendo wrote back in short
- 10:08order telling them, this is nice work, but no thank you. We have
- 10:12no interest in the PC market.
- 10:15The never released game was titled dangerous Dave in
- 10:19copyright infringement. The technological achievement was
- 10:25undeniable though. Their manager at SoftDisc said Carmack should
- 10:29patent this development, and he refused on principle, saying,
- 10:34apparently, if you ever ask me to patent anything again, I'll
- 10:38quit. Kushner explains that, quote, patents were jeopardizing
- 10:42the very thing that was central to John Carmack's life, writing
- 10:46code to solve problems. If the world became a place in which he
- 10:51couldn't solve a problem without infringing on someone's patent,
- 10:54he would be very unhappy to live there, end quote.
- 10:58While they were developing dangerous Dave for soft disc,
- 11:01the team also picked up a somewhat shady side gig with
- 11:05Apogee software. They would simultaneously develop the
- 11:09similarly Mario inspired side scroller, Commander Keen, about
- 11:14an eight year old defending Earth from aliens. In his book
- 11:19Doom Guy, John Romero writes that Keen is the first game for
- 11:23which he and Carmack had the idea to write a game engine.
- 11:28Something Romero takes credit for naming if not
- 11:31conceptualizing altogether. Though he does admit that's the
- 11:35kind of thing that might be impossible to prove.
- 11:40Very briefly, if you're unfamiliar, a game engine is a
- 11:44base layer of reusable code to manage assets and to make game
- 11:48development more consistent. So they develop the Keen engine and
- 11:52then the Keen games which Apogee releases as shareware. Apogee
- 11:58would upload early episodes to a BBS or an FTP and then they
- 12:02would sell the complete games direct via mail. The IFD team
- 12:07eventually has a falling out with Apogee in part because they
- 12:11may have used their Keen engine to make other games without
- 12:15paying a licensing fee. And Romero seems to suggest it's not
- 12:20so big a deal that Apogee may have used their code, it's more
- 12:24so that they just weren't cool about it.
- 12:27He describes himself and Carmack as, quote, programming
- 12:30evangelists. We had no problem with anyone using our work, he
- 12:35writes, but in the spirit of shareware, if a company is using
- 12:39our engine to make money, they should share the wealth. After
- 12:43the first royalty check for Keene hits, they quit SoftDesk
- 12:46and formed their own company, id Software. At first, standing for
- 12:51in demand, but later retconned to sort of maybe be a reference
- 12:56to Sigmund Freud, but mostly it seems like they just thought it
- 12:59sounded cool. The final commander keen game is released
- 13:03in 1991, and then they begin work on Wolfenstein three d.
- 13:12Wolfenstein three d is a major turning point for id in both,
- 13:17business and technical senses. It has its own mini history that
- 13:21we're gonna look at really briefly in a second, but first,
- 13:24I think it's worth considering what we've seen up until this
- 13:27point. Looking at the early days of id, Carmack and Romero settle
- 13:32into two distinct roles. Carmack makes a significant
- 13:36technological development and then Romero uses it to create
- 13:40what's essentially an homage. He takes and in a lot of ways
- 13:45improves upon preexisting often very popular games.
- 13:50We also see, amongst the early id crew, early hostility towards
- 13:56gatekeeping and the desire to share not just as a business
- 14:00model, but as a kind of technological principle as well.
- 14:03Id gives away portions of their games. They also license their
- 14:07game engines, albeit with mixed results early on. We see an
- 14:12early fascination with Mars in Commander Keen and in Dangerous
- 14:15Dave, both gore and shotguns. Id's first first person shooter
- 14:27is a game called Hovertank one, released on 05/31/1991.
- 14:32For Hovertank, John Carmack wrote id's first three d
- 14:36rendering game engine in only two months. They'd refine their
- 14:42first person and three d rendering approach over the next
- 14:45six months in Catacombs three d, in which Carmack would implement
- 14:50texture mapping, a technique where the game engine maps the
- 14:53three d level model with two d images. In catacombs three d, id
- 14:58also introduces a hand, bottom center screen to represent the
- 15:04player character. Id's first significant FPS is Wolfenstein
- 15:10three d, an homage to nineteen eighty one's Nazi infiltration
- 15:15classic Castle Wolfenstein. They bought the IP rights for Castle
- 15:19Wolfenstein for $5,000 after Carmack had already started work
- 15:24on a revamped engine.
- 15:25And this engine had two notable additions, the ability to add
- 15:29secret areas and an emphasis on speed. Id wanted this game to be
- 15:36fast. They released the first episode of Wolfenstein three d
- 15:41as shareware in May 1992. It was a smash. They did nearly a
- 15:47quarter of $1,000,000 in sales on the commercial episodes in
- 15:51the first month.
- 15:53All in, the engine and shareware episodes took four months to
- 15:57develop and the remaining five commercial episodes took a month
- 16:02and a half. Not a terrible outcome for six months of work.
- 16:08By the fall, around the time an additional retail episode of
- 16:11Wolfenstein three d is about to launch, John Romero notices
- 16:15something. He writes, we soon found out that some rather
- 16:18enterprising hackers had figured out how to extract and
- 16:22decompress the levels from Wolfenstein three d and modify
- 16:26them. This was a big surprise to us.
- 16:29Not only was it a lot of work, but it required a high degree of
- 16:33technical expertise to hack the Wolfenstein three d executable
- 16:37and get the maps decompressed. Soon after, several map editors
- 16:41appeared on the Internet and people were busy making levels
- 16:45and expanding the base game. The era of modding our games had
- 16:51begun. Kushner writes that while Carmack and Romero did worry
- 16:56about the possibility someone may use their game engine to
- 16:59sell modifications, they tabled the issue. They were hard at
- 17:03work on the final episodes of Wolfenstein three d and in early
- 17:07development for the engine of their next title, a military
- 17:11themed demon slaying action game.
- 17:16Doom comes together as a culmination of everything id has
- 17:21learned up until this point. CarMax engine makes use of more
- 17:25advanced three d rendering techniques built upon what he
- 17:28learned with catacombs and hover tank one. He improves upon his
- 17:32texture mapping techniques. He focuses on the speed and feel of
- 17:36the game and provides the ability to hide things within
- 17:40maps. Romero builds a level editor called DoomEd that allows
- 17:45him to quickly design levels for CarMax engine as well as place
- 17:49enemies and things inside those levels.
- 17:52The whole team sought to make a visceral experience. Romero
- 17:57claims that levels were subject to thousands of playthroughs
- 18:00during design. With designer Tom Hall and artist Adrian Carmack,
- 18:04they all pulled together themes, objects, and ideas from all of
- 18:07their previous games, shotguns, ghosts, demons, gore, aliens, a
- 18:12first person perspective, and they develop a master design
- 18:15document called the Doom Bible. And then they decided early on
- 18:21that since people would modify this game, no question, why not
- 18:26just let them? Romero writes that amongst all of the
- 18:31features, Doom being an open game was the most important to
- 18:37them.
- 18:38It was, in a way, an homage to homages, itself built to
- 18:43encourage the creation of further derivative works. And of
- 18:47course, the first episode of Doom would be distributed as
- 18:50shareware. Hell came to Earth via FTP on 12/10/1993. So many
- 19:00people were waiting to download the game that the sysadmins
- 19:04needed to reconfigure the server. Id had to demand that
- 19:08fans log off in order to reliably upload the installer.
- 19:14Thousands of people downloaded it. In the following weeks, id
- 19:17would make $50,000 a day in direct sales. Game press reviews
- 19:23were glowing. Compute Magazine called it a quote graphic
- 19:27extravaganza that's completely free of the kinds of redeeming
- 19:31societal values found in sim health. Computer Gaming World
- 19:35wrote that quote, Doom represents a huge technical
- 19:39improvement over id's earlier titles, giving the gamers what
- 19:43they asked for and the industry a new benchmark.
- 19:48In PC Gamer, what makes Doom so special? Simplicity, realism,
- 19:53and profound carnage. Doom unseated Myst as the number one
- 19:59worldwide game on Usenet, Posts on alt.games.doom, the freshly
- 20:05minted news group for Doom players, read things like Doom
- 20:09is thoroughly excellent. I've tried Doom at a local computer
- 20:13store, and I find myself nearly addicted. Oh, wow.
- 20:17Oh, wow. Oh, wow. Oh, wow. Ad infinitum. Ad nauseam?
- 20:22What a great freaking game. I cannot wait to play deathmatch.
- 20:26TM question mark? Players were having all kinds of new
- 20:31experiences. Sawing through a demon torso with a chainsaw,
- 20:35yes.
- 20:35But also a number of things that would go on to become major
- 20:39pillars of gaming. Doom was one of the first early broadly
- 20:44popular games to support both co op and versus multiplayer at
- 20:49first via a LAN and then via dial up. As such, many people
- 20:53draw a line directly from Doom to esports today. Doom also
- 20:58included a par time for each level suggesting that players
- 21:02could race the clock to finish each area as quickly as
- 21:06possible, an early precursor to speedruns. Doom also allows
- 21:10players to record keystrokes and share their playthroughs.
- 21:14A predecessor in some views to let's plays and modern game
- 21:18streaming. And finally, within two weeks of release, id had
- 21:25also published details about how their game design or WAD for
- 21:30where's all the data files were structured. The first complete
- 21:35fan made level editor, Doom Editing Utilities or DEU, is
- 21:40released on 01/26/1994, only forty seven days after Doom
- 21:47itself. You can even go to a Usenet archive and pull up
- 21:50threads of people talking about building editors and what to use
- 21:54them for. A Hunt on 01/12/1994 writes, I think the Doom engine
- 22:02could be used very effectively for things other than the maze
- 22:05shoot them ups, which I love.
- 22:07How about football first person? The Doom engine limitations
- 22:11should not be a problem, vertical views, etcetera. The
- 22:15mountains could be a stadium. Replace the multitude of
- 22:19monsters with more views of teammates. Hockey too.
- 22:24The rollerblade feel of the movements on a fast machine
- 22:28already show the graphics speed wouldn't be a problem. Just you
- 22:34wait a hunt. Just you wait. Then in only the amount of time it
- 22:42takes to get to Mars using the Hohmann maneuver, Doom two Hell
- 22:46on Earth is released. Doom two is retail only and it hits the
- 22:51shelves 10/10/1994.
- 22:54It was developed in much the same manner and with many of the
- 22:57same tools as the first Doom, but it's bigger with more guns
- 23:01and more demons. And I can tell you exactly where I got this
- 23:04one. Babbage's in the Natick Mall with a paper gift
- 23:08certificate I got for my birthday. In early nineteen
- 23:13ninety five, the source code for both Doom games is released
- 23:17under a noncommercial Doom license. These were Linux
- 23:21versions of the code given the use of proprietary audio
- 23:24software in the MS DOS versions.
- 23:27On 10/03/1999, the licenses for each are converted to full new
- 23:33general public licenses, which requires all work made using the
- 23:37code to be released under the same license. It's at this
- 23:42point, all of the technical pieces are in the world,
- 23:47available by design for anyone to use, and it was required that
- 23:52if you did so, you also share your work. Hundreds, maybe
- 24:02thousands of pieces of software using Doom's code have followed
- 24:06since. Mods, user made levels, total conversions, where it
- 24:11sorta seems like you're playing a whole different game, source
- 24:14ports, and more. It's a branching rhizome of projects
- 24:18that assure that no matter what your system, it can run Doom,
- 24:23often with more features and greater fidelity than the
- 24:27original.
- 24:28A vibrant community of hackers, modders, and artists are doing
- 24:32exactly what id designed their game to do, run well and be
- 24:37shared. We're gonna take a quick break. You're gonna listen to
- 24:44some ads unless you're on the member feed. And when we return,
- 24:47we're gonna talk to two game designers, a nuclear physicist,
- 24:51and a composer about what people are making with Doom and why
- 24:57exactly they're making it with Doom. Doom is small.
- 25:12Like, the actual size of the game. It's tiny. I'm looking at
- 25:15the files for both Doom and Doom two right now, and they're 11
- 25:18megs and 16 megs respectively. That's smaller than some photos
- 25:23I've taken with my phone. So before you even get started
- 25:27making things with it, Doom itself is very portable, and
- 25:32boy, howdy, has it been ported.
- 25:35Xaser Acheron: Back whenever Doom source code was released,
- 25:38like, we're talking the nineties. Right? A lot of people
- 25:40were just like, oh my gosh. This is the coolest thing ever.
- 25:42Let's, like, update the game.
- 25:43Mike Rugnetta: That's Zazer with an x, Acheron.
- 25:46Xaser Acheron: I currently work at Nightdive Studios as a game
- 25:48developer, but I've basically been plugged into the Doom
- 25:51community for twenty plus years, which is crazy, doing
- 25:55programming, level design, art, music, all sorts of Doom mod
- 26:00stuff.
- 26:01Mike Rugnetta: Zayzer is thanked by name at the end of John
- 26:03Romero's book. And though I know it will slightly embarrass him,
- 26:06I am going to mention that the Doom Wiki describes him as,
- 26:09quote, the Doom community's truest polymath. He really has
- 26:14done a bit of everything. So I wanted to ask him to help me
- 26:18understand the finer details of why Doom will run on a Sony
- 26:23PocketStation memory card. The explanation begins with one of
- 26:27Doom's early source ports.
- 26:29Meaning, someone takes the engine source code and modifies
- 26:33it to run on a different type of system. Crucially, this isn't
- 26:38necessarily the game itself, but the software that runs the game.
- 26:42So a source port can run Doom, but it can also run
- 26:45modifications of Doom.
- 26:47Xaser Acheron: And one of the earlier ports that ended up
- 26:50sticking around for a long, long, long, long, long time was
- 26:52called ZDoom, And it was just done by someone named Marissa
- 26:56Hite. She just was like, hey. I wanna make a Doom source port
- 26:58and did it for years. And the thing that drew people to it was
- 27:04it started adding a ton and ton a ton of modding features. Like,
- 27:07the earlier Doom source ports, a lot of them started focusing on,
- 27:11like, visual fidelity.
- 27:13So, like, earlier versions of Edge, which also had a lot of
- 27:16modding features, JDom, Doomsday, and ZDoom, they all
- 27:21had things like, hey. You could play it at high resolution, and,
- 27:23oh, we're adding a couple little features like jumping and
- 27:25things, and there's glowy lights and dynamic stuff. There are
- 27:29some early OpenGL ports.
- 27:30Mike Rugnetta: This continues until today, literally. Since
- 27:34the mid nineties, there have been legions of people, Zazer
- 27:37included, who exert Olympus Mons amounts of effort to ensure that
- 27:43Doom runs and runs well. It would be a project all its own
- 27:49to recount the history and lineage of every Doom source
- 27:52port. There have been many. They are constantly being improved
- 27:57and extended.
- 27:58And in fact, the newest major source port called u z Doom was
- 28:03updated eleven hours ago at time of writing. So running Doom,
- 28:09very easy, which is to say nothing of the fact that
- 28:13Xaser Acheron: Doom is incredibly easy to make content
- 28:16for. Like, you can have zero experience doing anything in
- 28:20resembling game design, and you can install Ultimate Doom
- 28:24Builder and make a Doom map and test it and do that within ten
- 28:28or fifteen minutes. I literally tell people, hey. If you wanna
- 28:31get into game design and you're brand new to it, install a Doom
- 28:36editor. Like, that's that sounds weird.
- 28:37Right? Like, wait. I wanna make a game. I wanna make my own
- 28:40game. Why would I want to make a mod for something else?
- 28:42Right? Well, the reason why is because if you want to make a
- 28:45game, what you actually need to do is, like, 20 different
- 28:49things. Like, oh, you gotta pick an engine, and you maybe have to
- 28:52be a programmer, and you gotta figure out what things to
- 28:54install if you're using Unity. And then you have to figure out,
- 28:55oh, am I a level designer now? Am I an artist?
- 28:57What am I doing for? Okay. If you wanna make a doom app,
- 29:00here's what you do. Draw some lines in an editor and play
- 29:02around, and then hit the test button. It works.
- 29:06Mike Rugnetta: I don't know if you've ever opened Unity or
- 29:09Unreal Engine. I've spent a fair amount of time in each just as a
- 29:13hobbyist. And for beginner, the experience is not unlike looking
- 29:17into the cockpit of an airplane through a kaleidoscope. It's
- 29:21tough to even get started and getting to a point where you can
- 29:24play around represents a kind of opportunity cost. There's an
- 29:29inherent risk assumed until you're well versed in the
- 29:33software.
- 29:34And Zazer's conjecture is, this is not the case with Doom. You
- 29:38wanna try something out? Go to hell. I took his advice, and I
- 29:43thought, okay. Let's say I wanna make a version of this episode
- 29:47that's playable as a level of doom.
- 29:51How long would it take to get on my way? Not faffing about with
- 29:55files or menus, but actually making and testing something. So
- 30:00I downloaded u z doom and a level editor, and I timed
- 30:03myself. It took six minutes before I was pushing Doomguy
- 30:10around inside a map that I designed. I mean, it was a very
- 30:13simple map, but I I made it.
- 30:18Doom, the set of tools for building games, exhibits the
- 30:21same kind of speed and responsiveness as Doom the game.
- 30:27Its lack of fussiness verges on almost magical in 2026. The
- 30:33first time I sat down to make something in Doom felt so
- 30:38similar to the first time I sat down to play Doom. A few menu
- 30:43clicks and suddenly, oh my god. Is this for real?
- 30:49My brain chemistry forever altered.
- 30:52Bijan Stephen: Again, I do think this is tied to early computing
- 30:55and early internet culture. Like, are these are very, like,
- 30:58specific times and places with very specific culture.
- 31:02Mike Rugnetta: This is Bijan Steven. You may remember him
- 31:04from the first episode of Never Post. He's a video game writer
- 31:07at Compulsion Games and a music critic for the nation.
- 31:11Bijan Stephen: And a player on Fun City Ventures, the best
- 31:13tabletop role playing game podcast that you've never heard
- 31:16of.
- 31:18Mike Rugnetta: Cesar told us how. Bijan is gonna tell us why.
- 31:23What about Doom inspires all this experimentation and
- 31:27extension? All the technological factors stipulated why this game
- 31:32in particular.
- 31:34Bijan Stephen: Doom became part of the culture because it was
- 31:36something that everyone was playing, and it was something
- 31:39that everyone had access to, and it was something that you could
- 31:42mess with, like, very easily. So it became this natural fit. And
- 31:46then those those, you know, those forums and videos and
- 31:49whatever, all of that stuff, like, filtered in like, filtered
- 31:53down to the next generation online. And it's like the the
- 31:56designers are daring you to break it. They're daring you to
- 32:00do stuff with it that they didn't expect.
- 32:02Why else would they open source the engine? Why else would they
- 32:05ship it with demos? They gave us the tools and they they gave us,
- 32:08like, the tool the paints and the brushes and the easel and
- 32:12the canvas, and they expected us to get get to work. That's what
- 32:15it was. But video games are interesting because again, they
- 32:19are prescribed experiences.
- 32:21They they are there is a beginning, middle, and an end
- 32:25that has been set down and thought about by the designers.
- 32:27Right? But the thing that Doom sort of posited in a very early
- 32:33stage in this development of games was, like, what if that
- 32:36wasn't the end? What if what if we our vision for this wasn't
- 32:40actually what this game is? And if the further we get from its
- 32:43origins, the funnier it gets.
- 32:44Like, what do you like, why are you still doing this? But I
- 32:47think I mean, it's it's it's not because it's like the designers
- 32:51and developers sort of intended for you to fuck with it, but,
- 32:53like, did they mean did did they really think that you were gonna
- 32:56do this with it? I don't know. It's it's I I think it's really
- 32:59hard to say. This is like it's like you're you're asking
- 33:01questions about the human spirit, and I don't know how to
- 33:03answer them.
- 33:05Mike Rugnetta: Bijan posits, I think, a kind of doom, a
- 33:09metagame, which doesn't involve military bases on Mars,
- 33:13cacademons, chainsaws as much as it involves an IDE, GitHub, and
- 33:18Discord. Urdoom has one goal, the creation of more doom, and
- 33:24there's no win condition because there is always more doom to be
- 33:27made. It would again be a project all its own to list even
- 33:321% of the incredible mods and conversions of Doom, but we will
- 33:37at least fulfill some of a hunt's wishes. Z football is a
- 33:442,004 mod build as, quote, the first complete soccer themed
- 33:50total conversion for z doom. Doom hockey is, exactly what it
- 33:56sounds like and multiplayer.
- 33:58Hellshots is a game where in place of a gun, Doomguy holds a
- 34:02putter or a wedge or an iron. That's right. It's Doom Golf.
- 34:07Doom the gallery experience trades the plasma rifle for a
- 34:11red wine glass and the armor power ups for cheese. And yes,
- 34:15you do exit through the gift shop.
- 34:17Doctor Robotnik's ring racers is, get ready, a Sonic themed
- 34:21tournament tuned Mario Kart style racing game built on Doom
- 34:27Legacy. Its website reads, quote, Ring Racers is not a
- 34:32pickup and play experience. If you aren't already a racing
- 34:35fanatic, the learning curve will be quite steep, end quote. And
- 34:42perhaps the most famous is a surreal survival horror maze
- 34:46discovery game called my house dot wad, which Bijan describes
- 34:51as
- 34:51Bijan Stephen: One of the best Doom things I've ever seen. It's
- 34:56unbelievable. Somebody tried to do House of Leaves with Doom.
- 34:59What? Like and then they succeeded.
- 35:02That's the crazier part. It it it is genuinely unnerving. It is
- 35:06so strange. Because again, Doom, the way Doom looks is very
- 35:10specific. And the way that the person making my house dot wad
- 35:13understood they they understood how Doom looked and how Doom
- 35:16felt and they made it feel eerie if you've ever played Doom,
- 35:19which I think again, it feels like a love letter to a
- 35:22community.
- 35:22It feels like very specific to a very time and place and specific
- 35:26to a certain group of people who like are very aware of this
- 35:30thing that they're doing and this thing that they're playing.
- 35:32Mike Rugnetta: The way Doom looks is very specific, but so
- 35:36is the way Doom runs. Doom does not require a GPU. It runs
- 35:41entirely on the processor. Meaning, unlike many modern
- 35:44games, it doesn't need specialized hardware. The code
- 35:49is also, as discussed, very well optimized.
- 35:52It's also written in c, which while sort of old fashioned, is
- 35:56straightforward for most systems to compile or interpret. So,
- 36:01basically, what this all means is that when you ask a computer,
- 36:04whatever computer, to run Doom, you're only giving it one job,
- 36:09run Doom. And it doesn't really take much of a computer to do
- 36:13that. Embedded software,
- 36:17Xaser Acheron: you're gonna you're gonna program and see.
- 36:19Like, that's that is the root foundation that almost every
- 36:21device ever that isn't a desktop PC is gonna use. So that by
- 36:26itself is already a massive chunk that allows you to take
- 36:29Doom and compile it for your thing of choice. And and the
- 36:33fact that it's, you know, was designed to run on what a three
- 36:37eighty six well, four eighty six if you had infinite money back
- 36:41in the early nineties means that you could run it on a potato
- 36:45because your your modern embedded device probably is
- 36:47gonna be a little bit more powerful than what they had back
- 36:49then. So, yeah, you're gonna be fine.
- 36:51Bijan Stephen: The the history of doom is also is also the
- 36:53history of technology because it is everywhere we go. Somebody's
- 36:57putting Doom on it no matter what, like, whatever we make. It
- 37:00also, I think, has sort of become like a minimal like, the
- 37:02the minimum viable computer can run Doom, which is how it was
- 37:06designed. And I think that's sort of like it's almost like
- 37:09proving that it's a computer.
- 37:10Mike Rugnetta: Doom has more or less grown up in the myriad ways
- 37:14it has alongside computing as a commercial enterprise and
- 37:19computers as consumer products and the Internet as social
- 37:23infrastructure and communities of people using all of those
- 37:26things to make media and art and jokes. So why Doom? It was
- 37:34popular. It was available. It was made to be shared.
- 37:38Homage is in its guts, which are also maybe splattered on a
- 37:43nearby wall. Its usage as raw material was not only
- 37:47encouraged, but supported by its authors and the community of
- 37:52people who grew around their work. Going back to the Usenet,
- 37:55there are countless discussions like with many games at the time
- 37:59asking, does Doom run on this system or this system or this
- 38:05configuration? And people working to discover that the
- 38:08answer, unlike with many games at the time, was often yes, if
- 38:14with a little bit of tinkering. It's very easy to imagine then
- 38:18how someone might eventually stand in front of a GE vivid s
- 38:24five ultrasound scanning machine and think, I bet I can get that
- 38:31to play doom.
- 38:33As an aside, though, that is maybe not something that you
- 38:35should voice aloud while standing in front of a GE vivid
- 38:41s five ultrasound scanning machine. In the last and final
- 38:46act of this episode, we're gonna talk to two people who make
- 38:49things professionally and occasionally do so with Doom.
- 38:55Throughout all of this, I've not stopped wondering, don't the
- 38:59guns and gore and demons make it harder to use Doom, why not
- 39:06start from scratch or with something that has less
- 39:11significance or meaning? Why choose to engage with Doom's
- 39:17baggage?
- 39:41John Matter: There's a WAD where if I remember correctly, the big
- 39:45bad is Margaret Thatcher. Yeah. Makes me think of that clip. I
- 39:52don't know. Have have you seen that clip of this this old
- 39:54British woman at Thatcher's funeral?
- 39:57Matthew Gantt: Not a bit of good. Not a bit. I put a stick
- 40:00through her heart and garlic around her neck to make sure she
- 40:03never come back.
- 40:07John Matter: Hello. My name is John Matter. I'm a nuclear
- 40:10physicist turned software developer.
- 40:12Mike Rugnetta: I know John from Weird Music Internet and from
- 40:15their string of public experimentations with Doom.
- 40:18John Matter: I think the most recent thing I did was playing
- 40:22Doom on a monom grid, which isn't really Doom modding
- 40:26itself, but it is part of this like, can it play Doom thing. So
- 40:31I wrote a max patch that takes video, massages it so that it
- 40:37displays on a grid. This, you know, matrix of LEDs with
- 40:42variable brightness.
- 40:44Mike Rugnetta: I wanted to chat with a couple people who use
- 40:46Doom not just as a game or a development environment, but as
- 40:50a kind of medium for weirder ideas. Ones that might involve
- 40:55say, Maggie, no such thing as society thatcher. John likens
- 41:00Doom to a performance practice or a genre almost.
- 41:04John Matter: I think it kind of fits into a similar, I don't
- 41:07know, heritage as like jazz or folk. You know, it's this kind
- 41:12of shared context where people can play with existing tools or
- 41:17idioms or memes, whatever. There's just this shared
- 41:22material that you can borrow from and build on and just do
- 41:25something with.
- 41:27Mike Rugnetta: Doom, in this view, isn't so much a game or a
- 41:30program as it is charts, chord changes, or as Bijan said,
- 41:35paints and brushes. The software doesn't represent the end of
- 41:38some creative endeavor, but its beginning. Id has said, here's
- 41:43the first thing we made with these tools. You use these
- 41:47ideas. Use these materials.
- 41:49You make the next thing. And that is just not how things are
- 41:55usually done, especially not today and especially not in
- 41:59media and technology.
- 42:01John Matter: Doom is interesting to me because it's kind of the
- 42:03opposite of an NFT. Like an NFT is a thing that encloses
- 42:08artistic expression. It commodifies it. It takes this
- 42:11thing that anybody could duplicate and play around with
- 42:14and it just says, nope. Here it's this finite resource that
- 42:18has to be exchanged for money.
- 42:21But Doom kind of resists that because it plays on, you know,
- 42:27so many pieces of hardware. Maybe some of the appeal of Doom
- 42:31is that it's just focused on being this weird charming little
- 42:36shooter as opposed to something that can expand and, you know,
- 42:42get more and more bloated as we think of new ways to monetize
- 42:45it. Like, maybe that's the appeal is that it's just a game
- 42:48where you can do stupid stuff and have that be the end result.
- 42:53Mike Rugnetta: I think that is also John subtly roasting me for
- 42:56asking questions about the human spirit. But the point here is
- 42:59that it's meaningful that this unenclosable territory exists.
- 43:05Doom, unlike many of our beloved things, remains isolated from
- 43:10private equity, from corporate control, from software as a
- 43:14service, and planned obsolescence. It is subject to
- 43:18the whims and drama of the open source community, which, you
- 43:23know, is not nothing, but I will take that drama over
- 43:27shareholders any day.
- 43:29John Matter: Yeah. Nobody's doing microtransactions in doom.
- 43:33And if they are, I'd plead look inward. What is yours? I I
- 43:37you're concerned for the the the safety of your eternal soul.
- 43:46Mike Rugnetta: What all of this adds up to, I think, is that
- 43:49your various art and technology hooligans feel safe making
- 43:55things for and in and with doom. There is good reason to believe
- 44:01that the software will persist, be easy to get up and running,
- 44:06support all kinds of weird ideas, and the opportunity cost
- 44:10of experimentation will remain extremely low.
- 44:15Matthew Gantt: I've been teaching myself to to make Doom
- 44:17mods, rather than making new content or new levels, but
- 44:20actually to modify the the audio functionality to send out MIDI
- 44:24hooks to to a synthesizer, to MaximSP. And the idea then
- 44:28recasting Doom as a kind of instrument or kinetic sound
- 44:32sculpture environment. Yeah. That's Matthew Gant. I'm a
- 44:36composer, dirtbag game scholar.
- 44:41Let me try this again. I'm failing miserably. I'm a
- 44:45composer, artist, faux game scholar, enthusiastic cave
- 44:50person, doing a lot of work with experimental music, game
- 44:54engines, and virtual reality.
- 44:55Mike Rugnetta: I'm a big fan of Matthew's work. I have been for
- 44:57a long time. And over the last number of years, he's
- 45:00incorporated more and more video game technology into his
- 45:04composition process. Unity, Unreal Engine, Doom. I was
- 45:09curious to ask Matthew what he found meaningful about Doom in
- 45:14particular, and specifically, how much it matters for him that
- 45:18Doom is Doom.
- 45:21Like, does it matter that this is a game about demons and hell
- 45:25and guns and a marine and sick MIDI guitar riffs? It turns out
- 45:30that the answer is, yeah, kinda.
- 45:33Matthew Gantt: All of these things take on this associative
- 45:35baggage. Now I don't wanna call it a whole Duchampian ready made
- 45:38thing, but it's just nested layers of association. So the
- 45:42fact that it is both very awesome and very iconic, but
- 45:46also very derivative simultaneously, It it it feels
- 45:49really interesting to me. You know, I guess this happens with
- 45:51really any media or a medium of anything, you know, in the
- 45:55world, you know, has both like a functional quality. You know,
- 45:57what can it do?
- 45:58What are the affordances? And and, you know, an associative
- 46:00quality. You know, what does it signify, you know, culturally,
- 46:03aesthetically, conceptually? And, you know, and Doom is kind
- 46:06of like right there, you know, a great example, you know, very
- 46:08very very aura heavy in both. Right?
- 46:11You know, it's not you know, it wasn't the original FPS, you
- 46:14know, but, you know, somehow it is just more iconic than, you
- 46:18know, something like Wolfenstein or Duke Nukem. You know, may
- 46:20maybe just because it did reach a larger audience, maybe because
- 46:23it was just a little more polished, what have you.
- 46:25Mike Rugnetta: The way it looks, the way it sounds, how playing
- 46:28it feels, It is undeniably an old game, open parenthesis,
- 46:33complimentary, close parenthesis. And this fact
- 46:36becomes inseparable from the fundamental offering of whatever
- 46:40you make using Doom. The work itself will always be in
- 46:45conversation with everything everyone knows and thinks and
- 46:50feels about doom. Matthew likened this to something his
- 46:55composition professor, composer Morten Subotnick, said about the
- 46:59structure of writing music.
- 47:01Matthew Gantt: I remember he was telling me. He was like,
- 47:04composition is like well, I think the comparison is like
- 47:06telling a joke, essentially. And essentially, if the punch line
- 47:09is or if the setup is so obvious that you already know the punch
- 47:12line, you know, it doesn't work because, you know, who cares?
- 47:15And if the setup is sort of so non sequitur that, you know, you
- 47:19hear the punch line and there's no connection, you can't drive
- 47:22meaning from it, you know, just as bad. So the key thing is
- 47:25establishing some sort of legibility and then subverting
- 47:28the legibility.
- 47:29Mike Rugnetta: Doom is exceedingly legible, which makes
- 47:33subverting it easy. It's also a game about demons, which makes
- 47:38subverting it fun. Doom Golf? Incredible. Doom Modular
- 47:43Synthesizer?
- 47:44Hell yeah, brother. Pulling these things out of Doom's
- 47:51source code is a punchline to the ultraviolet open source
- 47:56setup. The impact of that punchline is often augmented by
- 48:01Doom's limited nature. It's an old game and there's a lot it
- 48:05can't do. And this might make you think as a tool, it's
- 48:10restrictive.
- 48:11But Matthew explains how it's actually quite freeing.
- 48:15Matthew Gantt: You know, thinking about this kind of like
- 48:16why doom? And and maybe this is a little bit left field, do you
- 48:20know that composer Mark Fell by any chance? Are you Mark Fell
- 48:22head?
- 48:23Mike Rugnetta: I am, in fact, a huge Fell head. I just recently
- 48:26reread Mark Fell's book, Structure and Synthesis. It's
- 48:30one of my favorite treatises on the creative process. Fell
- 48:33writes mostly about making music with computers, but much of
- 48:38what's in the book could just as well be about making things with
- 48:42doom.
- 48:43Matthew Gantt: There's this great quote where he's talking
- 48:44about, you know, the way artists tend to deal with technology,
- 48:47and they think they say, you know, we we all want an open
- 48:50system. Everyone says they want an open system, But what they
- 48:52really want is they wanna use that open system to design a
- 48:55closed system that just has the affordances that they need and
- 48:58and play within that limited thing.
- 49:00John Matter: You know,
- 49:00Matthew Gantt: that it gives you a limitation to push against.
- 49:02Mike Rugnetta: Thel takes issue with some artists' insistence
- 49:06that technology not guide their creative process. But how else,
- 49:13he argues, could it be guided? The tools at hand structure a
- 49:19dialogue out of which is born the work. It's the technology
- 49:25which enables and constrains and informs the creation of
- 49:31artworks. And when those tools have no constraint, it becomes
- 49:37that much harder to make something.
- 49:39When one can make anything, it is often easier to just make
- 49:45nothing, especially as a lone artist with an individual
- 49:49practice. Doom is a bounded tool for the creation of games,
- 49:55media, music, technology, and even Doom itself. Doom is almost
- 50:00like Computation's Giant Steps, the jazz tune by John Coltrane.
- 50:05It's a time tested standard, an instructive ledger of moves,
- 50:11something to be referenced and recombined endlessly. And people
- 50:16have been using it to do just that for decades with no sign of
- 50:20slowing down, and it's all free.
- 50:24You can go, you can download u z doom and the level editor right
- 50:29now and make something that plugs directly into this massive
- 50:33and massively participatory history today. You will not have
- 50:40to spend a single dollar. You will not have to create an
- 50:43account. You will not have to log in or even give your email
- 50:47address. You will not have to disable AI features.
- 50:50The software will not show you ads. You will not need to fill
- 50:55out a survey about your experience. All you have to do
- 51:02is share what you make with others. Thank you so much to
- 51:24Zazer, Bijan, John, and Matthew. You can find links to all of
- 51:29their work in the show notes, and
- 51:31Matthew Gantt: I
- 51:31Mike Rugnetta: highly highly highly recommend that you do.
- 51:35Thanks also to Nash Muhandis, Lane Nooney, and Dominic
- 51:39Torreson for their help with this episode. So I hinted at
- 51:42this a couple times, throughout this piece, but everyone we
- 51:46spoke to for this episode said at some point when I asked them
- 51:51a question, well, jeez, you could write a whole book just
- 51:54about that. And so I don't know. We might try.
- 51:59So I'm curious. Hey. Would you read a short book about how Doom
- 52:07became a piece of technology for experimentation in art and
- 52:12media? Because, I mean, I would like to write that book, but
- 52:16only if someone would read it. So I don't know.
- 52:18Let let me know. I also, in this episode, did not get to talk
- 52:24about Quake, which is arguably even more modifiable than Doom.
- 52:30So I think what we're gonna do is schedule some streams so we
- 52:34can see some of these modifications. You can watch me
- 52:36play them. I can tell you how to get them up and running, and
- 52:38we'll also talk a little bit more about Quake and how it,
- 52:42both fits into and extends and in some ways is an alternative,
- 52:46to some of the things that we talked about.
- 52:48So, if you aren't already, make sure that you are subscribed to
- 52:53the mailing list, because that is where, most likely we will,
- 52:57first announce, when those things will be once we get them
- 53:00scheduled. And hey, finally, perhaps most importantly, have
- 53:04you made something in Doom? Because if so, I would love to
- 53:09know about it. You can call us. You can leave us a voice memo.
- 53:12You can leave us a voice mail. You can send us an email. You
- 53:15can leave a comment on the website. Any of the ways that
- 53:18you can get a hold of us, they're all in the show notes.
- 53:20Tell me about the crazy things you've done in Doom.
- 53:23I want to hear about them, please. That is the show I have
- 53:51for you this week. We will be back here in the main feed on or
- 53:54around Thursday, June 4. Did you enjoy this episode about Doom? I
- 54:01enjoyed making it and I would love to make more heavily
- 54:04researched segments like this one to help me and the rest of
- 54:07the Never Post crew spend more time making more Never Post more
- 54:13for just four dollars a month.
- 54:16A wild deal for the stuff we're putting out, if I'm being
- 54:18completely honest. You can head over to neverpo.st and become a
- 54:22member today. Never Post's producers are Audrey Evans,
- 54:26Georgia Hampton, and the mysterious doctor first name,
- 54:28last name. Our senior producer is Hans Buto. Our executive
- 54:31producer is Jason Oberholtzer.
- 54:33The show's host, that's me, is Mike Rignetta. I got a tattoo of
- 54:40God. You can't see it, but it's everywhere. If I seem out of it,
- 54:44do the math. I was put on earth.
- 54:46And then you were making up your feet as you went along. New thin
- 54:50spoke clanks the spank bank. New emoticon makes a hollow scene.
- 54:55Excerpt of Money Bin by Michael Robbins. Never Post is a
- 55:00production of Charts and Leisure and it's distributed by
- 55:03Radiotopia.