First of all, I'm hugely excited for Doom 4 (I'm going to call it Doom 4 in this thread for the sake of clarity). I'm a huge fan of the games and the first two are still ranked among my favourite games of all time. I have only recently (in the past few months) got back into the Doom games; before that I hadn't played them since I was a kid and the games were relatively new.
Admittedly, I have yet to play Doom 3, though I have seen plenty of walkthroughs of the game and I am very familiar with what the game is all about. It has never been a game that looked exciting enough for me to actually play it, but with the knowledge that Doom 4 is a real thing, I'm going make sure that I've played it before the release of Doom 4 itself.
Things I don't like about Doom 3
Though I haven't actually had first-hand experience of playing Doom 3, I do have opinions and observations that I'd like to talk about. Before I do, I'd just like to point out that I'm not trashing the game in any way, shape or form; I'm simply talking about some of the ways in which Doom 3 was designed that I'd like to see reconsidered for Doom 4.
So here are some of the things which don't appeal to me about the game:
1) It seems very slow-paced compared to that of the first two games.
The dimensions of the player and enemies relative to the dimsnesions of the sorroundings make for a claustrophobic experience. There's a lack of space for movement compared to Doom 1 and Doom 2, and that lack of space makes for combat which is focused more around standing still and shooting, as opposed to moving around and shooting. In Dooms 1 and 2, movement was a big deal when it came to travelling around hordes of enemies and making sure to strafe out of the way of incoming shots, but that experience seems to be severely diminished in Doom 3.
Due to the lack of space, there seem to be less enemies in each space during the average encounter, and less space to move anywhere but backwards. The gameplay seems to revolve more around the idea of: 'Move foward. See enemy. Stand still and shoot the enemy. Move forward', as opposed to: 'Move forward. See enemies. Make use of the space in the area to run around the enemies. Kill enemies. Move onto next area'.
Don't get me wrong, a claustrophobic experience is not in itself a bad thing; claustrophobia lends well to games that are about horror and a sense of being trapped. However, I don't feel that the original Doom games were ever anything to do with these things. More importantly, I feel that the things which the original Doom games were about are actually in direct contrast to the things which make for a typical claustrophobic horror experience.
If there were to be spin-off titles for Doom, then I feel a game like Doom 3 - where the overall feel is remarkably different - would be more appropriate. Spin-off titles could fill unique niches while retaining the canonical aspect of the franchise.
Another reason for the slow pace of the game is the base movement speed being very low. This of course relates directly to the previously discussed aspect of the game, which was the dimsnesions of the player vs the dimensions of the environment.
When movement is slow, encounters come down more to killing your enemy before they can kill you where you stand. When movement is fast, encounters come down to killing and moving all at the same time. This is by no means something that's completely unique to the first two Doom games, but it is something which makes them play the way they do.
2) It lacks the fantasy/otherworldly undertones that were ever-present in the first two games.
Due to the greatly improved graphical fidelity in Doom 3, it felt like an opportunity to bring the otherwordly artwork and environments to life; to use the extra geometry, detail and lighting to emphasise the different textures and structures that we might see in a hellish, unworldly, Doom-like environment.
Instead, it feels like almost every environment consists of mostly metal and, well... metal. Am I the only one who feels this way? It's just something that doesn't appeal to me about Doom 3.
It doesn't feel so much like you're travelling around various unique, overtaken-by-hell environments.
Also, everything is so dark - like, all the time. Of course, this lends to the idea of creating a claustrophobic horror envinroment, but that's not how I think Doom should be designed.
3) The enemies aren't recognisable.
The designs of the enemies were changed so much that most of them were barely recognisable. The original designs were icnoc, and I would have thought that the best option for Doom 3 would have been to improve on the designs in a way which maintained the overall look and design. Instead, it felt like a set of completely new enemies.
I fully expect a modernization and improvement in design for the enemies, however I do not expect for the enemies to become unrecognizable in the process.
OK, so here are the don'ts for Doom 4:
1) Don't 'modernize' the game - with features like forced lowering of weapons while sprinting - if the inclusion of those features come at the expense of the things which made Doom play like Doom.
I don't want to have to sacrifice my ability to shoot just so that I can move at top speed. One of the cool things about Doom was the ability to sprint and maintain full shooting ability at the same time. Also, strafing speed wasn't slowed down. Sprint/lowered weapons wouldn't actually add anything to the game, it would only take away from what we could already do, slowing down gameplay in the process.
2) Don't hold the players' hands throughout the game.
Hand-holding is a common part of modern game design philosophy and I'm hoping Doom 4 doesn't do too much of this. If you are going to tell me where to go all the time and you're not going to give me multiple ways of getting there, then there's no room for exploration; no room for discovering things on my own.
A better thing to do would be to give the player multiple ways of traversing maps, but to make sure there are plenty of visual cues and recognisable places that the player can use to get a sense of where they are in relation to their environment at any given moment. Just don't make things linear for the sake of making things easy.
3) Don't go overboard with changes in art design.
I think it's important that we are still able to recognise the returning weapons and enemies, and I think it's important that we still feel we're playing in the same universe that we were in with the original games.
Do's for Doom 4:
1) Do make the game fast paced.
Include a fast base movement speed, raised weapons when sprinting, and large maps with lots of space to move around so that I'm not confined to one spot while shooting my enemies.
2) Do base the game around open environments. No forced linearity.
Give us plenty of rooms to explore, and plenty of routes to the places we'll eventually have to find our way to.
Make it so we often have to venture into the wild to find the BFG and other weapons!
3) Do flesh out on the story.
Doom 3 already set out on this path, and I'd like to see it continued with Doom 4.
4) Include an awesome soundtrack.
Music music music!
5) Do include new features which don't take away from the fast paced, action oriented gameplay.
Any awesome sequel will have new features which work to push the game into new territory without taking anything away from what made the previous game/s great, and Doom 4 shouldn't be any different.
6) Update the weapon sandbox.
Give us plenty of new weapons - weapons weapons and more weapons. And make sure they all serve a purpose other than to simply look different from each other.
7) Do include puzzle aspects.
The puzzle aspects of Doom were great, but they were limited. It was mostly about finding keys and doors. Now would be a great time to really flesh out the puzzle side of Doom. It's just something else that lends to the exploration side of the game, and it should be a major factor in Doom 4.
8) Don't base the entire game around survival horror type gameplay.
Save it for niche missions if it's going to be a part of the game at all. For example, maybe create a slowed down, dark, horrifying mission somewhere in the middle of the game where the particular enemies we encounter are the kind that creep up on us in the dark and make us jump. It would be a way to incorporate some variety into the game without limiting the entire experience to action-lacking gameplay.
So those are my thoughts on how Doom 4 should be designed. What are your hopes for the future of Doom?