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00:00This is a story about pioneers.
00:02There's going to be no way there's not an id chapter when they get around to writing the history of
00:07interactive entertainment.
00:08Every title that they release becomes a reference standard for the industry.
00:13Demon killing.
00:14You're a space marine fighting your way to and through hell and back.
00:17Incredible graphics.
00:18The new engine for Doom 3, it's really revolutionary in the fact that it gives us the power to really
00:23create just like anything that we can imagine.
00:26They're just sitting there sometimes with their mouth open, just going, this is incredible.
00:29And a legendary gaming franchise.
00:31If you're going to list now the top five franchises in video gaming history, Doom's going to be on the
00:37list.
00:37Every gamer on the planet right now wants to get their hands on Doom 3.
00:41This is the history of Doom.
01:08It's May 5th, 1991, and a small company in Mesquite, Texas called id Software makes a big impact with Wolfenstein
01:153D.
01:18It was not the first 3D game.
01:21It was not even id's first 3D game.
01:23It was the first 3D game to really hit a national and even international audience.
01:29And it was done in a way that had impact.
01:32People weren't ready for it.
01:34Games that to this point really hadn't looked anything like Wolfenstein did.
01:37And compared to today's standards, that's not that great.
01:40But at the time, this was just a revolution.
01:43Wolfenstein 3D was the first real good example of id growing into a role as the originator of a genre
01:50and feeling confident about their humor level and their talent level
01:53and really unloading a lot of those skills on the genre they invented.
01:57But Wolfenstein is just a warm-up.
01:59On December 10, 1993, id Software releases an even bigger blockbuster, Doom.
02:08The original Doom was really good because it was kind of the first game
02:12that kind of gave everyone a glimpse to the future of what games, you know, would be like.
02:20Deathmatch was an id terminology.
02:22The word probably existed beforehand, but it was popularized by Doom.
02:26When people talk about frags and all the other terminologies,
02:30they're hearkening back to things that were set in place by Doom.
02:33We enjoyed the jump to the more kind of horror action with Doom.
02:38And of course, it was also driven by what we were watching at the time.
02:40Doom was always about aliens and evil dead.
02:43There is no real way, to my knowledge, to estimate how many people have downloaded and played Doom Shareware.
02:50I think you could make a very, very good argument
02:52that Doom was probably the most played computer game of all time
02:56just because of all the people who downloaded it for free.
02:59Doom will rack up more than 10 million downloads in its lifetime.
03:02Id follows up with Doom 2 one year later,
03:05but then takes a break from the franchise to release Quake in 1996.
03:12Quake in its day was an absolutely phenomenal engine to debut with.
03:16It was just raw technology that you would look at and say,
03:18we haven't seen anything like this on the PC before.
03:21And then they took it a step further.
03:22It was actually brilliant fun to play in multiplayer
03:25and really created the multiplayer shooter as a phenomenon event.
03:29Id Software's games in general appeal to fans
03:32because they put out next generation technology with their new big games.
03:36And they're able for PC gamers to take gaming where it hasn't been before.
03:40I was certainly a strong advocate of getting good 3D acceleration in early on.
03:46And we went out of our way to do some of the early things
03:48like the rendition version of Quake, the original GL Quake being freely released.
03:52Id continues to push the boundaries of technology
03:55with the release of Quake 2 in December 1997
03:58and Quake 3 Arena in 1999.
04:01Quake was central in convincing every serious PC gamer
04:04you had to have at least a decent 3D card
04:07and preferably the latest and greatest.
04:08Really the big thing was when we went to Quake 3
04:11requiring hardware acceleration on there.
04:13And that was, again, a somewhat gutsy move at the time
04:16because there had been a few hardware-only games
04:18but they had been these small niche products
04:20that generally hadn't been very successful.
04:22But once you were past that hurdle, you were never going back
04:25and PC gaming changed forever
04:27because that was the only way to play a shooter
04:29if you were serious at all.
04:30And Quake 3 was looked at in a lot of people's eyes
04:32as a bellwether of, is this going to be okay to do this at this time?
04:36And while Quake 3 wasn't our largest success,
04:39it was certainly a big enough success
04:41that everybody looked at it and said,
04:42yeah, you could still take advantage of the hardware features
04:44and still be very successful.
04:46Every title that they release
04:48becomes a reference standard for the industry.
04:51It raises the bar once again.
04:53Id software is ready to start its next game,
04:56but the small developer must first face its inner demons.
05:08The new millennium is just around the corner
05:10and Id software is going through some birthing pains.
05:14Every project for the last couple ones,
05:16we had been considering, well, you know,
05:17is it time to remake Doom with new technology and all that?
05:20At the end of Quake 3,
05:21we did have a little bit of an internal spat
05:23over where we were going with the next project.
05:26The only kind of foregone conclusion was
05:28that it was going to be single-player focused
05:30because there was a good contention in the company
05:31that wasn't happy with the Quake 3
05:33kind of activity level of gameplay.
05:36We wanted to really create this scary,
05:38intense, action-packed horror game,
05:41and everybody is much more afraid when they're alone.
05:44But there was still debate over exactly
05:46what we were going to do,
05:48and it did come down to a point where,
05:51you know, we had a big forced issue about it
05:53where I wasn't at all comfortable
05:54with the alternate project that was being pushed on there,
05:57and it wasn't clear that we could come up with
06:00a clear, unified company direction
06:02on something brand new,
06:04and every project, but the last couple ones,
06:06we had been considering, well, you know,
06:07is it time to remake Doom with new technology?
06:10John, when he was doing research
06:12on what the next generation of technology
06:14from id was going to be,
06:16came to the conclusion that he was going to be able to realize
06:18a sort of vision that he had in his mind's eye
06:20when he came up with the original idea for Doom,
06:22in that we could use and leverage that technology
06:25to really create this intense action-horror game
06:28and make a really scary version of Doom.
06:31Originally, I was opposed to the idea.
06:33I was a bit concerned that the team that we had,
06:37which was a bit in transition,
06:39wasn't going to be able to really push Doom
06:41in a direction to sort of live up to the title.
06:44So I just kind of made that the stand and said,
06:46now's the time.
06:47We can do some really radically better stuff
06:49with new technology now.
06:50In hindsight, my opposition was absolutely wrong.
06:53The decision was great.
06:54Bringing back Doom is an exceptional challenge.
07:09If there was a Hall of Fame in computer gaming,
07:12I can say with all the humility in the world
07:14that there's absolutely a place at the top
07:17or certainly near it for Doom and Doom 2.
07:19And, you know, there's almost a reluctance
07:21to go back and mess with the formula,
07:23almost like, you know, a Hall of Fame running back
07:24coming out of retirement.
07:26He's going to just sort of destroy his legacy.
07:27Doing Doom 3 was a very tall order
07:29because Doom was such a mega-successful game
07:32that we really had to evaluate what we wanted to do.
07:36What do our fans really want us to bring back from original?
07:40And then what can we add to the new Doom 3
07:42to make it, you know, so much better?
07:44You have a game that people become so...
07:48It becomes a part of their life
07:49and they spend so many hours playing with it.
07:51They almost develop some sense of a relationship
07:55with the game itself,
07:56that they have some ownership of it.
07:59And so they feel like that they almost have, you know,
08:01some say in how the game ought to be taken going forward
08:05because, hey, look, I played this game
08:07for, you know, a thousand hours of my life.
08:10People get obsessive with everything that comes out of id.
08:13People are obsessive about id.
08:14Id's games are great.
08:17One of the reasons people respect id
08:18is that id never turns its back on quality.
08:23Everything that comes out is going to be good.
08:25People get so emotionally attached
08:27and then they get afraid of,
08:30well, if it's not the exact game
08:31or if it's not as good or better,
08:33if it's not their interpretation
08:35of what the next game ought to be like
08:37and they get afraid
08:38that we're going to do something different with it.
08:40They, you know, they don't want to see
08:41the next game come out
08:42because they just want to sort of freeze time
08:44and have Doom be the way it was
08:46when, you know,
08:47they had all these great experiences in their life
08:49and don't want to have anything
08:50to sort of spoil that memory.
08:52We definitely understand, you know,
08:54people's emotional attachment to the properties
08:56because we feel it too
08:58and at least as strong as they do.
09:00On June 1st, 2000,
09:02work begins on making Doom 3
09:04a worthy successor to the legendary franchise.
09:16It's the new millennium
09:18and id Software is hard at work on Doom 3.
09:21The first year of Doom,
09:22after I had laid down the very basic technology,
09:25I was always saying that there's kind of like
09:26a tripod of features and technology
09:29that's going to make Doom what it is.
09:30There's the unified lighting and shadowing.
09:32there's the more complex animation and scripting
09:35which will show off that lighting and shadowing on there
09:37and then there's the gooey surfaces
09:39which add the extra level of interactivity to the game
09:41and all those really proved out correct.
09:43The new engine, you know, for Doom 3 is just,
09:45it's really revolutionary
09:46in the fact that it gives us the power
09:48to really create just what eating that we can imagine.
09:51Okay, there's a few things we need to take care of first.
09:54And id pieces together the game's new storyline
09:56with the help of science fiction writer Matthew Costello.
09:59We actually contracted a professional science fiction writer
10:02to help us with the story.
10:03That was a first for id.
10:05He left you no choice.
10:06True, but this is the last time.
10:09After we laid the basic story foundation down,
10:11we storyboarded all the action.
10:13That also was a first for id.
10:14We knew we wanted to take the Doom story,
10:19the original Doom story and the Doom environment
10:21and sort of bring that into the future.
10:24Amazing things will happen here soon.
10:27You just wait.
10:40The story in Doom takes place
10:43as if the first two never happened.
10:45So it's very important that fans realize
10:47that this is not Doom 3, you know,
10:49after Doom 2, Hell and Earth.
10:51This is Doom 3, whereas Doom and Doom 2 never happened.
10:55And so we knew we had those elements
10:57to work with, like the UAC,
11:01a research facility,
11:04a Martian landscape.
11:06The player is back on Mars
11:07and the UAC is conducting
11:10some super-secret teleportation technology.
11:12UAC scientists have made discoveries
11:14that will forever change human existence.
11:17Then something went terribly wrong.
11:20Through some miscalculations and some arrogance,
11:22the UAC opens a portal to Hell.
11:31When we started thinking about what direction to go with that,
11:35we looked at different movies that we felt like
11:38that would portray those demonic elements,
11:41monster elements, the Martian landscape,
11:43the weapons that we felt we'd have,
11:45things like that.
11:46We've really kind of taken a new approach
11:47on the old story.
11:49We've answered some questions like,
11:50where did the UAC come up with the technology?
11:52You know, what's the demon's motivation?
11:54I mean, we've really expanded all of those aspects
11:57and made a really, you know, engrossing story.
12:01And some old enemies make a return,
12:03along with a few new surprises.
12:06With the ultra-realistic-looking, you know,
12:10textures and monsters,
12:11we can bring those original demons
12:13that people love so much from Doom back,
12:15you know, with just larger-than-life quality.
12:18There's quite a few little elements
12:19that popped up here and there in Doom 3.
12:22There's a number of textures
12:24from little tech textures
12:26or some evil wall textures
12:28or satanic symbols and things like that.
12:30The original Doom demons
12:32are very classic in themselves.
12:34We knew that we had to bring the great ones back,
12:37like the cyber demon and the pinky demon.
12:41We decided which ones we wanted to bring back,
12:43and then Kenneth Scott took those
12:46and started to draw the newer, updated versions
12:48in concept art.
12:50The imp character people remember
12:51from the original Doom,
12:53the cacodemon, which is that big,
12:55well, it's like a big strawberry
12:57in the original Doom.
12:58He's quite a bit more scary than Doom 3.
13:00But besides bringing back
13:01some of the original classics,
13:03we actually came up with some new ones
13:04and some brand new, fresh demons
13:05that no one's ever seen before.
13:08But gamers won't be facing
13:09these demons empty-handed.
13:11All the weapons from the original Doom
13:12are in Doom 3,
13:14and we've added a few new ones.
13:17It's a good feeling
13:17to bring up that Doom shotgun,
13:19bust open a door,
13:20and go into a room
13:21with demons.
13:22So I think fans of the original
13:23will definitely appreciate that.
13:24In 2001,
13:26Doom is revealed to the public
13:27for the first time
13:28at Macworld in Tokyo.
13:29But the game makes
13:30an even bigger splash
13:32when id Software
13:33takes it to E3
13:34in 2002.
13:40The year that Doom 3 came out,
13:43people couldn't sit still.
13:45You would come out,
13:47you would tell people
13:48about what you had seen,
13:50how real it looked,
13:51how it was maybe
13:52Shrek-quality animation
13:54and graphics.
13:55And they'd look at you blank-faced
13:57because there's no way
13:59it could be real.
14:00We had a 15-minute
14:01in-game demo play.
14:04And we had seats
14:05and it was a little dark
14:06and it really kind of
14:08made the fans realize
14:11that the game's scary,
14:12that the game has movie quality,
14:14that it's over-the-top action.
14:17It really helped
14:18kind of deliver the message
14:20that what Doom was.
14:24Everybody knew what Doom,
14:25the original Doom was,
14:26but they never knew
14:27what direction
14:27that we were taking
14:27with Doom 3.
14:28And this gave us
14:29that opportunity
14:29to show that direction.
14:31When it went out there
14:32and it just had
14:32this amazing reception
14:33on there,
14:34they're just sitting there
14:35sometimes with their mouth open
14:36just going,
14:37this is incredible.
14:38People didn't believe
14:39it was real.
14:39The E3 judges,
14:40they had to come up to us
14:41and say,
14:42okay, would you like
14:43to go try it
14:44or would you like
14:44to see us play it
14:45so we can prove to you
14:46that this is not a fake,
14:47this is a real thing.
14:48We received great feedback.
14:50We won five awards
14:51that year at E3.
14:53It was a fantastic E3 for us.
14:55But just as id Software
14:57returns from a triumphant
14:58E3 showing,
14:59the unthinkable happens.
15:10Not long after E3 2002
15:12wraps up with a phenomenal
15:13showing for Doom,
15:15a leaked version
15:15of id's new project
15:17appears on the internet.
15:18We would get mail
15:19from people saying,
15:20I played the demo
15:20and it had all these problems.
15:22Whatever, it's not a demo,
15:23it was a stolen,
15:24leaked, executable.
15:26The notorious sort
15:26of Doom 3 alpha
15:27wasn't really even
15:28an alpha at all.
15:29It was actually
15:30a build of the game
15:31that had been built up
15:32for E3 that
15:33we're not exactly sure
15:34how it got out.
15:36People got a hold of that
15:37and of course,
15:38you know,
15:38it began to distribute
15:39over the internet.
15:40We'd obviously prefer
15:41that something like that
15:42never happen,
15:44but it doesn't really
15:46hurt us that much.
15:48It's a distraction
15:49when we have to worry
15:50about running damage control
15:51and spinning some
15:52of the issues in there.
15:53Today, we can look back
15:54on it and as bad
15:56as it seemed at the time
15:57is that we've certainly
15:57been able to overcome.
15:59But I don't think
16:00that there's going
16:01to be anybody
16:01that got a hold
16:02of that for some reason
16:03that won't buy the game
16:05because they saw that.
16:06You know, it's just,
16:07it's obviously too far away.
16:08Too much of it
16:09has changed since then.
16:11Id forges ahead,
16:12making advances
16:13in a new area.
16:15They took my baby.
16:23Audio in our games
16:24has always been,
16:24you know,
16:25clearly second fiddle
16:26to rendering.
16:27But as computers
16:28have gotten faster
16:29and faster,
16:29that couple percent
16:30that we devote to audio
16:31has gotten more
16:32and more capable.
16:33One thing that we've
16:34done in Doom 3
16:34that's very cool
16:35is we have a true
16:36six-channel surround sound.
16:39And that gives us
16:39the ability to have
16:41sound and audio cues
16:42that happen around
16:43the player.
16:44So like, for instance,
16:44if a demon is sneaking
16:46out behind you,
16:46you can hear them.
16:47You're walking
16:48through a dark corridor
16:49and you'll hear whispers
16:50that circle you.
16:51It really kind of
16:51gets the player
16:52into the game
16:53because they're like
16:54in a wave of sound.
16:56And Chris Vrenna,
16:57the former drummer
16:58for Nine Inch Nails,
16:59is brought in
16:59to lend his talent
17:00to the music
17:01in Doom 3.
17:02In Doom 3,
17:03the music is a little
17:04bit different
17:04than what we've done
17:06in previous titles.
17:07Usually,
17:08what we had
17:09is like a soundtrack
17:10that loop throughout
17:11the entire level
17:12or area that you're in.
17:13But in Doom 3,
17:14what we try to do
17:16is kind of
17:17make the world
17:18around you
17:18almost musical
17:20in its ambient sense.
17:21It's all kind of
17:22very different,
17:22very fluid,
17:23you know,
17:24very changing
17:25and unique.
17:27It's new game
17:28is also being developed
17:29for the Xbox.
17:35The original core
17:36rendering decisions
17:37for Doom
17:37were influenced
17:38very specifically
17:39by the capabilities
17:40of the Xbox.
17:41We knew at the time
17:41what the Xbox
17:42was going to be like
17:43coming out
17:43and the rendering
17:45of what we do
17:46with geometry
17:47and surfaces
17:47and textures
17:48and all that
17:48was crafted
17:49around something
17:50that was going
17:50to be efficient
17:51on the Xbox.
17:52One of the great
17:52things about the Xbox
17:53is the technology
17:55in the Xbox
17:55is very similar
17:57to, you know,
17:58the technology
17:58that John looked at
18:00when architected
18:00the engine.
18:01so all the features
18:03that you see
18:04in the PC version
18:05will be in the Xbox version.
18:06Dynamic lights,
18:08the physics,
18:08the bump mapping.
18:09Now, of course,
18:10there will be things
18:11that are different
18:12but I believe
18:13that people
18:14that don't have a PC
18:14that have an Xbox
18:15will still be able
18:16to enjoy
18:16what the PC people
18:18will be raving about.
18:20Doom 3 is shown again
18:21at E3
18:21in 2003 and 2004.
18:24Each time it appears,
18:25attendees are awed.
18:27Work on the game
18:28begins to wrap up.
18:30I'm sure it's going
18:31to be a huge release
18:32when everything
18:33gets out here
18:33but everyone
18:35should be really
18:36looking forward
18:36to getting the game
18:37out on the shelves
18:38because the response
18:39should be just
18:40really phenomenal.
18:41Every gamer
18:41on the planet
18:42right now
18:43wants to get
18:43their hands on Doom 3.
18:45What I've been
18:45most proud of in Doom
18:46is the way
18:47that the technologies
18:48all kind of come together
18:49and really provided
18:51a seamless experience
18:52whether you're
18:53playing the game,
18:55searching,
18:55fighting the monsters
18:57or interacting with the GUIs,
18:58it's all come together
18:59to be a very nice
19:00kind of seamless package
19:01for the player.
19:03The thing that makes me
19:04the happiest
19:05is when people come to E3D,
19:07they play the game
19:08and they say,
19:08you know what,
19:09that was great.
19:10It was better
19:11than I thought
19:11it was going to be.
19:12And before Doom 3
19:13is even out the door,
19:14the team at E3D
19:15is already looking
19:16to the future.
19:16We have decided
19:17we're not going to go back
19:18and do a Doom 4
19:19or another Quake game
19:20which is, you know,
19:21Quake 4 is already
19:22in development at Raven
19:22and Return to Castle
19:24Wolfenstein,
19:25basically the sequel
19:26to that is a project
19:27that's already in the works
19:28and another studio as well.
19:30So our job will be
19:32making something new
19:33and we've decided
19:33we're going to do
19:34a new IP,
19:35a new brand for id.
19:36After any project,
19:37I've usually got
19:38a pretty big list
19:39of technologies
19:40to explore.
19:41You know,
19:41there's other just
19:43wild research ideas
19:44that I'm going
19:45to be pursuing on there.
19:46The next project
19:47is actually
19:48already in the works.
19:49You know,
19:49we have some rough ideas,
19:52you know,
19:52we started on some
19:53very simple concept art.
19:56We are a small team,
19:58you know,
19:59we make games
20:00the same business
20:01and that's what
20:02we need to do.
20:03So we will start
20:04on the next title
20:04relatively quickly.
20:06I think 20 years
20:07from now,
20:07we're going to look back
20:08at id as being
20:09a fundamental source
20:11for all that is great
20:12about interactive entertainment
20:14and that there's going
20:15to be no way
20:15there's not an id chapter
20:17when they get around
20:18to writing the history
20:19of interactive entertainment.
20:271.2 megapixel camera
20:29and holds 5,000 MP3s.
20:31Wow,
20:32that's really impressive.
20:34Hold on a second,
20:35sorry.
20:37Hello?
20:38Yeah,
20:38I'm in the middle of lunch.
20:40Can I call you back?
20:40Alright, cool, thanks.
20:43So that's a lot of MP3s.
20:44Yeah.
20:45See the best,
20:45greatest,
20:46biggest,
20:46shiniest,
20:47coolest,
20:47and blinkiest
20:48new stuff
20:48coming next year
20:49when the Screensavers
20:50goes live
20:50at the Consumer Electronics Show
20:52January 6th and 7th
20:53at 7 Eastern.
20:54Hold on,
20:54let me put you
20:55on speakerphone.
20:56No.
20:57No.
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