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In December 1993, gaming changed forever. id Software's seminal shooter DOOM was released, and it shook the foundations of the medium. Daniel Pinchbeck brings together the complete story of DOOM for the first time.

This book takes a look at the early days of first-person gaming and the video game studio system. It discusses the prototypes and the groundbreaking technology that drove the game forward and offers a detailed analysis of gameplay and level design. Pinchbeck also examines DOOM's contributions to wider gaming culture, such as online multiplay and the modding community, and the first-person gaming genre, focusing on DOOM's status as a foundational title and the development of the genre since 1993. Pinchbeck draws extensively from primary data: from the game itself, from the massive fan culture surrounding the title, and from interviews with the developers who made it. This book is not only the definitive work on DOOM but a snapshot of a period of gaming history, a manifesto for a development ethos, and a celebration of game culture at its best.

Table of Contents

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  1. Cover
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  1. Title Page
  2. pp. i-iii
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  1. Copyright Page
  2. p. iv
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  1. Acknowledgments
  2. pp. v-vi
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  1. Contents
  2. pp. vii-viii
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  1. Introduction: There Are a Lot of People Totally Opposed to Violence. They’re All Dead.
  2. pp. 1-5
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  1. 1. Eva! Auf Wiedersehen!: The Birth of a Genre
  2. pp. 6-12
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  1. 2. The Speed of Light Sucks: The Rise of id
  2. pp. 13-19
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  1. 3. Beefy Chunklets from Bible to Beta
  2. pp. 20-33
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  1. 4. The Fastest Texture Mapping in Town: id Tech 1
  2. pp. 34-44
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  1. 5. DOOM by Numbers
  2. pp. 45-50
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  1. 6. A Soundtrack for Mayhem
  2. pp. 51-55
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  1. 7. All Hell Breaks Loose: Launch, Sales, and Critical Reception
  2. pp. 56-63
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  1. 8. A “Shot-by-Shot” Analysis of DOOM, Part 1: Knee Deep in the Dead
  2. pp. 64-80
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  1. 9. A “Shot-by-Shot” Analysis of DOOM, Part 2: The Shores of Hell
  2. pp. 81-97
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  1. 10. A “Shot-by-Shot” Analysis of DOOM, Part 3: Inferno
  2. pp. 98-112
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  1. 11. Endgame: Why DOOM Is a Masterpiece of Game Design
  2. pp. 113-117
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  1. 12. A Handful of Vertebrae and a Headful of Mad: Modding DOOM
  2. pp. 118-128
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  1. 13. Not if I Frag You First: DOOM Multiplayer
  2. pp. 129-137
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  1. 14. Fucked in the Dark: Ports, Sequels, and Other Unholy Offspring
  2. pp. 138-150
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  1. 15. You Gibbed It Here First: DOOM as the Prototypical FPS Game
  2. pp. 151-164
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  1. 16. SCARY DARKFAST: The Legacy of DOOM
  2. pp. 165-168
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  1. Notes
  2. pp. 169-174
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  1. Glossary
  2. pp. 175-177
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  1. References
  2. pp. 179-181
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  1. Further Reading
  2. pp. 183-184
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  1. Index
  2. pp. 185-189
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