In this Book

buy this book Buy This Book in Print
summary
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

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

Additional Information

ISBN
9780472028931
Related ISBN
9780472051915
MARC Record
OCLC
867740530
Pages
224
Launched on MUSE
2013-10-21
Language
English
Open Access
Yes
Back To Top

This website uses cookies to ensure you get the best experience on our website. Without cookies your experience may not be seamless.