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Mike Rugnetta: I could not tell
you where I got it nor really

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when. Possibly on a floppy disk
from a friend around 1994, it

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might have been around 1995 at
the grocery store on a CD sold

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with a magazine that I somehow
convinced my mother to buy me.

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In any event, I would have been
10, maybe 11 years old. I do

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remember starting it up for the
first time, being met almost

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jarringly with the image of a
muscled man wearing a gray

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porcine visored helmet and green
armor. His fatigues are torn.

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He's covered in claw marks. The
huge blue and gold letters

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behind him look like a
combination of super future

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technology and impossibly
ancient artifact and they spell

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out a single word, doom. A menu
pops up. New game. Definitely

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enter.

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Which episode? Knee deep in
Dead, Shores of Hell or Inferno?

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My adolescent brain barely knows
what to make of this. Best to

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start at the start, I guess.
Knee deep in Dead sounds sick.

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Enter. Choose skill level. I'm
too young to die. Hey, not too

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rough. Hurt me plenty.

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Ultra violence and nightmare.
Hurt me plenty? I guess. Enter.

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What happens next determines to
some not insignificant degree

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the course of my life.

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People talk about experiences
that change their brain

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chemistry. This was one of
those. Beginning with the sound

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that you hear immediately upon
requesting to be hurt plenty. To

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modern adolescent ears, I
imagine this sounds anemic, but

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to me, in the mid nineties, it
was cool as hell. Somewhat

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literally, I guess.

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Over the next single minute of
gameplay, I'm appraised of a set

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of actualities I'd not
previously even considered

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possibilities. All of them,
Doom's now well known hallmarks.

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First person combat of which it
was an early standout, a

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combination of mythic and
technological story elements,

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you're a futuristic space marine
fighting demons from hell on

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Mars, a fast pace, this game
rips. And also, of course,

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tears. In the coming months
afflicted with doom fever, I

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would learn also of the game's
vibrant community of modders

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supported in no small part by
its developer id Software's

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generosity or perhaps in another
view ruthlessness.

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Id's permissive attitude is
reflected in a number of their

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decisions. The first episode of
Doom was released as shareware,

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software that's free but often
limited or incomplete. The rest

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of the game's episodes could be
purchased only direct from id

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who enabled, encouraged, and
celebrated modifications of

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their game as long as they
weren't sold. They decided to

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open source the game's engine
making it available under a non

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commercial license. And they did
so basically at the height of

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their game's popularity.

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And so an inventive game that
could render fan made

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contributions led to a
flourishing community of artists

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and technologists which has
persisted for thirty years.

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People are still actively
porting and modifying Doom,

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updating it to run as
efficiently as ever on modern

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systems, and making those ports
do all kinds of crazy things.

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John Matter: The most recent,
like, kind of mod thing I can

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think of is I wrote a simulation
of something called the icing

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model, which is a model of
ferromagnetism. It's kind of a

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canonical thing that you learn
in an undergrad statistical

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mechanics class.

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Mike Rugnetta: And like the meme
of dinosaurs turning from

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fossils to petroleum to plastic
models of dinosaurs, Doom is

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used to produce whole new games
in which a trace of the true

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self persists.

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Xaser Acheron: Over decades of
development has literally gotten

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to the point where you can ship
a Theseus the entire game and

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create entirely brand new games
that if you think about it, of

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technically share code with
Doom, but it's transformed so

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much over over the decades that
you wouldn't recognize it if you

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weren't looking for it. And so
it's nuts that we've gotten to

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this point.

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Mike Rugnetta: Many of you will
probably also know that folks

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out here aren't just porting
Doom to run clever mods on

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modern systems, they're porting
it to run on everything.

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Pregnancy tests, ATMs, soda
machines, spreadsheets, vehicle

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dashboard displays, PDFs,
graphing calculators, air

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fryers, alarm clocks, DNS
records, e coli, MS Paint, the

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Kindle earbuds, a vet grown
human brain, and even somehow

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Doom itself have all been hacked
apart and made to run Doom.

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Bijan Stephen: That's what Doom
is. They gave us some they gave

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us the tools and people used the
tools and then it became funny

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to use the tools in a way like
that they weren't intended to be

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used. But also that was the
whole intention the entire time

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like, again, like if you go back
to even the the par system, like

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why does Doom have par? That
doesn't make any sense.

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Mike Rugnetta: It's become a
part of the software's promise,

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its purpose, that it become
integrated into all sorts of

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wildly bespoke systems, that it
be used in ways that make you

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ask, Doom? Like the video game.

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Matthew Gantt: A lot of my own
practice, know, I I kind of came

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from experimental music, you
know, synthesizers, generative

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music, different spatial things.
And I've been doing a lot of

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work kind of connecting that to
game engines, you know. It's the

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same way you might patch a
modular synthesizer. Here's a,

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you know, a generator
manifesting something. I've been

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really interested in game
engines, game simulations.

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It's kind of like a almost like
a cybernetic system

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conceptualized as a patchable
environment, you know, rather

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than an LFO into a sound, you
know. Maybe you know,

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projectile, maybe player depth,
maybe the speed of a three d

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object could be could be mapped
into something.

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Mike Rugnetta: In this episode
of Never Post, we're gonna talk

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about why the hell this all
happened. How did this game come

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to be used this way over any
other for this long? It turns

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out the answer is in part
circumstance, but also

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significantly because the people
who made Doom wanted this to

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happen to some degree. And then
the Internet kind of did the

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rest. In the first half of this
episode, we're gonna talk about

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the five years id software took
to arrive at Doom, and then

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about how Doom works as a piece
of technology.

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In the second half of this
episode, we're gonna talk about

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why that piece of technology can
run on almost any system, and

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then we're gonna hear from some
artists who use Doom to make

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things. They're gonna tell us
why you might muck around in a

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game about Mars and demons to
make, you know, like a string

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quartet or jokes about a dead
British prime minister overdoing

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those things literally anywhere
else. I hope by the end to have

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shown how we can use Doom to
think broadly about using

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technology to make things,
especially older technology,

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which in some ways requires more
of us, but in other ways less. I

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think Doom as it exists now can
help us see what it takes to be

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creative at a time when most
technology seems to want us more

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than anything to be consumptive.
Doom was far from id Software's

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first game.

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The original founders, John
Romero, John Carmack, and Tom

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Hall, eventually joined by
Adrian Carmack, no relation, met

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as coworkers several years prior
to Doom's release. They called

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themselves IFD for ideas from
the deep, and they were

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employees of Louisiana based
SoftDisc. Softdisk put out

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regular Megazets, a snail mailed
publication of personal PC

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software in floppy disk format.
One of the group's early

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contributions was nineteen
eighty eight's side scroller

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Dangerous Dave. John Romero very
explicitly admits that dangerous

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Dave was a rip off of Mario.

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Except the first dangerous Dave
title didn't actually scroll but

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paged. When the player reached
the screen's edge, the whole

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frame would redraw to show the
next area. Carmack later devised

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a technique where only the edge
of the screen is redrawn,

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allowing the background to
scroll smoothly with the

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player's movement. This was
something that at the time only

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consoles could do, but Carmack
built a workaround for the PC.

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The team used his technique to
fully recreate the first portion

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of Super Mario Brothers three on
PC with dangerous Dave in

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Mario's place.

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In his book, masters of doom,
David Kushner writes, by the

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time they finished, the game was
virtually identical to the best

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selling hit in the world. They
then sent it to Nintendo. They

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included a letter explaining
their interest in licensing the

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rights to Super Mario for the
PC. Nintendo wrote back in short

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order telling them, this is nice
work, but no thank you. We have

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no interest in the PC market.

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The never released game was
titled dangerous Dave in

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copyright infringement. The
technological achievement was

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undeniable though. Their manager
at SoftDisc said Carmack should

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patent this development, and he
refused on principle, saying,

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apparently, if you ever ask me
to patent anything again, I'll

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quit. Kushner explains that,
quote, patents were jeopardizing

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the very thing that was central
to John Carmack's life, writing

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code to solve problems. If the
world became a place in which he

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couldn't solve a problem without
infringing on someone's patent,

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he would be very unhappy to live
there, end quote.

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While they were developing
dangerous Dave for soft disc,

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the team also picked up a
somewhat shady side gig with

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Apogee software. They would
simultaneously develop the

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similarly Mario inspired side
scroller, Commander Keen, about

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an eight year old defending
Earth from aliens. In his book

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Doom Guy, John Romero writes
that Keen is the first game for

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which he and Carmack had the
idea to write a game engine.

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Something Romero takes credit
for naming if not

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conceptualizing altogether.
Though he does admit that's the

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kind of thing that might be
impossible to prove.

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Very briefly, if you're
unfamiliar, a game engine is a

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base layer of reusable code to
manage assets and to make game

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development more consistent. So
they develop the Keen engine and

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then the Keen games which Apogee
releases as shareware. Apogee

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would upload early episodes to a
BBS or an FTP and then they

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would sell the complete games
direct via mail. The IFD team

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eventually has a falling out
with Apogee in part because they

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may have used their Keen engine
to make other games without

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paying a licensing fee. And
Romero seems to suggest it's not

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so big a deal that Apogee may
have used their code, it's more

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so that they just weren't cool
about it.

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He describes himself and Carmack
as, quote, programming

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evangelists. We had no problem
with anyone using our work, he

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writes, but in the spirit of
shareware, if a company is using

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our engine to make money, they
should share the wealth. After

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the first royalty check for
Keene hits, they quit SoftDesk

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and formed their own company, id
Software. At first, standing for

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in demand, but later retconned
to sort of maybe be a reference

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to Sigmund Freud, but mostly it
seems like they just thought it

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sounded cool. The final
commander keen game is released

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in 1991, and then they begin
work on Wolfenstein three d.

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Wolfenstein three d is a major
turning point for id in both,

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business and technical senses.
It has its own mini history that

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we're gonna look at really
briefly in a second, but first,

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I think it's worth considering
what we've seen up until this

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point. Looking at the early days
of id, Carmack and Romero settle

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into two distinct roles. Carmack
makes a significant

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technological development and
then Romero uses it to create

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what's essentially an homage. He
takes and in a lot of ways

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improves upon preexisting often
very popular games.

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We also see, amongst the early
id crew, early hostility towards

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gatekeeping and the desire to
share not just as a business

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model, but as a kind of
technological principle as well.

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00:14:03,515 --> 00:14:07,355
Id gives away portions of their
games. They also license their

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game engines, albeit with mixed
results early on. We see an

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early fascination with Mars in
Commander Keen and in Dangerous

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Dave, both gore and shotguns.
Id's first first person shooter

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is a game called Hovertank one,
released on 05/31/1991.

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For Hovertank, John Carmack
wrote id's first three d

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00:14:36,985 --> 00:14:42,170
rendering game engine in only
two months. They'd refine their

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first person and three d
rendering approach over the next

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six months in Catacombs three d,
in which Carmack would implement

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texture mapping, a technique
where the game engine maps the

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three d level model with two d
images. In catacombs three d, id

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also introduces a hand, bottom
center screen to represent the

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player character. Id's first
significant FPS is Wolfenstein

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three d, an homage to nineteen
eighty one's Nazi infiltration

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classic Castle Wolfenstein. They
bought the IP rights for Castle

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Wolfenstein for $5,000 after
Carmack had already started work

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on a revamped engine.

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And this engine had two notable
additions, the ability to add

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secret areas and an emphasis on
speed. Id wanted this game to be

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00:15:36,325 --> 00:15:41,400
fast. They released the first
episode of Wolfenstein three d

223
00:15:41,400 --> 00:15:47,960
as shareware in May 1992. It was
a smash. They did nearly a

224
00:15:47,960 --> 00:15:51,480
quarter of $1,000,000 in sales
on the commercial episodes in

225
00:15:51,480 --> 00:15:52,440
the first month.

226
00:15:53,365 --> 00:15:57,925
All in, the engine and shareware
episodes took four months to

227
00:15:57,925 --> 00:16:02,085
develop and the remaining five
commercial episodes took a month

228
00:16:02,085 --> 00:16:07,045
and a half. Not a terrible
outcome for six months of work.

229
00:16:08,570 --> 00:16:11,450
By the fall, around the time an
additional retail episode of

230
00:16:11,450 --> 00:16:15,130
Wolfenstein three d is about to
launch, John Romero notices

231
00:16:15,130 --> 00:16:18,890
something. He writes, we soon
found out that some rather

232
00:16:18,890 --> 00:16:22,185
enterprising hackers had figured
out how to extract and

233
00:16:22,185 --> 00:16:26,905
decompress the levels from
Wolfenstein three d and modify

234
00:16:26,905 --> 00:16:29,545
them. This was a big surprise to
us.

235
00:16:29,545 --> 00:16:33,225
Not only was it a lot of work,
but it required a high degree of

236
00:16:33,225 --> 00:16:37,390
technical expertise to hack the
Wolfenstein three d executable

237
00:16:37,390 --> 00:16:41,870
and get the maps decompressed.
Soon after, several map editors

238
00:16:41,870 --> 00:16:45,150
appeared on the Internet and
people were busy making levels

239
00:16:45,150 --> 00:16:51,255
and expanding the base game. The
era of modding our games had

240
00:16:51,255 --> 00:16:56,135
begun. Kushner writes that while
Carmack and Romero did worry

241
00:16:56,135 --> 00:16:59,255
about the possibility someone
may use their game engine to

242
00:16:59,255 --> 00:17:03,495
sell modifications, they tabled
the issue. They were hard at

243
00:17:03,495 --> 00:17:07,200
work on the final episodes of
Wolfenstein three d and in early

244
00:17:07,200 --> 00:17:11,280
development for the engine of
their next title, a military

245
00:17:11,280 --> 00:17:14,320
themed demon slaying action
game.

246
00:17:16,720 --> 00:17:21,075
Doom comes together as a
culmination of everything id has

247
00:17:21,075 --> 00:17:25,715
learned up until this point.
CarMax engine makes use of more

248
00:17:25,715 --> 00:17:28,595
advanced three d rendering
techniques built upon what he

249
00:17:28,595 --> 00:17:32,460
learned with catacombs and hover
tank one. He improves upon his

250
00:17:32,460 --> 00:17:36,620
texture mapping techniques. He
focuses on the speed and feel of

251
00:17:36,620 --> 00:17:40,300
the game and provides the
ability to hide things within

252
00:17:40,300 --> 00:17:45,895
maps. Romero builds a level
editor called DoomEd that allows

253
00:17:45,895 --> 00:17:49,575
him to quickly design levels for
CarMax engine as well as place

254
00:17:49,575 --> 00:17:52,215
enemies and things inside those
levels.

255
00:17:52,455 --> 00:17:57,335
The whole team sought to make a
visceral experience. Romero

256
00:17:57,335 --> 00:18:00,390
claims that levels were subject
to thousands of playthroughs

257
00:18:00,390 --> 00:18:04,710
during design. With designer Tom
Hall and artist Adrian Carmack,

258
00:18:04,710 --> 00:18:07,910
they all pulled together themes,
objects, and ideas from all of

259
00:18:07,910 --> 00:18:12,485
their previous games, shotguns,
ghosts, demons, gore, aliens, a

260
00:18:12,485 --> 00:18:15,845
first person perspective, and
they develop a master design

261
00:18:15,845 --> 00:18:21,685
document called the Doom Bible.
And then they decided early on

262
00:18:21,685 --> 00:18:26,620
that since people would modify
this game, no question, why not

263
00:18:26,620 --> 00:18:31,980
just let them? Romero writes
that amongst all of the

264
00:18:31,980 --> 00:18:37,260
features, Doom being an open
game was the most important to

265
00:18:37,260 --> 00:18:37,500
them.

266
00:18:38,045 --> 00:18:43,165
It was, in a way, an homage to
homages, itself built to

267
00:18:43,165 --> 00:18:47,325
encourage the creation of
further derivative works. And of

268
00:18:47,325 --> 00:18:50,750
course, the first episode of
Doom would be distributed as

269
00:18:50,750 --> 00:19:00,910
shareware. Hell came to Earth
via FTP on 12/10/1993. So many

270
00:19:00,910 --> 00:19:04,750
people were waiting to download
the game that the sysadmins

271
00:19:04,805 --> 00:19:08,965
needed to reconfigure the
server. Id had to demand that

272
00:19:08,965 --> 00:19:13,685
fans log off in order to
reliably upload the installer.

273
00:19:14,005 --> 00:19:17,250
Thousands of people downloaded
it. In the following weeks, id

274
00:19:17,250 --> 00:19:23,330
would make $50,000 a day in
direct sales. Game press reviews

275
00:19:23,330 --> 00:19:27,250
were glowing. Compute Magazine
called it a quote graphic

276
00:19:27,250 --> 00:19:31,250
extravaganza that's completely
free of the kinds of redeeming

277
00:19:31,250 --> 00:19:35,705
societal values found in sim
health. Computer Gaming World

278
00:19:35,705 --> 00:19:39,545
wrote that quote, Doom
represents a huge technical

279
00:19:39,545 --> 00:19:43,705
improvement over id's earlier
titles, giving the gamers what

280
00:19:43,705 --> 00:19:47,145
they asked for and the industry
a new benchmark.

281
00:19:48,020 --> 00:19:53,780
In PC Gamer, what makes Doom so
special? Simplicity, realism,

282
00:19:53,860 --> 00:19:59,780
and profound carnage. Doom
unseated Myst as the number one

283
00:19:59,780 --> 00:20:05,675
worldwide game on Usenet, Posts
on alt.games.doom, the freshly

284
00:20:05,675 --> 00:20:09,515
minted news group for Doom
players, read things like Doom

285
00:20:09,515 --> 00:20:13,115
is thoroughly excellent. I've
tried Doom at a local computer

286
00:20:13,115 --> 00:20:17,860
store, and I find myself nearly
addicted. Oh, wow.

287
00:20:17,860 --> 00:20:22,900
Oh, wow. Oh, wow. Oh, wow. Ad
infinitum. Ad nauseam?

288
00:20:22,900 --> 00:20:26,660
What a great freaking game. I
cannot wait to play deathmatch.

289
00:20:26,660 --> 00:20:31,695
TM question mark? Players were
having all kinds of new

290
00:20:31,695 --> 00:20:35,215
experiences. Sawing through a
demon torso with a chainsaw,

291
00:20:35,215 --> 00:20:35,775
yes.

292
00:20:35,775 --> 00:20:39,935
But also a number of things that
would go on to become major

293
00:20:39,935 --> 00:20:44,450
pillars of gaming. Doom was one
of the first early broadly

294
00:20:44,450 --> 00:20:49,410
popular games to support both co
op and versus multiplayer at

295
00:20:49,410 --> 00:20:53,890
first via a LAN and then via
dial up. As such, many people

296
00:20:53,890 --> 00:20:58,835
draw a line directly from Doom
to esports today. Doom also

297
00:20:58,835 --> 00:21:02,515
included a par time for each
level suggesting that players

298
00:21:02,515 --> 00:21:06,035
could race the clock to finish
each area as quickly as

299
00:21:06,035 --> 00:21:10,675
possible, an early precursor to
speedruns. Doom also allows

300
00:21:10,675 --> 00:21:14,250
players to record keystrokes and
share their playthroughs.

301
00:21:14,330 --> 00:21:18,330
A predecessor in some views to
let's plays and modern game

302
00:21:18,330 --> 00:21:25,015
streaming. And finally, within
two weeks of release, id had

303
00:21:25,015 --> 00:21:30,455
also published details about how
their game design or WAD for

304
00:21:30,455 --> 00:21:35,415
where's all the data files were
structured. The first complete

305
00:21:35,415 --> 00:21:40,260
fan made level editor, Doom
Editing Utilities or DEU, is

306
00:21:40,260 --> 00:21:47,060
released on 01/26/1994, only
forty seven days after Doom

307
00:21:47,060 --> 00:21:50,980
itself. You can even go to a
Usenet archive and pull up

308
00:21:50,980 --> 00:21:54,980
threads of people talking about
building editors and what to use

309
00:21:54,980 --> 00:22:02,015
them for. A Hunt on 01/12/1994
writes, I think the Doom engine

310
00:22:02,015 --> 00:22:05,535
could be used very effectively
for things other than the maze

311
00:22:05,535 --> 00:22:07,455
shoot them ups, which I love.

312
00:22:07,535 --> 00:22:11,810
How about football first person?
The Doom engine limitations

313
00:22:11,810 --> 00:22:15,490
should not be a problem,
vertical views, etcetera. The

314
00:22:15,490 --> 00:22:19,650
mountains could be a stadium.
Replace the multitude of

315
00:22:19,650 --> 00:22:24,465
monsters with more views of
teammates. Hockey too.

316
00:22:24,465 --> 00:22:28,465
The rollerblade feel of the
movements on a fast machine

317
00:22:28,465 --> 00:22:34,225
already show the graphics speed
wouldn't be a problem. Just you

318
00:22:34,225 --> 00:22:42,280
wait a hunt. Just you wait. Then
in only the amount of time it

319
00:22:42,280 --> 00:22:46,760
takes to get to Mars using the
Hohmann maneuver, Doom two Hell

320
00:22:46,760 --> 00:22:51,080
on Earth is released. Doom two
is retail only and it hits the

321
00:22:51,080 --> 00:22:53,895
shelves 10/10/1994.

322
00:22:54,055 --> 00:22:57,015
It was developed in much the
same manner and with many of the

323
00:22:57,015 --> 00:23:01,015
same tools as the first Doom,
but it's bigger with more guns

324
00:23:01,095 --> 00:23:04,935
and more demons. And I can tell
you exactly where I got this

325
00:23:04,935 --> 00:23:08,660
one. Babbage's in the Natick
Mall with a paper gift

326
00:23:08,660 --> 00:23:13,300
certificate I got for my
birthday. In early nineteen

327
00:23:13,300 --> 00:23:17,620
ninety five, the source code for
both Doom games is released

328
00:23:17,620 --> 00:23:21,695
under a noncommercial Doom
license. These were Linux

329
00:23:21,695 --> 00:23:24,895
versions of the code given the
use of proprietary audio

330
00:23:24,895 --> 00:23:27,215
software in the MS DOS versions.

331
00:23:27,535 --> 00:23:33,295
On 10/03/1999, the licenses for
each are converted to full new

332
00:23:33,295 --> 00:23:37,670
general public licenses, which
requires all work made using the

333
00:23:37,670 --> 00:23:42,470
code to be released under the
same license. It's at this

334
00:23:42,470 --> 00:23:46,630
point, all of the technical
pieces are in the world,

335
00:23:47,350 --> 00:23:52,685
available by design for anyone
to use, and it was required that

336
00:23:52,685 --> 00:24:02,365
if you did so, you also share
your work. Hundreds, maybe

337
00:24:02,365 --> 00:24:06,640
thousands of pieces of software
using Doom's code have followed

338
00:24:06,640 --> 00:24:11,280
since. Mods, user made levels,
total conversions, where it

339
00:24:11,280 --> 00:24:14,480
sorta seems like you're playing
a whole different game, source

340
00:24:14,480 --> 00:24:18,560
ports, and more. It's a
branching rhizome of projects

341
00:24:18,560 --> 00:24:23,895
that assure that no matter what
your system, it can run Doom,

342
00:24:23,975 --> 00:24:27,175
often with more features and
greater fidelity than the

343
00:24:27,175 --> 00:24:27,895
original.

344
00:24:28,135 --> 00:24:32,295
A vibrant community of hackers,
modders, and artists are doing

345
00:24:32,295 --> 00:24:37,710
exactly what id designed their
game to do, run well and be

346
00:24:37,710 --> 00:24:44,830
shared. We're gonna take a quick
break. You're gonna listen to

347
00:24:44,830 --> 00:24:47,790
some ads unless you're on the
member feed. And when we return,

348
00:24:47,790 --> 00:24:51,305
we're gonna talk to two game
designers, a nuclear physicist,

349
00:24:51,305 --> 00:24:56,985
and a composer about what people
are making with Doom and why

350
00:24:57,145 --> 00:25:12,030
exactly they're making it with
Doom. Doom is small.

351
00:25:12,110 --> 00:25:15,310
Like, the actual size of the
game. It's tiny. I'm looking at

352
00:25:15,310 --> 00:25:18,910
the files for both Doom and Doom
two right now, and they're 11

353
00:25:18,910 --> 00:25:23,425
megs and 16 megs respectively.
That's smaller than some photos

354
00:25:23,425 --> 00:25:27,185
I've taken with my phone. So
before you even get started

355
00:25:27,185 --> 00:25:32,100
making things with it, Doom
itself is very portable, and

356
00:25:32,100 --> 00:25:35,380
boy, howdy, has it been ported.

357
00:25:35,540 --> 00:25:38,180
Xaser Acheron: Back whenever
Doom source code was released,

358
00:25:38,180 --> 00:25:40,420
like, we're talking the
nineties. Right? A lot of people

359
00:25:40,420 --> 00:25:42,420
were just like, oh my gosh. This
is the coolest thing ever.

360
00:25:42,420 --> 00:25:43,780
Let's, like, update the game.

361
00:25:43,780 --> 00:25:46,455
Mike Rugnetta: That's Zazer with
an x, Acheron.

362
00:25:46,455 --> 00:25:48,775
Xaser Acheron: I currently work
at Nightdive Studios as a game

363
00:25:48,775 --> 00:25:51,815
developer, but I've basically
been plugged into the Doom

364
00:25:51,815 --> 00:25:55,895
community for twenty plus years,
which is crazy, doing

365
00:25:55,895 --> 00:26:00,610
programming, level design, art,
music, all sorts of Doom mod

366
00:26:00,610 --> 00:26:01,090
stuff.

367
00:26:01,090 --> 00:26:03,490
Mike Rugnetta: Zayzer is thanked
by name at the end of John

368
00:26:03,490 --> 00:26:06,450
Romero's book. And though I know
it will slightly embarrass him,

369
00:26:06,450 --> 00:26:09,810
I am going to mention that the
Doom Wiki describes him as,

370
00:26:09,810 --> 00:26:14,635
quote, the Doom community's
truest polymath. He really has

371
00:26:14,635 --> 00:26:18,155
done a bit of everything. So I
wanted to ask him to help me

372
00:26:18,155 --> 00:26:23,515
understand the finer details of
why Doom will run on a Sony

373
00:26:23,515 --> 00:26:27,530
PocketStation memory card. The
explanation begins with one of

374
00:26:27,530 --> 00:26:29,450
Doom's early source ports.

375
00:26:29,610 --> 00:26:33,290
Meaning, someone takes the
engine source code and modifies

376
00:26:33,290 --> 00:26:38,010
it to run on a different type of
system. Crucially, this isn't

377
00:26:38,010 --> 00:26:41,945
necessarily the game itself, but
the software that runs the game.

378
00:26:42,105 --> 00:26:45,465
So a source port can run Doom,
but it can also run

379
00:26:45,465 --> 00:26:47,145
modifications of Doom.

380
00:26:47,225 --> 00:26:50,025
Xaser Acheron: And one of the
earlier ports that ended up

381
00:26:50,025 --> 00:26:52,425
sticking around for a long,
long, long, long, long time was

382
00:26:52,425 --> 00:26:56,020
called ZDoom, And it was just
done by someone named Marissa

383
00:26:56,020 --> 00:26:58,660
Hite. She just was like, hey. I
wanna make a Doom source port

384
00:26:58,660 --> 00:27:04,180
and did it for years. And the
thing that drew people to it was

385
00:27:04,180 --> 00:27:07,620
it started adding a ton and ton
a ton of modding features. Like,

386
00:27:07,895 --> 00:27:11,895
the earlier Doom source ports, a
lot of them started focusing on,

387
00:27:11,895 --> 00:27:13,335
like, visual fidelity.

388
00:27:13,735 --> 00:27:16,215
So, like, earlier versions of
Edge, which also had a lot of

389
00:27:16,215 --> 00:27:21,095
modding features, JDom,
Doomsday, and ZDoom, they all

390
00:27:21,095 --> 00:27:23,600
had things like, hey. You could
play it at high resolution, and,

391
00:27:23,600 --> 00:27:25,840
oh, we're adding a couple little
features like jumping and

392
00:27:25,840 --> 00:27:29,280
things, and there's glowy lights
and dynamic stuff. There are

393
00:27:29,280 --> 00:27:30,720
some early OpenGL ports.

394
00:27:30,720 --> 00:27:34,320
Mike Rugnetta: This continues
until today, literally. Since

395
00:27:34,320 --> 00:27:37,680
the mid nineties, there have
been legions of people, Zazer

396
00:27:37,680 --> 00:27:43,285
included, who exert Olympus Mons
amounts of effort to ensure that

397
00:27:43,285 --> 00:27:49,045
Doom runs and runs well. It
would be a project all its own

398
00:27:49,045 --> 00:27:52,965
to recount the history and
lineage of every Doom source

399
00:27:52,965 --> 00:27:57,420
port. There have been many. They
are constantly being improved

400
00:27:57,420 --> 00:27:58,460
and extended.

401
00:27:58,700 --> 00:28:03,260
And in fact, the newest major
source port called u z Doom was

402
00:28:03,260 --> 00:28:09,715
updated eleven hours ago at time
of writing. So running Doom,

403
00:28:09,955 --> 00:28:13,155
very easy, which is to say
nothing of the fact that

404
00:28:13,315 --> 00:28:16,515
Xaser Acheron: Doom is
incredibly easy to make content

405
00:28:16,515 --> 00:28:20,210
for. Like, you can have zero
experience doing anything in

406
00:28:20,530 --> 00:28:24,450
resembling game design, and you
can install Ultimate Doom

407
00:28:24,450 --> 00:28:28,850
Builder and make a Doom map and
test it and do that within ten

408
00:28:28,850 --> 00:28:31,970
or fifteen minutes. I literally
tell people, hey. If you wanna

409
00:28:31,970 --> 00:28:36,515
get into game design and you're
brand new to it, install a Doom

410
00:28:36,515 --> 00:28:37,955
editor. Like, that's that sounds
weird.

411
00:28:37,955 --> 00:28:40,195
Right? Like, wait. I wanna make
a game. I wanna make my own

412
00:28:40,195 --> 00:28:42,675
game. Why would I want to make a
mod for something else?

413
00:28:42,675 --> 00:28:45,555
Right? Well, the reason why is
because if you want to make a

414
00:28:45,555 --> 00:28:49,520
game, what you actually need to
do is, like, 20 different

415
00:28:49,520 --> 00:28:52,320
things. Like, oh, you gotta pick
an engine, and you maybe have to

416
00:28:52,320 --> 00:28:54,000
be a programmer, and you gotta
figure out what things to

417
00:28:54,000 --> 00:28:55,920
install if you're using Unity.
And then you have to figure out,

418
00:28:55,920 --> 00:28:57,760
oh, am I a level designer now?
Am I an artist?

419
00:28:57,760 --> 00:29:00,515
What am I doing for? Okay. If
you wanna make a doom app,

420
00:29:00,515 --> 00:29:02,755
here's what you do. Draw some
lines in an editor and play

421
00:29:02,755 --> 00:29:05,235
around, and then hit the test
button. It works.

422
00:29:06,595 --> 00:29:09,475
Mike Rugnetta: I don't know if
you've ever opened Unity or

423
00:29:09,475 --> 00:29:13,075
Unreal Engine. I've spent a fair
amount of time in each just as a

424
00:29:13,075 --> 00:29:17,150
hobbyist. And for beginner, the
experience is not unlike looking

425
00:29:17,150 --> 00:29:21,470
into the cockpit of an airplane
through a kaleidoscope. It's

426
00:29:21,470 --> 00:29:24,270
tough to even get started and
getting to a point where you can

427
00:29:24,270 --> 00:29:29,230
play around represents a kind of
opportunity cost. There's an

428
00:29:29,230 --> 00:29:33,345
inherent risk assumed until
you're well versed in the

429
00:29:33,345 --> 00:29:34,065
software.

430
00:29:34,385 --> 00:29:38,785
And Zazer's conjecture is, this
is not the case with Doom. You

431
00:29:38,785 --> 00:29:43,200
wanna try something out? Go to
hell. I took his advice, and I

432
00:29:43,200 --> 00:29:47,120
thought, okay. Let's say I wanna
make a version of this episode

433
00:29:47,120 --> 00:29:50,960
that's playable as a level of
doom.

434
00:29:51,440 --> 00:29:55,925
How long would it take to get on
my way? Not faffing about with

435
00:29:55,925 --> 00:30:00,645
files or menus, but actually
making and testing something. So

436
00:30:00,645 --> 00:30:03,765
I downloaded u z doom and a
level editor, and I timed

437
00:30:03,765 --> 00:30:10,180
myself. It took six minutes
before I was pushing Doomguy

438
00:30:10,180 --> 00:30:13,700
around inside a map that I
designed. I mean, it was a very

439
00:30:13,700 --> 00:30:15,860
simple map, but I I made it.

440
00:30:18,100 --> 00:30:21,935
Doom, the set of tools for
building games, exhibits the

441
00:30:21,935 --> 00:30:26,895
same kind of speed and
responsiveness as Doom the game.

442
00:30:27,295 --> 00:30:33,840
Its lack of fussiness verges on
almost magical in 2026. The

443
00:30:33,840 --> 00:30:38,080
first time I sat down to make
something in Doom felt so

444
00:30:38,080 --> 00:30:43,760
similar to the first time I sat
down to play Doom. A few menu

445
00:30:43,760 --> 00:30:49,015
clicks and suddenly, oh my god.
Is this for real?

446
00:30:49,815 --> 00:30:52,855
My brain chemistry forever
altered.

447
00:30:52,855 --> 00:30:55,015
Bijan Stephen: Again, I do think
this is tied to early computing

448
00:30:55,015 --> 00:30:58,135
and early internet culture.
Like, are these are very, like,

449
00:30:58,375 --> 00:31:01,980
specific times and places with
very specific culture.

450
00:31:02,060 --> 00:31:04,380
Mike Rugnetta: This is Bijan
Steven. You may remember him

451
00:31:04,380 --> 00:31:07,660
from the first episode of Never
Post. He's a video game writer

452
00:31:07,660 --> 00:31:11,020
at Compulsion Games and a music
critic for the nation.

453
00:31:11,020 --> 00:31:13,820
Bijan Stephen: And a player on
Fun City Ventures, the best

454
00:31:13,820 --> 00:31:16,060
tabletop role playing game
podcast that you've never heard

455
00:31:16,060 --> 00:31:16,220
of.

456
00:31:18,435 --> 00:31:23,235
Mike Rugnetta: Cesar told us
how. Bijan is gonna tell us why.

457
00:31:23,635 --> 00:31:27,395
What about Doom inspires all
this experimentation and

458
00:31:27,395 --> 00:31:32,270
extension? All the technological
factors stipulated why this game

459
00:31:32,270 --> 00:31:33,470
in particular.

460
00:31:34,270 --> 00:31:36,990
Bijan Stephen: Doom became part
of the culture because it was

461
00:31:36,990 --> 00:31:39,390
something that everyone was
playing, and it was something

462
00:31:39,390 --> 00:31:42,830
that everyone had access to, and
it was something that you could

463
00:31:42,830 --> 00:31:46,670
mess with, like, very easily. So
it became this natural fit. And

464
00:31:46,670 --> 00:31:49,445
then those those, you know,
those forums and videos and

465
00:31:49,445 --> 00:31:53,365
whatever, all of that stuff,
like, filtered in like, filtered

466
00:31:53,365 --> 00:31:56,965
down to the next generation
online. And it's like the the

467
00:31:56,965 --> 00:32:00,645
designers are daring you to
break it. They're daring you to

468
00:32:00,645 --> 00:32:02,325
do stuff with it that they
didn't expect.

469
00:32:02,760 --> 00:32:05,320
Why else would they open source
the engine? Why else would they

470
00:32:05,320 --> 00:32:08,840
ship it with demos? They gave us
the tools and they they gave us,

471
00:32:08,840 --> 00:32:12,520
like, the tool the paints and
the brushes and the easel and

472
00:32:12,520 --> 00:32:15,465
the canvas, and they expected us
to get get to work. That's what

473
00:32:15,465 --> 00:32:19,705
it was. But video games are
interesting because again, they

474
00:32:19,705 --> 00:32:21,545
are prescribed experiences.

475
00:32:21,545 --> 00:32:24,425
They they are there is a
beginning, middle, and an end

476
00:32:25,145 --> 00:32:27,945
that has been set down and
thought about by the designers.

477
00:32:27,945 --> 00:32:33,150
Right? But the thing that Doom
sort of posited in a very early

478
00:32:33,150 --> 00:32:36,270
stage in this development of
games was, like, what if that

479
00:32:36,270 --> 00:32:40,110
wasn't the end? What if what if
we our vision for this wasn't

480
00:32:40,110 --> 00:32:43,150
actually what this game is? And
if the further we get from its

481
00:32:43,150 --> 00:32:44,430
origins, the funnier it gets.

482
00:32:44,430 --> 00:32:47,865
Like, what do you like, why are
you still doing this? But I

483
00:32:47,865 --> 00:32:51,545
think I mean, it's it's it's not
because it's like the designers

484
00:32:51,545 --> 00:32:53,945
and developers sort of intended
for you to fuck with it, but,

485
00:32:53,945 --> 00:32:56,425
like, did they mean did did they
really think that you were gonna

486
00:32:56,425 --> 00:32:59,465
do this with it? I don't know.
It's it's I I think it's really

487
00:32:59,465 --> 00:33:01,510
hard to say. This is like it's
like you're you're asking

488
00:33:01,510 --> 00:33:03,830
questions about the human
spirit, and I don't know how to

489
00:33:03,830 --> 00:33:04,550
answer them.

490
00:33:05,670 --> 00:33:09,670
Mike Rugnetta: Bijan posits, I
think, a kind of doom, a

491
00:33:09,670 --> 00:33:13,190
metagame, which doesn't involve
military bases on Mars,

492
00:33:13,190 --> 00:33:18,095
cacademons, chainsaws as much as
it involves an IDE, GitHub, and

493
00:33:18,095 --> 00:33:24,095
Discord. Urdoom has one goal,
the creation of more doom, and

494
00:33:24,095 --> 00:33:27,695
there's no win condition because
there is always more doom to be

495
00:33:27,695 --> 00:33:32,430
made. It would again be a
project all its own to list even

496
00:33:32,430 --> 00:33:37,710
1% of the incredible mods and
conversions of Doom, but we will

497
00:33:37,710 --> 00:33:44,815
at least fulfill some of a
hunt's wishes. Z football is a

498
00:33:44,815 --> 00:33:50,495
2,004 mod build as, quote, the
first complete soccer themed

499
00:33:50,495 --> 00:33:56,415
total conversion for z doom.
Doom hockey is, exactly what it

500
00:33:56,415 --> 00:33:58,255
sounds like and multiplayer.

501
00:33:58,255 --> 00:34:02,470
Hellshots is a game where in
place of a gun, Doomguy holds a

502
00:34:02,470 --> 00:34:06,950
putter or a wedge or an iron.
That's right. It's Doom Golf.

503
00:34:07,030 --> 00:34:11,110
Doom the gallery experience
trades the plasma rifle for a

504
00:34:11,110 --> 00:34:15,445
red wine glass and the armor
power ups for cheese. And yes,

505
00:34:15,445 --> 00:34:17,125
you do exit through the gift
shop.

506
00:34:17,125 --> 00:34:21,845
Doctor Robotnik's ring racers
is, get ready, a Sonic themed

507
00:34:21,845 --> 00:34:27,830
tournament tuned Mario Kart
style racing game built on Doom

508
00:34:27,830 --> 00:34:32,070
Legacy. Its website reads,
quote, Ring Racers is not a

509
00:34:32,070 --> 00:34:35,990
pickup and play experience. If
you aren't already a racing

510
00:34:35,990 --> 00:34:42,265
fanatic, the learning curve will
be quite steep, end quote. And

511
00:34:42,265 --> 00:34:46,665
perhaps the most famous is a
surreal survival horror maze

512
00:34:46,665 --> 00:34:51,305
discovery game called my house
dot wad, which Bijan describes

513
00:34:51,305 --> 00:34:51,625
as

514
00:34:51,945 --> 00:34:56,180
Bijan Stephen: One of the best
Doom things I've ever seen. It's

515
00:34:56,180 --> 00:34:59,940
unbelievable. Somebody tried to
do House of Leaves with Doom.

516
00:34:59,940 --> 00:35:02,660
What? Like and then they
succeeded.

517
00:35:02,660 --> 00:35:06,740
That's the crazier part. It it
it is genuinely unnerving. It is

518
00:35:06,740 --> 00:35:10,165
so strange. Because again, Doom,
the way Doom looks is very

519
00:35:10,165 --> 00:35:13,045
specific. And the way that the
person making my house dot wad

520
00:35:13,045 --> 00:35:16,485
understood they they understood
how Doom looked and how Doom

521
00:35:16,485 --> 00:35:19,605
felt and they made it feel eerie
if you've ever played Doom,

522
00:35:19,605 --> 00:35:22,325
which I think again, it feels
like a love letter to a

523
00:35:22,325 --> 00:35:22,725
community.

524
00:35:22,725 --> 00:35:26,480
It feels like very specific to a
very time and place and specific

525
00:35:26,480 --> 00:35:30,160
to a certain group of people who
like are very aware of this

526
00:35:30,160 --> 00:35:32,400
thing that they're doing and
this thing that they're playing.

527
00:35:32,560 --> 00:35:36,000
Mike Rugnetta: The way Doom
looks is very specific, but so

528
00:35:36,000 --> 00:35:41,075
is the way Doom runs. Doom does
not require a GPU. It runs

529
00:35:41,075 --> 00:35:44,995
entirely on the processor.
Meaning, unlike many modern

530
00:35:44,995 --> 00:35:49,235
games, it doesn't need
specialized hardware. The code

531
00:35:49,235 --> 00:35:52,300
is also, as discussed, very well
optimized.

532
00:35:52,380 --> 00:35:56,780
It's also written in c, which
while sort of old fashioned, is

533
00:35:56,780 --> 00:36:01,420
straightforward for most systems
to compile or interpret. So,

534
00:36:01,420 --> 00:36:04,455
basically, what this all means
is that when you ask a computer,

535
00:36:04,455 --> 00:36:09,015
whatever computer, to run Doom,
you're only giving it one job,

536
00:36:09,495 --> 00:36:13,335
run Doom. And it doesn't really
take much of a computer to do

537
00:36:13,335 --> 00:36:16,295
that. Embedded software,

538
00:36:17,250 --> 00:36:19,010
Xaser Acheron: you're gonna
you're gonna program and see.

539
00:36:19,010 --> 00:36:21,890
Like, that's that is the root
foundation that almost every

540
00:36:21,890 --> 00:36:26,530
device ever that isn't a desktop
PC is gonna use. So that by

541
00:36:26,530 --> 00:36:29,170
itself is already a massive
chunk that allows you to take

542
00:36:29,170 --> 00:36:33,175
Doom and compile it for your
thing of choice. And and the

543
00:36:33,175 --> 00:36:37,415
fact that it's, you know, was
designed to run on what a three

544
00:36:37,415 --> 00:36:41,175
eighty six well, four eighty six
if you had infinite money back

545
00:36:41,175 --> 00:36:45,020
in the early nineties means that
you could run it on a potato

546
00:36:45,020 --> 00:36:47,420
because your your modern
embedded device probably is

547
00:36:47,420 --> 00:36:49,340
gonna be a little bit more
powerful than what they had back

548
00:36:49,340 --> 00:36:50,940
then. So, yeah, you're gonna be
fine.

549
00:36:51,260 --> 00:36:53,820
Bijan Stephen: The the history
of doom is also is also the

550
00:36:53,820 --> 00:36:57,535
history of technology because it
is everywhere we go. Somebody's

551
00:36:57,535 --> 00:37:00,415
putting Doom on it no matter
what, like, whatever we make. It

552
00:37:00,415 --> 00:37:02,575
also, I think, has sort of
become like a minimal like, the

553
00:37:02,575 --> 00:37:06,655
the minimum viable computer can
run Doom, which is how it was

554
00:37:06,655 --> 00:37:09,055
designed. And I think that's
sort of like it's almost like

555
00:37:09,055 --> 00:37:10,015
proving that it's a computer.

556
00:37:10,640 --> 00:37:14,480
Mike Rugnetta: Doom has more or
less grown up in the myriad ways

557
00:37:14,480 --> 00:37:19,200
it has alongside computing as a
commercial enterprise and

558
00:37:19,200 --> 00:37:23,200
computers as consumer products
and the Internet as social

559
00:37:23,200 --> 00:37:26,535
infrastructure and communities
of people using all of those

560
00:37:26,535 --> 00:37:34,935
things to make media and art and
jokes. So why Doom? It was

561
00:37:34,935 --> 00:37:38,560
popular. It was available. It
was made to be shared.

562
00:37:38,560 --> 00:37:43,200
Homage is in its guts, which are
also maybe splattered on a

563
00:37:43,200 --> 00:37:47,760
nearby wall. Its usage as raw
material was not only

564
00:37:47,760 --> 00:37:52,285
encouraged, but supported by its
authors and the community of

565
00:37:52,285 --> 00:37:55,965
people who grew around their
work. Going back to the Usenet,

566
00:37:55,965 --> 00:37:59,565
there are countless discussions
like with many games at the time

567
00:37:59,565 --> 00:38:05,325
asking, does Doom run on this
system or this system or this

568
00:38:05,325 --> 00:38:08,660
configuration? And people
working to discover that the

569
00:38:08,660 --> 00:38:14,260
answer, unlike with many games
at the time, was often yes, if

570
00:38:14,260 --> 00:38:18,660
with a little bit of tinkering.
It's very easy to imagine then

571
00:38:18,660 --> 00:38:24,205
how someone might eventually
stand in front of a GE vivid s

572
00:38:24,205 --> 00:38:31,405
five ultrasound scanning machine
and think, I bet I can get that

573
00:38:31,405 --> 00:38:32,525
to play doom.

574
00:38:33,085 --> 00:38:35,645
As an aside, though, that is
maybe not something that you

575
00:38:35,645 --> 00:38:41,120
should voice aloud while
standing in front of a GE vivid

576
00:38:41,120 --> 00:38:46,240
s five ultrasound scanning
machine. In the last and final

577
00:38:46,240 --> 00:38:49,360
act of this episode, we're gonna
talk to two people who make

578
00:38:49,360 --> 00:38:53,925
things professionally and
occasionally do so with Doom.

579
00:38:55,765 --> 00:38:59,925
Throughout all of this, I've not
stopped wondering, don't the

580
00:38:59,925 --> 00:39:06,630
guns and gore and demons make it
harder to use Doom, why not

581
00:39:06,630 --> 00:39:10,470
start from scratch or with
something that has less

582
00:39:11,030 --> 00:39:17,190
significance or meaning? Why
choose to engage with Doom's

583
00:39:17,270 --> 00:39:17,830
baggage?

584
00:39:41,200 --> 00:39:45,555
John Matter: There's a WAD where
if I remember correctly, the big

585
00:39:45,555 --> 00:39:52,275
bad is Margaret Thatcher. Yeah.
Makes me think of that clip. I

586
00:39:52,275 --> 00:39:54,355
don't know. Have have you seen
that clip of this this old

587
00:39:54,355 --> 00:39:57,110
British woman at Thatcher's
funeral?

588
00:39:57,110 --> 00:40:00,710
Matthew Gantt: Not a bit of
good. Not a bit. I put a stick

589
00:40:00,710 --> 00:40:03,270
through her heart and garlic
around her neck to make sure she

590
00:40:03,270 --> 00:40:04,310
never come back.

591
00:40:07,270 --> 00:40:10,630
John Matter: Hello. My name is
John Matter. I'm a nuclear

592
00:40:10,630 --> 00:40:12,665
physicist turned software
developer.

593
00:40:12,745 --> 00:40:15,785
Mike Rugnetta: I know John from
Weird Music Internet and from

594
00:40:15,785 --> 00:40:18,905
their string of public
experimentations with Doom.

595
00:40:18,905 --> 00:40:22,825
John Matter: I think the most
recent thing I did was playing

596
00:40:22,825 --> 00:40:26,730
Doom on a monom grid, which
isn't really Doom modding

597
00:40:26,730 --> 00:40:31,530
itself, but it is part of this
like, can it play Doom thing. So

598
00:40:31,530 --> 00:40:37,130
I wrote a max patch that takes
video, massages it so that it

599
00:40:37,130 --> 00:40:42,465
displays on a grid. This, you
know, matrix of LEDs with

600
00:40:42,465 --> 00:40:43,665
variable brightness.

601
00:40:44,225 --> 00:40:46,225
Mike Rugnetta: I wanted to chat
with a couple people who use

602
00:40:46,225 --> 00:40:50,545
Doom not just as a game or a
development environment, but as

603
00:40:50,545 --> 00:40:55,120
a kind of medium for weirder
ideas. Ones that might involve

604
00:40:55,120 --> 00:41:00,480
say, Maggie, no such thing as
society thatcher. John likens

605
00:41:00,480 --> 00:41:04,320
Doom to a performance practice
or a genre almost.

606
00:41:04,535 --> 00:41:07,895
John Matter: I think it kind of
fits into a similar, I don't

607
00:41:07,895 --> 00:41:12,375
know, heritage as like jazz or
folk. You know, it's this kind

608
00:41:12,375 --> 00:41:17,940
of shared context where people
can play with existing tools or

609
00:41:17,940 --> 00:41:22,100
idioms or memes, whatever.
There's just this shared

610
00:41:22,100 --> 00:41:25,860
material that you can borrow
from and build on and just do

611
00:41:25,860 --> 00:41:26,740
something with.

612
00:41:27,060 --> 00:41:30,100
Mike Rugnetta: Doom, in this
view, isn't so much a game or a

613
00:41:30,100 --> 00:41:35,105
program as it is charts, chord
changes, or as Bijan said,

614
00:41:35,105 --> 00:41:38,945
paints and brushes. The software
doesn't represent the end of

615
00:41:38,945 --> 00:41:43,585
some creative endeavor, but its
beginning. Id has said, here's

616
00:41:43,585 --> 00:41:47,610
the first thing we made with
these tools. You use these

617
00:41:47,610 --> 00:41:49,770
ideas. Use these materials.

618
00:41:49,850 --> 00:41:55,210
You make the next thing. And
that is just not how things are

619
00:41:55,210 --> 00:41:59,770
usually done, especially not
today and especially not in

620
00:41:59,770 --> 00:42:00,970
media and technology.

621
00:42:01,375 --> 00:42:03,455
John Matter: Doom is interesting
to me because it's kind of the

622
00:42:03,455 --> 00:42:08,255
opposite of an NFT. Like an NFT
is a thing that encloses

623
00:42:08,255 --> 00:42:11,135
artistic expression. It
commodifies it. It takes this

624
00:42:11,135 --> 00:42:14,895
thing that anybody could
duplicate and play around with

625
00:42:14,895 --> 00:42:18,260
and it just says, nope. Here
it's this finite resource that

626
00:42:18,260 --> 00:42:20,820
has to be exchanged for money.

627
00:42:21,300 --> 00:42:27,860
But Doom kind of resists that
because it plays on, you know,

628
00:42:27,940 --> 00:42:31,140
so many pieces of hardware.
Maybe some of the appeal of Doom

629
00:42:31,140 --> 00:42:36,875
is that it's just focused on
being this weird charming little

630
00:42:36,875 --> 00:42:42,315
shooter as opposed to something
that can expand and, you know,

631
00:42:42,315 --> 00:42:45,515
get more and more bloated as we
think of new ways to monetize

632
00:42:45,515 --> 00:42:48,760
it. Like, maybe that's the
appeal is that it's just a game

633
00:42:48,760 --> 00:42:52,920
where you can do stupid stuff
and have that be the end result.

634
00:42:53,160 --> 00:42:56,920
Mike Rugnetta: I think that is
also John subtly roasting me for

635
00:42:56,920 --> 00:42:59,960
asking questions about the human
spirit. But the point here is

636
00:42:59,960 --> 00:43:05,065
that it's meaningful that this
unenclosable territory exists.

637
00:43:05,705 --> 00:43:10,585
Doom, unlike many of our beloved
things, remains isolated from

638
00:43:10,665 --> 00:43:14,460
private equity, from corporate
control, from software as a

639
00:43:14,460 --> 00:43:18,380
service, and planned
obsolescence. It is subject to

640
00:43:18,380 --> 00:43:23,500
the whims and drama of the open
source community, which, you

641
00:43:23,500 --> 00:43:27,740
know, is not nothing, but I will
take that drama over

642
00:43:27,740 --> 00:43:29,905
shareholders any day.

643
00:43:29,905 --> 00:43:32,865
John Matter: Yeah. Nobody's
doing microtransactions in doom.

644
00:43:33,185 --> 00:43:37,505
And if they are, I'd plead look
inward. What is yours? I I

645
00:43:37,585 --> 00:43:41,265
you're concerned for the the the
safety of your eternal soul.

646
00:43:46,520 --> 00:43:49,240
Mike Rugnetta: What all of this
adds up to, I think, is that

647
00:43:49,240 --> 00:43:55,000
your various art and technology
hooligans feel safe making

648
00:43:55,000 --> 00:44:01,425
things for and in and with doom.
There is good reason to believe

649
00:44:01,425 --> 00:44:06,225
that the software will persist,
be easy to get up and running,

650
00:44:06,385 --> 00:44:10,990
support all kinds of weird
ideas, and the opportunity cost

651
00:44:10,990 --> 00:44:15,070
of experimentation will remain
extremely low.

652
00:44:15,070 --> 00:44:17,790
Matthew Gantt: I've been
teaching myself to to make Doom

653
00:44:17,790 --> 00:44:20,910
mods, rather than making new
content or new levels, but

654
00:44:20,910 --> 00:44:24,775
actually to modify the the audio
functionality to send out MIDI

655
00:44:24,775 --> 00:44:28,295
hooks to to a synthesizer, to
MaximSP. And the idea then

656
00:44:28,295 --> 00:44:32,375
recasting Doom as a kind of
instrument or kinetic sound

657
00:44:32,375 --> 00:44:36,615
sculpture environment. Yeah.
That's Matthew Gant. I'm a

658
00:44:36,615 --> 00:44:40,670
composer, dirtbag game scholar.

659
00:44:41,070 --> 00:44:45,470
Let me try this again. I'm
failing miserably. I'm a

660
00:44:45,470 --> 00:44:50,965
composer, artist, faux game
scholar, enthusiastic cave

661
00:44:50,965 --> 00:44:54,085
person, doing a lot of work with
experimental music, game

662
00:44:54,085 --> 00:44:55,685
engines, and virtual reality.

663
00:44:55,685 --> 00:44:57,845
Mike Rugnetta: I'm a big fan of
Matthew's work. I have been for

664
00:44:57,845 --> 00:45:00,885
a long time. And over the last
number of years, he's

665
00:45:00,885 --> 00:45:04,645
incorporated more and more video
game technology into his

666
00:45:04,645 --> 00:45:09,660
composition process. Unity,
Unreal Engine, Doom. I was

667
00:45:09,660 --> 00:45:14,540
curious to ask Matthew what he
found meaningful about Doom in

668
00:45:14,540 --> 00:45:18,620
particular, and specifically,
how much it matters for him that

669
00:45:18,620 --> 00:45:20,620
Doom is Doom.

670
00:45:21,055 --> 00:45:25,695
Like, does it matter that this
is a game about demons and hell

671
00:45:25,695 --> 00:45:30,735
and guns and a marine and sick
MIDI guitar riffs? It turns out

672
00:45:30,735 --> 00:45:33,375
that the answer is, yeah, kinda.

673
00:45:33,375 --> 00:45:35,720
Matthew Gantt: All of these
things take on this associative

674
00:45:35,720 --> 00:45:38,280
baggage. Now I don't wanna call
it a whole Duchampian ready made

675
00:45:38,280 --> 00:45:42,280
thing, but it's just nested
layers of association. So the

676
00:45:42,360 --> 00:45:46,040
fact that it is both very
awesome and very iconic, but

677
00:45:46,040 --> 00:45:49,155
also very derivative
simultaneously, It it it feels

678
00:45:49,155 --> 00:45:51,715
really interesting to me. You
know, I guess this happens with

679
00:45:51,715 --> 00:45:55,395
really any media or a medium of
anything, you know, in the

680
00:45:55,395 --> 00:45:57,795
world, you know, has both like a
functional quality. You know,

681
00:45:57,795 --> 00:45:58,355
what can it do?

682
00:45:58,355 --> 00:46:00,595
What are the affordances? And
and, you know, an associative

683
00:46:00,595 --> 00:46:03,315
quality. You know, what does it
signify, you know, culturally,

684
00:46:03,315 --> 00:46:06,500
aesthetically, conceptually?
And, you know, and Doom is kind

685
00:46:06,500 --> 00:46:08,980
of like right there, you know, a
great example, you know, very

686
00:46:08,980 --> 00:46:11,620
very very aura heavy in both.
Right?

687
00:46:11,620 --> 00:46:14,820
You know, it's not you know, it
wasn't the original FPS, you

688
00:46:14,820 --> 00:46:18,075
know, but, you know, somehow it
is just more iconic than, you

689
00:46:18,075 --> 00:46:20,875
know, something like Wolfenstein
or Duke Nukem. You know, may

690
00:46:20,955 --> 00:46:23,915
maybe just because it did reach
a larger audience, maybe because

691
00:46:23,915 --> 00:46:25,835
it was just a little more
polished, what have you.

692
00:46:25,835 --> 00:46:28,475
Mike Rugnetta: The way it looks,
the way it sounds, how playing

693
00:46:28,475 --> 00:46:33,530
it feels, It is undeniably an
old game, open parenthesis,

694
00:46:33,530 --> 00:46:36,490
complimentary, close
parenthesis. And this fact

695
00:46:36,490 --> 00:46:40,330
becomes inseparable from the
fundamental offering of whatever

696
00:46:40,330 --> 00:46:45,385
you make using Doom. The work
itself will always be in

697
00:46:45,385 --> 00:46:50,745
conversation with everything
everyone knows and thinks and

698
00:46:50,745 --> 00:46:55,465
feels about doom. Matthew
likened this to something his

699
00:46:55,465 --> 00:46:59,680
composition professor, composer
Morten Subotnick, said about the

700
00:46:59,680 --> 00:47:01,840
structure of writing music.

701
00:47:01,840 --> 00:47:03,440
Matthew Gantt: I remember he was
telling me. He was like,

702
00:47:04,240 --> 00:47:06,640
composition is like well, I
think the comparison is like

703
00:47:06,640 --> 00:47:09,920
telling a joke, essentially. And
essentially, if the punch line

704
00:47:09,920 --> 00:47:12,480
is or if the setup is so obvious
that you already know the punch

705
00:47:12,480 --> 00:47:15,255
line, you know, it doesn't work
because, you know, who cares?

706
00:47:15,495 --> 00:47:19,975
And if the setup is sort of so
non sequitur that, you know, you

707
00:47:19,975 --> 00:47:22,215
hear the punch line and there's
no connection, you can't drive

708
00:47:22,215 --> 00:47:25,335
meaning from it, you know, just
as bad. So the key thing is

709
00:47:25,335 --> 00:47:28,360
establishing some sort of
legibility and then subverting

710
00:47:28,360 --> 00:47:29,480
the legibility.

711
00:47:29,800 --> 00:47:33,720
Mike Rugnetta: Doom is
exceedingly legible, which makes

712
00:47:33,720 --> 00:47:38,040
subverting it easy. It's also a
game about demons, which makes

713
00:47:38,040 --> 00:47:43,175
subverting it fun. Doom Golf?
Incredible. Doom Modular

714
00:47:43,175 --> 00:47:44,055
Synthesizer?

715
00:47:44,055 --> 00:47:51,895
Hell yeah, brother. Pulling
these things out of Doom's

716
00:47:51,895 --> 00:47:56,880
source code is a punchline to
the ultraviolet open source

717
00:47:56,880 --> 00:48:01,680
setup. The impact of that
punchline is often augmented by

718
00:48:01,680 --> 00:48:05,920
Doom's limited nature. It's an
old game and there's a lot it

719
00:48:05,920 --> 00:48:10,505
can't do. And this might make
you think as a tool, it's

720
00:48:10,505 --> 00:48:11,465
restrictive.

721
00:48:11,865 --> 00:48:15,145
But Matthew explains how it's
actually quite freeing.

722
00:48:15,145 --> 00:48:16,265
Matthew Gantt: You know,
thinking about this kind of like

723
00:48:16,265 --> 00:48:20,025
why doom? And and maybe this is
a little bit left field, do you

724
00:48:20,025 --> 00:48:22,840
know that composer Mark Fell by
any chance? Are you Mark Fell

725
00:48:22,840 --> 00:48:23,400
head?

726
00:48:23,400 --> 00:48:26,440
Mike Rugnetta: I am, in fact, a
huge Fell head. I just recently

727
00:48:26,440 --> 00:48:30,280
reread Mark Fell's book,
Structure and Synthesis. It's

728
00:48:30,280 --> 00:48:33,960
one of my favorite treatises on
the creative process. Fell

729
00:48:33,960 --> 00:48:38,365
writes mostly about making music
with computers, but much of

730
00:48:38,365 --> 00:48:42,605
what's in the book could just as
well be about making things with

731
00:48:42,605 --> 00:48:43,085
doom.

732
00:48:43,085 --> 00:48:44,845
Matthew Gantt: There's this
great quote where he's talking

733
00:48:44,845 --> 00:48:47,165
about, you know, the way artists
tend to deal with technology,

734
00:48:47,165 --> 00:48:50,125
and they think they say, you
know, we we all want an open

735
00:48:50,125 --> 00:48:52,670
system. Everyone says they want
an open system, But what they

736
00:48:52,670 --> 00:48:55,390
really want is they wanna use
that open system to design a

737
00:48:55,390 --> 00:48:58,590
closed system that just has the
affordances that they need and

738
00:48:58,590 --> 00:49:00,350
and play within that limited
thing.

739
00:49:00,350 --> 00:49:00,510
John Matter: You know,

740
00:49:00,510 --> 00:49:02,510
Matthew Gantt: that it gives you
a limitation to push against.

741
00:49:02,750 --> 00:49:06,350
Mike Rugnetta: Thel takes issue
with some artists' insistence

742
00:49:06,525 --> 00:49:13,805
that technology not guide their
creative process. But how else,

743
00:49:13,805 --> 00:49:19,990
he argues, could it be guided?
The tools at hand structure a

744
00:49:19,990 --> 00:49:25,750
dialogue out of which is born
the work. It's the technology

745
00:49:25,830 --> 00:49:31,590
which enables and constrains and
informs the creation of

746
00:49:31,590 --> 00:49:37,405
artworks. And when those tools
have no constraint, it becomes

747
00:49:37,405 --> 00:49:39,485
that much harder to make
something.

748
00:49:39,965 --> 00:49:45,165
When one can make anything, it
is often easier to just make

749
00:49:45,165 --> 00:49:49,725
nothing, especially as a lone
artist with an individual

750
00:49:49,725 --> 00:49:55,690
practice. Doom is a bounded tool
for the creation of games,

751
00:49:55,690 --> 00:50:00,890
media, music, technology, and
even Doom itself. Doom is almost

752
00:50:00,890 --> 00:50:05,610
like Computation's Giant Steps,
the jazz tune by John Coltrane.

753
00:50:05,885 --> 00:50:11,005
It's a time tested standard, an
instructive ledger of moves,

754
00:50:11,645 --> 00:50:16,365
something to be referenced and
recombined endlessly. And people

755
00:50:16,365 --> 00:50:20,990
have been using it to do just
that for decades with no sign of

756
00:50:20,990 --> 00:50:24,670
slowing down, and it's all free.

757
00:50:24,910 --> 00:50:29,070
You can go, you can download u z
doom and the level editor right

758
00:50:29,070 --> 00:50:34,590
now and make something that
plugs directly into this massive

759
00:50:33,835 --> 00:50:40,075
and massively participatory
history today. You will not have

760
00:50:40,075 --> 00:50:43,275
to spend a single dollar. You
will not have to create an

761
00:50:43,275 --> 00:50:47,275
account. You will not have to
log in or even give your email

762
00:50:47,275 --> 00:50:50,630
address. You will not have to
disable AI features.

763
00:50:50,710 --> 00:50:55,430
The software will not show you
ads. You will not need to fill

764
00:50:55,430 --> 00:51:01,670
out a survey about your
experience. All you have to do

765
00:51:02,835 --> 00:51:24,610
is share what you make with
others. Thank you so much to

766
00:51:24,610 --> 00:51:29,970
Zazer, Bijan, John, and Matthew.
You can find links to all of

767
00:51:29,970 --> 00:51:31,810
their work in the show notes,
and

768
00:51:31,810 --> 00:51:31,970
Matthew Gantt: I

769
00:51:31,970 --> 00:51:35,305
Mike Rugnetta: highly highly
highly recommend that you do.

770
00:51:35,305 --> 00:51:39,145
Thanks also to Nash Muhandis,
Lane Nooney, and Dominic

771
00:51:39,145 --> 00:51:42,585
Torreson for their help with
this episode. So I hinted at

772
00:51:42,585 --> 00:51:46,920
this a couple times, throughout
this piece, but everyone we

773
00:51:46,920 --> 00:51:51,880
spoke to for this episode said
at some point when I asked them

774
00:51:51,880 --> 00:51:54,520
a question, well, jeez, you
could write a whole book just

775
00:51:54,520 --> 00:51:59,235
about that. And so I don't know.
We might try.

776
00:51:59,955 --> 00:52:06,995
So I'm curious. Hey. Would you
read a short book about how Doom

777
00:52:07,315 --> 00:52:12,995
became a piece of technology for
experimentation in art and

778
00:52:12,995 --> 00:52:16,200
media? Because, I mean, I would
like to write that book, but

779
00:52:16,200 --> 00:52:18,120
only if someone would read it.
So I don't know.

780
00:52:18,520 --> 00:52:24,440
Let let me know. I also, in this
episode, did not get to talk

781
00:52:24,440 --> 00:52:30,155
about Quake, which is arguably
even more modifiable than Doom.

782
00:52:30,155 --> 00:52:34,395
So I think what we're gonna do
is schedule some streams so we

783
00:52:34,395 --> 00:52:36,875
can see some of these
modifications. You can watch me

784
00:52:36,875 --> 00:52:38,955
play them. I can tell you how to
get them up and running, and

785
00:52:38,955 --> 00:52:41,940
we'll also talk a little bit
more about Quake and how it,

786
00:52:42,100 --> 00:52:46,740
both fits into and extends and
in some ways is an alternative,

787
00:52:46,980 --> 00:52:48,660
to some of the things that we
talked about.

788
00:52:48,820 --> 00:52:53,785
So, if you aren't already, make
sure that you are subscribed to

789
00:52:53,785 --> 00:52:57,545
the mailing list, because that
is where, most likely we will,

790
00:52:57,785 --> 00:53:00,745
first announce, when those
things will be once we get them

791
00:53:00,745 --> 00:53:04,665
scheduled. And hey, finally,
perhaps most importantly, have

792
00:53:04,665 --> 00:53:09,440
you made something in Doom?
Because if so, I would love to

793
00:53:09,440 --> 00:53:12,720
know about it. You can call us.
You can leave us a voice memo.

794
00:53:12,720 --> 00:53:15,680
You can leave us a voice mail.
You can send us an email. You

795
00:53:15,680 --> 00:53:18,240
can leave a comment on the
website. Any of the ways that

796
00:53:18,240 --> 00:53:20,240
you can get a hold of us,
they're all in the show notes.

797
00:53:20,320 --> 00:53:23,895
Tell me about the crazy things
you've done in Doom.

798
00:53:23,895 --> 00:53:51,615
I want to hear about them,
please. That is the show I have

799
00:53:51,615 --> 00:53:54,975
for you this week. We will be
back here in the main feed on or

800
00:53:54,975 --> 00:54:01,375
around Thursday, June 4. Did you
enjoy this episode about Doom? I

801
00:54:01,375 --> 00:54:04,030
enjoyed making it and I would
love to make more heavily

802
00:54:04,030 --> 00:54:07,550
researched segments like this
one to help me and the rest of

803
00:54:07,550 --> 00:54:13,150
the Never Post crew spend more
time making more Never Post more

804
00:54:13,150 --> 00:54:16,190
for just four dollars a month.

805
00:54:16,190 --> 00:54:18,270
A wild deal for the stuff we're
putting out, if I'm being

806
00:54:18,270 --> 00:54:22,705
completely honest. You can head
over to neverpo.st and become a

807
00:54:22,705 --> 00:54:26,065
member today. Never Post's
producers are Audrey Evans,

808
00:54:26,065 --> 00:54:28,865
Georgia Hampton, and the
mysterious doctor first name,

809
00:54:28,865 --> 00:54:31,985
last name. Our senior producer
is Hans Buto. Our executive

810
00:54:31,985 --> 00:54:33,585
producer is Jason Oberholtzer.

811
00:54:33,660 --> 00:54:40,940
The show's host, that's me, is
Mike Rignetta. I got a tattoo of

812
00:54:40,940 --> 00:54:44,700
God. You can't see it, but it's
everywhere. If I seem out of it,

813
00:54:44,700 --> 00:54:46,300
do the math. I was put on earth.

814
00:54:46,475 --> 00:54:50,635
And then you were making up your
feet as you went along. New thin

815
00:54:50,635 --> 00:54:54,715
spoke clanks the spank bank. New
emoticon makes a hollow scene.

816
00:54:55,515 --> 00:55:00,000
Excerpt of Money Bin by Michael
Robbins. Never Post is a

817
00:55:00,000 --> 00:55:03,200
production of Charts and Leisure
and it's distributed by

818
00:55:03,200 --> 00:55:04,080
Radiotopia.
