Doom has been termed "inarguably the most important" first-person shooter, as well as the "father" of the genre. Although not the first in the genre, it was the game with the greatest impact. Dan Pinchbeck in
Doom: Scarydarkfast (2013) noted the direct influence of
Dooms design choices on those of first-person and third-person shooter games two decades later, as influenced by the games released in the intervening years.
Doom, and to a lesser extent
Wolfenstein 3D, has been characterized as "mark[ing] a turning point" in the perception of video games in popular culture, with
Doom and first-person shooters in general becoming the predominant perception of video games in media. Historians such as Tristan Donovan in
Replay: The History of Video Games (2010) have termed it as causing a "paradigm shift", prompting the rise in popularity of 3D games, first-person shooters, licensed technology between developers, and support for game modifications. It helped spark the rise of both online multiplayer games and player-driven content generation, and popularized the business model of online distribution. In their book
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community in 2014, Brad King and John Borland claimed that
Doom was one of the first widespread instances of an "online collective virtual reality", and did more than any other game to create a modern world of "networked games and gamers".
PC Gamer proclaimed
Doom the most influential game of all time in 2004, and in 2023 said its development was one of the most well-documented in the history of video games. It has also been used in scholarly research since its release, including for
machine learning, video game aesthetics and design, and the effects of video games on aggression, memory, and attention. In 2026, Australian researchers trained 200,000 human brain cells as an organic computer to play
Doom. In 2007
Doom was listed among the ten "
game canon" video games selected for preservation by the
Library of Congress, and in 2015
The Strong National Museum of Play inducted
Doom to its
World Video Game Hall of Fame as part of its initial set of games.
Doom has continued to be included highly in
lists of the best video games ever since its release. In 1995,
Next Generation said it was "the most talked about PC game ever". The PC version was ranked the 3rd best video game by
Flux in 1995, and in 1996 was ranked fifth best and third most innovative by
Computer Gaming World. In 2000,
Doom was ranked as the second-best game ever by
GameSpot. The following year, it was voted the number one game of all time in a poll among over 100 game developers and journalists conducted by
GameSpy, and was ranked the sixth best game by
Game Informer.
GameTrailers ranked it the most "breakthrough PC game" in 2009 and
Game Informer again ranked it the sixth-best game that same year.
Doom has also been ranked among the best games of all time by
GamesMaster,
Hyper,
The Independent,
Entertainment Weekly,
GamesTM,
Jeuxvideo.com,
Gamereactor,
Time,
Polygon, and
The Times, among others, as recently as 2023.
Clones " had firmly superseded "
Doom clone".|alt=Double-line graph. X-axis is years from 1993 to 2002. Y-axis shows usenet post counts ranging from 0 to 1200 per month. Red line ("doom+clone" or "doom+clones") peaks at about 400 in 1996, and tails off to zero again by 2002. Blue line ("first+person+shooter" or "first+person+shooters") grows mostly monotonically to about 1120 by 2002, with an intermediate peak of about 850 in 2000. The two lines cross in late 1997. Both lines are close to zero before late 1993, when "Doom released" is noted with a visual marker. The success of
Doom led to dozens of new first-person shooter games. In 1998,
PC Gamer declared it "probably the most imitated game of all time". These games were often referred to as "
Doom clones", with "first-person shooter" only overtaking it as the name of the genre after a few years. As the "first-person shooter" genre label had not yet solidified at the time,
Doom was described as a "first person perspective adventure" and "atmospheric 3-D action game".
Doom clones ranged from close imitators to more innovative takes on the genre. Id Software licensed the
Doom engine to several other companies, which resulted in several games similar to
Doom, including
Heretic (1994),
Hexen: Beyond Heretic (1995), and
Strife: Quest for the Sigil (1996). A
Doom-based game called
Chex Quest was released in 1996 by
Ralston Foods as a promotion to increase cereal sales. Other games were inspired by
Doom, if not rumored to be built by
reverse engineering the game's engine, including
LucasArts's
Star Wars: Dark Forces (1995). Several other games termed
Doom clones, such as
PowerSlave (1996) and
Duke Nukem 3D (1996), used the 1995
Build engine, a 2.5D engine inspired by
Doom created by
Ken Silverman with some consultation with John Carmack.
Sequel and franchise After completing
Doom, id Software began working on a sequel using the same engine,
Doom II, which was released to retail on October 10, 1994, ten months after the first game. GT Interactive had approached id before the release of
Doom with plans to release a retail version of
Doom and
Doom II. Id chose to create the sequel as a set of episodes rather than a new game, allowing John Carmack and the other programmers to begin work on id's next game,
Quake.
Doom II was the United States' highest-selling software product of 1994 and sold more than copies within a year.
Doom II was followed by an expansion pack from id,
Master Levels for Doom II (1995), consisting of 21 commissioned levels and over 3000 user-created levels for
Doom and
Doom II. Two sets of
Doom II levels by different amateur map-making teams were released together by id as the standalone game
Final Doom (1996).
Doom and
Doom II were both included, along with previous id games, in the
id Anthology compilation (1996). The
Doom franchise has continued since the 1990s in several iterations and forms. The video game series includes
Doom 3 (2004),
Doom (2016), and
Doom Eternal (2020), along with other spin-off video games. It additionally includes
multiple novels, a comic book, board games, and two films:
Doom (2005) and
Doom: Annihilation (2019).
Controversies Doom was notorious for its high levels of
graphic violence and
satanic imagery, which generated controversy from a broad range of groups.
Doom for the 32X was one of the first video games to be given a Mature 17+ rating from the
Entertainment Software Rating Board due to its violent gore and nature, while
Doom II was the first. In Germany, shortly after its publication,
Doom was classified as "harmful to minors" by the
Federal Department for Media Harmful to Young Persons and could not be sold to children or displayed where they could see it, which was only rescinded in 2011.
Doom again sparked controversy in the United States when it was found that
Eric Harris and Dylan Klebold, who committed the
Columbine High School massacre on April 20, 1999, were avid players. While planning for the massacre, Harris said in his journal that the killing would be "like playing
Doom". A rumor spread afterward that Harris had designed a custom
Doom level that looked like the high school, populated with representations of Harris's classmates and teachers, which he used to practice for the shooting. Although Harris did design several custom
Doom levels, which later became known as the "
Harris levels", none were based on the school.
Doom was dubbed a "mass murder simulator" by critic and Killology Research Group founder
David Grossman. In the earliest release versions, the level E1M4: Command Control contains a
swastika-shaped structure, which was put in as a homage to
Wolfenstein 3D. The swastika was removed in later versions, out of respect for a military veteran's request, according to Romero.
Community Dooms popularity and innovations attracted a community that has persisted for decades since. The deathmatch mode was an important factor in its popularity.
Doom was the first game to coin the term "deathmatch" and introduced multiplayer shooting battles to a wide audience. This led to a widespread community of players who had never experienced fast-paced multiplayer combat before. Another popular aspect of
Doom was the versatility of its WAD files, enabling
user-generated levels and other game modifications. John Carmack and Romero had strongly advocated for mod support, overriding other id employees who were concerned about commercial and legal implications. Although WAD files exposed the game data, id provided no instructions for how they worked. Still, players were able to modify leaked alpha versions of the game, allowing them to release level editors within weeks of the game's release. On January 26, 1994, university student Brendon Wyber led a group to create the first full
level editor, the Doom Editor Utility, leading to the first custom level by Jeff Bird in March. It was followed by "countless" others, including many based on other franchises like
Aliens and
Star Wars total conversion mods, as well as DeHackEd, a patch editor first released in 1994 by Greg Lewis that allowed editing of the game engine. Soon after the first mods appeared, id CEO Wilbur posted legal terms to the company's website, allowing mod authors to charge money without any fees to id, while also absolving the company of responsibility or support.
Doom mods were widely popular, earning favorable comparisons to the official level additions seen in
The Ultimate Doom. Thousands of user-created levels were released in the first few years after the release; over 3000 such levels for
Doom and
Doom II were included in the official retail release
Master Levels for Doom II (1995).
WizardWorks released multiple collections of mods of
Doom and
Doom II under the name
D!Zone. At least one mod creator,
Tim Willits, was later hired at id Software. Mods have continued to be produced, with the community Cacowards awarding the best of each year. In 2016, Romero created two new
Doom levels: E1M4b ("Phobos Mission Control") and E1M8b ("Tech Gone Bad"). In 2018, for the 25th anniversary of
Doom, Romero announced
Sigil, an unofficial fifth episode containing nine levels. It was released on May 22, 2019, for with a soundtrack by
Buckethead, and then released again for free on May 31 with a soundtrack by James Paddock. A physical release was later produced. A sixth episode,
Sigil II, was released on the game's 30th anniversary, December 10, 2023, again for for a digital copy with a soundtrack by
Valient Thorr, as well as physical editions on
floppy disk. In addition to WAD files,
Doom includes a feature that allowed players to record and play back gameplay using files called
demos, or game replays. Although the concept of
speedrunning a video game existed before
Doom, its release coincided with a wave of popularity for speedrunning, amplified by the
online communities built on the nascent Internet. Demos were lightweight files that could be shared more easily than video files on internet
bulletin board systems at the time. As a result,
Doom is credited with creating the video game speedrunning community. The speedrunning community for
Doom has continued for decades. As recently as 2019, community members have broken records originally set in 1998.
Doom has been termed as having "one of the longest-running speedrunning communities" as well as being "the quintessential speedrunning game". ==Notes==