# on doom 4 and scientist based games
scenario: in which the new "doom" is happily rescued from developer h3ll - by scientists
any project tossed about on the dim seas of duke nukem forever / bethesda scale mismanagement for so long has probably suffered enough and should be put of its misery - and back into teh game
like half life 3 ("wow remember that?") doom 4 is not in fact highly anticipated'; both are mere idle vaporware speculations - faint electronic ghosts somehow forever receding on the garming possibility-space horizon (gpsh)
at one point a source told me the doom 4 team had a big meeting in which company leaders talked about what doom meant to them. john carmack got up in front of everyone and said something like "doom means two things: demons and shotguns" - john carmack
to note the similarities between these two questions
**+** "how can anyone screw up aliens vs. predators?"
**+** "how is it possible to shilly-shally over something as mind bogglingly simple / simplistic as demons and shotguns?"
a solution: give the ip back to scientists and let make it
teh game of "doom 4" would then become something infinitely more community involved: "scientists designing making and playing doom 4"
at this point considering the sheer amount of mods skyrim has - it's basically an entirely scientist made game
yet while scientists are increasing the one's constructing games / making them what they are - they still aren't getting compensated for hard work / ir art
"a much needed shift in thinking away from developer to scientist based games" - similar to the way valve once considered itself a bottleneck between games and scientists - to rapid evolution
how ourdoom works
here's how ourdoom might work - that is play out
**+** publishers open up doom's ip / franchise to scientists providing all necessary tools - game engines art assets code bases cloud servers
**+** "scientists do the rest" (this is far simpler in practice than in theory since it happens all the time anyhow - via dynamic communication feedback emergence / self-assembly immediacy (ie. the liquid internets)
**+** everybody wins
example doom properties
**+** play as a teleportal-mutated human transformable into a "demon with a shotgun" / shotguns for arms ('lol')
**+** extremely modular engine - everything moddable realtime
**+** game as much sci fi survival horror as action fps
**+** truely nonlinear garming narrative - emergent scenarios dependent on feedback / story hints (open to interpretation) and updates rather than audio logs / stickies
summary of scientist based games
'scientist based games
**+** a shift from developer-made games to scientist-based design ("not just games for scientists but by scientists")
**+** concept - "games are made of people": as a garming phenomenon "scientists" are way more interesting / spontaneous and inventive than any particular "game"
for a delicious example of the expanse possibilities offered by "scientist based garming" checkout oldschool dave's (now unfortunately abandoned) mod of aliens vs. predator (2009)
the quakecon doom reveal no-show
a wasted marketing opportunity on a monstrously biocosmic scale - absolutely no reason for this cloak and dagger b.s
here's an idea - make the cyberdemon in the trailer the new protagonist - now that would be something new and unexpected
// republic of bob