# on doom 4 and player based garmes
scenario: in which the new "doom" is happily rescued from developer h3ll - by players
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 garme
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 players and let make it
teh garme of "doom 4" would then become something infinitely more community involved: "players designing making and playing doom 4"
at this point considering the sheer amount of mods skyrim has - it's basically an entirely player made garme
yet while players are increasing the one's constructing garmes / 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 player based garmes" - similar to the way valve once considered itself a bottleneck between garmes and players - to rapid evolution
how ourdoom works
here's how ourdoom might work - that is 'play out'
**+** publishers open up doom's ip / franchise to players providing all necessary tools - garme engines art assets code bases cloud servers
**+** "players 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
**+** garme 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 'player based garmes'
'player based garmes'
**+** a shift from developer-made garmes to player-based design ("not just garmes for players but by players")
**+** concept - "garmes are made of people": as a garming phenomenon "players" are way more interesting / spontaneous and inventive than any particular "garme"
for a delicious example of the expanse possibilities offered by "player 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