# 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