This post will be a short analysis of Doom Eternal inspired by ‘Theory of Fun for Game Design’.
The game Doom Eternal starts out as a fantastical and fresh experience. It has a vast array of mechanics that can be all but overwhelming when they are first introduced. There is no real grace period between getting a new ability and then getting a new weapon, although this is perfect for Doom Eternal. Getting new abilities so frequently prevents the player from going into auto-pilot while playing. If there were extended periods between getting a new ability, having to use it and getting a new one then the player would easily be able to master using the new ability and move along without having to put much though into it. Giving the player new abillities, weapons, upgrades, adding new game mechanics, enemy types and environmental factors so frequently keeps players on their toes. So much new information coming in at once forces the player to quickly adapt to the environment around them and just as they’re about to master the new ability they were given a new enemy is dropped in that can’t be killed with the new ability or a new weapon is given that isn’t really neccessary right now.
Doom Eternal has completely mastered keeping the player completely engaged. There isn’t a second in the game that the player will feel as if they’ve completely mastered everything until they’ve run it over and over and over, preventing the player from going on auto-pilot and just dragging themselves through the game.
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