Here’s how Stratton and id creative director Hugo Martin defined the idea of “combat chess”: speed of movement; individuality of the demons; distinctiveness of the weapons; overall power of the player; and the idea of “make me think, make me move.”
Martin added, “We just edited a lot of stuff, and said we don’t necessarily want the player to have multiple ways to accomplish their goals – there’s only one way to play Doom…We cut a lot of stuff that is completely valid in a lot of [other] games, just to get the game to feel like Doom.”
No reloading, it’s DOOM!
Doom cuts the cruft from the modern first-person shooter format. There’s relatively little dialog, there are “missing” mechanics like reloading, and the tools provided to players in order to progress require little overt explanation or tutorializing.