Rachael wrote: ↑Mon Sep 09, 2024 7:24 am
I actually don't really see much wrong with kraflab's opener. I don't fully agree with him but he raises some good points - and herein lies the trouble with Doomworld's moderation - they have a lot of trouble with understanding nuance, much less why it's even important. And kraflab's concerns aren't unjustified - I don't think it's what Bethesda is doing here, but that doesn't change the fact that game companies as a whole have had massive problems with this kind of thing. Right now Microsoft is cashing in hard on nostalgia, it's not just Bethesda but Activision too. And pretty much every time a corporation has touched something it's become shitty as a result. Would this time be an exception? It's hard to say. I'd like to think so. But history has always shown what inevitably happens.
Perhaps Kraflab's worst crime here was he wasn't dimplomatic enough with the way he worded it - but the sentiment is real, and it's hard to ignore.
What are the good points? To the best of my ability, kraflab's points are:
- GooberMan is a GPL launderer
- the people behind it are getting paid, so they will be biased
- it's a bad precedent
- it's dishonest to present it a something that benefits the community
- it's a company trying to take control of the Doom modding standards
a. is an ad hominem; b. is true but let's be honest, would also be true without a financial incentive, whenever there were suggestions about adopting a community standard, it's hard to claim people didn't have their bias for their suggestions; c. and d. can be argued but I don't see how the actual alternative would be better; e. doesn't really make sense in practice.
When the Unity ports got DeHackEd support, thanks to licensing fraggle's code, a common wishlist item was support for Boom wads. Then licensing GooberMan's code made not just Boom wads, but also MBF and MBF21 support possible, even if flawed. And Night Dive, where a large part of the team is made of people from the Doom community, got to not just play with that, but get to add a few more extra features as well. And they decided to share the specs for these extra features so that it'd be easier for people to adopt them as well. Compare to, say, the Duke 3D remaster with its extra features that had to be reverse-engineered for support in Raze.
Ultimately, we have a situation where a company full of Doom nerds were asked to work on an official update to Doom, with permission to make official new content and features. Then a part of the community lashed out at them for that, and started ascribing nefarious motives. I saw nothing saying that the whole ID24 thing was an initiative from the corporate higher-ups, be they at id, Bethesda, or Microsoft.
And to be honest, I don't see a profit motive on the part of the Night Dive team here, as they would have been paid just as much even if they hadn't added in new content. Nor on GooberMan since he claims not to have asked for monetary compensation for his code. They could have easily done just a new NRFTL-like episode using only existing Doom II resources and features; and otherwise have made an update that was just the Unity port codebase with Kex instead of Unity. Simpler, faster, less work to do -- just the feeling of having missed an opportunity to do more.
Rachael wrote: ↑Mon Sep 09, 2024 7:24 am
But hey - I am sure we'll have lots of fans clamoring at the bit when Doom gets re-released 7 times like Skyrim did.
Doom has been re-released more times than Skyrim ever did long before Skyrim was released the first time. For comparison, Skyrim releases in
cyan. I'm counting simultaneous releases on many platforms as just one release; but non-simultaneous ports as separate. I'm also only counting the original Doom, not Doom II and Final Doom in there, though they're often included. (Otherwise, I could have added a few more instances where Doom II got an official port commercially released, but not Doom 1, such as for the Tapwave Zodiac.) I'm even counting as separate the Skyrim Collector's Edition, despite it being simultaneous with the normal original release, just to make it more sporting.
1993: Doom
1994: Jaguar Doom; Sega 32X Doom
1995: The Ultimate Doom; SNES Doom; PSX Doom; Macintosh Ultimate Doom
1996: 3DO Doom; id Anthology
1997: Sega Saturn Doom
1998: Acorn Doom
1999: WebTV Plus Doom
2001: Ultimate Doom Trilogy Collector's Edition; GBA Doom
2002: Pocket PC Doom aka Doom PDA
2003: Ultimate Doom Trilogy Collector's Edition Doom 3 Promo Edition
2005: Xbox Doom 3 Collector's Edition (includes playable Ultimate Doom, as well as the infamous "Sewers" and "Betray" levels)
2006: XBLA Doom
2007: Steam re-release
2011:
Skyrim;
Skyrim Collector's Edition
2012: XBLA Doom re-release (had been delisted in 2010); Doom 3: BFG Edition (includes playable Ultimate Doom)
2013:
Skyrim Legendary Edition;
Elder Scrolls Anthology
2015: GOG re-release
2016:
Skyrim Special Edition
2017:
Nintendo Switch Skyrim;
PlayStation VR Skyrim
2018:
PC VR Skyrim
2019: Unity port re-release
2020: Doom Eternal (includes playable Ultimate Doom); Bethesda.net re-release
2021: Game Pass re-release;
Skyrim Anniversary Edition
2022: Unity port re-release on GOG; EGS re-release
2024: Doom + Doom II re-release
2025: planned SNES Doom re-release
I'm not even sure this is an exhaustive list. I know I haven't counted the localized versions.
Since the original release of Doom, take any four-year-span, and you'll find an official re-release of Doom in it. People in the Doom house absolutely shouldn't throw stones at the Skyrim for getting re-releases.