The Doom Creators’ Obsession No One Talks About: They Make the Best Doors in Video Games

id Software turned door design into a distinct art form, and in its games a door is never just a passage between two spaces. It creates rhythm, builds tension, hides secrets, showcases technology, and transforms progress into something physical, dangerous, and exciting.

 

Have you ever thought of id Software as the ultimate master of “making doors” in video games? FromSoftware is often mocked for reusing material from earlier games, and people love pointing to the way a character opens a door as an example. With id Software, though, the conversation feels entirely different. The more you think about how deliberately and skillfully the studio handles something as seemingly ordinary as a door, the less exaggerated it sounds to say that it turned door-opening into a language of its own.

In the games of this North American developer, opening a door does not simply mean moving from one room to another as if following a conventional floor plan. It is about rhythm, about tension created in silence, about the promise of secrets and the display of technical confidence. John Romero himself wrote on his personal blog that progress in these games becomes a physical, dangerous, and exciting act. Where other studios treat the door as dressing, id Software turns it into expression.

 

An Idea That Was Always There

 

That instinct was already present in Wolfenstein 3D. Looking back on the studio’s 35th anniversary, Bethesda itself stressed that the game was defined not only by its speed or its arsenal, but also by the secrets hidden in corridors and behind doors. Those two elements played a major role in making the FPS so popular. The point was never just shooting. It was exploring, searching, entering, suspecting what might be behind a wall, and believing that there could always be a promise waiting behind a door.

In Wolfenstein 3D, opening a door might reveal a firefight, treasure, a shortcut, or an ambush. That mixture of curiosity and threat turned space from a backdrop into a protagonist. Doom refined that idea and made it into an aesthetic statement. Romero recalled that the game broke from the old routine of 90-degree wall labyrinths through a new design palette made up of textured floors and ceilings, stairs, platforms, flickering lights – and doors.

The most important part of that reflection is not simply that Romero mentions doors, but where he places them. He puts them on the same level as the other tools that allowed id Software to move from building corridors to building sensations. The door stopped being a functional detail between walls and became part of the vocabulary through which the studio organized tension and surprise. When a door opens in Doom, it often signals that the game is about to change tone.

That has always suggested one thing to us: the developers understood earlier than almost anyone else that a door is a way of directing the player’s gaze. In a shooter, opening a door means deciding how much to reveal and when to reveal it. It shapes the next encounter, or delays information by half a second so that the wait itself carries weight. In the classic Doom games, the sound, the timing of the opening, and the gradual reveal of a new room turn that gesture into something theatrical.

And when a studio masters that, it masters one of the core dimensions of the shooter, not just the act of firing a weapon. What makes this especially interesting is that the importance of the door is not some poetic interpretation imposed afterward. It is embedded in the game’s technical structure as well. The official Doom source code includes logic specifically labeled Door animation code (opening/closing), and the game distinguishes between manual, colored, secret, and sliding doors, the latter notably in Doom II.

In other words, for id Software the door was never just a hole in the wall. It was a game element with its own behavior, rules, and drama. The fact that something so apparently trivial has such a concrete place in the technical design helps explain why it carries so much weight on screen. And when Quake arrived, the natural evolution of id Software’s philosophy did not change that.

 

The Perspective Changes, But the Execution Does Not

 

The studio kept refining the sensation of speed, combat as continuous flow, and the idea that space should be perceived almost as quickly as it is traversed. At first glance, it might seem as though doors lose prominence as the focus shifts toward mobility, verticality, and the arena. In reality, the opposite happens. The lesson of the door becomes integrated into something larger. At that point, the door itself stops functioning as an isolated object and becomes part of an entire map understood as a circuit of rhythm, pacing, and revelation.

When Marty Stratton spoke to Time about the 2016 return of Doom, he acknowledged a clear familiarity with the past, but he also emphasized rhythm, fluidity, verticality, the absence of reloads, and the sense of constant motion. That alone shows how deeply id Software’s modern philosophy is rooted in its past. Hugo Martin reinforced the same idea in an official Bethesda post when discussing Doom Eternal.

Martin explained that there is no perfect formula for making a great shooter, but he argued that narrative, sound, gameplay, level design, and weapons all have to work in sync. Stratton added two simple principles that summarize the idea perfectly: fun first and fun fast. In other words, make it fun before anything else, and understand that speed itself is part of the fun.

If everything has to serve immediate pleasure and momentum, then a door cannot be a formality, an obstacle, or a gratuitous animation. It has to support the impulse, the anticipation, or the impact. It has to add to the whole. The door is no longer necessarily the beginning of the action. Often, it is the threshold you are already running toward. But it still provides rhythm, transition, and revelation. It remains in the system, only now it opens in tune with frenzy rather than with a pause between sections.

As ridiculous as it may sound at first to say that id Software makes really good doors, it is actually a solemn way of saying something more serious. Very few studios have understood so clearly that the design of a shooter is not only about the trigger. The threshold matters too – the way you enter a room, how long it takes you to see it, what you suspect before crossing into it, and what you hear as it opens. If a studio manages to make you remember even one door, that is not because it builds better doors than everyone else. It is because it has understood that space can be turned into emotion.

Source: 3DJuegos

Avatar photo
theGeek is here since 2019.

theGeek Live