Doom: The Dark Ages and the challenges of finding new players

Doom: The Dark Ages and the challenges of finding new players

The Doom franchise, synonymous with video gaming since its inception in 1993, continues to be a powerhouse in the industry with its influential first-person shooter (FPS) format. However, even iconic titles like Doom, with its formidable protagonist The Doom Slayer, must navigate the evolving landscape of the gaming industry in 2025. Challenges include attracting new players, competing with contemporary gaming giants, and managing the rising costs associated with creating and selling blockbuster games.

BBC Newsbeat recently engaged with the project leaders of Doom's latest installment, "Doom: The Dark Ages," to discuss these industry challenges. The Doom series has always been about overcoming massive in-game enemies, but it now faces other significant hurdles outside the virtual realm. Marty Stratton, executive producer of the series, highlights the competition for consumer attention in an era dominated by various entertainment options such as games, movies, and more.

Free-to-play (F2P) games like Fortnite and Roblox, alongside annually updated series like Call of Duty and EA FC, frequently top the charts of most-played games. According to the latest Online Nation report by UK regulator Ofcom, five out of the top ten games among UK players are F2P, with Fortnite and Roblox boasting millions of active users. These "forever games" captivate younger audiences, presenting a challenge for premium titles like Doom to draw in players.

Despite these challenges, Stratton argues that Doom’s format, which allows players to complete the game in under 20 hours, fits well into the modern gaming habits that favor shorter, more intense experiences over long-term commitments. The Doom series, developed by Dallas-based ID Software, benefits from its established brand recognition and a dedicated fanbase. However, as Rhys Elliot from Alinea Analytics points out, relying solely on hardcore fans is not sustainable in a market where the number of players for premium titles isn't growing, yet production costs are.

To maintain financial viability, game developers must attract new players. Doom's director, Hugo Martin, notes that previews of "Doom: The Dark Ages" have been well-received, partly due to its new "Medieval sci-fi" setting and modified gameplay. These elements have sparked interest among potential first-time players, which is encouraging for the development team. The game also incorporates extensive customization options, allowing players to adjust various aspects of gameplay difficulty, which could enhance the experience for newcomers.

The cost of entry, however, remains a significant consideration. The debate over game pricing has been ongoing, with current games like "Doom: The Dark Ages" priced at £69.99 for the standard edition and nearly £100 for a limited Premium Edition. Marty Stratton asserts that historically, game prices have not skyrocketed, especially when considering inflation. Nonetheless, concerns over economic factors, such as potential tariffs and price changes from major console manufacturers, could make F2P games more appealing to budget-conscious players.

Stratton contends that while F2P games might seem cost-effective initially, they often entail additional expenses through in-game purchases, which can accumulate over time. A poll by British bank TSB revealed that dedicated gamers spend around £22 monthly on microtransactions. In contrast, premium games like Doom offer a one-time purchase with no hidden costs, providing a curated experience with significant replay value. Hugo Martin believes that a well-made game naturally encourages players to revisit and enjoy it multiple times.

Rhys Elliot anticipates more experimentation with game pricing and surcharges in the industry to gauge consumer willingness to pay, which might lead to a broader range of recommended retail prices (RRPs) for new releases. Such competition could ultimately benefit consumers.

Additionally, Doom is accessible on platforms like PC and Xbox via Game Pass, a subscription service akin to Netflix, priced at £14.99 monthly. The growing popularity of such services, along with Sony's PlayStation Plus, raises questions about their impact on full-price game purchases. Game Pass offers players the option to pay an upgrade fee for early access and bonus content, targeting superfans eager for the latest releases.

Ultimately, Doom's creators are confident in the value of their latest game. Marty Stratton emphasizes that pricing is considered during development to ensure it meets player expectations. Hugo Martin echoes this sentiment, affirming that there is still a place for high-quality, premium single-player experiences in the gaming market.

In conclusion, the Doom franchise continues to adapt to the shifting dynamics of the gaming industry, balancing innovation in gameplay and setting with the

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