[HN Gopher] My full statement regarding DOOM Eternal
       ___________________________________________________________________
        
       My full statement regarding DOOM Eternal
        
       Author : bangonkeyboard
       Score  : 726 points
       Date   : 2022-11-09 14:29 UTC (8 hours ago)
        
 (HTM) web link (medium.com)
 (TXT) w3m dump (medium.com)
        
       | AceJohnny2 wrote:
       | Given the presented facts and damaged professional reputation,
       | why is this an "open letter" and not a defamation lawsuit?
        
         | [deleted]
        
         | mastax wrote:
         | It seems that Mick doesn't like getting lawyers involved,
         | potentially to his detriment.
        
           | moogly wrote:
           | Indeed, lawyers will be involved now; just not on his side...
        
         | Paul_S wrote:
         | Zenimax has more money
        
       | s_dev wrote:
       | I would expect this story from a struggling indie game dev
       | startup but ID Games, Zenimax, Mick Gordon and Stratton are all
       | huge players in the game dev industry -- thus this looks bad for
       | the industry as a whole. I was always curious about why the Doom
       | Eternal OST never really showed up on Spotify. This story
       | explains that.
        
         | [deleted]
        
         | some-guy wrote:
         | > thus this looks bad for the industry as a whole
         | 
         | The industry has almost always been terrible for decades now,
         | this situation is just another drop in the bucket of terrible
         | stories.
        
         | Comevius wrote:
         | On the contrary, after the horror stories coming from Ubisoft
         | and Activision Blizzard, sometimes requiring the government to
         | intervene, my expectation is really low. If anything this is a
         | dull affair since nobody got killed or sexually harrassed.
        
         | enneff wrote:
         | This would never happen with an indie studio because they
         | wouldn't have the deep pockets to legally strong arm the
         | contractor. If both parties were small businesses then the
         | threat of legal action from either side would keep them both
         | form misbehaving.
        
       | deng wrote:
       | Ugh, what a horror story. I mean, crunch is terrible enough, but
       | I can't imagine how exhausting it must be for music production,
       | especially when it's this kind of balls-to-the-wall power-metal
       | stuff that is used for DOOM. While I can appreciate that it's
       | really well done, I actually had to turn it off during the game
       | because it was just too much for my ears.
        
       | MDGeist wrote:
       | As a musician I understand his desire to deliver a finished work
       | that everyone could be happy with even after he was given strong
       | incentives to just bail on it. It is a shame that the OST he
       | wanted to release wasn't able to happen.
        
       | sasas wrote:
       | The original post by Marty always crossed my mind when listening
       | to the OST sound track. It never really added up. Mick always
       | came across a person with integrity - both artistic and
       | otherwise. Now my mind can be put at rest.
       | 
       | The behavior of Marty in the way it's described comes across
       | classic narcissistic behaviors. Hopefully Mick has learned to
       | recognize this early on in future engagements and to tread very
       | carefully. This applies to all people in power in companies. Do
       | not trust until that trust is earnt, no matter how friendly or
       | forthcoming they appear.
       | 
       | I learnt this early in my career and can (hopefully) can spot
       | these people quickly before they gain too much leverage. Give
       | them nothing that can be used against you because there is a good
       | chance it will come back to bite.
        
         | enneff wrote:
         | Based on how passionate Mick is about his work, and how
         | incredibly polished his Doom 2016 work was, I always found it
         | unbelievable that he would have been responsible for the Doom
         | Eternal mess. I had no idea the details would be this messy.
        
       | skrebbel wrote:
       | This Marty person seems like a full on psychopath. I always
       | wonder with stories like these how the lawyers feel after a day's
       | work. Like, "hi daddy, how was work?" - "oh it was fantastic, we
       | strong armed an independent musician into getting screwed over by
       | our client, an ambitious psychopath!" -hugs-
        
         | crazydoggers wrote:
         | Parent comment might seem flip, but it's actually a real and
         | important point. There are quite a number of people with anti
         | social personality disorder within corporate management
         | structures. Marty has all of the hallmark signs.
         | 
         | I think the real sad part is that Mick wasn't able to identify
         | Marty's personality type at the outset, and seemed to keep
         | falling for his lies, gaslighting, and manipulation, and under
         | estimated the degree to which someone like him would throw
         | someone under the bus at a moments notice.
         | 
         | Mental heal of corporate America definitely needs more
         | examination, because with this type of wealth and power, it
         | often ruins lives both big and small.
        
           | JohnBooty wrote:
           | I think the real sad part is that Mick wasn't able
           | to identify Marty's personality type at the outset
           | 
           | The sociopathic and sociopathy-adjacent people who rise to
           | these positions of power are _very good_ at cloaking
           | behaviors.
           | 
           | They're not obviously creepy jerks hiding in the bushes near
           | a playground wearing filthy clothing, leering at the children
           | and planning an abduction. Nobody wants to work with people
           | like that and they almost never become successful.
           | 
           | The ones who do climb the ranks generally have a lot of
           | positive traits. That's what makes them so dangerous. One
           | minute they're doing something legitimately good. The next
           | minute they're pulling sociopathic moves.
           | 
           | Somebody like Jeffrey Epstein is a great example.
           | Accomplished socialite, donated to great causes and
           | institutions, personable, even had a close female friend so
           | he couldn't be an abuser, right? Except he was, obviously.
           | The lesson for me was not that people were gullible, it was
           | that some of these predators are simply _that_ good at
           | cloaking themselves.
           | 
           | (To be crystal clear, I'm not saying Marty is as bad as
           | Epstein, or directly comparing them in any way whatsoever.
           | I'm just saying: successful jerks are usually a complex mix
           | of good and bad traits. In Marty's defense he's in a high
           | pressure role with a lot of money on the line and lots of
           | crap to navigate and perhaps is trying his best but has come
           | up short. I don't know.)
        
         | JohnBooty wrote:
         | I blame everything but the lawyers. A functional and just legal
         | system depends on both parties having effective legal
         | representation. Our current system falls far short of that
         | ideal but I never feel that lawyers are the issue.
         | 
         | It's the system itself, as well as the Zenimaxes and Martys of
         | the world, that I blame.
        
           | monadology wrote:
           | It's worth noting as well that the decision to settle is (at
           | least nominally) reserved solely to the client. If
           | Marty/id/Zenimax say no settlement, hold the line then
           | ultimately the outside law firm can't do much to wrap things
           | up. They can drop the client, but that has issues of its own.
           | I think corporate law uses the rationale about legal
           | representation to shield itself from much soul-searching
           | around bad behavior, but that's another discussion and the
           | underlying principle is certainly true.
        
           | skrebbel wrote:
           | Sure, but how are those stalling tactics and threat-laden
           | scare letters "effective legal representation" and not just
           | bullying the little guy?
        
             | JohnBooty wrote:
             | I think we both hate those toxic, bullying behaviors.
             | 
             | But lawyers don't do those things on their own. They're
             | doing it at the express direction of ZeniMax. They may even
             | be direct employees of Zenimax, who knows.
             | 
             | I'm not totally absolving lawyers from blame, but they're
             | much closer to being a symptom than the problem.
        
         | AnIdiotOnTheNet wrote:
         | Corporate lawyers with feelings are selected out very early.
        
       | bitwize wrote:
       | Well, Id is pretty much yet another AAA sweatshop in my view now,
       | just like Naughty Dog.
       | 
       | When the principals of a game studio known for innovating and
       | having fun leave, the studio seems to morph into an ugly, EA-
       | shaped default.
        
         | twblalock wrote:
         | All AAA studios are sweatshops and everyone has known that for
         | years.
        
       | kar1181 wrote:
       | If you read up on Tim Willits' time at id it seems like a proper
       | protege took his reigns.
       | 
       | In my early career I lamented not going into games development
       | but goodness what a bullet dodged.
        
         | Asooka wrote:
         | Well, there are some good places to work. I've heard Hello
         | Games (makers of No Man's Sky) are pretty alright,
         | notwithstanding the kerfuffle with their initial release of
         | NMS. I've had some acquaintances working in various Ubisoft
         | locations say it's not bad.
         | 
         | Though even if it is a well-managed studio, you'll still have
         | to deal with occasional crunch to meet holiday deadlines and
         | such, plus the pay is often lower than similar positions in
         | other sectors.
        
       | loupol wrote:
       | This is a really long read. If you want a summary the Factual
       | rebuttal at the end and the TL;DR are good.
       | 
       | Really damning account regarding Id's management and Marty
       | Stratton in particular, and it seems like he's got a rather
       | thorough paper trail to back it up. The worst I feel is him not
       | being paid for half the music used in game that he produced and
       | then discredited by lies on social media, and those are things he
       | can clearly prove with the payments that were made and legal
       | contracts he signed.
       | 
       | An actual contractor horror story, this will probably make future
       | composers be very careful when signing anything with Id Software
       | as long as management remains the same there.
        
       | c0l0 wrote:
       | > It was a masterpiece in Excel but a disaster in reality.
       | 
       | I feel you.
        
         | Arrath wrote:
         | Too often those who build the schedule are entirely divorced
         | from reality, yet also insulated from the effects their
         | schedule has.
        
       | cragfar wrote:
       | I don't do much contract work or deal with the video game
       | industry at all, so I'm wondering was Mick just being overly
       | understanding here about the payment issues? Someone refusing to
       | pay me for work would instantly shut down any work I do with
       | them. And my head nearly exploded when I read the part about how
       | they secretly published a soundtrack that they didn't pay for,
       | and then agreed to be pay for it only if he did another
       | soundtrack for them.
        
         | jasonwatkinspdx wrote:
         | Delayed or never received payments are common for video game
         | freelancers. Most projects fail, and so the likelihood you
         | don't get paid out for a portion of your work is very high. You
         | just have to eat it and set your rates accordingly. iD/Zennimax
         | are big enough there's no excuse here, but as far as mentality
         | anyone that's been freelancing in games has probably crossed
         | over into this territory of just hoping the client stops being
         | an idiot at least once if they're honest.
        
           | MichaelZuo wrote:
           | If it's so common why don't the well known freelancers insist
           | on upfront payments?
        
             | jasonwatkinspdx wrote:
             | These contracts are very asymmetric in negotiating power.
             | That's actually true of gaming in general: as both an
             | artist or coder you'll almost certainly make more money and
             | have a much better work life balance outside of gaming.
             | Freelancers are even more disposable.
             | 
             | Basically, people who wanna make games do so mostly out of
             | personal passion, and that means they get pretty screwed in
             | negotiating compensation.
        
               | MichaelZuo wrote:
               | How does that stop them from negotiating a lower rate,
               | but paid upfront?
        
               | Arrath wrote:
               | That relies on the other party agreeing to such terms.
               | They may well choose a pay-later setup offered by an
               | otherwise more expensive contractor, and then go on to
               | play accounting reindeer games just like this.
        
         | mywittyname wrote:
         | Sounds like he let he guard down due to having a prior
         | relationship with iD.
        
           | enneff wrote:
           | And he's an artist and writing the music for a doom game is a
           | huge creative opportunity for him. id clearly took advantage
           | of that. Too many companies exploit artists who believe in
           | their art. It sucks.
        
       | yrro wrote:
       | Jesus Christ.
       | 
       | I feel sorry for anyone who ever has to work or deal with Marty
       | Stratton or Bethesda.
        
       | TheRealDunkirk wrote:
       | At the end of the day, this is a bog-standard contract dispute
       | over creative differences, and now these guys have to hash it out
       | in the court of public opinion, because some gamers didn't feel
       | like the soundtrack was good enough for their money, and started
       | making a stink? Good grief. "Social" media is killing society.
        
         | s_dev wrote:
         | >because some gamers didn't feel like the soundtrack was good
         | enough for their money, and started making a stink?
         | 
         | I would compare Mick Gordon's contribution to the Doom game
         | here to that of Howard Shore in Lord of the Rings. The
         | experience is fundamentally limited without the music.
        
           | TheRealDunkirk wrote:
           | But that wasn't the problem, was it? They got "the music."
        
       | nazgulsenpai wrote:
       | They should have paid him the 300 hrs just for the Super Gore
       | Nest track.
        
       | Chris2048 wrote:
       | A lot of this feels a little "glutton for punishment". Like, they
       | keep f*cking with him yet he continues to interact..
        
         | jabroni_salad wrote:
         | I think it is more of a lobster in the pot situation. Every
         | contractor is used to watching as the business side of an
         | effort fucks everything up and doing their best to deliver
         | despite the best efforts of managers and lawyers everywhere.
         | SOWs not matching the original description? Asking to start
         | work before the ink dries? Actually we dont want to pay for
         | that thing we said we would pay for after all? No b2b
         | transaction goes without at least one of those. In consulting
         | lingo we call it "pricing in some slack" and its a lesson every
         | rookie learns on their first ever contract 100% of the time.
         | 
         | He just didn't notice when it became irredeemable because hey,
         | he's been working with DOOM for decades at this point and it's
         | always worked out.
        
         | beeboop wrote:
         | He had a lot at stake a lot of incentives to work something out
         | with them. Not everyone can afford to just hire lawyers
         | immediately and only talk through lawyers and burn bridges even
         | further than they're already burned.
        
         | stryan wrote:
         | Pre-OST it sounds like he kept interacting in hopes that they
         | would pay him on time. For the OST, I suppose a combination of
         | professional decency and the fact that his name was already
         | attached to the release kept him going.
         | 
         | Mick Gordon's been a household name thanks to his legendary
         | DOOM(2016) soundtrack, so I'm not surprised he was trying to
         | keep it up. A musician can really live or die by their name
         | recognition and that open letter did a helluva number to his
         | reputation.
        
           | Chris2048 wrote:
           | > the fact that his name was already attached
           | 
           | couldn't he have sued on the basis his name was attached to
           | it?
        
             | stryan wrote:
             | Quite possibly, but that's a lot of money to put up against
             | a company (zenimax) known for their legal team. It would
             | also mean never working with id/zenimax/bethesda/possibly
             | even Microsoft game studios in general again.
        
             | rasz wrote:
             | Zenimax is run by IP lawyers, Im sure they have everything
             | on paper.
        
             | JohnBooty wrote:
             | I'm not a lawyer, but this is a difficult road. You can't
             | sue merely because somebody wrote mean or untrue things.
             | 
             | You have to prove that they're untrue _and_ that they
             | caused you harm.
             | 
             | In Mick's case, that harm would presumably take the form of
             | lost income in form of work he _didn 't_ receive from other
             | companies due to Marty's false claims. That's difficult
             | (read: expensive) to prove in court.
             | 
             | Also, as others have noted, suing iD/Zenimax would also be
             | some level of professional suicide. There are way more
             | talented arts than there are paying artist gigs. That means
             | game companies have hundreds or thousands of artists to
             | choose from, and they consciously or subconsciously filter
             | out the "risky" ones.
        
         | twic wrote:
         | Reading this account, written from a position of hindsight,
         | absolutely.
         | 
         | But when you're in the thick of it, involved with a project you
         | really want to succeed, and which has an impact on your
         | reputation, it is so, so easy to convince yourself that it's
         | all a misunderstanding and you just need to keep trying.
         | Particularly if you are a good-hearted person yourself. I've
         | certainly suffered from this (and very few people who know me
         | would agree that i need to be _more_ of an arsehole!).
        
         | kmeisthax wrote:
         | Half of it is that, and half of it is that it is standard
         | procedure for contract artists to _not be caught standing in a
         | court of law_. Nobody wants to hire people who sue.
        
           | Chris2048 wrote:
           | > Nobody wants to hire people who sue
           | 
           | so why bother ever paying one?
        
             | kmeisthax wrote:
             | Because that gives the studio the reputation of being a
             | deadbeat. All the incentives point towards "keep disputes
             | private and resolve them out of court if possible".
             | 
             | Obviously, if the studios _never pay_ , then nobody agrees
             | to work for them, and the whole system of creative
             | production just collapses.
             | 
             | Related note: iD is going to have a harder time hiring
             | composers now that this is public.
        
         | fartsucker69 wrote:
        
           | mlyle wrote:
           | Perhaps, but he has provided actual evidence that conflicts
           | with Marty's public open letter (late date of contract
           | finalization; work on soundtrack excluding him far prior to
           | being near the deadline).
        
           | bak3y wrote:
           | Why is it so hard to believe that a giant software project
           | was mismanaged? Not like anyone has ever seen that before.
        
           | koollman wrote:
           | Having worked as a contractor ... sometimes, you hope things
           | will get better or at least tolerable, or you go on because
           | still need to be paid because stopping may mean you get
           | nothing (bad contracts). It's a pretty common topic for
           | contractors.
        
           | Jiro wrote:
           | I think "managers want to cover up bad management and blame
           | someone else" is a perfectly logical reason for Id Software
           | to act this way.
        
           | mariusor wrote:
           | That's why you go to reddit and read the open letter and then
           | you decide which sounds more plausible.
        
           | camgunz wrote:
           | IDK "game studio doesn't allot enough time to make game,
           | narcissistic manager works very hard to get anyone else to
           | take the fall" isn't at all hard for me to believe.
           | 
           | This dude has screenshots, file metadata, and a contract to
           | back him up. That contract says 12 songs. Sounds like that's
           | all there is to it.
        
       | nimbius wrote:
       | "Afterwards, he offered me a six-figure settlement to never speak
       | about it."
       | 
       | Mick, thats not a settlement, thats a _payoff_ for taking a hit
       | so the boss doesnt take the fall.
       | 
       | Marty wanted this to go away so he could continue ladder-climbing
       | the tech industry. that he even attempted to do this strongly
       | suggests hes probably paid these things out before.
        
         | stingraycharles wrote:
         | Tangent, but I always wonder how these kind of payments are
         | paid for. Would it be out of pocket money for Marty, or would
         | he let Mick bill some phantom hours and have the company pay
         | for it?
        
           | FeistySkink wrote:
           | It's a simple contract with all conditions spelled out. The
           | company pays.
        
             | jszymborski wrote:
             | Why would companies go to bat for these execs that are
             | liabilities? Why not pay out the settlement and send Marty
             | to Zenimax's St Helena division to prevent having to pay
             | this sort of thing out again? (or worse, risk the damage of
             | having someone not willing to take hush money like Mr.
             | Gordon).
        
               | FeistySkink wrote:
               | Having been in a similar situation on a lot smaller and
               | insignificant scale, I wish I could say something
               | coherent: I wrote and re-edited a long rant here, before
               | ultimately deleting it. But then I see the Adam Neumanns
               | et al. of this world still continuing to be successful
               | despite their numerous public and not so screw-ups that
               | add up to billions, and realize that it's the usual "A
               | times B times C equals X".
        
               | bombcar wrote:
               | Because six figures is cheap compared to all the other
               | things they pay for.
               | 
               | It happens way more than you think.
        
               | mywittyname wrote:
               | And yet, they tried their damnedest to screw Mick out of
               | a similar amount of money.
               | 
               | Which leads me to believe this isn't cheap for them at
               | all.
        
               | jszymborski wrote:
               | Yah, I think this falls under the category of a bad
               | business decision that was easier to make because it was
               | reactionary and not preventative.
        
               | bombcar wrote:
               | Different times, different problems.
               | 
               | I've seen companies spend tens of hours of multiple
               | employee's time to reduce a one-time cost by $1k, and
               | then because of that reduction spend $10k elsewhere.
               | 
               | Not my budget, not my problem.
        
               | Loughla wrote:
               | >Why would companies go to bat for these execs that are
               | liabilities?
               | 
               | 1. Companies are not alive. They are synthetic entities
               | made up of individuals. They do not make decisions on
               | their own. Their decisions are dictated by the decisions
               | of the individuals inside of the company.
               | 
               | 2. If I work in AP and receive a notice from a company
               | executive to pay a contract that is signed by said
               | executive (if they have clearance in policy to do so) and
               | the person we're paying, we have all of the back end
               | paperwork we need to pay it out, I'm paying it out. My
               | job as AP is not to judge right or wrong. It's to process
               | according to acceptable accounting practices, in general,
               | and corporate policy specifically.
               | 
               | In other words, why do people act like a company is this
               | mysterious creature able to sort right from wrong, and
               | ignore the influence people like actual executives of
               | that company can have on processes?
        
               | jszymborski wrote:
               | You can rephrase my statement to be
               | 
               | "Why would this synthetic entity made up of individuals
               | go to bat for these execs that are liabilities?" I'm not
               | sure that it makes the answer clearer.
               | 
               | It's hard to imagine a company w/o the transparency along
               | the chain of command required to detect and prohibit and
               | executive from getting hush-money rubber stamped. At
               | least not one that actually makes money and isn't robbed
               | blind by its middle-management.
               | 
               | On a side note, I've more than once gotten the trademark
               | HN pedantry about "Companies not being people, but made
               | up of them" and it never surprises me that people feel
               | the need to remind me of it. When someone says "Company X
               | made decision Y", it is short-hand for "The people
               | responsible at Company X made decision Y". This is
               | commonly accepted English.
               | 
               | I don't think companies are mysterious creatures able to
               | sort right from wrong, I think they are made up of
               | individuals who can sort right from wrong.
        
       | tb_technical wrote:
       | Unfortunately, abusing artists in media companies has become the
       | norm.
       | 
       | Hollywood and the Music industry set the example for how to
       | extract maximum value from an artist while keeping them desperate
       | for money. Unfortunately, those Hollywood behaviours seem to have
       | jumped to game development.
       | 
       | It's disgusting.
        
         | pessimizer wrote:
         | > Unfortunately, abusing artists in media companies has become
         | the norm.
         | 
         | Since the early 1920s.
        
       | staindk wrote:
       | Wow I vaguely remember that reddit thread and I think I felt a
       | bit confused about it. Seemed like such an OTT reaction to
       | something that should be handled internally - and then for a
       | public statement you would keep it short, sweet and indirect
       | (i.e. 2 paragraphs where you don't blame anyone except maybe
       | yourself and some section of the company).
       | 
       | Very glad Mick made this thorough post.
        
         | barbariangrunge wrote:
         | Remember all the toxic anti-mick comments in that thread,
         | saying it was all micks fault? The post really made people turn
         | on him
        
       | randomNumber7 wrote:
       | A lot of assholery going on at ID management, but mick did a lot
       | of mistakes himself.
       | 
       | He probably should just have sued them to pay for all the music
       | and to not put his name on the OST...
       | 
       | And why in the world would you trust that marty guy after talking
       | with him on the phone. That just ... Also it would probably
       | helped his reputation, to write some of this (the part about the
       | OST) earlier in the doom reddit as response to marty.
        
       | Karliss wrote:
       | Is it known why this response comes out now, 2-3 years after the
       | "DOOM Eternal OST Open Letter" to which it responds? Waiting
       | until any related NDAs time out?
        
         | Centigonal wrote:
         | Mick goes into detail about how he's been pursuing a
         | settlement, and resorted to posting this after years of
         | stalling from Zenimax.
        
         | filoleg wrote:
         | The post explains it quite well, I suggest reading it. I know
         | it is a long read, but there is zero fluff or wasted space on
         | much personal musings in there, all pure factual content.
         | 
         | Tl;dr: very messy legal proceedings and multiple settlement
         | offers (including a proposed gag order that ZeniMax's legal
         | team was trying to force upon Gordon) are the reason for why.
         | And those legal negotiations started less than 2 years ago,
         | after the release of the game. And throughout that whole post,
         | it is evident that Gordon (despite being wronged multiple times
         | in a row) pretty much kept giving them second, third, fourth,
         | etc. chances to resolve it amicably, as he believed it was in
         | the best interests of the projects ultimately succeeding. Only
         | to get taken advantage of and being stabbed in the back
         | multiple times by the same person he decided to give those
         | extra chances and forgiveness to.
        
         | nvarsj wrote:
         | Seems obvious to me. Making a public statement is always going
         | to be the option of last resort for a professional. Seems like
         | Mick did everything he could and finally did this as his last
         | ditch attempt to at least rescue his reputation.
        
           | mywittyname wrote:
           | I'm surprised that he can't issue a DCMA takedown of Doom
           | Eternal.
        
             | enneff wrote:
             | The ownership of those works is certainly a complex issue.
             | Contractually ownership would have been assigned to id, but
             | what happens for unpaid work? What about works in progress?
             | Depends on the contract terms and the interpretation of
             | those terms. Sounds like a lot of grey areas, and there can
             | be significant repercussions for making spurious DMCA
             | claims.
        
         | wilsonnb3 wrote:
         | Mick says in the statement that he feels like he has exhausted
         | every other avenue of addressing the Open Letter and lack of
         | payment for all of the music used in the game, this is pretty
         | much a last resort that he didn't want to have to publish.
        
       | agentultra wrote:
       | What a story. I've had to take action against bad clients before
       | when I was working as a consultant. Never a fun process.
       | 
       | Mick's work on the soundtrack is such a huge component of what
       | made these games great. His dedication to the final product and
       | the fans is admirable. I hope he doesn't have to go through
       | something like this again. The stress alone is not worth it.
        
       | cyberpunk wrote:
       | I had a real feeling Mick got the shaft over this one. A real
       | shame, his OST would have been absolutely badass.
       | 
       | What a waste of time for everyone involved, they certainly won't
       | find anyone better for scoring the next ID games.
       | 
       | I hope he lands on his feet, whatever he does next.
        
         | somuchfordonor wrote:
         | This forum is full of people with amnesia over how many id Tech
         | people are assholes.
        
           | randomNumber7 wrote:
           | But John Carmack is such a great programmer. How can these
           | people be assholes? /s
        
             | filoleg wrote:
             | John Carmack had no hand in DOOM (2016), and was out of iD
             | Software for quite a while by that point, so I have no idea
             | why you felt the need to bring him up.
        
               | 6thsurvivor wrote:
               | He had, he worked on the level editor: https://twitter.co
               | m/id_aa_carmack/status/610468397554499584
        
               | five82 wrote:
               | id Software has a long history of dysfunctional
               | management that goes back to its inception. It's probably
               | not fair to single out John Carmack but there was plenty
               | of backstabbing. All four founders left the company on
               | bad terms.
        
               | somuchfordonor wrote:
               | > so I have no idea why you felt the need to bring him
               | up.
               | 
               | This is what we are lampooning.
        
           | [deleted]
        
       | CoolGuySteve wrote:
       | Horror stories like this are the main reason I only ever bill by
       | the hour and invoice biweekly. Like, sure, I'll change things to
       | meet requirements but I'm not going to work for free or go
       | without pay for months. It's also much easier to fire bad clients
       | or to stop working when an invoice goes unpaid for too long.
       | 
       | The only downside to this approach is when salaried subordinates
       | don't understand this dynamic and rack up billable hours with
       | useless meetings or busywork. Oftentimes when this happens
       | management doesn't realize it until they get sticker shock from
       | an invoice which is why I try to issue invoices frequently.
        
         | ncallaway wrote:
         | One thing that surprised me was milestone billing with
         | approvals, but moving on to the next milestone without getting
         | approval on previous ones.
         | 
         | I agree with you, this project structure sounds... much worse
         | than T&M billing, but if I were going to take on a contract in
         | this structure I would have a simple rule of "I won't work on
         | the next milestone, without getting approval on the prior one"
         | (for something like this, where the milestones are pretty
         | small, maybe I'd be willing to work one milestone ahead).
         | 
         | But I'd absolutely use the schedule pressure as a tool to get
         | them to care about approvals. Because, from the described
         | contract structure, what incentive does the client have to give
         | timely approvals or rejections? None!
        
         | blitz_skull wrote:
         | Another alternative to hourly billing is value-based pricing
         | with up-front payments. May not work in every industry, but if
         | a client isn't willing to do that, they're probably not a good-
         | faith client anyway.
        
         | mjmsmith wrote:
         | As an independent developer, I stop working as soon as more
         | than once invoice is outstanding. Anything else is asking to be
         | left holding the bag (or more of it than you already are.)
        
         | JohnBooty wrote:
         | why I try to issue invoices frequently.
         | 
         | Agree 100%.
         | 
         | Although I've found that for this to be effective, you also
         | need to be able to cease work which means you need a
         | sufficiently large financial cushion.
         | 
         | A long time ago, when I contracted, I was essentially living
         | month to month. I invoiced frequently but clients would often
         | pay up in a painfully slow manner. But I had no real leverage
         | because I was unable to cease work.
         | 
         | Kudos to contractors who achieve what I wasn't quite able to.
        
         | [deleted]
        
         | dspillett wrote:
         | _> Horror stories like this are the main reason I only ever
         | bill by the hour and invoice biweekly._
         | 
         | This sort of thing is why I've always kept a salaried position.
         | I could make more, perhaps have more varied & interesting work,
         | and maybe gain other flexibility, if I switched to contracting,
         | but few people extolling these benefits to me ever mention the
         | flip side when things aren't perfect - I'm more than happy to
         | make less to avoid all that.
         | 
         | From the article:
         | 
         |  _> The contract never showed up._
         | 
         |  _> but if I needed more time, they would be happy to amend the
         | contract later_
         | 
         | No contract, no work. Work starts late because of no fault of
         | mine, including late/no contract? Delivery is likely delayed.
         | Want me to accept an assurance: put it in the contract or
         | otherwise in indisputable writing now. This probably marks me
         | as someone unsuited for contract work, or too difficult to work
         | with as a contractor, ete, and that is fine by me!
        
           | brightball wrote:
           | > This probably marks me as someone unsuited for contract
           | work, or too difficult to work with as a contractor, ete, and
           | that is fine by me!
           | 
           | This actually makes you an ideal contractor, you just have to
           | know how to do this tactfully.
           | 
           | The real issue with this situation is working as a contractor
           | on a single project. At the point you're working for one
           | client, full time, as a contractor...you're an employee.
           | 
           | If you've got no other clients, you have no ability to
           | negotiate with the simple statement, "I have other clients I
           | have to tend to and can't dedicate time to this work until
           | the contract is addressed. Let me know when you're ready to
           | resume."
        
             | tpxl wrote:
             | > The real issue with this situation is working as a
             | contractor on a single project. At the point you're working
             | for one client, full time, as a contractor...you're an
             | employee.
             | 
             | I disagree. I currently work as a contractor for one
             | company more or less fully time. Because I'm a contractor,
             | not an employee, I get to choose my hardware and OS, my own
             | hours, I can take vacation when I want and most
             | importantly, the employer can't force me to work in office.
             | 
             | Contract renewal is coming up soon, my rate is going up,
             | and if they don't agree to it I'll just leave (if anyone
             | needs a senior Java dev, email in bio :)).
             | 
             | > If you've got no other clients, you have no ability to
             | negotiate with the simple statement
             | 
             | You don't need to negotiate, you need to assert you wont do
             | free work and then don't do it.
        
               | brightball wrote:
               | I suppose I should have said, "You have to be able to
               | walk away."
               | 
               | For some people, that will mean multiple clients. For
               | others, it might just be self confidence or good savings.
        
           | x55j33 wrote:
           | > Work starts late because of no fault of mine
           | 
           | Yes, but apparently in Mick's case your name is on the
           | product, and your reputation gets ruined if you don't play
           | ball. A big software company can pay lawyers much longer than
           | you can keep food on the table without pay.
        
             | randomNumber7 wrote:
             | Even good lawyers would have trouble bending the obvious.
             | He had no contract to produce the OST (first) and he could
             | have publicly claimed, that he only produced the game music
             | and was not involved in that final mix of the OST.
        
       | barbazoo wrote:
       | People arguing over email, I'm shocked that didn't work out /s
        
       | nvarsj wrote:
       | Truly insane. It's a shame Mick had to go public on this so hard,
       | I feel it has undoubtedly hurt his professional career. But what
       | Marty/id Software did here is completely unacceptable and
       | absolutely disgusting. What a mess.
        
         | another_devy wrote:
         | I don't think he is going any hard in-fact all of his post is
         | completely focused on his treatment. He could've exposed
         | Marty's/id's treatment with others. I think he still is trying
         | to avoid confrontation in court, maybe settle outside.
        
       | Ghoyome wrote:
       | WTH?!??? I'm never buying a thing directed by this douchebag
       | Marty ever again.
        
       | libraryatnight wrote:
       | I really enjoyed DOOM Eternal, but I rarely follow communities
       | for games online so I didn't realize this was such a thing. Sad
       | that a great game spawned such a nasty situation. It does seem
       | Mick is in the right, here, this didn't have to go this way.
        
       | ramesh31 wrote:
       | ZeniMax makes EA look like Valve. Truly the worst corporate scum
       | imaginable.
        
         | causality0 wrote:
         | Remember when they decided they owned the word "scroll" and
         | started suing anyone else who used it?
        
           | nottorp wrote:
           | And Prey.
        
             | ramesh31 wrote:
             | And what they did to Carmack
             | 
             | And the Oculus lawsuit
             | 
             | And... so on.
        
       | brightball wrote:
       | The most shocking thing about this situation to me is that he
       | didn't get an attorney involved after 2 months without pay. 2
       | months is generous.
        
         | JohnBooty wrote:
         | It's easy to say, and important to do, but also hard to do.
         | 
         | These relationships always have a hugely asymmetrical power
         | balance. As a contractor your reputation is so critical and the
         | games industry is a small place. And there are far more artists
         | than jobs.
        
           | aidenn0 wrote:
           | Contracts are in actuality tend to be based on trust. The
           | contract probably said the payment was due when tracks were
           | approved. If iD drags their feet on approving the tracks,
           | then Mick is in trouble.
           | 
           | If the contract were instead structured payment on delivery,
           | then iD is in trouble if Mick delivers substandard work.
           | 
           | Even if Marty's side of the story were 100% true (which seems
           | doubtful), throwing a hissy-fit on Reddit basically stating
           | "I hired a terrible person to do the music so don't blame me"
           | is a bad look.
        
             | JohnBooty wrote:
             | If iD drags their feet on approving the tracks,
             | then Mick is in trouble.              If the contract were
             | instead structured payment          on delivery, then iD is
             | in trouble if Mick delivers          substandard work.
             | 
             | Thank you for stating this so clearly and succinctly. There
             | are a lot of simplistic "should have had a better contract!
             | should have had a lawyer!" etc type comments here.
             | 
             | Aside from extremely trivial stuff (and maybe not even
             | then) contracts and lawyers aren't perfect magic armor for
             | either side.
             | 
             | You still need both parties to act in relatively good faith
             | or somebody is going to be screwed over to some extent.
        
               | aidenn0 wrote:
               | I might not have gotten it had I not seen it happen with
               | (construction) contractors.
               | 
               | A sub-contractor did terrible work, and took out a
               | mechanic's lien on our house nearly immediately after
               | completion. One of their workers then assaulted my wife
               | when she yelled at his mother (his mother apparently
               | handled the finances and was trying to pressure my wife
               | into signing something she didn't agree with about the
               | quality of work).
               | 
               | On the other hand, mechanic's liens exist specifically
               | for the case where the general contractor is not being
               | timely with payment to subs; it's basically the only
               | lever they have. In this case the lien was improper, and
               | the AG told us we should sue if we didn't have evidence
               | of it being lifted by EOD. I do wonder how many people
               | just capitulate and pay for shoddy work just to make them
               | go away.
        
           | brightball wrote:
           | True. Touched on this in my other comment too.
           | 
           | https://news.ycombinator.com/item?id=33535123
           | 
           | Reading through this particular situation though, he was in a
           | unique position to negotiate due to all of management
           | bungles.
           | 
           | 1. Original soundtrack author.
           | 
           | 2. Conference announcement that he would be producing the
           | sound track as presales exploded.
           | 
           | There were others as well.
           | 
           | I'm a very patient person, but one thing I've learned over
           | the years is that you can't drag your feet when people are
           | intentionally stalling you.
           | 
           | Within 2 weeks of the E3 announcement after multiple attempts
           | to get it resolved, you have to make it clear that you can't
           | continue working without a contract in place.
           | 
           | I'm sure it's a "hindsight is 20/20" situation, but it was
           | hard to read through all of that management abuse without
           | seeing him put his proverbial foot down.
        
             | mywittyname wrote:
             | An announcement on Twitter that he's not under contract to
             | do an OST would have been amusing.
        
             | bombcar wrote:
             | It's hard to find _good_ legal representation you can trust
             | and is knowledgeable about the industry /situation.
             | 
             | It is very easy to find a lawyer who will take your money,
             | however.
        
               | brightball wrote:
               | That's a very valid statement, but at the same time you
               | have to be prepared for it if you plan to be a contractor
               | anyway.
               | 
               | You need your own agreements. You need somebody to review
               | agreements presented to you. If there are IP concerns you
               | need to have clear legal language present around that as
               | well.
               | 
               | To get there, it's worth it to network in attorney
               | circles. It's well worth it.
        
               | bombcar wrote:
               | Yeah, it absolutely surprises me the number of people who
               | will work with _custom_ contracts and don 't even know
               | the name of a lawyer.
               | 
               | It's one thing if you're signing the bog-standard real
               | estate deal paperwork, it's another if you're doing
               | custom contracts related to work.
        
               | tpxl wrote:
               | > It's one thing if you're signing the bog-standard real
               | estate deal paperwork
               | 
               | There are no standard contracts, and there are especially
               | no standard contracts you're signing for the first time.
               | 
               | I have a 'custom' contract with a company I work for and
               | it's 4 pages long and easy to understand.
        
         | busterarm wrote:
         | In creative industries it's incredibly common not to get paid
         | for 6 months or more.
         | 
         | I remember a certain animation studio based out of NYC that
         | worked on an entire animated series for 9 months after only
         | getting paid for the first episode and then their client had a
         | meeting with them and said "Jesus told me not to do this
         | project". That was the end of the project and the studio.
         | Nobody got paid. They were already constantly 6 months behind
         | paying their animators before taking on that job...
        
       | Quixotica1 wrote:
       | Yikes, that Marty sure seems like an asshole, huh?
        
       | causality0 wrote:
       | Out of curiosity, has there _ever_ been a gag agreement that wasn
       | 't put forth by an absolute asshole to cover up their asshole
       | behavior? Like are they ever used for good?
        
         | kazinator wrote:
         | Yes; among the kinds of restraining orders _against_ assholes,
         | there can be provisions against certain kinds of public speech
         | on certain topics (e.g. which would be harassing to someone).
        
         | ARandumGuy wrote:
         | By their very nature, gag agreements tend not to go public.
         | Therefore, we're probably not going to get any stories of
         | "good" gag agreements in the news.
        
         | youguyssuck wrote:
         | One example might be to protect the name of the victim in
         | sexual harassment/abuse cases
        
         | jasonwatkinspdx wrote:
         | Non disparagement clauses are gonna be common in any settlement
         | where the other party has the legal upper hand. A wrongful
         | termination would be an example, where the settling party would
         | want assurances the manager won't pull a Marty on reddit.
        
       | 8f2ab37a-ed6c wrote:
       | I stand with Mick for speaking out. Fuck you, pay me. Looking
       | forward to more from him in the future.
        
       | jbm wrote:
       | Already deleted from the r/doom front page despite hundreds of
       | upvotes.
       | 
       | Example:
       | 
       | https://old.reddit.com/r/Doom/comments/yqjvzu/mick_gordon_po...
        
         | WayToDoor wrote:
         | It seems pinned, not deleted
        
         | beeboop wrote:
         | It's sad any time I see fellow proletariat or PMC doing free
         | work for billion dollar companies and to the detriment of other
         | people just trying to make a living.
        
         | chx wrote:
         | It isn't, it's on the top of the page, heavily upvoted and
         | awarded. It seems one of the mods deleted their account though
         | after admitting they have friends at Bethesda.
         | https://i.imgur.com/8E7bOoQ.jpeg
         | https://old.reddit.com/user/Mr-R00T
        
           | jbm wrote:
           | It didn't show up in best, the top of the day, nor the top of
           | the hour when I posted the above, but I am glad that it is
           | pinned.
           | 
           | (I use Apollo but I was looking via the old. site; I wonder
           | if that might be the cause?)
        
           | scambier wrote:
           | Almost all the biggest subs, or popular subs tied to a
           | commercial product, have shitty moderators. They're either
           | modding dozens of subs or have conflicts of interest with
           | said products.
        
             | ram4jesus wrote:
             | This is so widespread it really lends to the conspiracy
             | (almost certainly true) that most viral reddit content is
             | astroturfed. Perfect example, one of the premier
             | journalists in esports, Richard Lewis, cannot have his
             | excellent and often-ground-breaking content posted to the
             | LoL subreddit because the mods are in bed with Riot.
        
         | [deleted]
        
       | AnIdiotOnTheNet wrote:
       | > My response is lengthy and detailed to prevent vague statements
       | from turning into rumours and speculation.
       | 
       | He's not kidding. This thing has a table of contents.
        
       | meanmrmustard92 wrote:
       | Marty came across as a slimy prick in the (otherwise excellent)
       | Noclip documentary about the making of Doom (2016). Turns out the
       | real-life version is much worse.
        
         | gausswho wrote:
         | I remember bouncing off DOOM Eternal after a couple hours
         | because all its clever new mechanics were oddly anti-fun and
         | puzzly resource management. Like the creators didn't know what
         | made the predecessor special. I was confused and stopped
         | playing a couple hours in.
         | 
         | So I watched the Noclip hoping to understand the design choices
         | better. Marty was disgustingly smug and assured about it all,
         | coming across like a victim for being a misunderstood creative
         | genius. Several times he implied the 2016 breakout hit he was
         | following up on was dull and repetitive.
         | 
         | That helped me understand where it all went wrong. I'm
         | devastated but not surprised that Mick got treated this way.
         | Props to him for choosing to get the word out instead of taking
         | a payoff. I hope there are professional repercussions for
         | Marty.
        
           | pie_flavor wrote:
           | I found it dull and repetitive, and loved Eternal. I have no
           | idea whether I'm in the minority, but just because someone is
           | a horrible person ethically doesn't mean that their taste in
           | video games is horrible too.
        
             | gausswho wrote:
             | Fair, I can definitely see why players will enjoy one or
             | the other more. They are quite different in what mechanics
             | they tailor for. I was put off by the demeanor of the
             | creative director in the documentary, who it turns out
             | wasn't Marty at all but Hugo Martin.
        
           | busterarm wrote:
           | It's like you're in my head. I had this exact same experience
           | as you did, word for word.
        
           | fluoridation wrote:
           | I bought the 2016 release at full price like within the first
           | month of its release and decided to skip Eternal when I heard
           | several reviews mention you had to ration ammo. Few things
           | annoy me more than shooters that don't let you shoot as much
           | as you want. Hell, every time I replay DOOM 2016 the first
           | thing I upgrade is ammo all the way, and only then do I even
           | consider upgrading health or armor.
        
             | gausswho wrote:
             | Yeah that game loop was what I loved too. It was brainless
             | in the ways I enjoyed, made you feel like a Doom Guy. It
             | was as hard as you wanted, in that vein of game. Eternal
             | was a brave subversion that just didn't suit the origins of
             | the franchise. Maybe they won some crossover fans, but I'm
             | not convinced the trade was worth it.
        
             | Geee wrote:
             | I never played 2016, but ammo in Eternal is pretty much
             | similar to any older Doom games, except that you also get
             | ammo by using chainsaw on enemies. I think this made the
             | game excellent, because it forces you to get close to
             | enemies and use different types of attacks. There's lots of
             | ammo if you know how to play it. The game always spawns
             | these 'fodder' type enemies which can be used to get ammo,
             | so you'll never run out.
        
               | fluoridation wrote:
               | I don't know, I didn't play Doom back in the day, but I
               | did play other '90s shooters and as a general rule none
               | of them were resource management games. The difficulty
               | usually arises from multitasking, reflexes, and
               | precision. They're designed so that if you use your
               | entire arsenal situationally you'll never run dry unless
               | you have _really_ poor aim. The resource you do have to
               | manage, although indirectly, is your health, because in
               | each level you can only recharge so much before death is
               | inevitable. DUKE3D was an exception, where on most level
               | it would let you recharge completely at the cost of
               | standing in one place just holding down the use key
               | continuously for one or two minutes.
        
       | umvi wrote:
       | Not surprising behavior from id software. If you've ever read the
       | book "Masters of Doom" (great book, btw) you can see that id
       | software from the very beginning is really only known for making
       | cutting edge games and that they've always had problems with bad
       | management and abusing employees.
        
         | filoleg wrote:
         | There is a difference between questionable management when your
         | company consists of under 10 employees (aka ultra-startup mode)
         | vs. when you are a large gamedev company under the umbrella of
         | a massive publisher.
         | 
         | A lot of things can be more understandable when you are a
         | single-digit employee count company running on a shoestring
         | budget (which iD Software was at the time), especially when no
         | intentional malice was present. It is another thing when you
         | are a large dev company that has a massive financial backing of
         | a massive publisher, and you appear to be intentionally
         | malicious towards a single contributor who did nothing wrong
         | and was instrumental to your success.
        
       | leach wrote:
       | Damn I won't give ID any more money. What pieces of shit.
       | Complete incompetence by marty
        
       | agentwiggles wrote:
       | This is really disappointing to read. Mick's soundtrack was a
       | huge part of making DOOM 2016 and Eternal such great experiences.
       | 
       | His talk at GDC where he goes into some of the process of
       | creating the soundtrack is fantastic, so much fun to see the
       | creativity he brought to the game's music.
       | 
       | https://www.youtube.com/watch?v=U4FNBMZsqrY
       | 
       | The next DOOM will be a little less DOOMy without him.
        
         | musha68k wrote:
         | The soundtrack for Eternal was the only thing that felt special
         | about this sequel IMO. Doom 2016 was and is amazing though,
         | instant classic including the congenial soundtrack.
         | 
         | I'm even less excited about any further sequel now.
         | 
         | Too bad John Carmack didn't want to put up more with the
         | business side of things. Zenimax are slowly becoming the worst
         | of all the gravedigger big gaming companies.
        
           | WorldMaker wrote:
           | Zenimax became a part of Microsoft soon after Doom Eternal.
           | Don't know if the management changes after that help or not.
        
             | musha68k wrote:
             | Wow, we do live in a strange reality at this point. Masters
             | of Doom clearly a distant past.
        
               | filoleg wrote:
               | I am glad you mentioned Masters of Doom. I've read it on
               | the bus commute during my internship at Microsoft back in
               | college ~6-7 years ago, and I cannot recommend this book
               | enough.
               | 
               | I didn't want to work in gamedev at the time (due to
               | being fairly familiar with how awful working in that
               | industry was), and I still don't. Neither do I have a
               | strong emotional attachment to the original DOOM, I was
               | way too young to appreciate it back when it was released,
               | and I didn't live in a country where it was a cultural
               | hit. I still have no interest or fascination with working
               | in gamedev industry now.
               | 
               | However, that book was something else, and it rocked my
               | world. It is about as strong of a book rec as I can give.
               | Both Carmack and Romero created something very special
               | there, and it is fascinating as hell to read it.
               | Especially since Carmack and his current endeavors are
               | still very relevant to the world of today.
               | 
               | P.S. The last sentence wasn't meant to be a dig at Romero
               | at all. I just don't see him being mentioned in the news
               | much anymore, especially compared to Carmack, and I
               | honestly have no idea what he is up to. But that doesn't
               | diminish his contribution to the story of DOOM and beyond
               | at all.
        
           | agentwiggles wrote:
           | I liked Eternal, I know that a lot of people felt the new
           | mechanics were too much of a departure from 2016, and I'm
           | sympathetic to that, but I had a hell of fun time beating the
           | game on Nightmare.
           | 
           | It turns it into something like Hotline Miami, where there's
           | a room full of guys who can kill you almost immediately, so
           | you wind up playing the encounter over and over until you
           | have the perfect path of devastation through the enemies.
           | 
           | The main thing I disliked about Eternal was the added story
           | elements, the very minimal story in 2016 was so perfect (it's
           | basically: you wake up, you're badass, you hate demons, go
           | rip and tear). Eternal tried to go for some sort of
           | Doomslayer lore - spelling it out makes it lame.
           | 
           | Overall, both games are great, and I very much enjoyed them.
        
             | barbariangrunge wrote:
             | They added too many mechanical things to fiddle with and it
             | drowned out the positional combat aspect. It felt like
             | playing starcraft in the mid to late game
        
               | agentwiggles wrote:
               | It definitely gets more mechanically heavy in the late
               | game, in a way that kinda diminishes the pure combatness
               | of the whole thing. At first it feels sorta like "you've
               | given me a small set of murder tools, and I need to use
               | them to build a glorious rampage", and towards the end
               | you have so many options that it feels less artful. I
               | still had fun but I definitely understand the thrust of
               | the criticism - especially given how perfectly DOOM 2016
               | lets you compose a symphony of destruction with just the
               | guns you have.
        
             | TheRealDunkirk wrote:
             | > It turns it into something like Hotline Miami, where
             | there's a room full of guys who can kill you almost
             | immediately, so you wind up playing the encounter over and
             | over until you have the perfect path of devastation through
             | the enemies.
             | 
             | I call it Mario-ization, and I hate it.
             | 
             | I also hated Eternal. It wasn't Doom. It was a "first-
             | person jumper."
             | 
             | Based on the previous game, I pre-ordered the deluxe
             | whatever version, and then couldn't stand the game, even on
             | the easiest setting. This was the game that finally ended
             | pre-ordering for me.
             | 
             | As always, TACMA and YMMV, etc., et. al. I wish I could
             | enjoy these kinds of games, since a lot of effort is
             | devoted to them these days.
        
               | castlecrasher2 wrote:
               | >Based on the previous game, I pre-ordered the deluxe
               | whatever version, and then couldn't stand the game, even
               | on the easiest setting. This was the game that finally
               | ended pre-ordering for me.
               | 
               | Same here. 2016 was perfection in so many ways that
               | Eternal is just...bizarre by comparison. Nearly every
               | aspect of Eternal was just plain mediocre or bad to me.
        
               | remarkEon wrote:
               | After finishing Gordon's essay, the jagged and at times
               | uneven feel of DOOM Eternal seems to make a lot more
               | sense now. This circular creative process (give me the
               | music so we can design the level ... no, you give _me_
               | the level design so I can write the music) seems to
               | explain what felt so wrong about DOOM Eternal, this
               | "fantasy platform puzzle" idea that Id was driving
               | toward.
               | 
               | I feel the same way about pre-ordering AAA games, but
               | FWIW I think pre-ordering is really context dependent.
               | Pre-ordering the next DOOM? Hell no. Pre-ordering KSP2 or
               | something like that? Yeah probably.
        
               | shkkmo wrote:
               | Really? KSP2 is not being made by Squad. Squad got bought
               | by Take-Two and Take-Two is having a different studio
               | build the game... or was until they cancelled the
               | contract and poached most that studio's talent. This is a
               | project that seems like it has a high likelihood of
               | failing to capture what made the original one great. I'd
               | wait to see some demos and lets-plays before putting your
               | money down
        
               | remarkEon wrote:
               | Whoa ... perhaps I've been living in a cave, but I was
               | not aware of all of this. When did this happen?
        
               | shkkmo wrote:
               | Take-Two bought Squad in 2017. Here's a couple of article
               | that cover some of the key events.
               | 
               | https://screenrant.com/kerbal-space-
               | program-2-delay-2022-sta...
               | 
               | https://www.bloomberg.com/news/articles/2020-06-03/kerbal
               | -sp...
               | 
               | https://www.eurogamer.net/after-more-than-a-decade-
               | developme...
               | 
               | It looks like Squad did get re-involved in KSP2 once they
               | closed out development of KSP with v1.12
               | 
               | I'm not saying people shouldn't check out KSP2 and I have
               | high hopes it will be a worthy sequel. It just isn't the
               | sequel I would call out as a specific example of a safe
               | one to pre-order.
        
             | fknorangesite wrote:
             | Totally agree. I didn't like Eternal at first, but then
             | suddenly the combat loop just _clicked_ and I couldn 't get
             | enough.
        
         | ilaksh wrote:
         | We've had enough DOOMs. Let him work on something new.
        
         | test1235 wrote:
         | For the longest time, that GDC video was the most watched on
         | their channel. Even now, it still appears to be a close second.
         | 
         | I've watched it through twice myself, despite not even working
         | in the game or music industry.
        
         | runevault wrote:
         | His sheer enthusiasm in this video is incredible. Also the glee
         | when he adds 666 to the music lol (or maybe it was a pentagram,
         | or both? Been a while since I watched).
        
           | agentwiggles wrote:
           | The spectrogram stuff you're referencing was one of my
           | favorite parts, and also the description of his crazy array
           | of pedals he used to get the signature sound.
        
             | filoleg wrote:
             | Gordon's YouTube channel is amazing. His videos about
             | creating the sound of DOOM (2016) are stuck in my head very
             | strongly. The guy clearly is extremely passionate about his
             | work, and he loves going into the nitty gritty of the
             | process.
             | 
             | His very short video about the old soviet hardware synth he
             | managed to find and pretty much had to reverse-engineer to
             | make use of was very memorable[0].
             | 
             | 0. https://youtu.be/oKzYf1JW7kE
        
       | D13Fd wrote:
       | This is so sad. I was unfamiliar with this whole dispute, but
       | I've been a huge fan of the Doom 2016 soundtrack ever since that
       | game was released. The music was absolutely essential to the game
       | and it's amazing to me that they apparently didn't realize that
       | and didn't treat the author as essential to the game development
       | process.
       | 
       | I'm also worried that he apparently hasn't sued or settled yet.
       | At least based on his story, it looks like he may have some
       | amazing claims here, and any plaintiff-focused contract/IP firm
       | worth its salt would be beating down his door to get this case.
       | But some of his claims are likely state law claims that are
       | subject to a statute of limitations that has either run at this
       | point or is about to run, and settlement negotiations generally
       | don't toll the statute of limitations. Get on it!
        
       | nurettin wrote:
       | Thank you Mick Gordon for all your hard work!
       | 
       | Mick is such a legend. I'm sorry this happened to him.
       | 
       | I wish we got to hear the original original sound track, not some
       | last minute Chad edit. I wouldn't be surprised if he deleted it
       | all.
        
       | sasas wrote:
       | It's all "who said what" until Mick shows screenshots of
       | timestamps embedded in the audio files - direct proof that Marty
       | outright lied. This could be important if there is any litigation
       | made against Mick for this post if they attempt to destroy him
       | financially by going to court.
        
         | mschuster91 wrote:
         | > This could be important if there is any litigation made
         | against Mick for this post if they attempt to destroy him
         | financially by going to court.
         | 
         | The problem is, every lawsuit - even if the facts are on your
         | side - still has a chance of going belly-up at least partially
         | and making you responsible for even a part of the opposing
         | party's lawyer costs as judges have quite a bit of leeway in
         | many jurisdictions on distributing cost between parties. Big
         | companies routinely abuse this threat scenario because they
         | know 99% of people can't afford paying big lawyer companies
         | that earn five digits an hour.
        
       | nsxwolf wrote:
       | My full statement regarding DOOM Eternal is that it kicks all
       | forms of ass.
        
       | runevault wrote:
       | That open letter from Marty always felt fishy to me, because
       | everything I ever saw about Mick made him feel like someone who
       | is simply enthusiastic about music and all the stuff he claimed
       | smelled wrong. I ended up writing it off as "Maybe he's just
       | better at a public persona than I figured," and was sad but moved
       | on. But now? Oof I wonder what Bethesda/Zenimax/MS does about
       | this, because the look is NOT good for Marty, and Mick seems to
       | have the receipts to back it up.
        
         | Comevius wrote:
         | I knew Marty's open letter was bullshit back then when I first
         | read it since the game was originally set to release in 2019,
         | and here he was talking about not having Mick under contract
         | for the OST in January 2020. It was also suspicious that he
         | said that they didn't have the source material for the game
         | music after that contract has ended. That would be such a
         | tremendous oversight, the studio not owning all the material
         | for their game.
         | 
         | It all makes sense after reading Mick's statement. Chad was
         | tasked with the OST for the original release date back in
         | August 2019, and he was supposed to use the game music,
         | including the parts that ended up being rejected for the game.
         | This is why Mick was ignored for months when asking about the
         | OST. They only went back to him in March 2020 when it was
         | apparent that the studio is not up to the task.
        
         | Scaevolus wrote:
         | Conjecture: Marty will sue him for defamation and lose when
         | discovery proves that substantially every allegation Mick made
         | was true.
         | 
         | This was Mick's entire life for two years, but was just another
         | contractor Marty was (badly) juggling. One of them will have a
         | far clearer memory of what's going on.
        
           | runevault wrote:
           | I would agree with that. I said the look wasn't good because
           | I can't know everything but Mick seems to have enough
           | receipts finding a detail that makes Marty look less bad will
           | be challenging at best.
           | 
           | My guess would be Marty made promises to upper management and
           | things fell apart due to mismanagement. If this was JUST Mick
           | and Marty interacting without some level of outside force I
           | doubt Marty would act this stupidly.
        
       | fleddr wrote:
       | This Mick Gordon guy has to be the most patient, understanding
       | and abuse-tolerant person on the planet. Even after getting
       | screwed over 30 times in a row he still was hopeful for a
       | reasonable ending. I express that as a compliment, even if in the
       | real world it works against you.
       | 
       | It's not the main topic, but I like to call out attention to
       | this:
       | 
       | "incidences of online abuse escalated at an alarming rate as
       | Marty's Reddit post led to frustration over my alleged
       | professional failure, and toxic gamers grew openly aggressive.
       | 
       | They shared my personal details via message boards, including
       | Reddit, which meant that abusers could now reach me in more ways
       | than ever. They email-bombed my inboxes, crashing the server and
       | clogging my messaging services, crippling my ability to
       | communicate. They harassed my other clients with attempts to get
       | me fired from their projects. They called my phone numbers around
       | the clock, screaming messages full of abuse.
       | 
       | I began receiving specific expressions of violence, the content
       | so vivid it made me sick. The torrent of abuse telling me how to
       | kill myself, how I'd be mutilated, how they would circulate
       | photos of my body to traumatise my family, how my family would be
       | murdered, how they'd hurt my animals, how they'd shoot up any
       | event I attended, how I'd be raped to death, really started to
       | wear me down in ways I couldn't previously imagine."
       | 
       | I'm strongly against authoritarian overreach and used to consider
       | trolling a "fact of life", nothing requiring intervention. I no
       | longer believe that. We're talking about a disappointing audio
       | track for a stupid game yet the man and his family have to fear
       | for their lives. And surely Mr Manager Marty looks at it with
       | approval.
       | 
       | A line has to be drawn in the sand. There must be a cost to such
       | threats. A massive fine or some short prison time. Further, those
       | enabling and launching the mob, even if unknowingly, need to
       | carry responsibility too. This isn't just defamation, it spills
       | over into real world danger.
        
         | fknorangesite wrote:
         | > used to consider trolling a "fact of life", nothing requiring
         | intervention. I no longer believe that. ... the man and his
         | family have to fear for their lives.
         | 
         | I'm wondering how you could be on the internet in a post-
         | gamergate world and still be surprised that shit like this
         | really does happen. It's incredibly common - why do you think
         | those calls for stricter moderation started in the first place?
        
           | mardifoufs wrote:
           | Yeah, but this is even lower; it's literally just music! Even
           | GG, as pathetic as it was, could be explained through a
           | culture war angle.
           | 
           | Also, I'd disagree with stricter moderation helping, and
           | actually, we saw the opposite here. He got moderated out of
           | the audience, with no recourse a part from screaming into the
           | void (until he wrote this). Without this massive
           | documentation effort, he otherwise would've been totally
           | recourseless.
           | 
           | If anything, this highlights how problematic moderation can
           | be especially on reddit.
           | 
           | (I'm not arguing that moderation is bad in general, just that
           | this story actually shows that there has to be a balance. A
           | way to watch the watchmen I guess)
        
         | tibbon wrote:
         | I also really wonder WTF is wrong with people. Even children
         | should know to not harass someone for any reason, let alone
         | that _perhaps_ that person had conflict while working on a game
         | they enjoy.
         | 
         | I cannot imagine ever going after someone like that, under any
         | circumstance.
        
           | rjbwork wrote:
           | I think it's the same phenomenon that causes road rage.
           | Collective pseudo-anonymity (and on the internet, literally
           | pseudonymity) causes people to act in bizarre ways. The other
           | people who are interacting with them via that mediated
           | interface (internet, cars on road, phone, etc.) are at some
           | level dehumanized.
           | 
           | Very few people would do the kinds of things they do behind
           | the screen or wheel of a car when sitting face to face with
           | someone IRL.
        
             | fleddr wrote:
             | True, empathy is a function of distance.
        
           | fleddr wrote:
           | You know what the most disturbing thing is? "Normal" people
           | do this.
           | 
           | We're picturing villains, hateful characters, people with
           | severe mental shortcomings. Deeply traumatized personalities
           | looking for some retaliation.
           | 
           | Nope. It's your neighbor. That kind middle-aged guy walking
           | his dog. The one that is considerate and intelligent enough
           | to know better.
           | 
           | Several years back a dutch TV show proved this point. They
           | did detective work to track down people making online death
           | threats and confronted them at their door. Every single
           | episode ended in the same anti-climax: completely "normal"
           | people.
           | 
           | When pressed for an answer as to why they launched these
           | threats...none could give a meaningful answer. They didn't
           | even actually care about the matter at all.
        
           | pixl97 wrote:
           | Some people when given anonymity have no bounds on their
           | behaviors.
           | 
           | That's why many systems and programs fail, because we can
           | only imagine how bad we are, and not how insanely awful the
           | worst of us can act.
        
         | valdiorn wrote:
         | > We're talking about a disappointing audio track for a stupid
         | game
         | 
         | Uh, the Doom eternal soundtrack is widely regarded as one of
         | the absolute best game soundtracks ever created.
         | 
         | I've not actually read this whole thing (am about to), neither
         | was I aware of this whole mess, but I'm a massive fan of Mick
         | and the Doom soundtracks. They have hundreds of millions of
         | streams on YouTube in total.
        
           | fleddr wrote:
           | Well, once you finish reading, you'll understand that the
           | outcome of this project was in fact disappointing. Which was
           | the entire reason for the hate campaign.
        
           | sentientslug wrote:
           | What you are quoting was written by the composer of the
           | soundtrack (Mick Gordon)
        
         | AnIdiotOnTheNet wrote:
         | > I'm strongly against authoritarian overreach and used to
         | consider trolling a "fact of life", nothing requiring
         | intervention. I no longer believe that. We're talking about a
         | disappointing audio track for a stupid game yet the man and his
         | family have to fear for their lives.
         | 
         | This is hardly the first incident like this and not even close
         | to the worst. Remember when Reddit decided they knew who the
         | Boston Marathon bomber was, and got his friends and family
         | harassed so bad that the FBI had to go on TV and give away
         | sensitive case information just so they'd see how wrong they
         | were and knock it off?
         | 
         | Or maybe how Near was harassed for being a harmless non-binary
         | furry until they committed suicide?
         | 
         | Don't get me wrong, I'm sure Mick's been through some shit, but
         | if it took you this long to realize that maybe the "trolls" of
         | today aren't the cuddly affectionate clowns of the previous
         | millennium then you _really_ weren 't paying attention.
        
           | fleddr wrote:
           | Well, AnIdiotOnTheNet, perhaps you could be more of a role
           | model yourself by not making baseless assumptions.
           | 
           | I've been on the web since 1996 and am well aware of what
           | people can do. Depravity I couldn't even imagine exists. So
           | no, I didn't just learn that people do really bad stuff.
           | 
           | The reason I used the term "a fact of life" is because
           | addressing this issue can come at an enormous cost to
           | society. Nobody would want anonymity to be illegal or to have
           | every word expressed monitored by some institute. That's the
           | reason for my hesitation, not because I didn't know about
           | several earlier examples of this type of harassment.
           | 
           | I find this specific example of a hate campaign very useful
           | for it is pure. You can't say it was an accident (we had the
           | wrong guy) nor is it clouded by politics: it's fine if it
           | happens to my political opponents or it was in retaliation to
           | them doing the same thing to our side. There's no provocation
           | of any kind either.
           | 
           | The above bullshit excuses are often used to be relatively
           | lax about this phenomenon. To look away, and to see them as
           | rare incidents.
           | 
           | Whilst there's never an excuse, this one doesn't even have a
           | bullshit excuse either. For me that's a tipping point in
           | believing that legislation is needed.
        
       | Arjuna wrote:
       | _"The same thoughtless disregard for basic music fundamentals
       | that plagued the preliminary edits ended up on the final OST."_
       | 
       | As a musician and music-lover, seeing how they _brickwalled_
       | [1][2] Mick's tracks in the screenshots only serves to add to the
       | heartbreak of his entire saga.
       | 
       | [1] Loudness War https://en.m.wikipedia.org/wiki/Loudness_war
       | 
       | [2] The Loudness War https://youtu.be/3Gmex_4hreQ
        
         | mrob wrote:
         | It seems the brickwall mastering was intentionally done by Mick
         | Gordon. See the section starting at "id Software approved my
         | mastering". The alleged "disregard for basic music
         | fundamentals" appears to have introduced _more_ dynamic range,
         | although not in a way that 's pleasant to listen to.
        
           | Arjuna wrote:
           | FTA:
           | 
           |  _"His edits are riddled with these clearly visible mistakes.
           | Anyone comparing my original tracks to his edits can hear
           | (and see, by looking at the waveform [1]) the unmistakable
           | errors introduced during the editing process."_
           | 
           | [1]
           | https://twitter.com/DoominalCross/status/1251690243389927424
        
             | mrob wrote:
             | This is comparing Doom 2016 with Doom Eternal. It shows
             | strange production in Doom Eternal that is very probably an
             | error (overlapping without crossfade), but it provides no
             | additional information as to why the Doom Eternal OST has
             | low dynamic range.
        
           | ndepoel wrote:
           | Lowering the volume does not equal introducing more dynamic
           | range. It was just done to avoid clipping when pasting two
           | bits of track on top of each other.
           | 
           | The masters delivered by Mick Gordon were meant for use in
           | the game. I'm not an expert at game audio engineering, but
           | the brickwall mastering may have been intentional to make the
           | music stand out over the rest of the game audio. Either way
           | those masters were approved by id Software for use _in the
           | game_ so nothing was wrong with those.
           | 
           | The problem is that those exact same masters were then used
           | to produce the OST. To do a proper OST, you would have to go
           | back to the source materials, remix them and produce a new
           | master that is suitable for playback as an album. One that
           | isn't as brickwalled and maintains more dynamic range. This
           | is the important part that was skipped by Chad Mossholder and
           | not caught by id Software's internal QA. If you take an
           | already mastered piece of music meant for a different context
           | and just cut it up and splice it back together, without
           | regard for volume leveling, tempo adjustment or proper
           | balancing, then you're inevitably going to produce garbage.
        
             | mrob wrote:
             | >Lowering the volume does not equal introducing more
             | dynamic range. It was just done to avoid clipping when
             | pasting two bits of track on top of each other.
             | 
             | If you overlap two tracks, and reduce volume to avoiding
             | clipping, the combined track has spikes in volume where
             | they overlap. This is increased dynamic range. But like I
             | said, it is not musically pleasant to listen to, and it's
             | certainly reasonable to complain about it.
        
               | jonorsi wrote:
               | That wouldn't increase the dynamic range, it's just
               | preventing the overlaps from clipping. Both tracks would
               | still have the same dynamic range, the relative overall
               | volume might be different for the track you
               | lowered/increased to match the other one, but I doubt the
               | transition between the two would be considered increasing
               | the dynamic range.
               | 
               | In order to increase the dynamic range of a mastered
               | track you would have to uncompress/master it in the first
               | place. If you are just decreasing/increasing the overall
               | volume, you would have the same dynamic range just at a
               | quieter or louder listening level.
        
           | filoleg wrote:
           | > It seems the brickwall mastering was intentionally done by
           | Mick Gordon
           | 
           | Where are you getting this? His in-game music was perfectly
           | fine, and the only instances of brickwall mastering were
           | present within the "official OST" (that was mixed by Chad,
           | splicing together the in-game music poorly). Which Gordon had
           | no hand in whatsoever, outside of providing the source
           | material, i.e., the in-game music.
        
             | mrob wrote:
             | The edits described in the article have no mention of
             | additional dynamic range compression. The music in the OST
             | is described as "normalized" to 0dBFS, which means simply
             | adjusting the gain. This suggests that the dynamic range
             | was already compressed (which is not unreasonable for game
             | audio, because it will make the sound effects easier to
             | hear).
        
               | filoleg wrote:
               | The edit described in Gordon's post talks about
               | overlaying tracks with zero crossfading done and
               | instruments clashing, all being done hastily by hand.
               | That alone is a massive contributor to the dynamic range
               | brickwall.
               | 
               | Gordon explicitly singled out those instances. He didnt
               | say "the track as a whole has a DR brickwall through and
               | through." He mentioned a complete lack of crossfading
               | being the massive contributor to the brickwall and weird
               | tempo changes, and it all checks out.
        
               | mrob wrote:
               | Overlapping without crossfading is strange and very
               | likely wrong, but it cannot contribute to brickwalling
               | unless further dynamic range processing is applied, or
               | unless it causes clipping, which is avoided by the
               | described normalization. No further dynamic range
               | processing is described in the article, and no evidence
               | of such processing is visible in the screenshots.
        
       | ilaksh wrote:
       | Anyone else have experience with Id Software Studio Director
       | Marty Stratton? We don't want to ruin his reputation
       | unnecessarily either. But if he really did commit defamation to
       | this degree, it should not be a footnote.
        
         | FeistySkink wrote:
         | The only gut feeling I have is that other people might have
         | took the gag money plus the heavy-handed NDA or don't have the
         | clout of Mr. Gordon to publicly speak out. But other than that,
         | you're right. I hope more people come out and share their
         | stories wrt id.
        
       | bentt wrote:
       | this is heartbreaking
       | 
       | a sad lesson in contracts and work. don't get upside down, ever.
       | save the good faith for church.
       | 
       | really sorry, Mick
        
       | thefz wrote:
       | In case we need another example to why Reddit moderation needs...
       | moderation:
       | 
       |  _Attempting to remove the Reddit post myself_
       | 
       |  _I'd had enough. I grew tired of having the respect I afforded
       | Marty, and his employer, with attempts to resolve the dispute
       | privately, get turned into a giant waste of time, effort and
       | money. The Reddit post had been up for 15 months and attempts to
       | resolve the dispute with Marty had gotten me nowhere. With my
       | patience stretched to the absolute limit, I decided to take steps
       | to remove the Reddit post myself._
       | 
       |  _Reddit Moderator: I reached out to one of the r /DOOM
       | moderators. We made contact and arranged a call via Discord._
       | 
       |  _The moderator introduced himself and spoke about his love for
       | the DOOM franchise and its fanbase. Along with the r /DOOM
       | subreddit, he told me he also moderated the official DOOM Discord
       | server._
       | 
       |  _I told him how Marty's Reddit post had affected me deeply, both
       | professionally and personally. It was a source of ongoing stress
       | and harm, and I asked if he'd consider removing it._
       | 
       |  _Much to my relief, he instantly took it down._
       | 
       |  _But within 12 hours, the post was reinstated. The moderator
       | blocked me on Discord and didn't reply to my emails._
       | 
       |  _A few days later, Marty's lawyers contacted me and said
       | removing the Reddit post had greatly offended him. He was furious
       | and made it clear in the strongest terms that an amicable
       | resolution would be impossible._
       | 
       | I just read some of the article and that's horrible behavior from
       | ID.
       | 
       | You have my support, Mick.
        
         | int_19h wrote:
         | FWIW that post now has a warning notice on it with a link to
         | the Medium article.
        
         | NickC25 wrote:
         | Feel bad for him, the Reddit mod really needs to be taken to
         | task for bending over to appease Marty.
        
           | Pet_Ant wrote:
           | If the mod was personally threatened with a lawsuit could you
           | blame him? I think that is a very likely possibility...
        
             | driverdan wrote:
             | They could have told them to shove it. They had nothing to
             | bring a lawsuit about.
        
               | boomboomsubban wrote:
               | I would never face off with a giant corporation over
               | reddit modding. The best case scenario is their threat
               | being total bluster and nothing happens, and even there
               | you have to deal with their loud demands making it purely
               | a negative experience for you.
        
               | TheRealDunkirk wrote:
               | If the Reddit TOS doesn't absolve mods from this sort of
               | corporate abuse, they should work on that. They can't let
               | outside pressures manipulate their site like that. Not,
               | at least, if they're not getting paid. Then, of course,
               | game on. But...
        
               | zlsa wrote:
               | I used to be an active moderator of a fairly popular
               | community. At one point, we were requested by a US TLA[0]
               | to remove a post that they believed contained information
               | that should not have been made public. We complied,
               | obviously.
               | 
               | We then got numerous people complaining that we, a bunch
               | of unpaid moderators, didn't try to fight back. I recall
               | one person saying we were "too chicken" to stand up for
               | ourselves against a major US government agency.
               | 
               | If we had stood up for ourselves, the agency would have
               | gone straight to reddit and filed a DMCA (as would be
               | entirely within their right to do in that case), and
               | reddit, inc. would instantly have removed the content (as
               | hosting providers nearly always do, even if there's no
               | grounds for a DMCA takedown[1].) Why are unpaid
               | moderators held to a higher standard than the website
               | itself?
               | 
               | [0]: "three-letter agency"
               | 
               | [1]: yes, this is wrong, but it's how it usually goes
               | when false DMCAs are filed.
        
             | newsclues wrote:
             | You don't need to threaten a lawsuit, but losing access to
             | inside info or early game access.
        
           | boomboomsubban wrote:
           | They really don't. They're likely unpaid fans who thought
           | they could help out deleting some spam and abuse. Suddenly
           | they're forced to choose sides in a game of he said she said
           | with corporate lawyers involved, and any choice they make
           | will cause people to claim they should be taken to task for
           | their bad decision.
        
         | highwaylights wrote:
         | If removing the post offended him, then yikes - I just sorted
         | the posts on his original open letter by date descending and
         | it's everything you'd expect and more.
        
         | mschuster91 wrote:
         | > Please remain civil, don't send hate mail and death threats
         | (I've already gotten some myself). Last I checked this is a fan
         | community where official people sometimes post, and none of the
         | mod team were involved directly in the issue at hand (aside
         | from the noted post removal)
         | 
         | Holy hell even the Reddit mods now get death threats.
         | 
         | That's what happens when abusive, toxic people aren't kicked
         | out of online communities the first time they spread abuse
         | around - they learn that their behavior has no consequences
         | and, as a result, escalate.
         | 
         | [1]
         | https://www.reddit.com/r/Doom/comments/yqjvzu/comment/ivppq8...
        
       | andrewmcwatters wrote:
       | https://www.youtube.com/watch?v=3XGAmPRxV48
        
         | damagednoob wrote:
         | Hah, now I know where he got it from:
         | https://youtu.be/jVkLVRt6c1U?t=53s
        
           | andrewmcwatters wrote:
           | Yep!
        
       | imwillofficial wrote:
       | Music is literally half of why that game is amazing. They should
       | have been sucking his dick to keep him around.
       | 
       | Geez management sucks almost without exception. Almost.
        
       | adamrezich wrote:
       | it was always obvious that DOOM Eternal had a pretty troubled
       | development, what with all the delays, the apparent focus on the
       | novel multiplayer mode that nobody ended up really liking at all,
       | the promised-after-release Dark Souls-style "invasions" system
       | that never ended up materializing, and the general unfocused
       | nature of the final product compared to its predecessor. but
       | getting a peek behind the scenes here is really interesting
       | because even though it's not the focus of this post, it does help
       | paint a picture of a pretty rough dev cycle. it's really too bad
       | because DOOM (2016) was an excellent complete package of a game,
       | and Eternal felt pretty rough by comparison... I wonder what the
       | franchise can do to make a comeback at this point. personally I'd
       | be alright with letting the DOOM brand lie fallow for awhile once
       | again before taking another crack at it.
       | 
       | fantastic read, and I hope things go better for Mr. Gordon going
       | forward.
        
         | suremarc wrote:
         | DOOM 2016 got by on its freshness and its tone. The combat
         | mechanics in DOOM Eternal, while having some divisive elements,
         | really pushed the envelope for the series and for FPS games in
         | general. But that was thanks to Hugo Martin, not Marty
         | Stratton.
        
           | mrtranscendence wrote:
           | Agreed. I'm sad to see all the negative comments about
           | Eternal here, because in my view it's one of the best gaming
           | experiences of the last few years.
        
           | adamrezich wrote:
           | eh, I definitely saw what DOOM Eternal was going for in terms
           | of gameplay, but I wasn't really a fan of how it turned out
           | in the end. the previous game was definitely a bit barebones
           | as far as innovative gameplay was concerned but that was OK--
           | it was a solid shooter, and a somewhat surprisingly good DOOM
           | game! some people didn't care for the "arena" combat but I
           | loved it, each arena was evocative of a miniature Quake
           | multiplayer encounter! and then when Arcade Mode was added
           | after release, I spent hours perfecting my runs on a few
           | levels. instead of just iterating on the previous game, DOOM
           | Eternal tried a bit too hard to craft a unique "combat
           | puzzle" design ethos, which was alright, but didn't quite
           | click with me.
           | 
           | one specific part that stuck out like a sore thumb to me--
           | despite being ultimately a pretty minor thing--was that part
           | where there's goop on the ground that prevents you from
           | jumping. when I got to that part, I was like, oh neat, ok,
           | here's a new gameplay element. now I'm gonna have to consider
           | if there's goop on the ground in combat encounters or
           | something going forward, cool. but no, instead, it was just
           | used in that one sequence so you have to trudge through some
           | goop and avoid a few stationary tentacle monsters, and then
           | it never appears again. this stuck with me because it shows
           | how far they've strayed from the classic DOOM design ethos,
           | of giving level-builders tools to design interesting
           | experiences. instead everything felt very setpiecey, very
           | specifically-designed-for-this-encounter.
           | 
           | the lore stuff too felt overwrought as well--I really enjoyed
           | how DOOM (2016) felt in that regard, it felt like you just
           | got plopped into (the cancelled) DOOM 4, but instead of
           | becoming immersed and participatory in the story, Doomguy
           | didn't give a shit about anything except, goddammit, these
           | moron scientists in yet another alternate universe once again
           | did experiments with Hell shit and whoops yet another demonic
           | invasion has arrived as a result--well, you know what to do,
           | time to kick some demon ass regardless, it's what you do
           | best! it was a good twist on the Half-Life 2 worldbuilding
           | formula, sort of leaning on the fourth wall without totally
           | breaking it, recognizing that players _don 't_ want a Half-
           | Life-style DOOM 3 again, but rather, they just want to shoot
           | some damn demons.
           | 
           | but then DOOM Eternal decided to play it straight and make
           | all this overwrought lore and crap that I just could not for
           | the life of me be arsed to care about at all. and they
           | could've toned down the fanservice in the hub world to about
           | 20% of what they shipped and it would've been nice without
           | being over-the-top.
        
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