Doom Eternal Devs Discuss How The Game Will Implement Fan Feedback From Doom 2016
Doom Eternal is on its way to Nintendo Switch in November, and is so far shaping up to be a more than worthy follow-up to its predecessor Doom 2016.
According to Doom Eternal executive producer Marty Stratton and creative director Hugo Martin, fan feedback from Doom 2016 played a big part in helping them decide what to change up for the sequel. Speaking to Gamesbeat, the two developers spoke about striking a balance between listening to fans and critics, as well as one of the key takeaways they had from response to Doom 2016.
GamesBeat: Was it difficult to decide what needed to change from the last game and what needed to stay the same?
Stratton: The consumer is never really wrong, to be honest with you. They’re pretty vocal. If you pay attention to the response and you look at your game honestly, draw your own conclusions and listen to what the fans are saying and what the critics are saying, I think it was pretty easy to figure out where there was room for improvement.
GamesBeat: What is one of the big areas where you’re using player feedback?
Stratton: The game was repetitive. That we ran out of tricks in the fourth quarter. We have more AI now to account for that. The game is going to be engaging from beginning to end. You won’t feel like, well, they’ve run out of stuff to give us, and now it’s going to be more of the same. We love every moment of the game. I think some of the final levels of Doom 2016 are the most satisfying.
Martin: Yeah, really. It’s a shame people don’t finish it. But that’s always the case with games.
Stratton: We think that we’ve got more stuff to give you as you go through the game this time around.
Doom Eternal launches on Switch November 22nd 2019.