Although brutal, Wolf 3D's tone was positioned somewhere between video nasty and campy b-movie romp. The in-game Nazis were, after all, working on a series of biological experiments to add supernatural mutants to their ranks and swing the war in their favour. For those who made it that far, the encounter with Adolf Hitler, fully decked out in a dreadnought-style robotic carapace, was both hilarious and unnerving to behold. "Romero and I were always riffing off each other" says Tom, referring to this and some of Wolf 3D's other bizarre inclusions, "I designed the bosses and such, and always like humor in games. Things like that, and the secret 'we’re not wearing any pants' pic in there were my doing. I think Romero came up with the fart-deaths instead of screaming-deaths on the secret level."
Sharing und Caring
For all its innovation, Wolf 3D owed a lot to the Shareware model of distribution, which allowed id to introduce the title to a great number of people in a relatively short space of time. Tom tells me that it was Scott Miller of Apogee/3D Realms who dreamt up the system used by id: "[He] came up with the shareware trilogy idea, which was really smart. He called it the 'Miller Model': get one free, get two when you pay for ‘em. id was a success following that model." As he goes on to explain, this model offered far more than a standard demo while also dangling the enticing carrot of a gaming bargain, "It’s much more appealing than just a demo, because you get one complete experience, and when you pay, you get TWO episodes – kind of appeals to the commercial mentality of 'Act NOW, and we’ll send you TWO for the SAME PRICE!'" This episodic-style release system could even be seeing something of a renaissance, with adventure gaming specialists Telltale Games in particular following a similar model (albeit without the first episode being a freebie at this stage.)
In summing up the success of Wolf 3D, Tom states it plainly: "It was just the genesis of the first-person shooter. It started a genre, and sold 10 times as much as other shareware titles. I think it could have inspired some folks to start making games, now that they could be so in-your-face and intense." When I ask him whether he feels Wolfenstein 2009 can hope to do justice to such an influential forefather his response is diplomatic, "Well, I like it when games really try to do cool new things. But it’s really hard to innovate to the level of a whole new genre or type of thing."
This respect for new design appears to have contributed to his eventual decision to part company with id. "We were
"Anyway, it was just creative differences as they say. DOOM of course turned out brilliant, stellar and all that. I was just making Heretic or Duke Nukem 3D in my mind while folks just wanted some cool levels in this amazing technology. It was bound to happen eventually, they just kinda kept making the same game – I woulda gone crazy." That said, he still has high regard for the potential at id, "I’m really excited to see their new stuff when they break out of the FPS genre. Lotsa brilliant folks over there."
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