Through The Looking Glass

Fully Interactive Surfaces In DOOM3

Bernd Kreimeier


Table of Contents

Preface - Why Terminal DOOM?
1. Basic Idea
Static Surfaces
Active Surfaces
Reactive Surfaces
Interactive Surfaces
Minimally Interactive Surfaces
Partially Interactive Surfaces
Fully Interactive Surfaces
Transparently Interactive Surfaces
Through the Looking Glass
2. Game Design Applications
User Interface
Pushing the HUD into the game
Interface and Avatar Variation
Enabling Hand-based Interfaces
Enabling Visual Programming Interfaces
Maintaining View and Position Continuity
Mixing Views For Continuity
Scaling Setback with Death By Proxy
Frames of Reference
Embedding Mini-Games
Implementing Multistage Puzzles
Expanding Player Horizon and Collapsing Space
Enabling Verbal Interaction
Player Expression In QWERTY
Conversation AI
Remote Content
Narrative Devices
Flexible Narrative Delivery
Integrated Cinematic Delivery
Mandatory Delivery and Query
Backstory and Optional Content
3. Outlook
Unlocking the Interactive Middle Ground
Reactive vs. Interactive Design

List of Figures

1. Terminal DOOM
2. Super Turbo Turkey Puncher - Three!
1.1. Half Life 2: Big Brother on active surface
1.2. Classic DOOM E1M1: reactive surface as one-time switch
1.3. Classic DOOM E1M1: every door an interactive surface
1.4. DOOM3 Ceiling Crane (one degree of freedom)
1.5. DOOM3 H-Crane (two degrees of freedom)
1.6. Terminal DOOM: on the other side
1.7. Quake3 Q3DM7 see-through teleport portal
1.8. Terminal DOOM: You Are Here.
2.1. Metroid Prime HUD Visor
2.2. DOOM3 Monorail controls
2.3. Halo: a different kind of avatar
2.4. DOOM3 Alpha Labs Security Checkpoint: out-of-body experience
2.5. Trepasser: two components of the UI
2.6. Cognitoy's Mindrover: visual programming
2.7. Munch's Snoozer Gun Platform
2.8. Munch's Snoozer Remote Control
2.9. DOOM3 Alpha Labs: controlled within view
2.10. DOOM3 Translucent Display
2.11. Translucent UI in Halo: iconic representation
2.12. F.E.A.R.: not quite split-screen
2.13. Death By Proxy: Munch's Snoozer
2.14. Opposing Force's Pit Worm re-implemented the Half-Life Blast Pit
2.15. Prey's see-through teleport portals
2.16. DOOM3: Pianola Mod - not quite QWERTY
2.17. Half-Life 2: DOOM3: Grafitti but no Spray Can
2.18. DOOM3 Uncanny: every NPC is an Interface
2.19. HAL-9000 Computer (from 2001)
2.20. Hostile Orbit Mod: HTML billboards?
2.21. Cinematic Delivery
2.22. Munch: cinematic camera
2.23. DOOM3: in-game video forcefed during cut-scene
2.24. DOOM3: delivery without player lockdown
2.25. Metroid Prime: scans - collect them all!
3.1. Half-Life 2: a world waiting to happen?
3.2. Trepasser: on the one hand
3.3. Half-Life 2 Physics: waiting to happen
3.4. Half-Life 2: look, no hands!
3.5. Dark Forces: an in-game hologram
3.6. Half-Life Opposing Force: a highly reactive climax