Raven said:
Besides, it just goes to show how many titles were released at the time to imitate Doom's formula. But it does a major disservice to the process of innovation if you call milestones like Goldeneye, Half Life, Call of Duty and Gears of War doom clones... The world of archetypal FPS's has changed almost beyond recogntion since the original Doom.
I'm not sure of that - I'm still in a first-person perspective, shooting stuff with my gun until it falls down. If we stray too far from the Doom formula, by switching perspective to third person, adding enough RPG (or customization) elements, focusing combat on melee, or basing the game on voxel-based building elements, we stop considering the game a pure FPS.
Although I think the FPS genre is a good example of changes in gaming over time. There are games that (IMO) represent a clear evolution on the Doom concept, such as Halo with its advanced A.I., Hat Fortress 2 with it's simple-but-deep multiplayer, and Metroid Prime with its exploration/adventure mechanics. These games generally take things that make Doom good (fast-paced gameplay, visceral combat, minimalist story structure) and expand upon them as allowed by technological advancements and innovation.
There are also games that represent a clear decline from Doom, because they throw out the elements that made Doom fun while neglecting to add in anything interesting. Every CoD game after 4, with whack-a-mole combat and highly scripted gameplay, are a pretty clear example of this, as is basically every game that apes that formula. These games (and their equivalents in other genres) seem to me to be characterized by both a lack of understanding of what made the original formula fun, and a lack of understanding of how the original formula can be tweaked while allowing the game to remain a fun or worthwhile experience.