To a certain extent, Doom (1993) has always been about speed. And Quake (1996). Players are timed and scored on how fast they can go. Now the technology and demand for a game that fits the practice has finally come about in the "widely marketable" Doom Eternal (2020). Videogames have never been developed for a larger speedrunning audience; Doom Eternal was made for Twitch , and for speed, but was it made for speedrunning? Update, 1/4/2025: My focus has shifted to Metroidvania, which I've written multiple books on, since this post. To it, I've decided to release the entirety of my work on Metroidvania in one single place: " From Master's to PhD (and Beyond): My Entire Work on Metroidvania " (2025). This includes my master's thesis and early postgraduate work (re: "Mazes and Labyrinths"), my PhD (released in 2023), further essays released after my postgraduate work in my larger book series, Sex Positivity . You can also ask me questions...
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