Few names are as synonymous with video games as Doom. First launched in 1993, the first-person shooter (FPS) remains one of the most influential - and popular - series in the industry. But even it and its superhuman protagonist, The Doom Slayer, have to contend with the pressures of the games industry in 2025. Attracting new players, competing with the new titans on the scene and the rising cost of making - and selling - blockbuster titles. BBC Newsbeat spoke to the project leaders of the latest instalment, Doom: The Dark Ages, about navigating some of these challenges. While the Doom series is famous for pitting players against colossal enemies, there are other behemoths it has to face. "There's so much stuff competing for our attention these days, whether it's games, movies, or whatever," says executive producer Marty Stratton. Free-to-play (F2P) games, such as Fortnite and Roblox, and annually updated series such as Call of Duty and EA FC regularly dominate most-played charts. There's evidence to suggest players, particularly younger ones, are spending most of their time on these titles - sometimes referred to as "forever games". In the latestOnline Nation reportby UK regulator Ofcom, five of the top ten games among UK players were F2P. Fortnite recorded about 2.65m active UK users in May 2024, and Roblox 1.22m, according to the report, and global figures are much higher. Drawing those players to premium titles can be a challenge but Marty argues games such as Doom, which can be completed in under 20 hours, can "fit into those habits". "It doesn't have to become your obsession for the next two years," he says. The Doom series - developed by Dallas-based ID Software - has an advantage over others because it's so well-known and has a large, loyal fanbase. But, as industry expert Rhys Elliot, from Alinea Analytics, tells Newsbeat, it's getting harder to rely solely on your hardcore players. Overall, he says, the number of people playing premium titles isn't increasing, but the cost of making them is. "The people who make games - they still need to make revenues each year because, you know, capitalism," he says. One way of doing this is by attracting new players. Doom's director Hugo Martin says the response to Doom: The Dark Age's previews were encouraging - something he puts down in part to its new "Medieval sci-fi" setting and altered gameplay style. "We see it in the comments - a lot of people are saying 'I think this is going to be my first Doom', and that's exciting for us," he says. The games industry has also leaned into customisation in recent years, giving players the power to finely tweak different elements and aspects of difficulty - something that's been incorporated into The Dark Ages. "In that regard I think it's going to be a great first-time experience for a lot of fans," says Hugo. But there's still the small matter of the cost of entry. The debate over prices has been a feature of gaming discourse for years. In 2010, a new game cost roughly £40 in the UK - and players had plenty to say about it at the time. If you take into account inflation (using thisBank of England tool), that would be about £60 in today's money. Doom: The Dark Ages itself costs £69.99 for a standard edition or almost £100 for a limited Premium Edition with extras included. "When you look at the history of game pricing... it really hasn't skyrocketed," says Marty. The issue has been thrown back into the spotlight thanks to worries over Donald Trump's tariff plans and price announcements from the three major console makers. That could make competitors such as Fortnite - which don't require new, specialised hardware to run - even more appealing for cash-strapped players. But Doom producer Marty argues that "free" games can end up costing players more in the long run, while there are "no unknown expenses" with a one-off purchase such as Doom. "You're not going to be asked to pay anything else, two hours in," he says. F2P games generate cash with in-game purchases, ranging from "microtransactions" equivalent to a handful of change or, in some cases, hundreds of pounds. Those costs can mount up, and arecent pollof 2,001 gamers by British bank TSB suggested dedicated players can spend about £22 a month on those transactions. That's still less than a tentpole new release, but Doom's director Hugo also believes people are happy to pay more for a "curated experience" with "replay value". "Typically, if you just make a really good game then people will want to play it again," he says. Analyst Rhys believes we're going to see more "fiddling with prices" and surcharges "to see what customers are willing to pay" and a wider range of RRPs for new releases. "Hopefully there'll be more competition there. It's good for consumers," he says. Doom is also available on PC and Xbox via Game Pass - Microsoft's Netflix-style subscription priced at £14.99 a month. There'sevidence more people are turning to this, as well as Sony's PlayStation Plus - raising questions over whether they put players off paying full price. Game Pass players could pay a £34.99/$34.99 upgrade fee to access the game two days early and receive bonus content. Rhys says we are likely to see more of these sorts of offers are aimed at "superfans" who want to keep up with the latest releases. For everyone else, waiting is an option. "You can pick up the first 2016 Doom game for like £4 right now," says Rhys. Doom's makers, perhaps unsurprisingly, believe their latest is worth jumping into. "We think about price when we're developing it - we obviously want the value to be there for players," says Marty. "Ultimately, it's a market. Players will determine what they want to spend." "I think it's there's obviously still a place for a good, premium, highly polished, fun single-player game," adds Hugo. Listen to Newsbeatliveat 12:45 and 17:45 weekdays - or listen backhere.
Doom: One of gaming's oldest series reckons with the challenges of 2025
TruthLens AI Suggested Headline:
"Doom Series Faces Industry Challenges Ahead of 2025 Release"
TruthLens AI Summary
Doom, one of the most iconic names in video gaming history, has faced significant challenges as it prepares for the release of its latest installment, Doom: The Dark Ages, in 2025. Since its debut in 1993, the first-person shooter has maintained its status as a pioneering and influential series. However, the landscape of the gaming industry has evolved dramatically, with the rise of free-to-play titles like Fortnite and Roblox dominating player engagement, particularly among younger audiences. According to the Online Nation report by Ofcom, five of the top ten games in the UK are free-to-play, and the competition for players' attention has intensified. Executive producer Marty Stratton acknowledges this shift, noting that while Doom can be completed in under 20 hours, it can still appeal to players who may not want to invest long-term in a game. He emphasizes that the franchise's established fanbase provides an advantage, but the need to attract new players is crucial as the costs of developing premium titles continue to rise, making it challenging to rely solely on hardcore gamers.
Doom: The Dark Ages aims to innovate and draw in a broader audience with its new Medieval sci-fi setting and customizable gameplay options, which are designed to enhance the first-time player experience. Despite the game's price point, which has sparked ongoing debates about the rising costs of new titles, the producers believe that players are willing to pay for a quality experience. Marty Stratton argues that while free-to-play games can seem appealing, they often lead to hidden costs through microtransactions. The developers are also exploring subscription models like Game Pass, which allows players to access the game at a lower upfront cost. As the gaming industry continues to adapt to changing consumer expectations and economic realities, the creators of Doom remain optimistic about the future of their franchise, asserting that a well-crafted single-player game still has a significant place in the market. They are committed to ensuring that Doom: The Dark Ages offers value to players, reflecting their dedication to maintaining the series' legacy while navigating the challenges of a competitive gaming environment.
TruthLens AI Analysis
The article provides a glimpse into the challenges faced by the iconic video game series Doom as it prepares for its latest installment, Doom: The Dark Ages. It highlights the competitive landscape of the gaming industry in 2025, particularly against the backdrop of free-to-play (F2P) games and the evolving preferences of younger gamers.
Industry Pressures and Competition
The piece underscores the intense competition in the gaming market, particularly from F2P titles like Fortnite and Roblox, which have captured a significant portion of the player base. This shift in player engagement poses a clear challenge for premium games like Doom, which traditionally cater to a different audience. The insights from project leaders and industry experts suggest that attracting new players in a crowded market requires innovation and adaptation.
Target Audience and Gaming Habits
The article reveals that the gaming habits of younger audiences are shifting, with many preferring games that offer continual updates and community engagement. This has implications for how established franchises like Doom must evolve to remain relevant. The mention of Doom's completion time being under 20 hours positions it as a game that can fit into the busy lifestyles of modern players, suggesting a strategic pivot to appeal to those who might not commit to longer gaming experiences.
Community Engagement and Fanbase Loyalty
There is a recognition of Doom's long-standing legacy and loyal fanbase, which provides a foundation for its continued success. However, experts indicate that relying solely on this hardcore demographic may not be sustainable in the long run. The need to expand the player base and find new ways to engage with potential gamers is emphasized, pointing to an industry trend where traditional titles must innovate to survive.
Implications for the Future
The article hints at broader implications for the gaming industry, suggesting that the evolution of player preferences might reshape how games are developed and marketed. This could impact revenue models, with more emphasis on community and engagement rather than solely on sales figures.
Trustworthiness and Manipulative Potential
While the information presented seems credible, the framing of challenges faced by Doom could be interpreted as a way to garner sympathy for the franchise amid fierce competition. The language used is somewhat neutral, but it subtly encourages readers to understand the difficulties in attracting younger audiences. There is a possibility that the article seeks to position Doom as a resilient contender in a shifting landscape, potentially downplaying the serious challenges it faces.
Ultimately, the article serves to inform readers about the evolving challenges in the gaming industry while positioning Doom as a storied series attempting to adapt to contemporary market dynamics.