DOOM Eternal is looking to provide a completely different multiplayer experience from what was in the last DOOM game. Some fans are worried that this new asymmetrical player version player approach strays too far from what fans love. In an interview with VideoGamesChronicle, creative director Hugo Martin says fans shouldn't worry.
With Doom 2016 we learned that id has to lead and not follow when it comes to game design. With the single-player campaign I think we led, but with the multiplayer we followed. The fans and critics picked up on that. It’s a good mode and it’s fun to play, but it’s not necessarily original.
This time around we really wanted it to feel like Doom. We took the DNA of the ‘Doom dance’ – the loop of one Slayer versus many demons – and turned that into a competitive, social experience. When we had one Slayer on the battlefield and let players control the demons it felt really good. We’d rather provide players with an incredibly polished and engaging experience that’s really tight, than something that’s huge with a million modes – which is another thing we did in Doom 2016.
I think it’s going to be every bit as satisfying to play as the single-player campaign. We play it all the time internally and it’s really, really fantastic.