Campaigns forgot to argue with the gun
10 min read
By Eduardo Orellana ·
By the mid-2010s many shooter campaigns felt interchangeable. The gun was fine. The levels had stopped asking it to do a new job.
The genre went quiet, not stale
First-person campaigns spent a decade looking finished. A corridor, a set piece, a vehicle, a quieter chapter so the louder one can count. By the mid-2010s a player could start an unfamiliar campaign and predict the next room. The reasonable conclusion was that the genre had run out of fun. What it had run out of was argument.
Doom, id Software, 2016, is the loud version of the argument: the arena pushes you forward instead of letting you retreat. Other campaigns argued in smaller ways, a gun that changes the space, a level that is a puzzle you happen to shoot through. The potential was never gone. The habit of questioning the borrowed plan was. A campaign that cannot say what its gun does that last year's gun did not do is a campaign copying a floor plan.
Why the genre started feeling settled
First-person shooters spent years running on borrowed plans, and by the mid-2010s many campaigns felt interchangeable. The genre never lost its potential, only its appetite for questioning its own habits.
The early years were not like that. Doom, Half-Life, Blood, No One Lives Forever, and Duke Nukem 3D each argued for a different version of what a shooter could be.
What followed was convergence. The same combat rhythm, the same corridor-and-arena layouts, the same crouch-behind-cover beat, the same escalating set pieces, in different costumes.
Then 2016 produced two campaigns that pushed back, each from its own direction. Doom owns the best combat loop of the modern era. Titanfall 2 owns the best sense of when to change the subject.
Doom deletes the things that slow you down
Doom is fast because it strips out the conventions that halt a firefight, not simply because the Doom Slayer runs quickly. Speed is a decision made over and over, system by system.
Every encounter is a scramble. You ricochet around the arena, snatch resources off the floor, and cut lines through incoming fire while demons crowd in.
Aiming down sights barely exists. A couple of weapons offer it, but nothing asks you to stop, zoom, and inch around a corner. Your shots stay accurate at a sprint, and strafing is quick enough to orbit an enemy while you unload into it.
The whole combat vocabulary assumes motion. You shoot while moving, rather than moving to cover, planting yourself, and shooting from there.
Attacks you can dodge instead of attacks that just land
Doom favors projectiles over hitscan, and that single choice is what makes movement worth anything. A hitscan shot hurts you the moment the enemy fires. A projectile is an object crossing the room, so it can be read and avoided.
So the job changes. You are not shaving exposure time behind geometry; you are reading trajectories, stepping around fireballs, threading between missiles, and picking a route through the danger rather than away from it.
Health follows the same logic. Low on health, you do not tuck behind a wall and wait for a bar to refill. You go looking for pickups, or better, you sprint at a staggered demon and finish it with a glory kill.
That inverts the usual instinct. A conventional shooter teaches you to back off exactly where Doom sends you forward, so the cautious play is the wrong one and the exciting play is the profitable one.
Glory kills do emotional work, not just resource work
A glory kill is a mood change as much as a health dispenser. It rewrites how you read the room mid-fight.
Once a staggered enemy is a supply of health, it stops looking like a threat and starts looking like an opening. You stop being prey and start being the thing the monsters should worry about.
The animation buys you something too: a half-second to reset and pick your next target without the fight stopping.
That is efficient design. Health recovery, aggression, pacing, feedback, and power fantasy all get solved by the same mechanic, and all of them point the same direction.
A varied bestiary forces tactics at full speed
Doom is frantic and tactical at once, because its demons behave differently enough that every fight is a fast triage problem. Speed does not remove the thinking; it compresses it.
A Revenant keeps you honest with missile fire. A Cacodemon drifts in and takes away your space. A Pinky charges, and you handle it like a bullfight: slip past the armored front, then hit it from behind.
So you rank threats constantly. Who dies first, who can be ignored a few seconds longer, and which path around the arena keeps you alive long enough to act on that.
That is what makes the pace interesting. The skill on display is not raw aim. It is solving a small combat puzzle before the arena closes in on you.
Carrying every gun keeps the choices coming
Doom also ignores the two-weapon limit that most shooters adopted. You haul the full arsenal around and swap through a radial menu that slows time without stopping the fight.
Each gun has a role. The assault rifle chips away and interrupts wind-ups. The shotgun rules close quarters. The rocket launcher hits hard and can hurt you back. The chainsaw kills outright and drops ammunition, but only while it has fuel.
That stacks another layer of judgment on the rest. At any moment you are weighing weapon, enemy type, resources, range, position, and how close you are to dying.
The result is a loop deep enough to carry a long campaign, especially once arenas add height, double jumps, ledges to clamber onto, and lines that chain movement straight into a glory kill.
Where Doom runs out of road
The limit is repetition. A firefight this good is still the same firefight, and playing it enough times flattens it.
Between battles Doom offers exploration, platforming, secrets, collectibles, upgrades, and trinkets. Plenty of players enjoy that, but it drops the intensity from maximum to nothing in a single doorway.
Hunting hidden pipes and upgrade tokens is a different pleasure from improvising your way out of a demon arena, and the campaign never finds a smooth join between the two.
Which is exactly why Titanfall 2 makes such a useful comparison. Doom has the better firefight. Titanfall 2 has the better campaign rhythm.
Titanfall 2 keeps replacing its own premise
Titanfall 2 handles pacing on two axes, and the first is how often it hands you a genuinely new idea. It never waits for a mechanic to wear out.
One level arms you with a tool that shuts off fans, flips platforms, and takes over sentries. Another drops you into a factory where prefabricated houses ride vast conveyors. Another has you wall-running across a spaceship suspended over a planet.
Then there is Effect and Cause, where you snap between a spotless research center in the past and the wreckage of the same building in the present.
That level lands because it touches both things Titanfall 2 is already good at: how you fight, and how you move.
One mechanic that rewrites two verbs
Time travel works in Effect and Cause because it modifies combat and traversal with the same button, instead of bolting a puzzle system onto a shooter.
In a fight, you vanish out of one timeline and step back into the other behind your enemies. The present is infested with hostile creatures, though, so leaving one fight often means arriving in another.
In platforming, you flip timelines in mid-air so that a wall, a ledge, or a floor materializes under you at the moment you need it.
Then the campaign discards it. Titanfall 2 treats a strong idea as one level's event instead of a permanent system it has to keep stretching, and moves on before you tire of it.
The other kind of pacing is switching gears
The second axis is how the campaign rotates between its modes. Variety here is not about new gadgets; it is about changing tempo.
Titanfall 2 has gunfights, platforming stretches, Titan duels, and story beats. They run at different speeds and lean on different skills.
Each gets swapped out before it wears thin, so you move through bursts of speed, spectacle, quieter narrative pauses, mech-scale brawls, and traversal challenges.
The pillars are not equally strong. Platforming is the standout, the Titan sections the weakest, and the shooting solid without ever reaching Doom at full tilt. The arrangement carries the campaign anyway.
Stylish movement needs systems behind it
Titanfall 2 asks you to move beautifully but does not always make moving beautifully the smart option. The traversal kit and the combat systems pull in different directions.
The pilot gets a long slide, wall-running, and enemies who make standing still expensive. All of that invites momentum.
The combat rules push back. Aiming down sights, slower strafing, hitscan weapons, regenerating health, and reloads all reward distance, cover, and disengagement.
So movement often becomes an exit rather than a weapon. The version where it is a weapon does exist: the Gauntlet, an obstacle course where jumping, sliding, wall-running, and killing happen in one unbroken line.
What the Gauntlet proves the campaign could have been
The Gauntlet is a twisting corridor seeded with pockets of enemies, and its shape is what makes the aggressive style work. Space is the mechanic here, as much as the guns.
It invites zig-zag fighting. Kick off a wall, fire on the way past, throw a grenade, keep your speed, stay expressive about your route.
The campaign rarely builds combat spaces with that clarity. Arenas tend to be wide boxes, and platforming stretches often hold no enemies at all.
That gap matters, because players take the safest line unless the design gives them a reason not to. Aggression, style, and risk have to be paid for somewhere: in systems, level shape, scoring, resources, enemy pressure, or some mix.
Designing so that safety stops being optimal
A shooter can hand you wall-running and still get played as a cover shooter, because players follow incentives, not marketing. Whatever survives contact with the encounter design is the real game.
Doom gets this right. It does not merely permit aggression; it makes aggression the practical route to staying alive. Titanfall 2 sometimes imagines a more acrobatic fantasy than its encounters actually require.
None of which diminishes what Titanfall 2 pulls off. Its campaign is inventive, tight, and packed with strong single-use ideas. It just shows that movement mechanics are half of a movement game; the encounters are the other half.
The wider point is that a genre gets refreshed by interrogating inherited habits, building loops that produce the feeling you want, and pacing a campaign so the player keeps finding new ways to play. Bigger explosions and a new setting will not do it. And you find out which half you built by playing it and watching how you behave under pressure, not by reading the design document.
Two workable answers for the modern shooter
Doom and Titanfall 2 matter because they solve the same problem without agreeing on a solution. Either answer is available to anyone building a shooter.
Doom's answer: cut the conventions that slow the player, then wire enemies, weapons, health, and arena design together into a single loop that pays out for aggression.
Titanfall 2's answer: keep changing the scenario, rotate the pillars, and throw a good idea away while it is still good.
Between them they make the case that shooters were never obliged to run on inherited blueprints. The genre can still be fast, surprising, tactical, varied, and fun, and the only way to know whether yours is any of those is to play it and judge for yourself.
Build it in Flockbay
In the Flockbay app, describe one arena and one way the gun changes the room, not just the enemies. Play it, then play a version where the gun only removes health. If you cannot tell the rooms apart, the campaign has nothing to say yet.
A boomer-shooter template and the AI FPS maker are the short path. One arena, then stop.
More on this: A shooter game maker where feel is the thing you tune
Keep reading
- Tough is not the same as smart
- Players will take the dull win
- Health tells you where to stand
- War Fantasy points the shooter at the shooter
- Find the fun in a campaign by making an FPS with AI
- Make a battle royale with AI, starting from one small arena
A shooter comes alive when combat, movement, enemies, and pacing all reward the same style of play. Build a level, play it, and watch which way you actually move.
More notes on designing games