Doom · PC (MS-DOS) · 1993 · Attack · Bobby Prince
The punchy shotgun blast in the original Doom — recorded from an actual pump-action shotgun by sound designer Bobby Prince — established that game weapon sounds should be made from real weapon recordings rather than synthesised approximations, setting a standard for FPS audio that the genre has maintained for thirty years.
Bobby Prince was a lawyer who had pursued music and sound design as a career change, joining id Software to handle audio for their early FPS titles. For Doom's sound effects, Prince adopted an approach that was unusual for game development in 1993: he recorded real-world sounds rather than synthesising approximations. The game's weapons, monster vocalisations, and environmental audio were assembled from field recordings, with the shotgun sound produced from a recording of an actual pump-action shotgun discharge. The legal complexities of using real weapon recordings for commercial software were not fully resolved in the industry at the time, and Prince worked with what he could access. The shotgun recording was processed to fit within Doom's 8-bit audio engine, which ran samples at 11 kHz — significantly lower quality than CD audio but far more authentic-feeling than the synthesised weapon sounds that competing game engines produced. The result was a weapon sound with genuine physical presence that synthesised alternatives lacked. Doom's shotgun became the archetype for FPS weapon sounds through a combination of the game's extraordinary commercial impact and the correctness of Prince's approach. The game was estimated to be installed on more computers in 1994 than Windows 3.1. Every person who heard Doom's shotgun learned, through repetition, what a good FPS weapon sound should feel like. That learning shaped audience expectations for every subsequent FPS game, making the use of real weapon recordings for game audio the de facto industry standard.
The decision to record a real shotgun for Doom's weapon sound was not technically necessary in 1993. Synthesised approximations were the industry standard, and players had no baseline for comparison — most had never fired a real shotgun and would not have known if the game's sound was accurate. Prince's choice was aesthetic rather than technical: he believed that real recordings felt different from synthesised alternatives in a way that players would respond to even without consciously recognising the distinction.
He was correct. The physics of how a real shotgun discharge sounds — the complex frequency content of the explosion, the mechanical action of the pump, the brief resonance in the acoustic space — cannot be fully reproduced through synthesis at 1993 technology levels. Even processed down to 11 kHz 8-bit audio, the recording retained enough of that complexity to sound categorically different from synthesised weapon sounds. Players responded to the difference even if they could not articulate it.
Doom was so commercially dominant in 1993 and 1994 that its design decisions became default assumptions for the genre it created. Level editors, modding communities, competing developers — all worked from Doom as the reference point for what an FPS should be. The weapon sounds were part of this reference: the industry understanding of what FPS weapon audio should feel like was calibrated against Prince's recordings.
This standard persisted through hardware generations. When Quake arrived in 1996 with Reznor's more sophisticated production, it was extending Prince's approach rather than replacing it. When Half-Life, Halo, and the military shooters of the 2000s developed their audio designs, they were working within a tradition of real weapon recordings that Doom had established. The legal, technical, and aesthetic questions that Bobby Prince navigated in 1993 are still being navigated by FPS audio designers today.