shihonage
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One of those rare cases where every element seems to fit together to perfection.
Whoa, too much credit? Yes Doom had good level design (examples of it including its many puzzles, secrets, resource placement, monster placement etc), cool (but stiff) guns, excellent (but not perfect) audio design and visuals...AI behavior, player movement, pickups and weaponry balanced against each other very nicely...for the time it basically was perfection.
Repeating "for the time" doesn't actually make it true. It is still perfection. There's nothing like it. Some games imitate parts of it, but none capture the whole.
There's more I would have done (and I look to Brutal Doom here, especially its AI and weapons).
Then let us all thank the Gods of Cobol that id software wasn't full of people like you back then.
Don't get me wrong it still was a very complimentary formula indeed, but what I wanted to say is there are plenty of games that have great design synergy and Doom was also dead simple design synergy, at least in comparison to an RPG or Looking Glass game for example.
The burden of proof on the "design synergy" being "dead simple" remains on you. And as long as you keep repeating that, you will continue sounding like a doe-eyed teen with no practical experience in creating any sort of game content.