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==Development== ''Descent'' was co-created by programmers Mike Kulas and Matt Toschlog. It has origins as far back as 1986, when Toschlog first joined the gaming industry at [[Sublogic]], where he also first met Kulas. There, the pair worked on various simulation titles from ''[[Flight Simulator II (Sublogic)|Flight Simulator 2]]'' to ''[[Jet (video game)|Jet]]''. Toschlog left the company in 1988 for [[Looking Glass Studios|Looking Glass]], where he worked with [[Ned Lerner]] to develop ''[[Car and Driver (video game)|Car and Driver]].'' Kulas joined the company in 1990 to develop utilities for ''Car and Driver''. The two had devised an idea of an indoor flight simulator that used shaded polygons. After working on ''[[Ultima Underworld]]'' however, they realized they could [[texture mapping|add textures]] to the polygons for a spectacular effect. By April 1993, they finished a two-page sketch for what would become ''Descent''.{{efn|name=devhist|<ref name="gtm-155">{{cite magazine|title=Behind the Scenes: Descent|magazine=[[GamesTM]]|issue=155|pages=136–139}}</ref><ref name="gd-jj95">{{cite magazine|url=https://archive.org/details/GDM_JuneJuly_1995|title=Descending to the Top|last=Antoniades|first=Alexander|magazine=[[Game Developer (magazine)|Game Developer]]|date=June–July 1995|pages=57, 59}}</ref><ref name="gi-2011">{{cite magazine|url=https://www.gameinformer.com/b/features/archive/2011/03/30/the-secret-history-of-volition.aspx|title=The Secret History of Volition|last=Hanson|first=Ben|magazine=[[Game Informer]]|date=March 30, 2011|access-date=June 16, 2019|archive-date=November 11, 2018|archive-url=https://web.archive.org/web/20181111160638/https://www.gameinformer.com/b/features/archive/2011/03/30/the-secret-history-of-volition.aspx|url-status=live}}</ref>}} {{quote box|align=left|width=30%|Our aim was to create an '80s-style arcade game with '90s technology. We wanted a full 3-D environment in which the player was surrounded by interesting structures and threats in all dimensions.|author=Mike Kulas|source=''Wired''<ref name="wired-1995"/>}} ''Descent'' took about 21 months to finish. According to Kulas,<ref name="gi-2011"/> the game cost around US$450,000 to make. The game's marketing budget was $1 million.<ref>{{cite web|url=https://www.newspapers.com/clip/85840180/|title=Interplay:Firm Tempts Customers With Free Samples|newspaper=[[Los Angeles Times]]|date=March 16, 1995|access-date=August 17, 2021|via=[[Newspapers.com]]|archive-date=February 10, 2024|archive-url=https://web.archive.org/web/20240210135311/https://www.newspapers.com/article/the-los-angeles-times/85840180/|url-status=live}}</ref> Deciding that their idea was too good for anyone else to develop it, Kulas and Toschlog left Looking Glass in June 1993 to form Parallax Software. They hired Che-Yuan Wang and John Slagel as their programmers, with Wang also being their level designer. They also hired Adam Pletcher as their artist. They set out to contact publishers, including [[Scott Miller (entrepreneur)|Scott Miller]] of [[Apogee Software]], [[id Software]]'s primary publisher, who was excited about their proposal and signed a contract with them. For the next seven months, Apogee invested in Parallax and shared with them experience they had gained from developing their own 3D shareware titles. Parallax would implement artistic and structural changes that Apogee requested. After those months, Apogee had numerous projects in the works, and Parallax's project became more expensive to create, so Apogee severed its involvement in the project.{{efn|name=devhist}} Left without a publisher, Parallax spent the next three months to develop a mock-up prototype, continuing their coding. The project was originally titled ''Miner'', but Parallax presented their prototype in written letters to 50 game companies as ''Inferno''. Of those letters, three of them received a reply. One of them was from Interplay, who immediately signed the company up. Until the game's full release, Interplay's producer Rusty Buchert would oversee and guide the development of the project. Parallax hired three more people to finish the project: level designers Mark Dinse and Jasen Whiteside and story writer and 3D modeler Josh White.{{efn|name=devhist}} During level design, the idea of simple connected tunnels as the sole component of level architecture expanded to also include rooms and exits. As levels became more complex and confusing, the developers added an automap to address this problem.{{efn|name=devhist}} To design the levels, ''Descent''{{'}}s [[Rendering (computer graphics)|graphics engine]] uses [[portal rendering]], which uses collections of cubes to form rooms and tunnels. Within the game, sides of cubes can be attached to other cubes, or display up to two texture maps. Cubes can be deformed so long as they remain [[convex set|convex]]. To create effects like doors and see-through grating, walls could be placed at the connected sides of two cubes.<ref name="portal-peek">{{cite magazine|title=Peeking Through Portals|last=Perez|first=Adrian|magazine=[[Game Developer (magazine)|Game Developer]]|date=March 1998|page=45}}</ref> Robots were drawn as polygonal models; [[Sprite (computer graphics)|sprites]] were only used to represent the hostages and power-ups.<ref name="pcgh-retro">{{cite web|url=https://www.pcgameshardware.de/Retrospektive-Thema-214694/News/Apple-verklagt-Microsoft-und-Interplay-bringt-Descent-PCGH-Retro-17-Maerz-636195/|title=Apple sues Microsoft and Interplay brings Descent (PCGH Retro, March 17)|last=Spille|first=Carsten|work=[[PC Games (magazine)|PC Games]]|language=de|date=March 17, 2019|access-date=June 24, 2019|archive-date=June 25, 2019|archive-url=https://web.archive.org/web/20190625033135/https://www.pcgameshardware.de/Retrospektive-Thema-214694/News/Apple-verklagt-Microsoft-und-Interplay-bringt-Descent-PCGH-Retro-17-Maerz-636195/|url-status=live}}</ref> This system was very efficient, and made possible the first truly 3D textured environment in a video game.<ref name="portal-peek"/><ref name="pcgh-retro"/> Another obstacle to overcome was adding online multiplayer. Parallax found it difficult to implement and were initially reluctant to do so. At the same time during development, they had learned of ''Doom'' and the popularity of its multiplayer. Interplay sent Rob Huebner to help Parallax program multiplayer. Near their project's completion, Parallax faced yet another obstacle: they needed to make sure that their highly detailed and complex game could run smoothly on computers. Although ultimately the requirements to run the game fast were high, an added option to adjust detail complexity did help.{{efn|name=devhist}} {{Timeline of release years | 1995a = '''''Descent''''' | 1996a = ''<small>Descent: Levels of the World</small>'' | 1996b = '''''[[Descent II]]''''' | 1996c = ''<small>Descent II: Vertigo Series / The Infinite Abyss</small>'' | 1999a = '''''[[Descent 3]]''''' | 1999b = ''<small>Descent 3: Mercenary</small>'' }} ===Releases and ports=== Parallax Software and Interplay followed the shareware model used by Apogee and id Software, and on December 24, 1994;<ref>{{cite web|url=http://www.interplay.com/press/descshpr.html|title=Interplay's Descent Released As Shareware|date=December 27, 1994|publisher=[[Interplay Entertainment]]|archive-url=https://web.archive.org/web/19961220010604/http://www.interplay.com/press/descshpr.html|archive-date=December 20, 1996|url-status=dead|access-date=September 26, 2019}}</ref> uploaded a seven-level shareware demo as ''Descent'' both in retail and on the Internet.<ref name="lparchive.org"/> The full game for MS-DOS was released in the United Kingdom on March 3, 1995,<ref>{{Cite news |date=March 4, 1995 |title=''Descent'' PC/CD-ROM Interplay |pages=4 |work=[[Heartland Evening News]] |url=https://www.newspapers.com/image/823117796 |access-date=December 30, 2023 |quote=The latest game to be inspired by PC classic, ''Doom'', is ''Descent'' -- a futuristic 3D extravaganza from Interplay on PC floppy and CD-ROM, due out in early March. |archive-date=February 10, 2024 |archive-url=https://web.archive.org/web/20240210135309/https://www.newspapers.com/image/823117796 |url-status=live }}</ref><ref>{{Cite news |date=March 4, 1995 |title=Dixon's Latest Releases for Sega, Nintendo, & PCs |pages=10 |work=[[Daily Mirror]] |url=https://www.newspapers.com./image/790506363 |access-date=December 30, 2023 |quote=New Release//''Descent''//New |archive-date=December 31, 2023 |archive-url=https://web.archive.org/web/20231231072556/https://www.newspapers.com/image/790506363 |url-status=live }}</ref> and in North America on March 17, 1995,<ref name="gtm-155"/><ref name="billboard">{{cite magazine|title=Hot Games Take Shareware Route|last=Atwood|first=Brett|magazine=[[Billboard (magazine)|Billboard]]|date=April 22, 1995|volume=107|issue=16|page=76}}</ref> followed by a Macintosh port published by [[MacPlay]] in December 1995.<ref>{{cite magazine|title=New Games Go High-Tech|last=Loyola|first=Roman|magazine=[[MacUser]]|date=December 1995|page=50}}</ref> A modified version of ''Descent'' with [[Stereoscopic video game|stereoscopic graphics]] was released as a bundle with [[StereoGraphics]]'s SimulEyes VR 3D glasses.<ref>{{cite magazine |title=Quick Hits |magazine=[[GamePro]] |issue=89 |publisher=[[International Data Group|IDG]]|date=February 1996|page=17}}</ref> A PlayStation port was released in Japan on January 26, 1996, in the United States on March 12, 1996, and in Europe that same month, with [[SoftBank]] being the Japanese version's developer.<ref>{{cite magazine |url=https://archive.org/details/gamecriticismvol8april1996scan|script-title=ja:3Dゲ—ムの記念碑的な作晶、デイセント|title=Descent, a monumental crystal of 3D games|language=ja |last=Kondō|first=Kōshi|script-work=ja:ゲーム批評|trans-work=Gēmu Hihyō|magazine=Game Criticism|date=April 1996|access-date=April 13, 2021|volume=8|page=111 |isbn=4-944000-31-6}}</ref><ref>{{cite magazine|url=https://archive.org/details/MacUserUSDec1995|title=You're going down, mate!|magazine=[[Play (UK magazine)|Play]] |date=February 1996|issue=4|pages=20–21}}</ref><ref>{{Cite web |date=1998-06-11 |title=Sony PlayStation Available Software sorted by Release Date @ www.vidgames.com |url=http://www.vidgames.com/ps/software/release.html |access-date=2023-11-27 |archive-date=June 11, 1998 |archive-url=https://web.archive.org/web/19980611181118/http://www.vidgames.com/ps/software/release.html |url-status=dead }}</ref> The PlayStation version replaces the still screens and text with [[full-motion video]] [[Pre-rendering|pre-rendered cutscenes]] incorporating voice acting.<ref>{{cite web | url=https://www.youtube.com/watch?v=wyxU1bAuR-c | title=Descent 1 Ending | website=[[YouTube]] | date=February 2012 | access-date=July 22, 2022 | archive-date=July 22, 2022 | archive-url=https://web.archive.org/web/20220722020255/https://www.youtube.com/watch?v=wyxU1bAuR-c | url-status=live }}</ref> November 22, 1995 also saw the release of ''Descent: Levels of the World'', an add-on containing over 100 winning level submissions from a design competition held by Interplay, plus one level designed by Parallax Software.<ref>{{Cite web |date=1997-10-08 |title=Interplay Releases Descent: Levels of the World CD |url=http://www.interplay.com/press/dlowpr.html |access-date=2023-04-16 |archive-url=https://web.archive.org/web/19971008234927/http://www.interplay.com/press/dlowpr.html |archive-date=October 8, 1997 }}</ref><ref>{{cite magazine|title=Descent: Levels of the World|magazine=[[GamePro]]|volume=8 |issue=3|page=44|date=March 1996}}</ref> Also in March 1996, ''Descent: Anniversary Edition'' was released, which bundled ''Descent'', ''Levels of the World'', as well as additional exclusive levels. On October 29, 1997, Interplay published ''Descent I and II: The Definitive Collection'', a compilation containing the full versions of ''Descent'', the ''Levels of the World'' mission pack, ''Descent II'', and ''Vertigo'' mission packs, and a mission [https://web.archive.org/web/19980423233446/http://www.brainware.net/ editor by Brainware]. Besides a choice of the original ''Descent II'' levels (subtitled ''Counterstrike''), or the ''Vertigo Series'' levels, the first ''Descent'' levels (subtitled ''The First Strike'') can be started in the ''Descent II'' game UI where robots adopt the ''Descent II'' sounds and improved AI. The original ''Descent'' program is included for players that prefer the unmodified ''The First Strike'', as well as to run ''Levels of the World''. There is also a preview for the upcoming ''Descent 3''.<ref>{{cite press release|url=http://interplay.com/press/descent.html|title=Interplay To Ship Descent I & II: The Definitive Collection In Time For Christmas Rush|publisher=Interplay Productions|date=September 17, 1997|archive-url=https://web.archive.org/web/19980710171627/http://interplay.com/press/descent.html|archive-date=July 10, 1998|url-status=dead}}</ref> ''Descent'' was later ported to [[RISC OS]] by R-Comp Interactive in late 1998,<ref>{{cite magazine|url=https://archive.org/details/AcornUser202-Xmas98|title=Deeper and down|last=Nelson|first=Graham|magazine=[[Acorn User]]|date=Christmas 1998|issue=202|pages=52–53}}</ref> which received a 32-bit update in 2003.<ref>{{cite magazine|url=https://archive.org/details/AcornUser263-Sep03|title=Faster Descent|magazine=[[Acorn User]]|date=September 2003|issue=263|page=9}}</ref> ====Cancelled ports==== A [[Sega 32X]] version of ''Descent'' was planned as the first console version,<ref name="EGM_Saturn"/> but it was never released. A [[3DO Interactive Multiplayer]] version was showcased at [[E3 1995]] and slated to be published by Interplay, but never came to fruition for unknown reasons.<ref>{{cite magazine |url=https://archive.org/stream/Gamefan_Vol_3_Issue_07#page/n40/mode/2up|title=E-3 The Biggest And Best Electronic Entertainment Show Ever! – 3DO|magazine=[[GameFan]]|volume=3 |issue=7|date=July 1995 |pages=38–39}}</ref> Likewise, a [[Panasonic M2]] version was also announced but never released due to the system's cancellation.{{efn|<ref>{{cite magazine |url=https://archive.org/details/nextgen-issue-012/page/n81|title=NG Hardware – 3DO M2 – Key Software|magazine=[[Next Generation (magazine)|Next Generation]]|issue=12 |date=December 1995|page=81}}</ref><ref>{{cite magazine |url=https://archive.org/details/Edge_UK_024/page/n5|title=Cutting Edge – 3DO buoyant as M2 picks up speed – M2 launch software|magazine=[[Edge (magazine)|Edge]]|issue=23 |date=September 1995|page=7}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_10_1996-05_Paragon_Publishing_GB/page/n33|title=Preview – Coming Soon – M2|magazine=[[Paragon Publishing|3DO Magazine]]|issue=10|date=May 1996|page=34}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n3|title=News – E3 '96: 3DO? – M2 Dream List|magazine=[[Paragon Publishing|3DO Magazine]]|issue=12|date=July 1996 |page=4}}</ref><ref>{{cite magazine|url=https://archive.org/details/3DO_Magazine_Issue_12_1996-07_Paragon_Publishing_GB/page/n33|title=Preview – Coming Soon – M2|magazine=[[Paragon Publishing|3DO Magazine]]|issue=12|date=July 1996|page=34}}</ref>}} A planned [[Sega Saturn]] version was cancelled because the programmers found that a straight port of the PlayStation version was not possible, and they did not think it would be worth their while to do a more elaborate port for the Saturn.<ref>{{cite magazine |title=Descent Is Sent Down|magazine=[[Sega Saturn Magazine]]|issue=14 |date=December 1996|page=8}}</ref><ref>{{cite magazine|title=Descent|magazine=[[GamePro]] |issue=86|date=November 1995|page=186}}</ref> Interplay had plans dating to mid-1996 to port ''Descent'' to [[Nintendo 64]] under the name ''Ultra Descent''.<ref>{{cite magazine |title=Dossier|magazine=[[Nintendo Acción]]|language=es|date=July 1996|issue=44|page=45}}</ref> The port was delayed before it was eventually cancelled in 1998 in favor of ''Descent 3'', with Parallax's Jim Boone explaining that it never reached the design phase in development.<ref>{{cite web|url=http://www.ign.com/articles/1997/09/26/update-ultra-descent|title=Descent N64 Update September 1997|website=[[IGN]]|date=September 25, 1997|access-date=June 28, 2019|archive-date=November 21, 2018|archive-url=https://web.archive.org/web/20181121072857/https://www.ign.com/articles/1997/09/26/update-ultra-descent|url-status=live}}</ref><ref>{{cite magazine|title=In Search of the Requested Cartridge|magazine=Magazine 64|publisher=[[Future plc|Future Publishing]]|language=es|location=Barcelona|date=May 1998|issue=5|page=45}}</ref> In April 2010, Interplay partnered with independent developer G1M2 to release a [[WiiWare]] version for Fall 2010.<ref>{{cite web|url=http://www.nintendolife.com/news/2010/04/interplay_straps_in_with_descent_for_wiiware|title=Interplay Straps In with Descent for WiiWare|last=Wahlgren|first=Jon|date=April 15, 2010|work=[[Nintendo Life]]|access-date=June 28, 2019|archive-url=https://web.archive.org/web/20230415080527/https://www.nintendolife.com/news/2010/04/interplay_straps_in_with_descent_for_wiiware|archive-date=April 15, 2023|url-status=live}}</ref> It would have featured enhanced textures and a variety of controls, including motion controls of a Wii Remote and Nunchuk with a MotionPlus accessory and possibly a [[Wii Balance Board]].<ref>{{cite magazine|url=https://archive.org/details/nintendo-power-issue-262-holiday-2010/page/34|title=Underground Revival|last=Hoffman|first=Chris|magazine=[[Nintendo Power]]|date=Christmas 2010|access-date=April 15, 2023|issue=262|page=34}}</ref> The deadline was missed, and the last time the developer publicly provided an update on its progress was in a response to a news inquiry in 2011, assuring that the project was still underway,<ref>{{cite web|url=https://www.giantbomb.com/articles/phew-descent-wiiware-still-in-developmentwait-what/1100-3141|title=Phew, Descent WiiWare Still in Development...Wait, What?|last=Klepek|first=Patrick|work=[[Giant Bomb]]|date=May 5, 2011|access-date=April 15, 2023|archive-url=https://web.archive.org/web/20230415080050/https://www.giantbomb.com/articles/phew-descent-wiiware-still-in-developmentwait-what/1100-3141|archive-date=April 15, 2023|url-status=live}}</ref> before it was ultimately quietly abandoned. ===Mods=== ''Descent'' uses package files to store and load level data such as level structures, graphics, objects, and sound effects and music—similar to the [[Doom WAD|WAD file format used for ''Doom'']]. It also allows players to create their own such files containing the data, which can then be loaded and played.<ref>{{cite magazine|title=Menus for HOGS and PIGS|magazine=[[Computer Gaming World]]|date=October 1995|issue=135|pages=272, 275}}</ref> Later in 1997 on the [[End-of-life (product)|end-of-life]] commercial cycle came the release of the game's [[source code]], excluding the audio code. Parallax released the source code under the license that permits non-commercial uses only.<ref>{{cite web |url=http://www.gamespot.com/articles/descent-source-code-released/1100-2462520/ |title=Descent Source Code Released |date=January 26, 1998 |first=Alan |last=Dunkin |access-date=June 28, 2019 |website=[[GameSpot]] |archive-date=March 6, 2014 |archive-url=https://web.archive.org/web/20140306085802/http://www.gamespot.com/articles/descent-source-code-released/1100-2462520/ |url-status=live }}</ref> All of this, combined with the game's popularity, has resulted in a number of distributed [[mod (video gaming)|mods]].<ref name="USgamer"/> ===Re-releases=== ''Descent'' was re-released on modern [[digital distribution]] services. It was one of the launch titles for the open beta version of [[Good Old Games]] on September 8, 2008,<ref>{{cite web|url=https://www.shacknews.com/article/54545/good-old-games-launches-public|title=Good Old Games Launches Public Beta Sept. 8|last=Faylor|first=Chris|work=[[Shacknews]]|date=September 3, 2008|access-date=June 28, 2019|archive-date=June 28, 2019|archive-url=https://web.archive.org/web/20190628211943/https://www.shacknews.com/article/54545/good-old-games-launches-public|url-status=live}}</ref> followed by a [[Steam (service)|Steam]] release on February 13, 2014.<ref>{{cite web|url=https://www.engadget.com/2014/02/13/classic-pc-shooter-descent-plots-a-course-for-steam/|title=Classic PC shooter Descent plots a course for Steam|last=Hinkle|first=David|work=[[Engadget]]|date=February 13, 2014|access-date=June 27, 2019|archive-date=February 10, 2024|archive-url=https://web.archive.org/web/20240210135311/https://www.engadget.com/2014-02-13-classic-pc-shooter-descent-plots-a-course-for-steam.html|url-status=live}}</ref> However, the game was withdrawn from Good Old Games in December 2015 along with ''Descent II'' and ''Descent 3'', and later from Steam. A representative of Parallax Software responded to speculation on the Good Old Games forums regarding the withdrawal of the titles. Interplay owned the ''Descent'' trademark and the publishing rights to those games, but their developers still retained the copyrights to them. The latter pulled their games off because Interplay purportedly had not paid them royalties since 2007. As a result, they had terminated the sales agreement, disallowing Interplay from further selling them.<ref>{{cite web|url=https://www.gamespot.com/articles/descent-games-pulled-from-sale-dev-claims-it-hasnt/1100-6433434/|title=Descent Games Pulled From Sale, Dev Claims It Hasn't Been Paid Royalties in Years [UPDATE]|last=Makuch|first=Eddie|work=[[GameSpot]]|date=January 11, 2016|access-date=June 27, 2019|archive-date=June 27, 2019|archive-url=https://web.archive.org/web/20190627232205/https://www.gamespot.com/articles/descent-games-pulled-from-sale-dev-claims-it-hasnt/1100-6433434/|url-status=live}}</ref> However, in November 2017, Good Old Games announced that the Descent series would be available for sale again on their platform.<ref>{{Cite web|title = Welcome back Descent series!, page 2 - Forum - GOG.com|url = https://www.gog.com/forum/general/welcome_back_descent_series_ff934|website = GOG.com|date = November 24, 2017|access-date = June 27, 2019|archive-date = March 28, 2019|archive-url = https://web.archive.org/web/20190328124101/https://www.gog.com/forum/general/welcome_back_descent_series_ff934|url-status = live}}</ref> The game has also since resurfaced on Steam.<ref>{{cite web|url=http://store.steampowered.com/app/273570/ |title=Descent Video Game on Steam |website=[[Steam (service)|Steam]] |publisher=Parallax Software|access-date=June 27, 2019|archive-url=https://web.archive.org/web/20171217155044/http://store.steampowered.com/app/273570/|archive-date=December 17, 2017 }}</ref>
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