Doom is "eternal" because of its longevity; Not just fans simply talking about it or playing it, but also because of the modding and creative cultures around it.
The source code of the first 2 games was released some time in 1997, which extended the potential of the creative scene that the classics already had before.
But what about other Doom games?
Specially in an age of topics such as video game presevation, documentation, accessibility, lost media, streaming services, games seen as art and so on.
Think about mods, fanmade maps, fan ports, assets ripped from games, wikis and anything that involves exploring a game from inside out.

Doom 64 took over 20 years for an official re-release.
This game never had its source code released, so fans took time to reverse engineer the game and rip files to make fan ports; Doom 64 EX was the best at the time and its lead developer (Kaiser) was involved in the official new port even.

Other console ports such as PS1 had their history with reverse engineering projects.

Doom 3 had later ports changing and removing content to the point that fans declare BFG edition and some others as inferior versions, even if they had some parts others liked.
When Bethesda and id updated the Steam listings of some id titles, users get to own both versions of some games, including the original and BFG versions of Doom 3.
And while D3 has modding stills, its multiplayer may still require online connections even with bots unless you use modding tools (From what i remember, at least).
D3's multiplayer even had unique power ups not seen in any campaign.

The mobile phone games are more obscure and the RPG games do have reverse engineering projects and some documentation, even if it took years.
The BREW version of D1RPG was almost lost, but the D3 on-rails shooter "Doom Resurrection" might as well be gone entirely due to modern updates of modern phones making it unplayable.
(Also, cannot forget the comic made for D2RPG, which is the intro to the game but was a seperate thing for some reason).

Doom 2016 eventually gave away its DLC content for free, but who knows about its multiplayer, SnapMap, scores in Arcade Mode, player deaths in Ultra Nightmare etc.
I recall that even when using bots, the multiplayer still requires internet.
When an online portion of a game dies, you rarely get a situation where developers let the players still use these features in some manner, like for personal matches between friends and such.
Or anything that allowed players to gain control of that, for a game they've bought with 60 bucks.
Let's also not forget that 2016's engine uses content that means the game will never have proper modding tools (Hence SnapMap in the first place).
Modern games also receive updates, so there's always a reliance on internet connections and changes affecting historical content.
Both multiplayer and SnapMap have unique assets with some appeal, be it for lore, mods or other reasons and even if some fans didn't like one mode or the other, others fans liked them.

Eternal is more obvious over this because of stuff like BethesdaNet (Now gone), Slayers Club,, Twitch Prime, skins, podiums, emotes, banners, icons, events in general and all those challenges etc.
Even something as simple as that Doog/Korone easter egg is a piece of history that lasted for a short while (Yes, it's a meme easter egg referencing a VTuber but i also try to see things in a "less bad, more good" logic; Because even if people don't care, they still don't advocate for it to be gone).
Gameplay challenges and rebalances also affect strategy videos and content around it like speedruns and analysis.
At some point, Mick Gordon's main menu theme was replaced by Andrew Hulshult's before id offered an option to switch between one or the other.
At least it has better modding tools (Even if still limited).
Let's also not forget how the mode Invasion was cancelled and so was almost anything to do with Stadia.
Or content that may have been cancelled like skins and Master Levels.
There was even a Bob Ross/artist theme that never made it but people still saw it through datamining.
A lot of skins ran a second time before being sold for actual money, though i think some skins are still unavailable.
In general, there could be some irony with the name using the word "Eternal" when there's aspects of it that feel "FOMO/mobile game-ish".
There's also that one Denuvo anticheat controversy, even if it's a thing of the past now.

Mighty Doom is a modern phone game in the sense that it even has some same problems as other phone games.
But regardless, it's still prone to being forgotten by history due to how it's built.
In a way, it's expected for this game, even if there could be some things people will like, even if this game has more bad things in it.
As of writing this, the Mars Core level in Mighty Doom is still removed.

Outside the games, id Software once put up an official UAC website, which even had lore that was related to the Doom 3 novels and RPG games.
It ran on Flash, so you can tell that this site is gone and available through the Internet Archive/Wayback Machine.
Even Martian Buddy from Doom 3 had a site that's also gone.

Then you have stuff like concept art and music, which is why i thought that in-game galleries showing art and jukebox/music playlists could work.
There's always cut/unused tracks that could still be played in the game even if not from a cutscene or level.
And most Doom art books still lack plenty of concept art and sketches that you can see online through Twitter or ArtStation accounts of artists that worked in the games and other places (Like art for Doom 3, cancelled Doom 4, 2016, Eternal, even stuff for Doom 64 and the classic games).
Basically a way to preserve even cut/unused content.
Or even details and things that EXIST in the game but are rare or unseen.
In a way, id could learn something from sites like Spriters Resource or The Cutting Room Floor Wiki.
Hell, a museum like in some Ratchet and Clank games could be cool.
Again, even if you don't care for basic skins or lame features, it doesn't mean you want them gone and erased from history.

Also, since Doom Eternal's collectible toys exist to be turn into real merchandise, imagine the opposite: Real life Doom merch recreated in a game, so the merch is "preserved" digitally since there's obscure Doom merch too.

This also puts into prespective how videogames changed in a way that a single game will never feel "complete" in the next 20 years, if there's parts of it that could be gone or just hard to get back.
It's also worth noting that John Carmack's release of the Doom source code came from a mindset inspired by "hacker culture", which is a mindset that may be different to what's going on at modern id or at least the higher ups at ZeniMax.
After all, John Romero was once sharing unused assets related to Doom until ZeniMax told him to stop.

In a way, replayability is not just about a game's quality, it's about the state of its existence.
Games are interactive so if there is no way you can ever play a game again, then it might not exist.
Some games don't need mods, multiplayer or additional content to me replayed but can you still play or even emulate them?
You might have sone 6th gen/2000's game that did great on Windows XP but not W10.

id Software has proven to have higher standards than some other game companies, even if they're not perfect and still chased a few trends.
But it'd be great if id does the impossible by making sure than Doom and more of it has a true longevity and its legacy gets stronger.
This can also be said about Doom fans because the fans are why Doom lived for so long, so it's important that older fans make sure newer fans carry the torches and follow some traditions.
Because old and new Doom fans reflect different generations, so some may have to learn things from others to ensure the series' staying power.
Specially with how vocal and loyal new fans are for being into Doom, even if they're not as deep into Doom as some boomer that knows a lot about wads and weird nerd stuff.

Also, speaking of wikis and documentation: You know how the Team Fortress 2 Wiki has a Youtube channel that displays stuff like weapon stats and how taunts work?
Always thought Doomwiki could benefit from having official videos where content is analyzed, specially because of that one classic Doom Youtube channel that posts videos showing off specific gameplay stuff but also secrets in some maps.
Plus channels like Decino and Elysium Gaming have analysis of stuff from different Doom games.
Then you have videos of stuff like old interviews or behind-the-scenes stuff like how Gregor Punchatz has an old video of a recording showing the models used for the demon sprites (Spider Mastermind and Mancubus were the focus on those videos).

Edit
Pub: 15 Oct 2022 23:14 UTC
Edit: 21 Nov 2022 23:25 UTC
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