full circle

computergame violence as a result of economical competition  Media coverage on the amok run in Emsdetten on 20 November 2006 already dwindles away, but the discussion on computergames is going on—and I direly hope that it will go on for longer, as long as it stays above the naive level of “killergames”-rhetorics. There indeed is a need for a broad public and political discussion on computergames, I think—over here in Germany and everywhere else where computergames are sold and played [on the whole globe, that is?]. Although I am always quick to point out, that there is way more about … Continue reading

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defrag wikipedia

wikipedia as a field medium—the case of the DeFRaG mod  Still I am preoccupied with writing my article on “The playful appropriation of gamespace—From skilful playing to gamemodding and back again,” or so. A bit late, you may say, as the article is due in two weeks already [Yes, Mr Chair of Anthropology, Sir, I am also going to prepare that presentation you invited me for, in time ;-) But, as you know, I am—just like you—more prone to the hands-on things, than to theoretical write-ups. Erh … which doesn’t show up prominently in my publications till now, I know.], … Continue reading

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delayed access

  Just another ‘little’ rant on economized politics reigning academia—skip it if you can’t stand it anymore.  Last night I woke up around one o’clock in the morning and couldn’t find sleep again. So, in trying to catch up with my personal reading schedule, I spent the rest of the night by burning through Steven Poole’s “Trigger happy” (↵Poole 2000) and especially ↑Henry Lowood‘s “High-performance play: The making of machinima”. I ↵already knew that the latter is a real gem, but somehow shifted it from desk to desk in didn’t come around to read it till last night. Already after … Continue reading

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q1 map sources

  Just as he had promised during ↑QuakeExpo, celebrating the tenth anniversary of ↑Quake, ↑John Romero ↑released the map sources on 11 October 2006. Immediately not only ↑comments rained in, but the community sprang to action as well. For example ↑sajt dug up the seemingly lost ↑alternate end level at ↑speeddemosarchive, which even Romero himself didn’t have. Modders started to lay their hands on the original maps, ported them to current mods, compared them with their own recreations of the originals, and so on. Yet another proof for the existence of not only tradition, but also a sense for history … Continue reading

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quake engine family tree

  A family tree of ↑Quake-based game engines. By Tei, ↑published at Wikipedia. ↑Licence. This is just to illustrate the enormous influence and impact of ↑John Carmack‘s game-engines on the whole lot of computergames as we know them today. The time and again up-popping assumption that with every engine Carmack starts from a blank slate, and that hence no code from previous engines is to be found in the next generations, is definitely wrong. In an Interview on ↑Doom III Carmack said the following to ↑Stephen L. Kent: “Since then, the moves from QUAKE to ↑QUAKE II to ↑QUAKE III … Continue reading

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two johns

  What I finished reading last night is by far the best book on computergames I had my hands on so far. To be precise, it is the best book on those aspects of computergames I am interested in the most: history and culture, meaning and relevance. ↑David Kushner‘s “Masters of Doom: How two guys created an empire and transformed pop culture” (↵Kushner 2004 [2003]) tells the biographies of the ‘Two Johns’, ↑Carmack and ↑Romero and thereby not only the history of Doom and Quake, of the invention and rise of first-person-shooter-games in general, but makes the reader understand gaming-culture, … Continue reading

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two johns

What I finished reading last night is by far the best book on computergames I had my hands on so far. To be precise, it is the best book on those aspects of computergames I am interested in the most: history and culture, meaning and relevance. ↑David Kushner‘s “Masters of Doom: How two guys created an empire and transformed pop culture” (↵Kushner 2004 [2003]) tells the biographies of the ‘Two Johns’, ↑Carmack and ↑Romero and thereby not only the history of Doom and Quake, of the invention and rise of first-person-shooter-games in general, but makes the reader understand gaming-culture, the … Continue reading

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finally …

  … it seems that I have succeeded in cramping the necessary feedback-loops into my inner cybernetic system responsible for controlling my motor functions. Now I can perform a circle jump and come out of it with 500+ units per second (ups), and yesterday night I reached 1012 ups by single-beat strafejumping on cos1_beta7b’s red track. That’s one small step for a trickjumper, one giant leap for Teh_Lamerer. … Continue reading

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lepus

  BizoO in S3DF4 Another one, ↑“Lepus” (2005) [18:39min | .ogm | 440MB] by fei of ↑Shaolin Productions—he says:  Movie was done in a few days, it’s not a 1 year project like Get Quaked 3 but this was a real joy to make, no pressure and one of my favorite game types: CPMa defrag runs. (with some vq3 thrown in.) This movie is not made for the fans of Speed trail or even Cetus the Movie, but more for the likes of KOS-RUNS :P fast and pretty! This was a nice coffee break vid, inbetween GQ3 and my next … Continue reading

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