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personal gaming histories

xirdalium Posted on Monday, 20th June 2005 by zephyrin_xirdalThursday, 12th July 2012

The Giana Sisters alive and in actionLast saturday I attended a good friend’s felicitous 30th birthday. Geek he is, he had set up some sideshow-amusement for us (the other geeks): A Commodore Amiga, running vintage games, ↑Giana Sisters (see pic, courtesy of ↑fab) being the top of the heap, the evening’s and night’s favourite. To prevent our minds from completely dissolving in the realm of 16 bits, we now and then wandered outside, sat in the garden, had some Vodka and beer, and talked the night away. Not surprisingly we merrily chatted about the games we played in ye olde times. It went: Remember ↑Ports of Call? ↑Golden Axe anybody? ↑Lemmings? And so on, till finally the immortal ↑Leisure Suit Larry in the Land of the Lounge Lizards came up. After a while I realized that on first glance we indeed had similar personal gaming histories (apart from the infamous “Radsportmanager 2004 starring Ivan Basso”—sorry ↑triple-m, I just had to bring it up again ;-), but on the other side significantly different ones. Take for example my humble self, being somewhat older than the party’s average attendee: I started out with a C64, never had a ZX Spectrum (which rose to fame again due to William Gibson’s latest novel ↑Pattern Recognition) like triple-m had, and dropped out of the scene after the C64 started to become history. My re-entry to the world of computergames was not before ↑Descent. All this gives me the opportunity to hint you to ↑IFTF’s personal video gaming history project:

The Institute for the Future (IFTF) is a 35 year-old non-profit research organization that studies technology and its impacts on society. We’re embarking on a new project to look at the history of electronic games so we can better understand where they’re headed in the future.

To help us develop this history, we’d like to invite you to share your personal experiences with electronic games. Videogames are definitely included, but even earlier is fine. As long as some bits and bytes are involved.

So what did you play? What games stand out in your memories? Did you play in groups, or by yourself – did this change over time, or from game to game? What skills do you think you learned from each game? Has a videogame ever helped you in “real life”?

Send your personal gaming history, or as much as your time allows, to games (at) iftf.org

Lounge Lizards’ Land expects every geek to do his duty—I definitely will write up my personal gaming history and send it in. A good starting point will be the list of C64-games I own[ed]. Well, I still own the 5¼ indeed floppy disks, but I doubt that they still harbour readable content. When ↑orange visited me on saturday, right before the party, to do an interview on the concept of ‘virtual reality’ with me (and no, I ↑did not make fun of your sound-equipment, I just was somewhat flabbergasted by its nostalgic looks) the issue of a cyberanthropologist’s biographical rootedness in his/her topic came up. For a ↵project like mine the personal gaming history definitely has to be made explicit. Best is to accompany it by Vodka.
 

UPDATE [27 October 2005]: Orange has written a piece on ↑how do we represent ourselves to the field—the first part of her text refers to the presentation ↵Cybercommunities and cyberspace by Michel Nachez & Patrick Schmoll, delivered at my workshop ↵Cyberanthropology. Tnx for that.
 

The second part critizes my advertising of the IFTF above. Orange of course is completely right, and I didn’t look into the matter deeply enough. Read her entry for clarification. Orange, tnx for that, too.
hint to IFTF via entry at gamersgame

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creation myth

xirdalium Posted on Friday, 17th June 2005 by zephyrin_xirdalSunday, 14th October 2012

Creation
The following thoughts are based on a forum entry of mine at ↑PayneReactor (meanwhile the ↑original thread has migrated to ↑MaxPayneForums) dating back to 29 July 2004. The post was an answer to an article dated 28th July 2004 by highly respected modder Maddieman at his website Hell’s Kitchen. Maddie tried to answer the question “why people cling on” although only “such a small percentage of ↵mods come out, less of which are any good; why do people still bother waiting for them? The variable ratio reinforcement schedule is a term that explains why some behaviours or behavioral thinking is reinforced. Simply speaking, it means that a certain behavior is reinforced unpredictably, making it hard to kick the habit, despite evidence to the contrary.” Although surely valid to a certain extent this deemed me to be a little too reductionist or simplifying—neglecting cultural and social qualities. Hence my myth-tinted reply.

The “variable ratio reinforcement schedule” at first glance sounds quite appropriate to explain the observed behavior of people clinging on. But for my taste it is a too straight-forward model which accounts to a ‘cost-and-reward’ principle, implies that people are purely goal-oriented (in our context that means they only want to get finished mods), and completely neglects other factors like those connected to the notion of community and being a member of a community. “All the years of waiting” are not just filled with waiting, but with the ‘good feeling’ of being in a persisting online-community, of being at the pulse of ‘something happening’, of being ‘in touch’ with those who are creative and indeed create something new, never-seen-before.

Maddie has compared the hyping of mods with the marketing- and PR-practices of professional game-designer and -publisher companies: “The mod world emulates the gaming industry: – the way mods (mostly ↵TCs) are advertised/hyped, the way PR is handled, and most importantly, the way the media reports them.” I will jump onto this train of comparison … please allow me to illustrate my thoughts by means of some metaphors.

Think of a game-developer company, like e.g. ↑Remedy, as a realm of creator-gods, the latter impersonated by the professionals working there.Sometimes, in the form of tidbits of information about their doings, plans, and things-to-come, some rays of light fall out of the realms of the creator-gods into the world of the ‘cyberian tribes’. Every time the creator-gods speak, their sayings are wholeheartedly embraced by the members of said tribes. Those creator-gods dwell in spheres as remote to the tribes, as the Tessier-Ashpools’ Villa Straylight in ↑William Gibson‘s ↑sprawl-trilogy (Gibson ↵1984, ↵1988, ↵1993).

Those who are buying and playing the creations of the gods are the human beings who long for new worlds into which they can be immersed. But that’s not the only longing they have—another one is to be near the gods, then becoming like the gods, and ultimately becoming gods themselves. The last mentioned longings are not shared by all those who are ‘consuming’ computergames, but by a large number of them which I see to be located in the modding-communities. Those communities are stratified—Maddie already has started to discuss this in a 3DRealms-thread ages ago. ‘On top’ of the pyramid are those who strive to become professional game-developers; and empirical evidence [even very recent one—you know whom I am speaking of, my man] clearly shows that the hope to jump from gamemodding to gamedeveloping is not completely in vein. The base of the pyramid is formed by those who are content with getting some straylight sifting through the mostly securely closed hatches of the workshops of the creator-gods (the professionals) and the creator-semi-gods (the top people of the modding scene).

‘Straylight’ means getting a glimpse of what’s going on on the workbenches, on Victor Frankenstein’s laboratory-slab. These glimpses come in the form of screenshots, demo-videos, concept-drawings and so on. [In some respects that’s true for the movie-business, too. Or why does Star-Wars-merchandise in the form of ↑Ralph McQuarrie‘s sketchbooks sell so well?] But as it is with the mythical relation between humans and gods, some of them humans are not content with the intentionally spread straylight, they want more. This goes up to a very down-to-earth version of appropriation, e.g. the theft of the ↵HL2-sourcecode. The same is true for the relation between humans (‘mod-consumers’) and semi-gods (mod-makers): The humans long for straylight out of the semi-gods workshops, which only are accessible to other semi-gods and/or ‘higher beings’. They want to be near the creation process, and some want to become a part of it. If a mod or TC ‘fails’ and dies, there still is the ‘good time’ you had following the creation process, as long as it still was under way. Summing it up: IMO the feeling to belong to a community is a strong, if not the decisive motivation for people clinging on to the Max-Payne modding-scene.

Sidenote: Some may have wondered about the increasing number of ingame screenshots I recently post, especially about the ↵WIP ↵Alan Wake. Those are pictures of mythical territory, a promised new world into which one hopes to be able to immerse into one time. An anthropologist doing ‘classical’ fieldwork never has the chance to publish pictures which are exact visual representations of the shared concept of his tribe’s mythical world. I can.

Unfortunately Maddie’s original article is not online anymore. Same is true for a lot of other very worthwhile content and indepth discussion on gamemodding by him. But some of it still is online. Crouched and hidden, but online: ↑march 2003 to october 2003 | ↑september 2003 to january 2004 | ↑february 2004 to april 2004.
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three spaces

xirdalium Posted on Tuesday, 14th June 2005 by zephyrin_xirdalSunday, 14th October 2012

Communicationspace
 
The field I am doing fieldwork in consists of three spaces (or kinds of spaces) at least. First there are the conceptual communication- and interaction spaces made possible by the Internet-infrastructure, respectively by the various Internet-services like www, e-mail, ↵IM, ↵IRC, and ↵ftp running on top of it. Very common, I know; inside academia nearly everything cyber- deals with these spaces. But more often than not they are associated with communicaton, seldomly with interaction. Good examples for the latter’s presence are ftp and IRC’s ↵DCC feature, because exchanging ‘things’ like pictures, movies, demos, program-applications, or code itself undoubtedly is an action. Granted, all those come in the shape of files—indeed are files—which somehow induces their being connected to the concepts information and communication. But e.g. an artefact, like a picture, in the first instance is percepted as a picture and is interpreted accordingly. This interpretation, the actions based on it, and the cultural background of both is what the anthropologist is interested in. Albeit good for illustration [pun not intended] pictures are a mediocre example for supporting my point, as pictures clearly are a way of representing information. Let’s take another ‘thing’: imagine a game, or even better a mod is exchanged. Basically it of course consists of program-code equalling information. But one does not simply look upon a mod like upon a picture and absorbs the contained information. Instead one uses, that means plays a mod. The situation is more alike to giving a cooking pot to someone, than to talking to someone—a ‘thing’ has been exchanged, not merely information (of course the exchange per se communicates something, too).

Max Payne gamespace
 
The second kind of space is multiplayer gamespace. Again—seen from a technological vantage point it is perfectly correct that ‘in the end’ an online-game is ‘nothing but’ calculating machines swapping information aka communicating (only some of this information is human input via interfaces). And for cyberanthropology it would be downright suicidal to neglect this technological perspective/interpretation. Knowledge of the Internet’s protocol-layers, and at large knowledge about the functioning of all technologies involved is indispensable. Alas anthropology focusses on human interaction and its culturally-informedness. No one can make me believe that “At the moment I am just making computers communicate” is on any player’s mind while engaged in a ↵Q3A deathmatch. Just as no one walking into a building thinks “I am about to enter a structured amassment of bricks, which in turn are aggregates of hydrous silicate”—the incomparable Linus Pauling may have been an exception. In multiplayer gamespace interaction shines up most clearly.

But for certain reasons the Max Payne (MP) games lack a multiplayer-function, therefore the members of the modding-community can not interact in Max-Payne gamespace. (Sometimes this shortcoming is bypassed by switching to another game—the meanwhile historical UT2K3-bout ‘MPHQ-staff vs MPA-staff’ is an example—MPHQ won.) But on another level, inside their minds, they nevertheless share singleplayer space by means of shared experience and memories. I got aware of this when ↑KerLeone and I had a talk in ↵meatspace about the story-plot of ↵Half-Life‘s singleplayer mode. An anthropologist-friend of ours—who had overheard just bits of our conversation—stepped up to us, coffee-mug in hand, and asked what geographical region we were talking about. KerLeone, still immersed in our topic, said: “Black Mesa—zeph has been there, too.” The colleague immediately continued his stroll along the corridor, and I think I heard him mumbling faintly: “Where the hell … —bah, them geeks!” Walkthroughs are a kind of institutionalized manifestation of cognitively sharing singleplayer gamespace.

The unfathomable black void of MaxEd
 
And there still is a third kind of spaces cognitively shared by the members of a modding-community. They are computer-generated, but not situated ‘between the phones’: The at first glance unfathomable black voids of diverse 3d-editors’ viewports. Simplified a game like Max Payne consists of the following elements: game engine (lacking access to its sourcecode gamemodders can’t tinker with it in the case of MP), scripts (bits of code controlling e.g. events), particle effects (fog, fire, and the like), sound (music, atmosphere, noise), character models (the player’s avatar and the shapes of NPCs), animations, maps (the topography or architecture of the gamespace), and level items (everything the player can ‘collect’).

To modify the game-engine (if possible) and to edit or create scripts a text-editor is needed. Seemingly nothing spectacular here—but every dedicated coder will tell you otherwise. Since the advent of interactive programming writing code indeed has become a culture, or cultures of their own. Not wanting to discuss the issue in depth now I allow myself to point you to “The psychology of computer programming” (↵Weinberg 1998 [1971]) and to ↑Biella Coleman’s recent work—she promised to put her thesis online as soon as possible. Only so much: Already when I script comparatively simple items like doors for MP-gamespace a flurry of imaginations, speculations, and ideas takes place inside my head. Thoughts about effects and consequences in gamespace, about logic and relations, and so on intermingle and create a whole which may be conceptually grabbed by ‘space’—all triggered by ‘just’ messing around with text.

Back to the unfathomable black voids. To create particle effects, character models, or animations you normally need professional 3d-visualization software like 3d studio max. As this is a very complex application you moreover need lots of knowledge, skills, and experience. And that is the ultimate motivation for sharing this space, too. For non-professionals mutual instruction and training seems to be the only way to cope with demanding 3d-software. Like walkthroughs for gamespace online-tutorials do a lot here—ranging in format from text-only via graphic-novel likenesses to movies (see 3dbuzz for an immense collection). Then there are comments, criticism, and discussion in forums. But sometimes the tutelage even happens in realtime. I was present at an IRC conversation between top-mapper TheHunted and top-allaround-modder Froz. Both had MaxEd2 (the editor used to create maps for MP2) running while TheHunted taught Froz how to create bent pipes:

Tue Jan 11 17:25:39 2005
[17:38] <Froz> TheHunted can you teach me how to do those bendy pipes cause I’m not sure
[17:38] <Froz> I need to do the “pipes” for a bed end
[…]
[17:40] <TheHunted> anyway, lemme just open up maxed
[17:40] <TheHunted> alright, lets do this together
[17:41] <TheHunted> draw a pipe with 8 sides on the grid
[17:41] <TheHunted> and lets extrude it a bit for better looks
[17:42] <Froz> I think I got it already :I
[17:42] <Froz> I did a 8 faced cylinder
[17:42] <Froz> extruded the one side to the direction of the bend
[17:42] <Froz> copypasted and mirrored it
[17:43] <TheHunted> yep
[17:43] <Froz> set the end of it to match the other end
[17:43] <TheHunted> just add an angle to the top face by using the left/right arrows, then align the grid on it and then copy paste and mirror
[17:43] <TheHunted> thats all
[17:44] <TheHunted> you might want to add the andle 7,5 to your preferences
[17:44] <Froz> k
[17:44] <TheHunted> raising the angle 3 times at 7,5 degree steps will give you 3 or 4 pices to make up a 90° angle. cant remember the exact number anymore

The two communicated inside IRC’s interactive space and simultaneously shared MaxEd2’s 3dspace cognitively while I sat and ‘listened’ as I already had read a tutorial on bent pipes originating from TheHunted’s vicinity.

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new dawn

xirdalium Posted on Tuesday, 14th June 2005 by zephyrin_xirdalThursday, 4th October 2012

New Dawn has gone gold!
 
The waiting has an end: ↑Mission:Impossible—New Dawn has gone gold and can be ↑downloaded.

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night

xirdalium Posted on Thursday, 9th June 2005 by zephyrin_xirdalThursday, 12th July 2012

Bright Falls lighthouse at night
via entry at AlanWAKE.Net

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q4 trailer

xirdalium Posted on Wednesday, 8th June 2005 by zephyrin_xirdalMonday, 1st October 2012

The Quake 4 trailer is up at quake4game.com. Learn more at gamersgame.

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disney from rio

xirdalium Posted on Wednesday, 8th June 2005 by zephyrin_xirdalThursday, 4th October 2012

One of the comps at my office is infected by a spambot—obviously this some time happened via IE, of course, and till now I haven’t found time to clean it up. Anyway from time to time windows pop up showing the usual ads. Now one popped up showing gorgeous women allegedly from Rio [de Janeiro]. Not yet pr0n, but somehow hinting towards. The window consists of three .jpgs, clicking anywhere undoubtedly will lead to downloading some code. As ususal. Now I looked into the thing and found that behind that is netvenda[dot]com. I found the folder at their domain where the .jpgs are stowed and got curious. On one of the .jpgs one can read Bella-Rio[dot]com. On a safe machine I typed this URI in, and presto … I got forwarded to “Disney Online—Where the magic comes to you”. A baffled Goofy looking at me, seemingly wondering about my coming via a pr0n-promising link. Now I wonder if Disney knows about that.

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reunion

xirdalium Posted on Tuesday, 7th June 2005 by zephyrin_xirdalThursday, 12th July 2012

Last night a great reunion of the old MPHQ-gang members took place. I talked to GutBomb via IM and he meant: “dude | for old times sake | come to irc”. So I went to our old IRC-channell which in fact didn’t exist anymore. We started to contact the others and astoundingly fast a lot of them came. In order of appearance: da12thMonkey, sach, Scuzz, Fraeon, Ken_Y, Kendo, Crackypipe, [HP], Corwin, Hypher, and Mentor. That’s not the complete posse of old. More were contacted, but e.g. jimeh SMSed back to Gut that he currently was on a boat in the mediterranean and had no Internet-access there. It may be just me, but real-time information like that always gives me a tremendous feeling of at the very moment actually being in a global community. And although MPHQ vanished a long time ago, the inner core of the community still harbours a feeling of commonness, and remains in contact latently.

We started the session on 06 May 2005 at 22:00 and I finally left on 07 May 2005 01:38. Besides the immediately starting familiar joking and teasing it quickly showed that there is a sense for the own past or history of communal interaction. Lots of files from everybody’s HDDs were dug up and uploaded for the others to [re]view. Bits of text, pictures, videos, and stored away copies of old community sites were made accessible again. Everything accompanied by merrily chatting about memories and private issues. And then there was proof that the Internet indeed is haunted by the occasional appearance of the supernatural. Let me make you rewitness a minute of strange plus two minutes of IRC joking-relationship:

[00:09] <GutBomb> you talk about something awful more than i talk about my beautiful daughter
[00:09] <sach> shut the fuck up faggot
[00:09] * GutBomb was kicked by sach (faggot)
[00:09] <GutBomb> my daughter is beautiful btw :D
[00:10] <sach> what the hell
[00:10] * GutBomb has joined #[our channel]
[00:10] <GutBomb> ha
[00:10] <crackypipe> I witnessed it
[00:10] <sach> gutbomb has powers
[00:11] <Scuzzini> i also witnessed it
[00:11] <zephyrelli> I witnessed it, too

Another definite proof that there is voodoo on the net.

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wakereactor

xirdalium Posted on Wednesday, 1st June 2005 by zephyrin_xirdalThursday, 12th July 2012

↑WakeReactor now is alive and already carries some content like the ↑hint to an ↑interview eurogamer did with Sam Lake and Petri Järvilehto. The latter says that “after seven years of Payne it’s quite refreshing to get started on something completely new.”—which is true for at least a part of the modding-community, too. Besides that there is much information in the interview which will definitely taunt more people into wanting to mod Alan Wake; like the ‘explanations’ of how the game’s world simulation heavily affects atmosphere, drama and gameplay. Those are the things MP-modders dig. On the other hand I see mainly two problems for gamemodding in this. The first already was ↵voiced by Järvilehto: the usage of much middleware makes it difficult to get the legal bases covered for releasing modding tools. The other problem is that the growing complexity makes more and more expert skills and more and more time at hand necessary. TheHunted once said to me that he fears that this growing complexity once will be the death of gamemodding.

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replacementdocs

xirdalium Posted on Tuesday, 31st May 2005 by zephyrin_xirdalMonday, 1st October 2012

I just spent quite some time at ↑Replacementdocs, clicking through 66 pages containing 1352 game-manuals for PC alone (all in .pdf format—many more for other platforms), and in the end downloaded 52. “replacementdocs.com pledges to bring you only high quality scanned images of instruction manuals in their full, original format with all original artwork and other graphical elements intact. There will be no text-only documentation unless that is how it was originally released. There will also be no conversion to monochrome images or any other severe quality degradation.” Another worthwhile resource for computergame historians is ↑The Doom Bible, being the original design document.
replacementdocs via entry at gamersgame

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