yet another abstract
Just recently I again was invited to submit an abstract for a chapter in an upcoming learned volume. Here is what I cooked up, the chapter simply will be called “Game modding”—it is straight out of my laboratory and pretty well summarizes what I am up to with this whole project. At least it hits its core:
particle stream
Steadily they are trickling in like particles nomadizing in cyberspace … Andrew Mactavish’s ↑Andrew’s Blah Blah Blog, Frans Mäyrä’s ↑frans goes blog, and Julian Raul Kücklich’s ↑playability and ↑particle stream were added to the “games related” section of my blogroll in the sidebar to the right.
counter crawford
As I said, all in all the public discussion on computergames is led way more differentiated in the aftermath of the amok run at Emsdetten, than it was led before. For example yesterday there was an interview with the 1980s prominent game designer ↑Chris Crawford of “↑The art of computer game design“ (↵Crawford 1984) fame, in one of Germany’s biggest transregional newspapers: “Faster, higher, more colourful—how bleak” (Süddeutsche Zeitung 288: 11) As usual Crawford is quite critical of contemporary computergames and the industry [for more of Crawford’s views, here is a comparatively recent interview (12 June 2006) he did with ↑Gamasutra‘s Chase Murdey: “↑Video games are dead: A chat with Storytronics guru Chris Crawford“], but in some respects he this time overshot in my opinion. For example he said: “Ego-shooters are cheap, tasteless and completely rotten concerning moral.” Every first-person shooter, that is? And then: “Counterstrike is so attractive for boys, because it serves their longing for extremes, rebellion, and turmoil.” Don’t get me wrong, me personally, I do not like to play “↑Counter-Strike“ (1999/2000), nevertheless I take it to be a great competitive game, it’s just not to my taste—the latter prefers “↑Quake III Arena“ when it comes down to multiplayer games. I won’t tire to repeat it again and again: When trying to bash computergames in general, or first-person shooters in particular, “Counter-Strike” is the wrong example, because since long it has matured into a sport with tournaments, requiring lots of training, teamwork, and all. That people are going lengths in terms of discipline and training together just can’t be explained by adolescent craving for turmoil. Especially in Crawford’s case this kind of attack on “Counter-Strike” quickly is disclosed as a damb squib, as in 1987 he programmed a game called “↑Patton vs. Rommel, a turn-based war game set in World War II that simulates a what-if battle between General Patton and Field Marshal Rommel for control of Normandy, hence the name.”—Adolescent phantasies of almightyness, warriorship, and an overall romanticizing rendering of World war II in the guise of a knightly duel between legendary commanders? It’s a strategy game, you say? Well, yes, but why the WWII alternate history framing?
In the 1980s, according to Crawford, “art” still was the correct word to be attached to computergames, because the genre still had the potential to develope into a full-blown form of art. But since 1990, Crawford says, the industry is following a mechanistical scheme. I agree that uninspired clones of other games are legion, and that there is a plethora of absolutely non-noteworthy computergames—just as it is the case with movies, and books, and … But I do not agree that the games industry since 1990 has not produced anything remarkable. Rather landmark changes in the domain of computergames happened well within the 1990s. Remember that fateful 09 December 1993, when “Senator Lieberman declared that the video game industry had one year to develop some kind of voluntary rating system or the government would step in with its own council. […] The gamers had been warned. It was time to change their ways. The next day id Software released ↑Doom.” (↵Kushner 2004 [2003]: 158)
Crawford goes on: “During the last ten years there was no game that fascinated me.” Well, there were games that fascinated me and millions of others. Just to name a few: 1996 saw “↑Quake“, 1999 “↑Quake III Arena“, 2001 “↑Half-Life“ and “↑Max Payne“. All right, Crawford personally abhorrs shooters—which is perfectly his right—and is more into ↑real-time strategy games (RTS) and other genres. Each of the following four examples from the last ten years are seminal for genres well apart from shooters: “↑StarCraft“ (1998), “↑EverQuest“ (1999), “↑The Sims“ (2000), and “↑Black & White” (2001) To be fair, when around 1997 Crawford was ↑interviewed by James Hague for “↑Halcyon Days“, he was asked what games had impressed him during the last ten years, and answered: “”↑Hidden Agenda,” [1988] “↑SimCity,” [1989] “Doom,” and “↑Secret Weapons of the Luftwaffe.” [1990—and did you like “↑Return to castle Wolfenstein“ (2001) then? ;-] A sadly short list. Either I’m too critical or the games industry is losing its edge.”
Do not get me wrong, I have the highest respect for Chris Crawford and his voice carries weight for me when it comes to computergames. Nevertheless I have to counter the opinions he voiced in the above cited interview. When I read the latter I first was seduced into suspecting that Crawford simply bases his assessments upon personal taste. Especially because with his “↑Storytron“ he is into something seemingly completely different from shooter games, namely into interactive storytelling. Maybe “↑Alan Wake“ will proof that this differentiation can not be upheld any longer. Meanwhile I think that the roots of the problems with Crawford’s statements are to be found on another level: He follows an idealistic or even intellectualistic concept of ‘art’. Matchingly enough the interview was published in the Feuilleton-section. But to understand ‘culture’, gaming culture in this case, a socioscientific concept of ‘art’ is needed.
halcyon days
↑Halcyon Days is a compilation of “interviews with classic computer and video game programmers” done by James Hague. The first version dates back to 1997, there’s an ↑introduction by ↑John Romero, and the whole thing is overall interesting.
wii motion
Once upon a time there were collections of pictures online, showing gamers in front of their screens, making impossible grimaces, and caught in quite astounding involuntary movement—results of their being deeply immersed in computergame action. Then have a look at professional gamers. Only fingers, hand, and eyes are moving, moving rapidly. For years I’ve tried to train myself in adopting that cool stance. Now everything is turned upside down by the ingenious input devices of Nintendo’s latest game console ↑Wii, the ↑Wii Remotes or “Wiimotes”. The latter sense their position in space by a combination of accelerometers and infrared measurement and thereby allow input via gestures. That’s what you see in all those Wii-commercials on television. Advertising and marketing has already become a co-creative sphere, too … at flickr there is the ↑Wii Motion Group, maintaining a quite entertaining photo pool. The next thing I await to pop up are hilarious videoclips showing Wii players. In respect to the Wii itself I must confess that I am tempted, I am really tempted.
hard rock phylum
Neal Stephenson’s second generation cyberpunk masterpiece “↵The Diamond Age“ (1995) is set in a time when the political system of nation states long has collapsed. Tribal organizational forms have taken the latters place. Maybe to clearly distinguish his literary extrapolation from negative, colonial, exoticizing, or romanticizing notions, Stephenson didn’t choose the word “tribe”, but the more highbrow “phylum”, as used in biological taxonomy. The phyla of the diamond age—there are the Neo-Victorians, the Neo-Confucians, the Ashanti, and many more—are in possession of own territorium, but this is dispersed over the globe and mostly embedded into other territorial legislations. In addition all of the phyla act globally in political, economical, and cultural respect. Today ↑The Independent reports:
dawn of the dead
Within the gaming and modding community at large there are not only fans of ↑John Romero, but also of ↑George A. Romero. [Never mix up the two Romeros, nor the ↵two Johns.] Remember the seminal 1968 black and white horror movie classic “↑Night of the Living Dead“? Or some of its sequels, like the 1978 “↑Dawn of the Dead“? No? Gosh, where have you been raised? In a world, where “↑There’s Always Vanilla“? But for sure you already heard that punch line “↵When hell is full, the Dead will walk the Earth.“ Ah yes, bingo, it’s about Zombies, the Undead, the Wiedergänger, about Them who will come back. “They never come back” simply ain’t true—the immortal ↑Muhammad Ali was three times champion of the world. And with ↑Slipgate Ironworks [What a great name for a game company]John Romero has his fourth company ;-) Game engines do come back as well. Believe it or not, there’s still a ↵Max-Payne-1 total conversion in the making and it’s going strong. ↑Dawn of the Dead strives to faithfully [And, believe me, there’s a lot of faith needed when dealing with the Undead] recreate Romero’s 1978 flic as an interactive experience. See its ↑overview & progress, or—even better—↑its news & features page at ↑modDB.
independent mods festival
The motto of the ↑9th Annual Independent Games Festival—which will take place 06-09 March 2007 in San Francisco, California—reads: “Rewarding innovation in independent games.” Quite naturally there is a mod competition as well. Forget the Oscars and hold your breath: Among the ↑35 top-quality entries you will find two Max-Payne-2 mods! The world doesn’t entirely consist of “Doom 3”, “Half-Life 2”, and multiplayer-galore at large—just to those who won’t listen to me. Ladies and Gentlemen, here they are [in alphabetical order]:
↑7th Serpent: Crossfire is the opening chapter of the ↑7th Serpent series. The game pits you as a genetically engineered corporate operative on a crusade to avenge his own makers. Featuring highly stylized single-player action on the same vein as the Max Payne games, the Mod delivers dangerously intense combat in near-futuristic urban environments interspersed with exciting cinematic cutscenes. High production values that include a full orchestral soundtrack and a brand new graphic novel round off what is a very unique Mod offering. [The story of the 7th Serpent reaches far back into ye olde times and heydays of modding the original Max Payne. Once I even was asked to join the team … *sigh*]
↑Hall of Mirrors: The modification is loosely based on the movie “Equilibrium” with the main focus of the work being based upon implementing a new combat system, the “Gun Kata”, allowing the player to take on several adversaries at the same time with dual weapons and gun them down in unison. [see ↵equilibrium]
The finalists—the mods that will be shown at the festival, that is—will be announced on 18 December 2006.
payne & redemption revisited
Earlier this year I already ↵reported on “Payne & Redemption”, the other Max-Payne-themed “meatspace-movie” besides the short ↑Max Payne Hero. But meanwhile at ↑payneandredemption.com there is a wealth of material worthwhile to check out for everyone interested in movie-adaptations of computergames.
one for the season
To my taste the most beautiful Christmas tree I ever saw, right in the centre of Munich at a quite romantic square. It is garnished with 8000 tiny cold-light LEDs by Osram. A sign beside it boasts that it is till now the largest Christmas tree equipped with those LEDs. But today I learned that in Berlin, in front of the so called “red” town hall, they have one sporting 24,000 similar LEDs. Does size really matter when it comes down to romantic ambience? I guess hope so.
Anyway, wikipedia’s entry ↑LED really is enlightening [weak pun, I know—can’t do better today, you already may have guessed so much from the above]. For example, I didn’t know that the canopy of the ↑Fremont Street Experience in ↑fabulous Las Vegas [an old rant of mine on Vegas] uses LEDs. ↑Their website says that since 2004 there are 12.5 million [!] LEDs. Not by Osram, but by the LG company, though. The LEDs replace the 2.1 million “ordinary” lightbulbs that were there before.
So the technological development went from ↑incandescent light bulbs via ↑neon lamps to LEDs. I really wonder what comes next, and what “↑The Wizard of Menlo Park” would have to comment on that. I gather he simply would boast that he is world’s greatest and fight for the patent rights retroactively. Size matters in respect to patent portfolios, too—especially nowadays. Merry Christmas.