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fragged by speed

xirdalium Posted on Wednesday, 8th November 2006 by zephyrin_xirdalThursday, 12th July 2012

DigitalHawk’s jaw virtually dropped when Teh_Lamerer overtook him. He had been well on his way to that red armour, but now Teh_Lamerer got it. Hawk was aware that Teh_Lamerer since quite some time was in contact with that other culture, the trickjumpers. And trickjumping originated in speedrunning, so much he knew. But that kind of velocity … The other one had whizzed by at double or almost thrice his own speed. But he himself already went at the maximum speed the institutions of this universe allowed. Still baffled he saw his newly armoured opponent turn around, facing him at point blank range, and ate his rocket. Fragged by Teh_Lamerer. A way lesser deathmatcher than himself. Not quite Humiliation, but close. Yet, it was not over. From a distance Hawk had to watch helplessly how another rocket was driven into his now lifeless, limp body, resulting in the gorey gibs flying into x-, y-, and z-direction. Thanks to Engine John, the creator, Hawk was allowed to stay some moments more and could get a glimpse of Teh_Lamerer being surgically taken out by a hitscan projectile from out of nowhere. There’s no use in camping, and no use in gibbing the fragged. Respawn. Back to breakneck strategy and tactics.
 

[virtually fictional, never happened ;-]

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speeding up

xirdalium Posted on Sunday, 5th November 2006 by zephyrin_xirdalThursday, 12th July 2012

Quite some time ago the things in my life seem to have decided on their own to hereafter occur at a blistering pace. Or is it just me getting older by the day and the world’s rest being reluctant to slow down and get in sync with my rhythm? Be that as it may, in another world I have speeded up significantly—1885ups.

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games and culture

xirdalium Posted on Thursday, 2nd November 2006 by zephyrin_xirdalWednesday, 3rd October 2012

There’s a new journal in the ‘hood, it’s called ↑Games and Culture: A journal of interactive media. The ↑complete inaugural issue is online, full-text accessible for free.

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defrag wikipedia

xirdalium Posted on Wednesday, 1st November 2006 by zephyrin_xirdalTuesday, 2nd October 2012

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.], but I am going pregnant with this at least ↵since 2004. The article will be focussed on the culture of trickjumping, Q3A-trickjumping and the DeFRaG mod in particular. In here I have partially documented my efforts of getting in touch with the whole thing via practice and “sensuous research”. Apart from reading around widely, watching trickjumping-movies, and hopping and climbing through maps myself, I also frequent the according websites, portals, and forums. But honestly I did not quite know how to gain real access in an anthropological sense, as I didn’t really have something to offer, and I do not want to bore people by asking silly, uninformed questions and such.
 

Then, within the forum ↑Trick Jumping (Q3) at ↑OPC I stumbled over the thread ↑Wikipedia. Back in 2005 someone had created the Wikipedia-entry ↑DeFRaG (computer game), and in late September a vote for deletion of this entry was called. An according ↑debate on the proposed deletion of the article started , and ultimately led to its deletion. The arguments for deletion consisted of alleged breach of several Wikipedia policies. The voiced arguments were, that DeFRaG was a “Non-notable game mod”, and that there were no secondary sources cited in the article: “References to fan sites are nice and such, but they don’t really qualify as reliable secondary sources. What we are looking for is something like an article about it in PC Gamer or Computer Gaming World or something like that. Other mods have been featured in popular online/print magazines, so this is not discriminatory against mods or anything.” Primary sources less valuable than secondary ones of the shiny tabloid computer-magazine kind? This in a way truly strikes me as being odd. But that may be just me as an anthropologist.
 

But the thing indeed is a bit more complicated, because there rightfully is the Wikipedia policy of “no original research in entries”. That’s sensible, because Wikipedia is an encyclopedia and not an academical journal.
 

In the debate it was also voiced, that “fan-sites are hardly suitable source material for an encyclopedia.” I disagree, because “fan-sites” do offer a variety of material of different provenance. There e.g. is ↑“Zigzagging Through A Strange Universe” by Anthony Bailey of Quake-done-Quick (QdQ) fame (see ↵snaking and strafejumping). The article originally was published as an editorial at Planet Quake on 12 October 1997 and tells the story of QdQ, the discovery of trickjumping being possible, and ultimately a part of the story of the machinima-phenomenon’s emergence. Stanford historian of science and technology Henry E. Lowood deems this editorial so reliable a source that he cites it extensively in his articles “Real-time performance: Machinima and game studies” (2005, ↑iDMa 2(1): 10-17) and “High-performance play: The making of machinima” (2006, see ↑delayed access). But then of course Bailey’s article in a way is a primary source, written by someone who not only was there, but was an integral part of the ongoings. Nevertheless I take a sensible editorial like Bailey’s to be a more reliable source than a quick write-up in some glossy magazine at the newspaper kiosk. In the case of the information given by Bailey we now do not have a problem with Wikipedia policy anymore, because Lowood used said information and wrote two beautiful articles which can be safely cited and nobody will deny their reliability.
 

Anyway, back on topic. When I read that thread at OPC I saw my chance of access in a fair way. One of the milestones of my access into the Max-Payne-modding community was my volunteering for translating German modding-tutorials into English for publication at MPHQ. I wasn’t much of a mapper or even modder back then, but here I had something to offer. It tremendously helped me improving my modding skills, and it helped the community at large. Now an analogous thing happened. I am hardly beyond the very basics of trickjumping, and I for sure can not make a Q3A-movie. But I can write academical texts. Or at least texts that seem to be academical. The Q3A-trickjumping community obviously is interested in having an entry on DeFRaG at Wikipedia, so I jumped in, told who I was, and what I was about to do, and offered my help for the Wikipedia entry. It was accepted, a discussion and more interaction spawned. Luckily I remembered that Sotamaa (↵2003) had mentioned DeFRaG in an academical paper of his, and within the community a ↑German article on trickjumping at Spiegel online was unearthed. So I sat to work, wrote a new draft of “DeFRaG (computer game)”, posted it to the trickjumpers the day before yesterday, and feedback immediately came. The better part of yesterday I spent by translating the whole thing into wiki-editish, organizing, enlarging, and honing it. Finally I blew it online at Wikipedia. It’s tremendous fun, I learned a lot, and it simply feels good to create a Wikipedia article in collaboration with the people touched by the subject. But what exactly am I doing here? There are no ethical difficulties, the people perfectly know who I am and that I am writing an article on trickjumping—that’s not what I am aiming at.
 

Rather I meditate a bit about the fact that I am using Wikipedia for this little fieldwork, if it can be called that. Mind, this approach does not take information from Wikipedia, but goes the other way round and works by feeding information into Wikipedia. Funny, ain’t it? But here again ethical implications may pop up, because I still may well breach Wikipedia policy, the “no original research” thing in particular. If you are interested enough, go over and ↑check out the article, so that you know what I mean. I guess the requirement of furnishing reliable sources to proof that the DeFRaG mod is notable and relevant enough to be covered by Wikipeida, is fulfilled by the references Sotamaa 2003 and Kringiel 2006. But what about the majority of the article’s content? Isn’t it original research nevertheless? I took utmost care not to let sift in my thoughts, you’ll see that I am not babbling about “sociocultural appropriation” or “embodied knowledge” at all. I tried to only relate “facts”—the mentioning of “transformative high-performance play” I eased by “Following the argumentation of […] Henry E. Lowood”. But the whole section on techniques I wrote draws on primary sources (tutorials and discussions published online by the community), and on personal experience, the experience of strafe-jumping in particular. I would not have been able to write like that on strafe-jumping like that, if I wasn’t able to perform the practice myself. You may have noted that there is no explanatory text accompanying “Half-beat strafe-jumping” and “Inverted strafe jumping”. Yes, I have read tutorials and descriptions of these techniques, watched demos of them, but I did not yet get it. And I can’t perform them.
 

So, now, is it original research, or not? To the best of my knowledge there simply are no academical publications on trickjumping I could refer to. Right now I am myself preparing the first one focussing on the phenomeneon. I am for sure not the academical authority on the history of first-person shooters—that’s David Kushner, and not the academical authority on the history of modding and machinima—that’s Henry E. Lowood. But, hell, I am the academical authority on the culture of gamemodding and trickjumping ;-) But even if one believes my preposterous gibberish, this doesn’t resolve the problems with Wikipedia policies, as what I am doing may well be seen as some kind of collaborative partial pre-publication via Wikipedia. Once my article is published, it can be cited by the entry. But then, Wikipedia definitely is not the place for self-pimping …

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clifford geertz (1926-2006)

xirdalium Posted on Tuesday, 31st October 2006 by zephyrin_xirdalFriday, 6th July 2012

Clifford Geertz 1926-2006
 

To the Institute Community,
 

I am very sorry to have to tell you of the sad news of the passing early this morning [30 October 2006] of Professor Emeritus Clifford Geertz.
  Cliff was founding professor of the School of Social Science, who joined the Faculty in September 1970. He was the Harold F. Linder Professor from 1982 until 2000, when he obtained emeritus status. His work spanned the fields of cultural anthropology, religion and social theory, and his most recent research concerned the question of ethnic diversity and its implications in the modern world. Among his many honors, in 2002 he received the Award of Meritorious Achievements from the Indonesian government and in 1992 was awarded the Fukuoka Asian Cultural Prize.
  Prior to joining the Institute, Cliff was Professor of Social Anthropology and Chairman of the Committee for the Comparative Study of New Nations at the University of Chicago. He was a visiting lecturer at Princeton University from 1975-2000, Eastman Professor at Oxford University from 1978-1979, and in 1984 a Fellow of the International Interchange Program of the Japan Society.
  Cliff will be greatly missed, and we extend our deep sympathy to his wife, Dr. Karen Blu, and to his children, Erika and Benjamin.
 

Peter Goddard
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it really happened

xirdalium Posted on Monday, 30th October 2006 by zephyrin_xirdalThursday, 12th July 2012

1337ups
 

Although all this ↑DeFRaG-screenshots showing the speeds I reached in ↑Q3A-gamespace by strafejumping document a part of the path of my personal immersion into the culture of trickjumping, I am perfectly aware that they start to get boring. But I simply have to show off the above one. Especially as I had a conversation with ↑2R about this, and back then voiced that I wished that this would happen. Well, it happened the day before yesterday. Note the fifth figure from the right side. Believe me, I didn’t doctor the pic.

I guess that this is enough of documentation at this stage. I have embodied the knowledge of single-beat strafejumping to a certain degree. Now I regularly reach 1000ups and beyond. Alas, still with the help of the feedback provided by the ↵CGazHUD. And I can cover the full length of ↑cos1_beta7b‘s running tracks by strafejumping without stumbling once.
 

1337hj
 

Furthermore I am now able to complete the green pads of the map ↑1337hj. Not on a regular basis, but more often than not. [The map’s name is sheer coincidence—it simply features the easiest pads I could find.] While doing a succesful run across the pads I sense that I skip relying on the HUD. Trying to gain as much speed as possible on a track, and trying to cross a series of strafepads are two completely different things. Although speeding is fun, the pads are the real thing to me. So, the next step will be getting rid of the HUD and improving my performance on the pads. The next item of documentation maybe a recorded demo ;-) Just to round things up, here is proof of my current personal speed-record.

 

1664ups
 

All right, I can’t resist. Guess what? “You always pwn twice!” Now it’s the sixth figure from the right side :-)
 

1337ups again
 

Take my seemingly childish joy about this occurences as a symptom of my going native in gaming culture.

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from play to knowledge

xirdalium Posted on Wednesday, 25th October 2006 by zephyrin_xirdalWednesday, 3rd October 2012

↑Anthropology Matters ↑8(2) is out, a special issue dedicated to “From play to knowledge”. That’s what I waited for, a professional legitimization of my learning Q3A-trickjumping, published in a respected journal of anthropology. Listen to the ↑editorial [emphasis mine]:
 

It is our great pleasure to introduce this themed issue of Anthropology Matters. The five articles assembled here developed out of a workshop held at the University of Manchester, which set out to explore the role of play in ethnographic research and its transformation into different forms of knowledge. The impetus for this event had been provided by the fact that the process of conducting ethnographic research is commonly referred to as ‘fieldwork’. And yet, in our fieldsites, some of us have spent considerable amounts of time playing football or learning to dance. This irony sparked off a series of questions: Could such enjoyable pastimes really be considered a kind of work? Conversely, could any activities that were taken seriously by their practitioners be seen to be nothing but a form of play? How did the meanings of play and of work differ cross-culturally? What sorts of skills were necessary to play competently and successfully? Could play be used as a research technique? And finally, how could knowledge gained of and through play be incorporated into standard academic formats?

By the way, just to complement today’s earlier entry, Anthropology Matters is completely online for free, every article both in .html and as .pdf …
 

via entry at antropologi.info—tnx Lorenz

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delayed access

xirdalium Posted on Wednesday, 25th October 2006 by zephyrin_xirdalTuesday, 2nd October 2012

Greed
 

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 three pages it was clear that I have to refer to it within the article I am currently writing. The problem is, I am only in posssession of a final draft version which sports a disclaimer saying “please do not cite”. Said disclaimer stated that the paper would be published within an anthology. So I hunted down the anthology and found that it will be published not before 2007—bad luck for me, but nobody’s fault. Further hunting dug up that it also would be published in the “Journal of Media Practice”. Perfect, I thought, and dived into the Bavarian State Library’s eJournals system. But the library has not subscribed to the journal. But there’s a link to the journal’s homepage. There I am able to view the lists of contents and abstracts, and find that Henry Lowood’s article indeed already has been published this year, in Volume 7, Number 1, pages 25 to 42. Great. My tremendously privileged position of course grants me access to the system of my university’s library as well. This is where I went next, and a little odyssey began. Mind, this won’t culminate in bashing the university library’s sysadmins. I can imagine what a hassle it must be to integrate an enormous flock of heterogenous systems, making the own system perfectly manage access data, certificates, and whatyouhave. All in all the guys over there do a good job and in by far the most of the cases the system runs very convenient for me. What I am going to shoot at is definitely not within the technicians’ responsibility. Anyway, the system said to me, that principally I have access to the journal’s full text, but … Well, the journal is not accessible the usual direct way, but via the EBSCO Host. What? Ah, there’s a link to a readme. Readme consists of an endless list of instructions for access to different systems. Again, not the technicians’ fault, it’s the way how access to academic knowledge is marketed nowadays. Full-text search for EBSCO within the readme. Found, readme says that I do not need special identification, username, or password to access the subscribed journals as they are available via “Business Source Premier, Academic Search Premier, or Mass Media Complete. Please refer to our instructions.” Link to the instructions, hodgepodge there again—once more: not the technicians’ fault, but the result of their trying to cope with a wealth of systems. I follow different paths which sound sensible to me, finally the system tentatively insinuates that the desired journal is just behind the next wall. But for opening that wall I now need, however, a certain identification. Well, I am in possession of a whole stock of different identifications. So, which one, what kind. More research within the system unearths the information that I need a kind of identification which can be granted by a masteruser. Gosh, I am a masteruser, I remembered, and I am perfectly willing to grant myself access, if I only knew the syntax and shape of the username and password I am expected to give to my humble self. After a while I get wise and identify myself through the wall into some “Premier” service intended to serve me poor academic. And there’s the journal’s full text … up to 2005. But I need the latest issue, 7(1), 2006. This issue already has been published, and it’s on the journal’s homepage, electronically accessible if I had a valid password, which I would have, if the university would have subscribed to the journal directly, and not via some broker.
 

I remember very well what was said in several meetings which took place at my university during the last two years or so. Because of the cuts of budget we should cease to subscribe to the print editions of a wealth of journals. Instead we should rely more and more on the electronical editions. During those discussions it came up, that some electronical subscriptions did not allow access to current, but only to back issues. Business model that is. Now I ran headfirst into the thing.
 

The university expects me to write cutting-edge papers, to produce “excellent” results and publications. (God, how I hate this rhetorics of “excellency”, and “premier”, and of all those hollow pseudo-superlatives. Have you ever seen an official picture of a “Hero of the Soviet Union”? His ceremonial uniform littered with decorations and medals—you can’t even catch a glimpse of the uniform’s fabric anymore. That’s the kind of operetta-excellency this rhetorics are going for.) If I, as a person, am able to generate academically worthwhile results is not the question at the moment. But I always try to incorporate current knowledge, current publications. The tidysome process of academic publication already takes a lot of time. And then the university adds another year of delay, just because they have struck some obscure deal with a broker. How can I be expected to be cutting-edge, if I am not granted access to the cutting-edge? Huh?
 

After having let off the steam, let’s return to the real thing. Lowood’s paper helps me a lot in several ways: First of all it filled up gaps in my knowledge concerning game-modding, its history, importance, and impact. Secondly it told me what I do not have to write (as Lowood already has written it), and cleared my view of what my anthropological approach can contribute, what I should concentrate on while writing my current piece. For everyone interested, here are the bibliographical references:
 

LOWOOD, HENRY E. 2006. High-performance play: The making of machinima. Journal of Media Practice 7(1): 25-42.

Keywords: videogames, art, videogame art, machinima, animation, modification, mods, patches FPS, 3D
 

Abstract: In his paper, Henry Lowood provides an in-depth historical overview of machinima—animated films created using FPS (first person shooter) videogames such as Quake. He traces the evolution of this work from the early ‘speedrunning’ movies created to document exceptional gameplay through to the first pioneering works of narrative machinima such as Diary of a Camper and others. In parallel with this, he traces the development of the tools to facilitate the making of these works.

CLARKE, ANDY AND GRETHE MITCHELL (eds.). 2007. Videogames and art: Intersections and interactions. Bristol: Intellect Books.

Synopsis: Videogame art is developing as an area of burgeoning interest, departing from embryonic roots into a flourishing division of scholarly study. The collection provides both an overview of the field, positioning it within a social and commercial context with reference to other forms of digital and pictorial art, and to the mainstream videogames industry. The book details specialized areas of the subject such as machinima and games console artwork and includes a series of individual interviews with both established and emerging videogame artists. In addition to the aesthetic design and production of this area of digital art, contributors examine works of politically-orientated videogame art which depict a critical engagement with the social or cultural issues of its time. Following this review of the genre’s artistic elements, the book diverts into a broader critical appraisal of the commercial games industry, posing several polemical pieces upon the present quality and originality of video games in general. The book provides a thorough yet accessible introduction to those interested and involved in the academic study of videogame art.

And finally, for everyone who at the moment is not under dire pressure to furnish precise references, but who just wants to be enlightened by Lowood’s great paper, go to ↑his page, head over to the ↑CV-section, scroll down to publications and download his draft-version. It’s openly accesible. A big Thank You! to Henry Lowood’s clear mind.

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q1 map sources

xirdalium Posted on Tuesday, 24th October 2006 by zephyrin_xirdalTuesday, 2nd October 2012

Quake
 

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 within gaming and modding culture.

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quake engine family tree

xirdalium Posted on Tuesday, 24th October 2006 by zephyrin_xirdalTuesday, 2nd October 2012

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 have been much more evolutionary than the earlier steps. Lots of the code stayed common between all of those systems.” (↵Kent 2004: 168) Additionally, on 31 December 2004 ↑Carmack wrote in his blog: “There are still bits of early Quake code in ↑Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won’t be nearly as sharp a cutoff as before.”

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