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a blog … in the strict sense of the term …

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two johns

xirdalium Posted on Friday, 20th October 2006 by zephyrin_xirdalWednesday, 3rd October 2012

John Carmack
 

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 business, the politics, its implications and impact.
 

John Romero
 

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Posted in games, literature, non-fiction | Tagged culture, doom, fps, gaming, history, quake | Leave a reply

two johns

xirdalium Posted on Friday, 20th October 2006 by zephyrin_xirdalSaturday, 22nd September 2012

John Carmack
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 business, the politics, its implications and impact.
 
John Romero

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Posted in fieldnotes, games, literature, non-fiction | Tagged doom, gaming, history, quake | Leave a reply

elements of style

xirdalium Posted on Thursday, 19th October 2006 by zephyrin_xirdalWednesday, 3rd October 2012

Stephen Edwin King
 

Speaking about writing, let’s listen to Stephen King:
 

This is a short book because most books about writing are filled with bullshit. Fiction writers, present company included, don’t understand very much about what they do—not why it works when it’s good, not why it doesn’t when it’s bad. I figured the shorter the book, the less the bullshit.
  One notable exception to the bullshit rule is The Elements of Style, by William Strunk jr. and E. B. White. There is little or no detectable bullshit in that book. (↵King 2000: 11)

Here it is:
 

STRUNK, WILLIAM jr. 1918. ↑The elements of style. New York: Press of W. P. Humphrey.
Available online [.pdf | 155KB]: http://www.cs.vu.nl/~jms/doc/elos.pdf
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first season pwned

xirdalium Posted on Tuesday, 17th October 2006 by zephyrin_xirdalSaturday, 22nd September 2012

'Pure Pwnage' S1E11
Somehow I missed to report on that … ↑Episode 11—I <3 u in rl of ↑Pure Pwnage has been released on 21 June 2006. Season one of the über-cult series will be completed with the public ↑screening of Episode 12 on 28 October 2006 in Calgary, Canada.

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at last

1280 ups
 

Over the weekend I have more or less finished my contribution to the 2007 issue of the ↑“Open Source Annual” … but far more important is the above! Any questions?

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Posted on Monday, 16th October 2006 by zephyrin_xirdalThursday, 12th July 2012   Leave a reply

digital arabs

xirdalium Posted on Sunday, 15th October 2006 by zephyrin_xirdalWednesday, 3rd October 2012

Vit Sisler
 

↑ŠISLER, VÍT. 2006. “↑Representation and self-representation: Arabs and Muslims in digital games,” in Gaming realities: A challenge for digital culture edited by M. Santorineos and N. Dimitriadi, pp. 85-92. Athens: Fournos.
Available online [.pdf | 480KB]:

http://uisk.jinonice.cuni.cz/sisler/publications/SISLER_Representation_of_Muslims.pdf
 

abstract:
This paper presents the ways in which Muslims and Arabs are represented in mainstream European and American digital games. It analyzes how games—particularly of the action genre—construct the Arab or Muslim ‘Other’. Within these games, one finds the diverse ethnic and religious identities of the Islamic world reconstructed into a series of flat social typologies, often presented within the framework of hostility and terrorism. The second part of the paper deals with selected digital games created in the Middle East, whose authors are knowingly working with the topic of self-representation. Recent digital games originating in the Middle East can be perceived as examples of an ongoing digital emancipation taking place through the distribution of media images and their corresponding meanings. A key part of this ongoing digital emancipation involves the construction of Arab and Islamic heroes, a process accomplished by exploiting distinctive narrative structures and references to Islamic cultural heritage.

After the articles I linked to in ↵digital intifada, arabs, and aliens, this is the next piece in Vít’s series of publications on this otherwise completely neglected issue of computergame research.
 

via e-mail from Vít Šisler—mucho appreciated, tnx a lot

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1069

xirdalium Posted on Friday, 13th October 2006 by zephyrin_xirdalThursday, 12th July 2012

1069ups
 

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mphq IV

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

MPHQ IV
 

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spacewar

xirdalium Posted on Thursday, 12th October 2006 by zephyrin_xirdalWednesday, 3rd October 2012

Illustrator's rendition of Spacewar
 

GRAETZ, J. MARTIN. 1981. ↑The origin of Spacewar. ↑Creative Computing 7(8): 56-67, ↑reprinted 1983 in ↑Creative Computing Video & Arcade Games ↑1(1): 78-??.
 

Spacewar on the PDP-1
 

The picture at the top is a snippet of an illustration that accompanied the 1983 reprint. The second picture shows how “Spacewar” actually looked on the original machine, a PDP-1, it ran on.
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strafing musings

xirdalium Posted on Wednesday, 11th October 2006 by zephyrin_xirdalThursday, 12th July 2012

Those of you who are insane—or bored—enough to indeed follow the completely unorganised entries in this blog in the strict sense of the term, representing a fraction of what I dare call fieldwork, surely have noticed my fascination with ↵Q3A-trickjumping … and may wonder what the hell this is all about. Well, in my perspective trickjumping and everything which surrounds it, is an instance of the creative appropriation of computergames. The gamespace is ↵playfully appropriated ↵by mastership, which does not necessarily involve altering or reworking said space. This smells like theory, tends to start to sound scholarly, but doesn’t yet touch the deep potentials of an anthropological approach. “Thick Participation,” in the ↵words of Gerd Spittler, “implies apprenticeship and practice, natural conversation and observation, lived experience and sensuous research.” ↵Watching trickjumping-movies, hanging out at according forums and websites, trying to chart the whole milieu, and so on, is all fine, but not enough for the cyberanthropologist, who not only strives for outside analysis and interpretation, but for an emic understanding, for experience from within. To accomplish this task, apart from it being tremendous fun, I set out to learn at least the basics of trickjumping, to acquire the embodied knowledge necessary for ↵performing godlike moves in Q3A-gamespace without cheating. Rocketjumping and plasmaclimbing were the first techniques I learned, but somehow I never got to grips with strafejumping. I read every tutorial I could get onto my screen, watched demos and movies, but didn’t even really get the idea. The breakthrough came with Quan-Time’s movie ↵“Genesis: The beginning of …” and the use of the CampingGaz-HUD described therein. During the last four or five days I tried hard to understand the principle and convert it into action. Slowly, very slowly, I reached a point at which the interface started to report acceleration. But after some jumps everything always came apart. Then, sometime last night, the Gordian knot cut itself, I relaxed and leant back. Here we go:
 

The left hand isn’t cramped anymore, the middle-finger has ceased to press the forward key so hard like it wanted to drive it right through the keyboard and the tabletop. Ring finger and index finger are in synch, go together in perfect harmony on my comp’s keyboard, smoothly beating out the necessary rhythm. The right hand has chimed in, waving my ↵Razer Diamondback from side to side, I am in the flow and go faster and faster. At the latest when crossing the 1000-units-per-second barrier, more than thrice the speed the game-engine wants to allow you, I am reaching my current personal escape velocity in terms of coordination. Gamespace is merely whizzing past, the cognitive and motoric load bearing heavily on my nervous system and brain reaches critical mass. Suddenly my fingers trip over one of the WASD-keys, I touch the ground for too long, friction immediately kicks in and I loose almost all of my speed, gained so direly. This abrupt dropping out of the speedworld astonishes me so much that I am coming to a grinding halt. I am back in the realm of my usual experiencing Q3A-gamespace. But there is proof of my breakneck journey. So I hit the R-key, bound to remember for me the speeds of the last jumps wholesale, and there it is: 624—656—648—697—741—785—831—866—907—948—990—1012. Magic!
 

The practice now is imprinted, and I discovered that it’s not only eye-hand coordination, but ear-hand coordination as well. I can do to my poor standards halfway decent strafejumping without looking at the screen, just by listening to the beats of my avatar hitting the ground. Equipped with my newly acquired skills I spawned in some of Q3A’s out-of-the-box maps, namely DM6 and of course DM17, and now felt how small and restricted those maps are compared to DeFraG- and trickjumping-maps. Of course I already knew that by means of my rational mind, but now I experienced an almost claustrophobic feeling. For me those maps now are inscribed with a completely new meaning.

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Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


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