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
Tag Archives: doom
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
↑LOWOOD, HENRY E. 2006. “High-performance play: The making of machinima.” To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2006. Also to appear in: Journal of Media Practice: Videogames and Art issue (2006). Machinima is the making of animated movies in real time through the use of computer game technology. The projects that launched machinima embedded gameplay in practices of performance, spectatorship, subversion, modification, and community. This article is concerned primarily with the earliest machinima projects. In this phase, DOOM and especially Quake movie makers created practices of game performance and … Continue reading
It’s time to clarify the ambiguous term “demo” as used within gaming culture. For that purpose I’ll quote from some ’emic sources’. 1. Let’s start with the obvious, Wikipedia’s entry ↑Game demo: A game demo is a freely distributed demonstration or preview of an upcoming or recently released computer or video game. […] Game demos come in two variations: playable and non-playable (also called a “rolling demo”). Playable demos generally have the exact same gameplay as the upcoming full game, although game advancement is usually limited to a certain point, and occasionally some advanced features might be disabled. A non-playable … Continue reading
Since already several years the casemod-movement [that is the hardware-modification scene] has powerfully whiplashed back into the hardware-manufacturing industry. The feedback out of the rows of the ‘end-users’ stemming from their creativity in the appropriation of computer hardware gave birth to a whole new branch of hardware-/parts-, and peripherals-producers and retailers. Again the main thrust to this development is the computergames-market. The man-machine interfaces obviously are crucial to gaming, so little wonder that new designs, or even innovations pop up in said sector. Interestingly enough the industry’s strategy is not to invent completely new kinds of input-devices, but to modify … Continue reading
Spiegel online since yesterday carries a ↑follow-up to the events behind the ↵MMOG-related ↵homicide in China. The author Christian Stöcker nicely links the ‘dragon sabre murder’ with recent ongoings concerning ‘computergames violence’ issues: Hillary Rodham Clinton seems to appropriate the topic for her campaign and heavily critizes the Grand Theft Auto (GTA) series. A somewhat late criticism as already the first installment of the game (for PlayStation and PC) provoked controversy back in 1997. All right, Clinton especially preys on the infamous hooker-murder in ↵GTA3—but GTA3 was released in 2001 (for PlayStation2, then 2002 for PC, and 2003 for the … Continue reading
Three titles I haven’t laid on hands yet, but definitely will: Half-Life 2: Raising the bar, The making of Doom II, and Masters of Doom: How two guys created an empire and transformed pop culture. When I was a kid I was tremendously thrilled by the Star-Wars movies (and still am today, I confess). This also is the root of a string of associations of mine which culminate in this research-project. With putting Star-Wars related items on sale, George Lucas started what today is well known as ‘merchandising’. I never bought a Skywalker-puppet or the like, but I went lengths … Continue reading