Quotulatiousness

December 11, 2013

The legacy of id Software’s Doom

Filed under: Gaming, Technology — Tags: , — Nicholas @ 09:10

Following up from yesterday’s post on the 20th anniversary, The Economist also sings the praises of Doom:

Yet for Babbage, the biggest innovation of Doom was something subtler. Video games, then and now, are mainly passive entertainment products, a bit like a more interactive television. You buy one and play it until you either beat it or get bored. But Doom was popular enough that eager users delved into its inner workings, hacking together programs that would let people build their own levels. Drawing something in what was, essentially, a rudimentary CAD program, and then running around inside your own creation, was an astonishing, liberating experience. Like almost everybody else, Babbage’s first custom level was an attempt to reconstruct his own house.

Other programs allowed you to play around with the game itself, changing how weapons worked, or how monsters behaved. For a 12-year-old who liked computers but was rather fuzzy about how they actually worked, being able to pull back the curtain like this was revelatory. Tinkering around with Doom was a wonderful introduction to the mysteries of computers and how their programs were put together. Rather than trying to stop this unauthorised meddling, id embraced it. Its next game, Quake, was designed to actively encourage it.

The modification, or “modding” movement that Doom and Quake inspired heavily influenced the growing games industry. Babbage knows people who got jobs in the industry off the back of their ability to remix others’ creations. (Tim Willits, id’s current creative director, was hired after impressing the firm with his home-brewed Doom maps.) Commercial products — even entire genres of games — exist that trace their roots back to a fascinated teenager playing around in his (or, more rarely, her) bedroom.

But it had more personal effects, too. Being able to alter the game transformed the player from a mere passive consumer of media into a producer in his own right, something that is much harder in most other kinds of media. Amateur filmmakers need expensive kit and a willing cast to indulge their passion. Mastering a musical instrument takes years of practice; starting a band requires like-minded friends. Writing a novel looks easy, until you try it. But creating your own Doom mod was easy enough that anyone could learn it in a day or two. With a bit of practice, it was possible to churn out professional-quality stuff. “User-generated content” was a big buzzword a few years back, but once again, Doom got there first.

December 10, 2013

Twenty years of Doom

Filed under: Gaming, History — Tags: — Nicholas @ 12:26

At The Register, Lucy Orr gets all nostalgic for id Software’s Doom, which turned 20 today:

Doom wasn’t short on story, never mind the gore and gunfire to follow, I particularly enjoyed the fact my own government had fucked things up by messing where they shouldn’t and opened a portal to hell. Damn, it’s just me left to go ultraviolent and push the legions of hell back into fiery limbo.

Faced with dual chain gun-wielding bulked up Aryans as your foe, Wolfenstein 3D was funny rather than scary. Indeed, I don’t remember being scared by a game until Doom appeared, with its engine capable of dimmed quivering lights and its repugnant textures. The nihilistic tones of Alien 3 echoed through such levels as the toxic refinery. Like the Alien series Doom’s dark corners allowed my imagination to run wild and consider turning the lights back on.

But Doom had a lot more going for it then a few scary moments, and I don’t just mean those scrambles for the health kit. Being able to carry an army’s worth of gun power is not necessarily realistic but neither are angry alien demons trying to rip my flesh off. I’m never empty handed with a chainsaw, a shotgun, a chain-gun, and a rocket launcher at my disposal.

With Doom you were not only introduced to a world of cyber demons but death matches — be sure to have the BFG 9000 on hand for that one shot kill — cooperative gameplay and also a world of player mods including maps and sometimes full remakes.

id Software - Doom 1993

December 6, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 12:14

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s roundup marks my second full year as the community editor at GuildMag. The final content release of the year will be “A Very Merry Wintersday”, which will include the return of events and activities from last year’s Wintersday event with some new wrinkles. In addition, there’s the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

November 29, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 12:09

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s content update is called Fractured, which involves major changes to the Fractals of the Mists “infinite” dungeon, plus there’s the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

November 27, 2013

First-person shooter games and “flow”

Filed under: Gaming, Science — Tags: , — Nicholas @ 08:51

In The New Yorker, Maria Konnikova examines the psychology of first-person shooter games:

By August, 1996, Doom had sold two million copies, prompting Wired to name it “the most popular computer game of all time,” and it had spawned a new sub-genre of video game, the so-called “Doom clone.” Though Doom itself was not the original first-person shooter (a game in which, as Nicholson Baker wrote in his 2010 article about video games, “you are a gun who moves — in fact, you are many guns, because with a touch of your Y button you can switch from one gun to another”), it catalyzed the genre’s popularity. First-person shooters are now responsible for billions of dollars in sales a year, and dominate the best-seller lists of current-generation gaming consoles.

What is it that has made this type of game such a success? It’s not simply the first-person perspective, the three-dimensionality, the violence, or the escape. These are features of many video games today. But the first-person shooter combines them in a distinct way: a virtual environment that maximizes a player’s potential to attain a state that the psychologist Mihaly Csikszentmihalyi calls “flow” — a condition of absolute presence and happiness.

“Flow,” writes Csikszentmihalyi, “is the kind of feeling after which one nostalgically says: ‘that was fun,’ or ‘that was enjoyable.’” Put another way, it’s when the rest of the world simply falls away. According to Csikszentmihalyi, flow is mostly likely to occur during play, whether it’s a gambling bout, a chess match, or a hike in the mountains. Attaining it requires a good match between someone’s skills and the challenges that she faces, an environment where personal identity becomes subsumed in the game and the player attains a strong feeling of control. Flow eventually becomes self-reinforcing: the feeling itself inspires you to keep returning to the activity that caused it.

As it turns out, first-person shooters create precisely this type of absorbing experience. “Video games are essentially about decision-making,” Lennart Nacke, the director of the Games and Media Entertainment Research Laboratory at the University of Ontario Institute of Technology, told me. “First-person shooters put these tasks on speed. What might be a very simple decision if you have all the time in the world becomes much more attractive and complex when you have to do it split second.” The more realistic the game becomes — technological advances have made the original Doom seem quaint compared with newer war simulators, like the Call of Duty and the Battlefield series — the easier it is to lose your own identity in it.

November 22, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 12:47

My weekly Guild Wars 2 community round-up at GuildMag is now online. Next week’s content update is called Fractured, which involves major changes to the Fractals of the Mists “infinite” dungeon, plus there’s the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

November 15, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 12:52

My weekly Guild Wars 2 community round-up at GuildMag is now online. This week’s content update is the Nightmares Within, which takes us inside the huge tower that appeared in the previous update, plus there’s the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

November 8, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 14:52

My weekly Guild Wars 2 community round-up at GuildMag is now online. Gathering the links for this round-up was made much more tedious due to some technical issues involved in the switch from one ISP to another. In the confusion, I lost the first draft of the column and had to re-construct it (unfortunately, it’s likely some links didn’t get back into the final version). Next week’s content update will involve even more Toxic elements, hopefully with slightly more distinctive names for the achievements (Toxic this, Toxic that, and Toxic the other get a bit repetitive), plus there’s the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

November 1, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 13:32

My weekly Guild Wars 2 community round-up at GuildMag is now online. The Halloween event, Blood and Madness, is drawing to a close and the new Tower of Nightmares event has begun. There’s also the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

October 24, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 17:02

My weekly Guild Wars 2 community round-up at GuildMag is now online. The October Halloween event, Blood and Madness is in its second week. We’ve also got some clues being dropped about next week’s new content update called Tower of Nightmares. There’s also the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

October 23, 2013

Game company provokes a massive Streisand Effect

Filed under: Business, Gaming, Media — Tags: , , , , — Nicholas @ 00:01

In Hit and Run, Scott Shackford explains how Wild Games Studio learned (the hard way) about the Streisand Effect:

The game [Day One: Garry’s Incident] is getting terrible reviews, and YouTube is host to a ton of them. The reviews may actually be a little bit of a challenge to find now thanks to Wild Games Studio’s response to one particular review. A gentleman by the name of TotalBiscuit (no, really, that’s his … okay, fine, his real name is John Bain) is probably one of the most successful video game critics on the Internet. His YouTube channel boasts just shy of 1.3 million subscribers. He sampled the game on October 1 and did not find it enjoyable (Sample of response to the game: “Screw everything about this!”).

Video game reviews on YouTube allow critics to do something they can’t do through blog posts or print reviews: They can actually play and demonstrate the game in action in the video. This is a boon for consumers looking to spend their game money on a quality product as the game market grows and grows and grows. It’s also a boon for good game developers, as there’s nothing like the sight of a reviewer with a big audience enjoying your product to push folks off the fence in your favor. For bad games, though, it has the potential to devastate more than those old-fashioned reviews, as video watchers can actually see how terrible the problems are.

Wild Games Studio made their problems even worse by trying to retaliate against Bain. They made a copyright claim against him on YouTube, using a flimsy excuse that he monetizes the videos with advertising (Bain manages a living with his game journalism and announcing) and thus cannot use their assets without their permission. The studio succeeded. YouTube yanked the review. Furthermore, YouTube’s copyright-protection system threatens users that their channel will be deleted if they get three of these takedown claims. In Bain’s case, that would result in the removal of hundreds of videos.

I first encountered TotalBiscuit’s YouTube channel during the Guild Wars 2 beta period, and quite enjoyed his iconoclastic views of the game. I’m happy to hear that this particular thuggish attempt to shut him down has failed, and largely due to the response of gamers and his channel subscribers.

October 18, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 12:04

My weekly Guild Wars 2 community round-up at GuildMag is now online. The October Halloween event, Blood and Madness is in full swing and there are lots of posts covering the new and updated content. There’s also the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community. This week there’s a lot of fan fiction … must be something in the water in Lion’s Arch.

October 11, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 10:55

My weekly Guild Wars 2 community round-up at GuildMag is now online. The first October release is coming next week and will feature the return of some content from the original Halloween event. Blood and Madness will be released on Tuesday and we have previews of the new and updated content. In addition, we’ve also got the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

October 4, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 10:54

My weekly Guild Wars 2 community round-up at GuildMag is now online. The Twilight Assault event has been released and it includes a reworked Twilight Arbour dungeon and other changes. In addition, we’ve also got the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community. (The community events section has been split off into its own post which will be published at the end of the weekend.)

September 27, 2013

This week in Guild Wars 2

Filed under: Gaming — Tags: , — Nicholas @ 11:01

My weekly Guild Wars 2 community round-up at GuildMag is now online. The Tequatl Rising event is still going on and (reportedly) most servers have at least managed to defeat the dragon at least one time. We’re getting information about next week’s content release, Twilight Assault, which will include a reworked Twilight Arbour dungeon and other changes. In addition, we’ve also got the usual assortment of blog posts, videos, podcasts, and fan fiction from around the GW2 community.

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