Sun, 31 Dec 2006
multiplayer level editing
In celebrating the tenth anniversary of the Apple-NeXT merger,
↑John Romero has posted an
↑interesting article about the usage of NeXT during ye olde days at
↑id Software. Set in relation to
↵three spaces, the following is especially intriguing:
In fact, with the superpower of NeXTSTEP, one of the earliest incarnations of DoomEd had Carmack in his office, me in my office, DoomEd running on both our computers and both of us editing one map together at the same time. I could see John moving entities around on my screen as I drew new walls. Shared memory spaces and distributed objects. Pure magic.
Sun, 31 Dec 2006 | 12:21 | category:
/fieldnotes
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Thu, 21 Dec 2006
pantomime
Yesterday evening four of us took the chance to test the
↑↑Wii console. A little art gallery here in Munich takes part in the
"Wii Crib" promotional event, which we take to be quite clever. The gallery is situated on the ground floor and has large display windows facing the street. For the passers-by we must have delivered a strange picture, four people waving around like mad in an almost empty room for no apparent reason. What we liked best was
"Tennis" from the
"↑Wii Sports" suite
[see above, and note my—second from left—tennis-pro stance ;-]. The first apparent reason for this preference is the fact that all four of us could play together. The deeper reason is that the game perfectly matches the input technology of the
↑Wii Remotes. It takes you just a couple of minutes and you intuitively grasp what is to be done and how. From then on it's pure fun, and I have to confess that my arm still hurts a bit today.
"Golf" and
"Bowling" is fun as well, but as it has to be turn-based not as much as
"Tennis".
"Boxing" completely falls flat in our opinions, as the correllation between input movements and resulting avatar actions seemingly is completely random.
"↑Rayman: Raving Rabbids" tries to capitalize on the peculiar input qualities, but can't stand up to
"Tennis". Nevertheless it indeed is funny sometimes, but has almost no replay value. It's more of a half-hearted, not succesful attempt at a demonstration of the Wii's qualities. And then of course we tested a shooter,
"↑Red Steel", what you always see in the television commercials. This actually is a catastrophe. First of all
"Red Steel" clearly is a
"↑Max Payne" clone without bullett-time, meaning it's not at all an original game—in this case I fully second
↵Chris Crawford's opinions. Secondly the input via Wii Remote is absolutely not suited for first-person shooters—the lack of accuracy and the latency simply are too high. Thirdly, and that's true for all the games we played yesterday, the graphics do not at all stand up to contemporary games. All in all the Wii is fun, but everything but a revelation to the "real gamer". It's a great party item, and can develope to be real family entertainment, converting living rooms into lively arenas. Sometimes yesterday night I felt myself reminded of the days when I was a kid and friends of mine had gotten their first Atari console. Things may well change when the input technology advances
[think ↵lightsaber duels]. I had a dream of a LAN-party where everybody jumps around with remotes in their hands. By the way, the
↑Fighternight 9 is looming at next year's horizon.
Thu, 21 Dec 2006 | 16:28 | category:
/fielddiary
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Tue, 19 Dec 2006
game modding
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:
On a global scale media relying on computer technology and the Internet infrastructure play a decisive role in contemporary culture and society. This chapter deals with computergames, what is done with them, and what happens around them, in particular with the set of practices of creatively reworking preexisting games subsumed under the term game modding. The chapter starts with a review and discussion of the available literature on game modding stemming from a range of disciplines. Drawing on the resulting conclusions and my own according fieldwork, game modding is characterized as constituting processes of sociocultural appropriation. This processes lead to transformations on different levels, as not only the games themselves are transformed, but also the structure of production and consumption, and the interrelationships between human individuals and all of the involved artefacts. The practices in question are by no means eclectic or singular, but collectively shared by the members of identifiable and lasting communities. The emergence and consolidation of this social bodies encompass a wealth of culturally informed social action and the bequeathal of values through generations. Backed by ethnographical and historical data game modding is rendered as a phenomenon of continuity and transformation at the end of the chapter.
Tue, 19 Dec 2006 | 13:28 | category:
/literature
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Mon, 18 Dec 2006
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.
Mon, 18 Dec 2006 | 11:56 | category:
/updates/content
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Sun, 17 Dec 2006
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.
Sun, 17 Dec 2006 | 15:52 | category:
/fieldnotes
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Sat, 16 Dec 2006
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.
Sat, 16 Dec 2006 | 18:29 | category:
/literature
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Fri, 15 Dec 2006
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.
Fri, 15 Dec 2006 | 12:42 | category:
/hardware
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Thu, 14 Dec 2006
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:
Yesterday, in the latest chapter in the Hard Rock story, it was announced that Rank Group Plc, the owner of the brand, was selling off the business to the Seminole Indian tribe of Florida, a native American group that traces its history to the 1500s. The price for the 124 Hard Rock Cafés, four Hard Rock Hotels, two Hard Rock Casino Hotels, two Hard Rock Live venues and the world's largest collection of rock'n'roll memorabilia was a decidedly rocking $965m (£510m).
Thu, 14 Dec 2006 | 11:22 | category:
/associations
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Wed, 13 Dec 2006
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.
Wed, 13 Dec 2006 | 16:27 | category:
/mods/mp1mods
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Tue, 12 Dec 2006
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.
Tue, 12 Dec 2006 | 21:17 | category:
/fielddiary
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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.
Tue, 12 Dec 2006 | 12:51 | category:
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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.
Tue, 12 Dec 2006 | 11:53 | category:
/offtopic
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Mon, 11 Dec 2006
jakobsson 2006 excerpts
According to Sterling (1993) it was John Perry Barlow who first adopted Gibson’s concept for use of all kinds of perceived technological spaces. Barlow stated that cyberspace
"is where you are when you’re talking on the telephone" (Rucker, Sirius, and Queen 1993). Featherstone and Burrows (1995) differentiate between Gibsonian cyberspace and Barlowian cyberspace but, as is evident in the following quote, Gibson himself seems to have adopted Barlow’s definition.
"I think in a very real sense cyberspace is the place where a long distance telephone call takes place" (Josefsson 1995). (↵
Jakobson 2006: 25)
Featherstone, Mike and Roger Burrows. 1995. Cultures of technological embodiment: An introduction. In Mike Featherstone and Roger Burrows (eds.), Cyberspace, cyberbodies, cyberpunk: Cultures of technological embodiment. London: Sage Publications.
Josefsson, Dan. 1995. I dont even have a modem, interview with William Gibson.
(last visited 19-09-05)
Rucker, Randy, R.U. Sirius, and Mu Queen. 1993. Mondo 2000 : A user's guide to the new edge. London: Thames and Hudson.
Sterling, Bruce. 1993. The hacker crackdown: Law and disorder on the electronic frontier. New York: Bantam.
Mon, 11 Dec 2006 | 15:25 | category:
/literature/excerpts
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Fri, 08 Dec 2006
ablaze
If it wasn't for my having an appointment here and now, there'd be little wonder in the downtown Manhattan spaghetti joint being perfectly deserted at that time of night. Way past the graveyard shift, uncanny twilight, floor covered by classical black and white checker tile, rows of lavishly upholstered benches, matching diner-style tables squeezed between them, an enormous mahogani bar in the back, and nobody to be seen. A cliché setting. But the cliché doesn't miss its target and brings home the menacing ambience quite nicely. Just if I'd not be nervous and frightened enough yet. Alas, there's no choice, I have to fathom the darkness. Maybe they are in another room, well separated from the main area. Some chamber of conspiracy. Those mobsters are equally fond of cozy backrooms as they are of laying traps. And something's definitely wrong in here. Things indeed start to go awfully wrong when I do my first tentative steps towards the unknown depths of the dimly lit Italian restaurant. A row of until now well hidden incendiary bombs detonates and sets the whole place on fire. There's no way back for me, out on the street, into the shelter of the blizzard. The main entrance door tightly locked itself shut, when it fell back into place once I had entered. Or so I imagine. Matter of factedly neither me nor my avatar ever went through that door. Both of us spawned right inside the restaurant, just beyond the doorstep, when I started to play chapter four (
"Put out my flames with gasoline") of part two (
"A cold day in hell") of the third-person shooter
"Max Payne" (Remedy Entertainment, 2001). Nevertheless I intensely sense myself to have entered the restaurant the usual way, and now being there. "Suspension of disbelief" they call it when talking about movies, theatre, or novels, "immersion" when talking about computergames. The aggressively licking flames eat away my health, I'm running past the bar, through the doorway into another hall, much more luxurious than the streetfront eating room, but fire everywhere here as well. More rooms, corridors, the kitchen, more flames and explosions. The building is a labyrinth ablaze. Frantically I hit the save button after every room I succesfully cross, then the inevitable happens. My avatar sears to death in agony. Reload of the last quicksaved gamestate, respawn, and another hot run through the burning maze. To no avail. Further attempts lead to my being quite familiar with the location, but not to escape. Again and again I try, but in the end I'm always trapped in the inferno and die a lonely death in the Mafia restaurant, the snowstorm howling outside in the noir streets of a crime-novel New York City. Meanwhile meatspace time has caught up with ingame time, it's three o'clock in the morning. My frayed nerves give way and I leave gamespace.
Fri, 08 Dec 2006 | 16:51 | category:
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material world
↑
Material World is an interactive, online hub for contemporary debates, discussion, thinking and research centred on material and visual culture. It is the brainchild of scholars working in the anthropology departments of University College London and New York University, but aims to create a new international community of academics, students, curators, artists and anyone else with particular interests in material and visual culture.
We will use this digital framework to post exhibition, book and other reviews; discuss key topics; develop online reading groups and symposia; post links to images, objects and collections; highlight cutting edge research and fieldwork, conferences, meetings and other events; develop teaching resources and syllabi; and encourage student participation. In short we will start the posting but we want YOU to participate in making this a genuinely interactive and lively space.
The weblog's chief editors are:
↑Haidy Geismar (Anthropology and Museum Studies, New York University),
↑Daniel Miller (Anthropology, University College London), and Graeme Were (University Museum Collections, University College London).
Fri, 08 Dec 2006 | 12:52 | category:
/anthropology
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Thu, 07 Dec 2006
domestic intelligence brazil style?
Heinz Fromm, since June 2000 head of the
↑Bundesamt für Verfassungsschutz ["Federal Office for Protection of the Constitution," Germany's domestic intelligence agency] voiced some
↑notable statements during the last days, from which—quite inexplicably—it was deduced that Fromm is perfectly at ease with his service using information stemming from torture-interrogations:
"Für die Aufklärungsarbeit der Nachrichtendienste muss gelten, dass allen Gefährdungshinweisen, die wir bekommen, auch nachgegangen wird. [...] Man sieht den Informationen im Übrigen nicht an, woher sie stammen, und wie sie gewonnen wurden. Die Möglichkeit, dass sie nicht nach unseren rechtstaatlichen Grundsätzen erlangt worden sein könnten, darf nicht dazu führen, dass wir sie ignorieren. Schließlich geht es darum, Terroranschläge zu verhindern." ["For the reconnaisance work of the intelligence services it must be true, that every hint at potential danger is followed. [...] By the way, you can not know from where the information stems and how it was acquired. The possibility, that they were not acquired in accordance with the rule of our law, must not lead to our ignoring them. In the end, everything is about preventing terrorist attacks."—my translation] This is downright scandalous. I mean,
"you can not know from where the information stems and how it was acquired"? What kind of work ethic is that? Ever heard about the art of critically shedding light upon your sources? Ever heard about context? What is an information worth, if you do not know how it was generated, and where it came from? You not only have to know
if information was harvested by means of torture, but exactly by what
kind of torture, in order to sort this information correctly, and to bring its potential to full bloom. This is an intelligence service we are talking about, for hell's sake! Where have this people learned their trade, where have they studied? Surely not at a department for sociocultural anthropology. 'Cause, if they had, they would know how to correctly deal with information from the field. And then the usual flock of nay-sayers does not cease to tell me, that there are no jobs for trained anthropologists. Boy, oh boy, our intelligence services seem to be in dire need of anthropological expertise wholesale.
By the way, just as a sidenote, the first sentence of the first article of the German Constitution—the very compendium the above named service was created to protect—reads:
"Die Würde des Menschen ist unantastbar." ["Human dignity is sacrosanct."—my translation] Not important, though.
Screen capture from Terry Gilliam's movie
"Brazil" (1985)
Thu, 07 Dec 2006 | 17:48 | category:
/associations
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Tue, 05 Dec 2006
wake by radio
This indeed is an unusual specimen of fan-made artefact—the first one of its kind I ran across thus far. At myspace music there is the
↑Alan Wake 24-Hour Real-Time Online Radio Serial, seemingly brought to us straight from Silver City, Panama:
"Alan Wake wakes with amnesia ... And the mysteries continue to unravel." This hardly can be called player-made content, as their are no players of
↑Alan Wake, because the game has not yet been released. After having seen
↵"A Dream within a Dream" in an e-mail to me
↑Bryan Alexander jokingly dubbed this piece of
↑fan machinima produced before the game as
"avant-machinima".
It may well be that to certain types of online-communities, certain sets of life-cycles can be attached. For me it's only possible to jot down the lifecycles of "my tribe", the MP-modding community, because that's the only one I am close with over a span of meanwhile four years. So, I can't tell for sure if my inferences are valid for other communities as well. Tentatively I'd say yes, because modding-communities have an astounding amount of qualities in common. What I can say for sure is, that there is something like an era of the proto-modding-community. In this era the community itself already is manifested in its communal online-infrastructure
[for Alan Wake see the bottom of the sidebar to the right, for ↑S.T.A.L.K.E.R.: Shadow of Chernobyl see ↑Oblivion Lost, especially its ↑mod announcement forum]. But appropriation of the forthcoming game's universe already has started in this era, too. It manifests itself in a variety of so-called "fan-art".
Tue, 05 Dec 2006 | 15:57 | category:
/fieldnotes
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welcome to bright falls
ADM, whom I know already for quite some time—in fact as long as ye olde days of
↑Max-Payne modding glory—has made his promise true and, on 22 September 2006, fired a new
↑Alan-Wake fansite online:
↑brightfalls.com. The weblog focusses on the news about Alan Wake, and ADM, with his excellent contacts to Remedy, does a tremendous job of collecting every item published on Alan Wake, as soon as it is published. There was quite some of it during the last three months. Head over to ADM's new site if you want to know everything about the game which there is to know outside the confines of the developers' castle. The newest publication on Alan Wake is a preview that sheds
↑new light on Remedy's horror-thriller as the veil of secrecy is ripped aside.
Tue, 05 Dec 2006 | 14:42 | category:
/fielddiary
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in the wake of modding
Now is the time to hop aboard:
"↑Remedy Entertainment, the developer of the ↑Max Payne games and one of the leading independent game studios in the world, is ↑looking for Gameplay Designers to work on the upcoming next-generation title ↑Alan Wake." The most interesting to me is this line from the
↑recruitment info's list of desired skills:
"Proven experience with modding, level editors, scripting and creation of story-driven gameplay"
Tue, 05 Dec 2006 | 14:11 | category:
/fielddiary
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Mon, 04 Dec 2006
gamemodding definitions
The wall went down last month. From now on in computer gaming, there were to be no real barriers between creator and audience, or producer and consumer. They would be collaborators in the same imaginative space, and working as equals, they'd create a new medium, together. (↵
Au 2002)
"Day of Defeat" is a mod—a fan-made modification to a pre-existing game. Or, in modder jargon, it's a "total conversion," the most ambitious form of mod, in which all the graphics and gameplay of the original title have been reshaped by fans to create an entirely new experience. (↵
Au 2002)
The community I am talking about initially condensated around the shared interest in, and practice of modifying commercial computergame-software. That means making playable additions to existing games, up to making completely new games out of them, plus a vast range of secondary and derivative artefacts. (↵
Knorr 2006b)
The difference between games and movies, of course, is that PC games are code worlds, hackable. By cracking and changing the code, players can alter weapons, characters, and, sometimes, entire worlds. They have, famously, inserted Barney into a Nazi shoot-em-up, then gleefully distributed the hacked version on the Internet. They have recreated a scene from The Matrix and inserted it into a hit 2001 adventure game called Max Payne, an action-shooter set in noir-ish New York. More ambitiously, one bunch of hackers is currently busy remaking the entirety of Max Payne into a flighty fantasy-world homage to a novel by cult author Terry Pratchett. (↑
The Mod Squad (2002) by David Kushner)
Alterations of a PC game are called "mods." (↑
The Mod Squad (2002) by David Kushner)
The culture of mod making grew out of what author Steven Levy famously described as the hacker ethic, which predated the explosion of Internet culture and emphasized "sharing, openness, decentralization, and getting your hands on machines at any cost." When it came to software, games were ideal hacking material: creative objects whose DNA was ripe for sharing and mutation. (↑
The Mod Squad (2002) by David Kushner)
Independent level, scenario and mod designers take over from there, creating “mods” (modifications), ranging from cosmetic changes (new “skins” for avatars, models, textures, etc.) and add-ons to “total conversions” (essentially wholly new games). (↵
Lowood 2006)
Manovich contrasts modifiable games to the characteristics of a more customarily authored game like Myst, which he describes as "more similar to a traditional artwork than to a piece of software: something to behold and admire, rather than take apart and modify." [↑
Navigable space] (↵
Lowood 2006)
Just as after Quake the modification of games progressed from scenario to level design to full-scale total conversion mods, machinima makers likewise grew bolder as they learned more about the graphics and programming resources Quake provided. (↵
Lowood 2006)
With the increasing popularity of mods, game developers routinely put impressive editing and cinematic tools in the hands of the player community, encouraging everything from the creation of new graphics to initiation into game development as a career. The contemporary game scene pulses with the energy of player communities that use game engines to create something new. (↵
Lowood 2006)
For the experienced gamer undaunted by computing learning curves, gameplay can also include the creation of deep modifications to games and gaming environments using development tools made freely available by game developers. In other words, computer gameplay involves a spectrum of creative practices. (↑
Abstract of
"Mods, Gods, and Creative Computer Gameplay" (2002) by Andrew Mactavish)
[...] the creation of mods (game and level modifications), skins (new game characters), and total conversions (new games based upon a game's original design engine). (↑
Abstract of
"Mods, Gods, and Creative Computer Gameplay" (2002) by Andrew Mactavish)
In particular, I look as a set of cultural practices surrounding digital gaming known collectively as game modding. Short for “game modification,” game modding is a catchall term covering the production of any player-created derivative game content that can be imported into the original game or that can be played as an entirely new game on top of a game’s underlying architecture or engine. Some examples of game mod types include new levels or maps, new character skins or avatars, or new sets of rules imported into games. Importantly, game mods can be distributed and downloaded freely over the Internet. Frequently, game manufacturers ship games with the necessary tools for mod creation and actively support mod communities surrounding their games. In other words, game modding is a form of player-creative practice that, in being cultivated by developers, immediately distinguishes it from other user-based distribution practices surrounding popular media such as music. Yet, while the gaming industry may be developing a model that supports and encourages consumer participation in the systems of cultural exchange, the field is certainly not unified, consistent, or uncontested. There is an ongoing negotiation between developers and players, and one that is not always collegial as each side works towards defining legitimate game-production practices. (↑
Abstract of
"Playing with Cultural Exchange: Digital Games and Player-Created Content" (2004) by Andrew Mactavish)
Online access to open-source game development tools, the provision of venues for distribution and publicity of player-generated game content and modifications, the use of the online community in game testing, and increased communication between game development companies and players are currently shifting the boundaries between the traditional roles of media producers and consumers and changing the ways in which these games are made. (↵
Morris 2003)
Doom was revolutionary and culturally significant in that it was multiplayer (up to four players could play via LAN, serial connection or telephone lines) and the id developers made the unprecedented move of releasing the game’s source code to the public. This allowed gamers to make modified versions of the game, customising landscapes and game models, and creating new levels and even 'total conversions'—entirely new game scenarios, such as Barney Doom or Star Trek Doom. (↵
Morris 2003)
Mod: (also
Patch) Short for
modification: an alteration to a pre-existing digital game. Game mods usually replace or change elements such as media, maps, or behaviours, although changes to the game engine are increasingly common. (↵
Poremba 2003a: xi)
Skin: A type of mod that involves changing the graphical appearance of a game object. (↵
Poremba 2003a: xi)
Since the beginning of digital game production, hackers have reworked, reconstructed, and exchanged digital game code and ideas (Kushner). The close nature of early original and derivative works maks it difficult to define the first true game modification. If we're looking at plyer production in the general sense, game modification can be seen to originate with basic scenarios for early computer board game adaptions (Suciu), and text-based games (Kushner). However, in terms of taking an exosting graphically-based game and completely reworking it, a mod called Castle Smurfenstein deserves recognition. Smurfenstein was a total conversion12 for Castle Wolfenstein (a Nazi-themed shooter) that replaced the game's original cast and content with Smurf related materials (Au). However it wasn't until Doom that modification was intentionally integrated at the level of game design. (↵
Poremba 2003a: 17)
Over a short period of time, response to the events could be seen in a number of game modifications and other player created artifacts. (↵
Poremba 2003b)
While a relative minority of players participate in game modification, their contribution to the overall game community ensures a constant, vibrant flow of new game modes, contexts, and content into the play arena. (↵
Poremba 2003b)
Player production ranges from meta-gaming collectives to recombinant performances; from player-toplayer design tools to game modifications (mods). (↵
Poremba 2003b)
Because of the openness of players to new creators, and also in part to the game demographics, there is a large base of technically simple game modifications, notably skins for characters and objects. Technical wizardry is less important than aesthetics: items that are attractive receive a great deal of social validation. There is a wider range of differentiation in terms of roles for the player-producer: one can skin walls, floors, and characters exclusively, recolour objects, create new objects, change behaviours, build tools etc., although the producer base thins dramatically as the artifacts increase in technical sophistication. (↵
Poremba 2003b)
One of the more interesting and distinct aspects of the digital game genre is the proliferation of player-produced content and artifacts. The reworking of original game materials is an integral part of game culture that can not be ignored in the study of these games. This paper explores playerproduction as a mode of authorship reflecting the agency of the game player. (↵
Poremba 2003c: Abstract)
This analysis concerns itself with PC video games and PC gaming, primarily because hobbyist game development is most prevalent for PC games. Modifications to elements of console games are generally geared toward the hardware and are not directly supported by the commercial developers of the games. By contrast, many PC games have a significant fan base that continually makes modifications to the games, and such actions are supported by commercial developers. (↵
Postigo 2003: 594-595)
Hobbyist groups that develop modifications to commercial games are part of this support network and are generally known on the Internet as ‘modders’, and whose modifications are called ‘mods’. (↵
Postigo 2003: 596)
Mods can range from relatively simple rearrangements of the physics of a given virtual environment to total conversions. Total conversions are the most ambitious of mods because they attempt to convert the gameplay of a given game totally. (↵
Postigo 2003: 596)
Modders not only produce changes to the games but also post tutorials and how-to guides to encourage the novice hobbyist to contribute and learn the techniques of modding. Modders often make their mods available for free download on their websites and, while no revenue is directly generated for such transactions for the developers of a particular modded game, the mod contributes to keep games interesting by adding new dimensions to them. As such, these mods can play a role in the extending the sales of the original game or developing a devoted fan base. (↵
Postigo 2003: 596)
The social and economic changes that have occurred since the early 1970s are important for understanding modders as an emerging form of video-game design, because these economic and social shifts generate the context in which social activities such as forming and supporting community, volunteering and pursuing hobbies can be harnessed as a source of revenue. (↵
Postigo 2003: 597)
And today, I’m not talking about kids wearing smart suits and riding fancy scooters but gamer-made modifications of computer games that are celebrated as a new medium for artistic innovation and simultaneously successfully used as a marketing strategy for new retail titles. (↵
Sotamaa 2003: 1)
In short, mods are gamermade custom contents for official game titles. (↵
Sotamaa 2003: 1)
In the following the term modding refers to the act of developing mods. Likewise, modder is the active subject who performs an act of modding. (↵
Sotamaa 2003: 1, fn 1)
At the same time a growing number of gamers is willing to create games of their own using the existing games software. These hobbyist developers, called ‘modders’ have been around for some time now, but only during the past few years the ‘mods’, the products of ‘modding’ culture, have attained the mainstream. This gamer-made content is normally distributed for free from players to players but lately gamer-made modifications have found their way to game industry marketing strategies. (↵
Sotamaa 2005)
Counter-Strike was not the first mod. In fact one of the first true “mods” in terms of taking an existing game and changing the code was with the original Castle Wolfenstein title for the Apple II. Some crafty programmers took out the evil Nazis and replaced them with Smurfs thus creating Castle Smurfenstien, a game that lives on as a legendary mod. (↑
It's A Mod, Mod, Mod World (2005) by Peter Suciu)
Video game modding is the process of adapting an existing commercial video game product to create a nearly or completely different video game. Modding is often (but not always) achieved using software tools and programming languages that are included with the game product itself. (↵
Yucel, Zupko & Seif El-Nasr 2006)
Mon, 04 Dec 2006 | 18:19 | category:
/literature/excerpts
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Sat, 02 Dec 2006
gamemodding
What exactly is gamemodding? Creating playable extensions to already existing game software? Then what about standalone pieces, like the total conversions made possible e.g. by the release of a game's source code? And—situated at the other end of the continuum—can creating a map for a game by means of an enclosed and ultimately comfortable level-editor, still be called modding? The latter I'd rather call using a feature of the game. At the moment I think, that the closer the set of practices employed by the "modders" is to the set of practices of the game developers, the more legitimate it is to call this set of practices gamemodding.
Sat, 02 Dec 2006 | 21:34 | category:
/fieldnotes
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Fri, 01 Dec 2006
mod researchers
Some day in the first half of April 2002 I
↵stumbled over gamemodding and slowly realized that there was more than something in it, legitimizing an anthropological look. Before that I was aware of player-created game-content, as I had played
↑"Descent" (1995) and lots of custom maps for it, but at that time I did in no way associate the thing with anthropology. This completely changed with my first encounter with the Max-Payne community, and since then I every day get more convinced that gamemodding is a relevant and central contemporary issue to be fathomed academically. Back in 2002 I wasn't able to find any academical publication dealing with gamemodding, but of course some peers already were fascinated by the topic as well, and had started to belabour it. Alas, I was completely unaware of it. Meanwhile some of them have come out of the shadow and it's time for a roundup. Here are the academics who struggle with gamemodding
[in alphabetical order]:
↑Henry E. Lowood is curator for the
↑History of Science & Technology Collections witin the Stanford University Libraries. Gamemodding is not in the centre of his research focus, but machinima is. In fact he is the founder of, and driving force behind the
↑machinima archive. Machinima and gamemodding are inseparably intertwined—this becomes absolutely clear in his great article
"High-performance play: The making of machinima" (
↵Lowood 2006) and the class
↑"The consumer as creator in contemporary media" he taught. See the publications section of his
↑his CV for much more of interest.
↑Andrew Mactavish is assistant professor for multimedia at
↑McMaster University and director of the latter's
↑Humanities Media and Computing Centre. Already in April 2002 he delivered a presentation called
"Mods, gods, and creative computer gameplay" (
↑abstract) at
↑Playing with the future. This was followed by
"Producing players, playing producers, and the cultural politics of digital gaming" (
↑abstract) at
↑Digra 2003, and
"Playing with cultural exchange: Digital games and player-created content" (
↑abstract [scroll down a bit]) at
↑ALLC/ACH 2004. As he told me yesterday, he currently is preparing an article based on the mentioned conference presentations.
↑Sue Morris examines online multiplayer computer game culture. Together with P. David Marshall she edited
↑M/C journal's issue
"Game" (
M/C journal
↑3(5)) in the year 2000, but far more importantly she founded Australia's first all-female
↑Quake II clan! At Digra 2003 she talked about
"WADs, Bots and Mods: Multiplayer FPS games as co-creative media" (
↑abstract, published as
↵Morris 2003), this was followed by
"Co-creative media: Online multiplayer computer game culture" (
↵Morris 2004).
↑Cindy Poremba currently researches documentary and digital games through
↑Concordia University's Doctoral Humanities program. In 2003 she completed her MASc with a thesis called
"Player as author: Digital games and agency" (
↵Poremba 2003)—gamemodding that is ;-) Also interesting in this respect are her articles
↑"Patches of peace: Tiny signs of agency in digital games" and
↑"Remaking each other's dreams: Player authors in games".
↑Hector R. Postigo is an assistant professor at the department of communication at the
↑University of Utah. In 2003 his
"From Pong to Planet Quake: Post-industrial transitions from leisure to work" (
↵Postigo 2003) wherein he characterized gamemodding as post-industrial unwaged labour. In 2006, at the
↑"Association of Internet Researchers Conference" he talked
"Of mods and modders: Chasing down the value of fan based digital game modifications", which will be published in
"Digital Games Industries: Work, Knowledge and Consumption" edited by J. Rutter.
↑Olli Sotamaa seems to be in the last stages of his PhD thesis, discussing player productivity among game cultures and player-centred design. At a PhD course in 2003 he talked about
"Computer game modding, intermediality and participatory culture" (
↵Sotamaa 2003). At Digra 2005
""Have fun working with our product!": Critical perspectives on computer game mod competitions" (
↵Sotamaa 2005) followed. More of that provenance can be found at his
CV.
Fri, 01 Dec 2006 | 17:48 | category:
/literature
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open access anthropology blog
↑About the
↑open access anthropology blog:
This is the blog for Open Access Anthropology, an organization of volunteers interested in creating open access alternatives to anthropological publications. This blog will be the news outlet for the organization where we will announce news like current events progress within the discipline. We come from many different backgrounds within the discpline in order to promote freely accessible publications.
Fri, 01 Dec 2006 | 14:13 | category:
/anthropology
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kirkpatrick 2004 excerpts
Technological politics and the networked PC
However, the best illustration of the kind of positive cultural politics envisaged here concerns the culture of game modification. Games players write and exchange 'mods'—modifications to games programs that include new twists of storyline and environment—and have succeeded, through this activity, in obliging games producers to leave their source code open for this purpose, something hackers have not yet persuaded the manufacturers of Windows to do. This has been achieved through the market, with astute games manufacturers recognising that there was demand for games with accessible source code, but also through successful negotiation and lobbying. Where hackers confront power dramatically and parade their subversions of the interface order only to be suppressed by power, gamers compromise, negotiate and effect a gradual re-opening of the technical levels of the machine. (↵
Kirkpatrick 2004: 16)
The growing culture of 'mods' and the constant discussion among games players of how to make games better suggests that computer game players are not merely passive recipients of these environments, but actively participate in shaping them. As Andrew MacTavish (2003) shows, game modification involves players directly in the process of re-shaping environments produced by games manufacturers. In a series of disputes with computer game publishers, modders have forced the publishers to soften their proprietary licenses to accommodate mods. In this way, game players have imposed their vision of how games should be improved and had their ideas taken up (and sold on) by games companies. This story attests to the idea that the computer game is, in significant respects at least, radically inconsistent with the hollowed out interior of the subject of mass culture. The modifications in question frequently display a kynical character—the most famous one, 'Counter Strike' gives the player the opportunity to assume the role of revolutionary guerrilla ('terrorist') in a game that originally simulated counter-terrorist operations, for example. To be sure, computer game companies are acting out of, fairly cynical, self-interest since the 'flexible' licenses (EULAs) allow them, rather than the modders, to exploit the modified game versions for further profit. The important point, however, is that, ironically, gaming culture turns out to be the cultural launching off point and to some extent the site of a constituency of social actors who refuse to be assigned a merely passive role in the networked society. Modders are committed to learning in the standard sense (about games and through the process of interpreting game narratives) and they participate in the equivalent of civic associations within the new mediated social space. And they participate in a process of technological, or reflexive enlightenment too, which equips them for fuller participation in the new public sphere (if that is what it is). (↵
Kirkpatrick 2004: 19)
Fri, 01 Dec 2006 | 12:34 | category:
/literature/excerpts
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barwell 2005 excerpts
Original, authentic, copy: Conceptual issues in digital texts
For textual studies, digital texts present special problems and magnify others. Three examples will suffice. The first is a result of their ease of reproduction, alteration, corruption, and transmission, much greater than in the case of texts produced on paper—the challenge is in determining the relationships between apparently identical copies of the one digital text. Provenance of the file, reliable metadata, and some technical aids are important here. The second
challenge comes as a result of computer processing requiring a kind of precision or at least removal of ambiguity in the work being represented in characters and markup. In some respects this is analogous to the change from manuscript to print, where, in the course of preparing a printed form of, say, a medieval work which was designed for manuscript circulation, an editor must determine whether variations in the forms of individual letters or marks over them are meaningful. Markup technologies and agreed ways of representing artistic works are helpful here. The third challenge comes with the increased development of certain forms of textual production, genres, and practices: nonsequential texts, unbounded texts like hyperlinked web pages, multipleauthored texts, genres like computer gaming,
the practice of game modification by players, and so on. The study of many of these forms is still developing and textual specialists still have much to do. (↵
Barwell 2005: 418, my emphasis)
Fri, 01 Dec 2006 | 12:32 | category:
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subcategory excerpts
Finally I introduced the subcategory
↵excerpts to the category
↵literature within this blog. That's something I intended from the start on, but never did till now. Over time I realized that, maybe because of vanity, this blog more and more became a platform for publication, somehow I had started to write something like a private online magazine, and did no more see it as a work-in-progress information dumpster, no more as something containing raw material. The excerpts in this category may be boring for the occasional reader, but for me it's the opportunity to have access to my material from everywhere. And then, maybe it's useful for others, too. I believe in sharing. Yes, I do.
Fri, 01 Dec 2006 | 12:29 | category:
/updates/content
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