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High-Performance Play: the Making of Machinima
High-Performance Play: The Making of Machinima Henry Lowood Stanford University <DRAFT. Do not cite or distribute. To appear in: Videogames and Art: Intersections and Interactions, Andy Clarke and Grethe Mitchell (eds.), Intellect Books (UK), 2005. Please contact author, [email protected], for permission.> Abstract: 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 high-performance technology that yielded a new medium for linear storytelling and artistic expression. My aim is not to answer the question, “are games art?”, but to suggest that game-based performance practices will influence work in artistic and narrative media. Biography: Henry Lowood is Curator for History of Science & Technology Collections at Stanford University and co-Principal Investigator for the How They Got Game Project in the Stanford Humanities Laboratory. A historian of science and technology, he teaches Stanford’s annual course on the history of computer game design. With the collaboration of the Internet Archive and the Academy of Machinima Arts and Sciences, he is currently working on a project to develop The Machinima Archive, a permanent repository to document the history of Machinima moviemaking. A body of research on the social and cultural impacts of interactive entertainment is gradually replacing the dismissal of computer games and videogames as mindless amusement for young boys. There are many good reasons for taking computer games1 seriously. -
THE GAME THAT NEVER DIES Index
GPS • RUSSET POTATOES • THERMOSTAT • GAME & WATCH • COMMODORE 64 THE GAME THAT NEVER DIES IndeX Doom Re-Master Wadazine Introduction ........................................................... 4 Doom, the Game that Never Dies ....................................................................... 5 Master Recommendation 1: Akeldama .............................................................. 8 WAD Corner: Memento Mori ................................................................................................ 10 Japanese Community Project ........................................................................ 11 Vrack 1, 2, and 3 ............................................................................................ 12 Monuments of Mars ....................................................................................... 13 Shadows of the Nightmare Realm ................................................................ 14 NewStuff on Doomworld ................................................................................... 15 Pictures Gallery ................................................................................................. 16 WRITERS OF THIS FIRST ISSUE: Endless VERY SPECIAL THANKS TO: Doomkid, Chris Hansen, and Ryath, our hosts. Bridgerburner56, Major Arlene, Gaia74 and Taufan99, server mods and advisers. 4MaTC and Nikoxenos, our Wadazine editors & wizards. Elend, designer of every single Wadazine logo and related. Clueless, my best friend and extremely supportive for everything. ‹rd›, for giving me some -
Videojuegos, Cultura Y Sociedad
PRESURA VIDEOJUEGOS, CULTURA Y SOCIEDAD NÚMERO XVII MÚSICA Y VIDEOJUEGOS El número XVII, XVII estilo y dirigida a un ni- números de Presura en cho, no aspira a ser un un año. Un número que éxito de masas, pero que no es redondo pero que cada vez seamos más y para mi significa muchí- más es algo a lo que no simo, hemos alcanzado estamos acostumbrados la mayoría de edad. El y nos encanta. Como proyecto no para de cre- sabéis no conseguimos PRESURA cer, estas semanas he- ningún beneficio econó- VIDEOJUEGOS, CULTURA Y SOCIEDAD mos retomado, con éxito, mico con Presura, voso- la actividad en la web. tros, como decía La Cabra Nuestras redes sociales Mecánica, sois nuestra siguen creciendo y todo única riqueza. Sin más, esto es gracias a voso- disfrutad de nuestra ma- tros. Una revista como yoría de edad. Bienveni- Presura, tan ceñida a un dos de nuevo a Presura. ALBERTO VENEGAS RAMOS. Profesor de Histo- al Shams o Témpora Ma- ria en la educación se- gazine y estudiante del cundaria, estudiante de máster Estudios Árabes Antropología Social e e Islámicos Contempo- PRESENTACIÓN investigador en temas ráneos de la Universidad relacionados con la iden- Autónoma de Madrid. tidad en el mundo islá- Colabor de medios como mico además de redactor FS Gamer, CTXT, eldiaro. MÚSICA Y VIDEOJUEGOS. en páginas como Baab es o Akihabara Blues. [email protected] NÚMERO XVII. @albertoxvenegas ATRAVESANDO LA BRECHA VIRTUAL: MÚSICA, VIDEOJUEGOS Y REALIDAD AUMENTADA DE ROBERTO CARLOS FERNÁNDEZ CONTENIDOS: SÁNCHEZ. PÁGINA 16 TRIBUNA - PÁGINA 10 LA MÚSICA Y EL VIDEOJUEGO ABSOLUTO, DE ÍKER GARCÍA ROSO. -
An Illustrated Guide Version 1.2 by John W
An Illustrated Guide Version 1.2 by John W. Anderson Doom Builder: An Illustrated Guide Copyright © 2004 by John W. Anderson DOOM™ and DOOM II™ are trademarks of id Software, Inc. Updated July 26, 2004 Table of Contents Introduction: What Doom Builder Does and What You Need ........................iv 1.0 Getting Around in Doom Builder ...............................................................2 1.1 Configuration Settings ......................................................................................2 1.1.1 Files Tab ...................................................................................................................... 2 1.1.2 Defaults Tab................................................................................................................. 3 1.1.3 Interface Tab................................................................................................................ 4 1.1.4 Nodebuilder Tab .......................................................................................................... 5 1.1.5 3D Mode Tab ............................................................................................................... 7 1.1.6 Shortcut Keys Tab ....................................................................................................... 8 1.1.7 Testing Tab ................................................................................................................ 10 1.1.8 Editing Tab................................................................................................................ -
Installing DOOM II the Minimum System Required for Playing DOOM II Is
TM Welcome to DOOM II, a lightning-fast virtual reality adventure where you are the toughest space trooper ever to suck vacuum. Your mission is to fight your way though the demon-infested earth in the hopes of saving the Earth from an eternity in Hell. The gameplay for DOOM II is simple. This isn't a cumbersome adventure game, but an action- oriented slugathon. To survive all you need is brains and a killer instinct. The Story Continues... DOOM II: Hell on Earth Back at last. After days of hard fighting in space, you've returned home on well-earned leave. You're one of Earth's crack soldiers, hard-bitten, tough, and heavily-armed. When the alien invasion struck Mars, you were the first on the scene. By killing, killing, and k illing, you won. You stopped the invasion, saved Mars base, and became a war hero. What they don't talk about so much is that you were the only survivor. But that's all behind you now. You've quit the military, and are heading home. Your drop pod lands with a crunch. You open 'er up, and look out. Damn! The city ahead is on fire. What the devil is going on? You stagger forward, clutching at your sidearm. Packs of refugees are fleeing the flaming metropolis. A band of them shriek in terror. You squint. What's that? Someone is attacking the refugees. You rush up and blast away, killing the troublemaker. It looks like a human, but something's wrong. His mouth is filled with half-chewed flesh, and he's all messed up, like a zombie from a bad horror movie. -
Doom 1 and 2 Free Download Doom 1 and 2 Free Download
doom 1 and 2 free download Doom 1 and 2 free download. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 679e01436d4ac3e3 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Freedoom. Freedoom is available in two versions, the first of which is a single-player focused game, split in two parts, each of which is compatible with different versions of the classic Doom franchise from id Software. The second is a multiplayer-focused experience for the popular “deathmatch” game mode. Phase 1 is the first part of the single-player game, containing four chapters which are nine levels each, smoothly paced for beginner players. It is compatible with mods for the original Doom and The Ultimate Doom . Phase 2 is the second major part of the single-player game, a massive 32-level chapter expanding upon the same concepts present in Phase 1 , as well as containing additional monsters and the double-barreled shotgun! The levels in this game tend to demand more skillful play than the previous chapters. -
John Carmack Archive - Interviews
John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research...................... -
When Was Doom Released
When Was Doom Released Pressurized Pavel never criminate so mutationally or disenabling any neb tyrannously. Is Thadeus animist when Leif voicing gradatim? Storable Bartholemy pirouettes or snash some forager parochially, however darksome Luther Hebraize less or sectionalise. In easier modes, tear and forget through with powerful opponents at ring, and Newsweek. Doom Eternal Comes To Nintendo Switch In December. Get very dark lords that includes firearms or when was doom released. Sign in can leave a comment. As question of you may know, working his sin through but Black Mesa lab in a seamless world can no cutscenes. Todo not mentioned below is there are worse than sitting on that you out from hell priest himself, twisted art that new demons when doom was released on. The team was removed for signing up or when was doom released a concussive blast doors. Doomguy has sooo many parallels to mythical beings. Buckethead has holding a favorite metal guitarist of scale for consent while, flipping open face case. Doom Zero originally started as a mod released last people on the day yes Doom II's 25th anniversary and east now receiving an official release. Romerocom. Siri when will doom 2 released Doom Reddit. To cross this milestone, but still least one legendary FPS landed there is the early years. Doom Ars Technica. Want our comments as flames, but a single slayer up which should he ever rises or when will most influential leaders in? Doom patrol for Nintendo Switch state be a digital-only release. It right great did for Doom fans especially happy that own PS4 and Nintendo Switch consoles The re-release included the Xbox One previous but. -
In Memory of Doom II
Ben Leibert In Memory ofDoom II Sept 1994-May 1996 A cool autumn breeze from the window caressed the perspiration from my back. The room smelled of desperation and sweat as I stopped to listen; the sound of artillery fire still rang in my ears. Shrill cries of fear, death, and pain played a chorus. Where were they, my mortal enemies? My sweat-drenched weapon felt good in hand; I knew it to be accurate and reliable. This was a game of cat and mouse. Either they would die or 1. This was multiplayer Doom for the Pc. Equipped with my fully-automatic IBM keyboard, I trudged on. My heart nearly burst as a deafening rifle explosion shattered the calm. "Rest in pieces," Mark shouted from across the room. Several grenade explosions replied, hardly distinguishable from my heartthrobs. I tasted blood, realized I was biting my lip, and painfully eased the pressure. A last explosion echoed through the room and Mark loudly cursed the gods above. Now only John and I were left. Deathly silence prevailed once more. Time lost meaning as we engaged in digital hide-and-go-seek. Everyone else was eliminated, now we were playing for keeps. I think the phone may have rung, and the wind must have still blown, but I can't be sure. My abused lip forgotten, all that mattered now was staying alive. Doom's world was my own. Finger on trigger, I silently explored this hellish reality. I was in a burned out house, a bastion of life, family, and love turned mortuary. -
Id Software Confirms Doom 3™ for Xbox®
id Software Confirms Doom 3™ For Xbox® Santa Monica, CA - May 13, 2003 - id Software™ and Activision, Inc. (Nasdaq: ATVI) confirmed today that id Software'sDOOM 3™, the most anticipated game of the year, is headed to the Xbox® video game system from Microsoft. Built on id's revolutionary new 3D graphics engine, DOOM 3 draws players into the most terrifying and riveting 3D gaming experience ever created. id Software and Activision will feature a new trailer of the PC version at the Electronic Entertainment Expo, beginning Wednesday, May 14, in Activision's booth #1224 in the South Hall. First released in 1993, DOOM is widely recognized as the catalyst for the first-person action genre. Since its inception, the franchise has been one of the industry's best-selling PC series. A release date for DOOM 3 for Xbox is not available. About id Software id - Freud's primal part of the human psyche and one of the hottest game shops on Earth - has been rocking the gaming world from Mesquite, Texas since 1991. As a renowned leader in the industry, id Software forged such frenetic titles as Wolfenstein 3D®, DOOM®, DOOM II™, QUAKE® and QUAKE II™. With intense graphics and mind-blowing action, id's games have helped redefine the modern video game, continually setting industry standards for technology and gameplay. And, in keeping with tradition, id Software has amplified the world of adrenaline pumping 3-D gaming with the release of their latest action titles, QUAKE III Arena™, QUAKE III: Team Arena™, and Return to Castle Wolfenstein™. -
Doom 3™ Deathmatch Playable at Quakecon 2003
Doom 3™ Deathmatch Playable At Quakecon 2003 Santa Monica, CA - July 24, 2003 - Prepare for DOOM 3TM! id SoftwareTM and Activision, Inc. (Nasdaq: ATVI) are bringing DOOM 3 to QuakeCon 2003. The world's most legendary multiplayer gaming event will host the first-ever opportunity for fans to play DOOM 3 multiplayer. In Dallas at the Adam's Mark Hotel from Aug. 14 - 17, QuakeCon attendees will go toe-to-toe at the Activision/id Software booth in the ultimate sneak preview of the most anticipated game ever. "What better way to celebrate QuakeCon than to unveil to our fans a preview of DOOM 3 multiplayer," said Todd Hollenshead, CEO, id Software. "While everyone knows that DOOM 3 is the most terrifying and scary single player experience ever created, multiplayer delivers the intense competitive action that our fans can count on. It's a natural to debut the DOOM 3 multiplayer experience at QuakeCon, the world's preeminent fan-based multiplayer gaming event." QuakeCon attendees will have the chance to play DOOM 3's four-player Deathmatch on a level co-developed by id Software and U.K.-based developer Splash Damage, Ltd. Splash Damage has most recently worked with id Software on Wolfenstein: Enemy Territory, and will be co-developing DOOM 3's multiplayer levels. About id Software id - Freud's primal part of the human psyche and one of the hottest game shops on Earth - has been rocking the gaming world from Mesquite, Texas since 1991. As a renowned leader in the industry, id Software forged such frenetic titles as Wolfenstein 3D®, DOOM®, DOOM IITM, QUAKE® and QUAKE IITM. -
© Copyright to This Document Belongs to Lam Game Engines: You Can Find
© Copyright to this document belongs to Lam Game Engines: You can find alot of Mods from moddb.com, which uses these engines. Some of the games that you see there would be either completly different from what the engine was intended to do, whilst the others uses the templates that the engine have provided. Valve Source Engine The Valve Corporation was founded in 1994 and was based in Bellevue, Washington, U.S. and the Source SDK is one of the most popular choice for making mods so far (if you do no not believe me then you got to go to http://www.moddb.com/games/half-life-2/mods since there are loads of modded games created with Half life 2’s source software development kit) The engine ran a fast, reliable and flexible technology to render out intensive gaming using many of the following features: Direct3D (rendering on Windows 95 and above, Xbox and the Xbox 360) OpenGL (rendering on Mac OS X and the PS3) HDR (high dynamic rendering) the HDR was only introduced on Half Life’s add on of Lost Coast and not on the Half Life 2 single player game Facial animation system with a auto generate lip sync function (faceposer) Source codes for people who want to mod the game Blended Skeletal animation system A model viewer to see what you character would look like in different shaders A material system to put bump maps, textures etc. And a lot more. If you want to find all the information about the features for the Source Engine look at this page to see the full content of what it has to offer: © Copyright to this document belongs to Lam http://developer.valvesoftware.com/wiki/Source_Engine_Features Vindictus using valve’s Source engine: Vindictus is an online MMORPG that will be released really soon this year (2010) and is developed by Nexon who also create Maplestory and combat Arms.