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  • A Day in the Life: iD Before Doom



    iD have always been more interesting than their games. That’s not to take away from Commander Keen, Wolfenstein 3D, Doom, or Quake. The technology that John Carmack created for those games and their mutual successors redefined the shape of a videogame, the type of interactive space a person could create. His partner, the ever-lovin’ John Romero himself, was no slouch either. Of course, John’s legacy lies not in the realm of groundbreaking design tools but in aesthetics (read: the preponderance of games about shooting things directly in the face.) I can’t disrespect those games, nor the creativity behind them. After reading David Kushner’s Masters of Doom, though, it’s impossible not to think of those personalities before anything about the games themselves. The story of Carmack, Romero, Tom Hall and the rest of their team is almost operatic. There’s betrayal, sex, fame, money, broken dreams. The history of iD is the nerd version of Carmen.

    It would be pretty interesting to be a fly on the wall of their cluttered office before it all went wrong, a look at young people at their creative peak creating something brand new for the world to play.

    It’d probably look like this.

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  • The Videogame Ages, part 2

    In part one of The Videogame Ages, I discussed the inadequacy of “generation” language in gaming, and laid out The Golden Age of gaming. In part two, I look at the Silver and Bronze ages before taking a look at the modern era and the future.

    The Silver Age – 1983 to 1996 8-Bit, 16-Bit, Early Handheld, Early 3D, Advanced PC and Arcade

    The silver age of games is defined by expansion, in not just playability but breadth of experience. When home computers became affordable and home consoles began diversifying, games started transforming from immediate, single-mechanic experiences into more lasting forms. Silver age games were still about escalating challenge, but high scores ceased being the goal, replaced by definitive endings. Games started becoming more explicitly narrative-driven, as aesthetic justification on consoles and as the focus of many PC games (see the entire adventure game genre.) Portable gaming also started to rise to prominence during this period, early single-screen LCD games replaced by multi-game consoles like the Game Boy and Atari Lynx. Arcade and PC game technology pulled far away from home consoles, but all games were shifted from the rough visual abstraction of golden age games, into more aesthetically recognizable presentations – albeit still cartoonish impressionistic rather than realistic. The rise of polygonal 3D graphics, both real-time full 3D (Yu Suzuki’s Virtua series) and pre-rendered (Myst, etc.), at the end of the silver age marks the transition to bronze. In 1996, with the release of Mario 64, Tomb Raider, and Quake, the silver age comes to a close.

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  • The Videogame Ages, part 1



    This past Friday, I tried to slip a little piece of language into a discussion about game emulation that I was wary about using at all. At this point, the go-to boundaries for discussing videogames’ admittedly small history is console-technology generations. We say 8-Bit or 16-Bit because these are easy identifiers based on competing, contemporary technologies. But the language “The 8-Bit Generation” doesn’t account for arcade technology, PC games, or portable gaming. Now that Bob Dvorak’s Tennis for Two is officially fifty years-old, I think we can finally start applying broader terms to gaming’s evolutionary eras. Obviously history is fluid, and chances are these classifications won’t hold true in 2050, but for now they work. The Hesiodic ages, as laid out here, consider games on every platform; the rigid parameters of home consoles, the advanced nature of PC and Mac gaming throughout the 1980s and ‘90s, the fast strides made by arcade technology throughout that same period, and the predominantly inferior technology available in handheld gaming. Unlike Hesiod’s Ages of Man, however, the videogame ages are (mostly) a positive progression. Please note: these are not strict definitions. This is a discussion, and I want everyone to make their opinions heard in the comments section. Now then, onward to the Golden Age.

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  • Bringing Sexy Back: John Carmack

    You’d think I’d be sitting here talking about John Romero, American McGee, or one of the other lookers from the grand history of id software for a Brining Sexy Back feature, but John Carmack is the only one for me. Those penetrating, bespectacled eyes, the sandy blonde quaff that says, “I could have been one of the Duke boys if I hadn’t been an indoor child.” It’s all too much to resist!

    John Carmack isn’t exactly what you what call sexy in the traditional sense, though he seems significantly more personable these days. For anyone who has read David Kushner’s Masters of Doom (an excellent page turner. Seriously.), you know Carmack’s come a long way from the “computer with legs” he was described as in his youth. What’s sexy about Carmack is his devotion to a singular goal: making the best damn foundation for a game he can build. Carmack and id’s games have never been beautiful creations, aesthetically or mechanically. The company made a name for itself on the cartoonishly grotesque and through its blunt, aggressive play, a combination that has kept their games satisfying (if not revelatory) for fifteen years. But they have always been elegant creations thanks to Carmack’s engines, from the scrolling animation of Wolfenstein 3D all the way to the still-stunning light-and-shadow play of Doom 3.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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