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Wed 17 Apr 2002 12:52
learn to do syntax folding in VIM.

2002-04-17-1451
http://www.salon.com/tech/feature/2002/04/16/modding/index.html
found following slashdot
http://slashdot.org/article.pl?sid=02/04/16/163212&mode=thread&tid=127
Many of the best game companies now count on modders to show them the way creatively and to ensure their own survival in a savagely competitive market. This stands in marked contrast to the music and film industry, which vindictively discourages fans from tinkering with their content and clings to an outdated interpretation of copyright. By fostering the creativity of their fans, their more agile peers in the game industry have not only survived but prospered.


In a sense, mods also represent the most visible success of the free software movement on the larger culture. For the millions who play computer games, the same ethos of volunteerism and shared ownership that characterizes free software has helped utterly transform the gaming experience and the $8 billion-plus gaming industry.


The opening levels of the game were made available on the Internet as freeware. To get the rest of the game (and hundreds of thousands did), you had to purchase the "registered" version.

And with its success, according to Miller, came the unambiguous signal that mods could be an integral part of a game's staying power. At Apogee (which published id's first games), Miller and his "Wolf3D" developers watched astounded as mods "actually helped extend the life of a game by providing free additional content for players to explore."

In return for allowing mods to be created and exchanged, id simply requested that fans modify only the registered version of "Doom" - - not the freeware version. Almost all modders abided by this request; many even incorporated elements in their mods that prevented their use in the freeware version of "Doom." Not only did this tradition of communal self-policing create a bond between id and their best fans, it benefited the company commercially -- to enjoy all the free fan-created content now coming available, you first had to pay your toll to id and Apogee.


In keeping with Carmack's commitment to the principle that the source code for software programs should be made available to the general public, the code for "Doom" was released in late 1997. (Unix guru Eric S. Raymond even cites the game in his influential essay "The Magic Cauldron" as a case study proving the power of open source.)

And by encouraging such innovation, id had also created a new way for fans to infiltrate the game industry. Keranen, Carlson, and many more would be hired by game companies largely on the strength of their mods. And unlike, say, the film and music industries, which are powered by personal acquaintance and face time, the discourse of games is defined online. Which is perhaps why the division between amateur and pro has remained so permeable. For modders wanting in, who you are doesn't ultimately depend on your experience or your contacts but on the quality of your mod file. The upload is all.

"I loved every part of that group, which was pretty small those days," says Morris. "I even enjoyed the dumb jokes and infighting, which there was a lot of, but the feedback from my users was the defining aspect of that experience. Software is an art, and receiving criticisms and salutations for my work was both gratifying and inspirational."


Last November, Valve invited the "Day of Defeat" team to San Francisco to attend its 2001 Expo. It was actually the first time the team members had ever met each other in person; scattered throughout the States and Canada, they'd mainly collaborated via e-mail and instant messaging. "Most of us had worked with each other over the Net for about two years," Jungles says, "so it was strange to have 'just met' someone you already knew very well."

"In the mod community," notes Epic's Cliff Bleszinski, "the users are sometimes able to take design risks that the designers may deem too radical or scary."


And with Steam, modders will have a powerful tool to put themselves out to a larger market -- at a profit, if they choose. "We are going to be offering mod teams a $995 engine license plus royalty to allow them to distribute their mods over Steam," says Newell. "Once a mod team has developed an audience they could think about either being aggregated into some other offering or going all the way to publishing their game over Steam."

For veteran designer Rich Carlson, this shift may be a cause for worry. What happens when modders begin paying to download and make what they once built and traded with each other just for the community spirit and the pure love of creating? "It's kind of frightening," he says, "but the popularity of mods could spell the eventual doom of freeware levels and modifications."

What follows next depends on the ambitions of the modders and the wisdom of the game publishers. Cannibalism -- modder energy consumed by the gaming industry -- is one possibility. Then again, so is a partnership of inspiration and investment, where the only barriers to entry are imagination and a willingness to remake each other's dreams.




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awesome site design:

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Last modified March 29, 2002. See recent changes.
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2002-04-17-1534
interaction design
roger schank engines for education - a hyper-book--
institute for learning sciences.


the death of academia? do I want to stay outside-m celebrate the outside?

2002-04-17-1803
wonderful
transformed
wonderful

to not profane the

by


--
getting absorbed in a video game!! solarwolf.py

from a peruvian woman in fairway: how to make soymilk. soak, blend, boil.

that woman/girl in blue with bright blue tennies. So naif 80s. but mysterious - 'she must know what she's-
brown hair perfectly straight and prim
petit
but a belt that

only-
I'm not naieve 80s



-----
If I were using a pen, how would things be different.

I could draw on the touch pad..
this font is so much more legible.

draw more?

_I_ know what she looked like[?]..

the zoller picture though.

the wanting to focus in that way.

info -->eyes
processing
communication protocol.


p220 wrm schwartz connecting mind and body
Achterberg soon became interested in the special state of consciousness in which patients become able to produce vivid imagery.

p221 the immune system was synonymous with the patients' own self-concept. When it was imaged as strong and pure, it overcame disease.

p222
He started by using temperature biofeeback to teach his patients to warm their hands, thus assuring that they had the capacity to become deeply physically relaxed--a prerequisite to entering theta.

carmen the little shark!

A pageant with all the characters in the pool- frank, sameen, etc, etc,

asking rick his name.
then he introducing self to carmen.

the houdini of noseclips

like when you think you can catch up to a person, but then, you don't know which way they went.

I'm a poet.

p222
Next, Peniston instructed his patients to rehearse specific visualizations, on the premise that the body is capable of responding directly to the mind's images. For the first visualization, he told patients to imagine increasing the amplitude of their alpha brain waves. Next, he asked them to envision a scene in which they explicitly rejected alcohol. Finally he encouraged them to visualize "normalization" of their personalities.

Once they'd practiced creating these images, Peniston hooked his patients up to biofeedback machines.

As they entered this nonverbal theta state, armed with the visualizations they'd practiced, Peniston instructed his patients to initiate the reprogramming with the simple command "Do it." The notion was to have the images literally tell the body what to do.

Using the protocol that came out of his own theta experience, Peniston provided his experimental group with temperature training, then helped them construct specific imagery, and finally gave them thirty daily sessions of brainwave training, each one lasting 30 minutes.

the experimental group showed statistically significant personality changes. These included substantial decreases in aggression, anxiety, and depressionand increases in warmth, stability, imagination, and self-control.

All 20 alcoholic patients

twenty were chronic alcoholics, defined as those who'd been drinking for 20 years or more and had at least four previous hospitalizations.

p224 All 20 alcoholic patients were followed up thirteen months after the training and ultimately four years later, with similar results.

2002-04-17-2017
like warm summer from past in VA


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