mc776: Life is Strange screenshot: The big sign at the end of the game's eucatastrophic ending. (arcadia bay sign)
And so it is done. Unfortunately this eliminates a much more easily searchably unique abbreviation "LT1" but given all my years of working with "HD" i'm sure i'll live.

Anyway, for posterity's sake here's what i had brainstormed before settling on the new name, with a bit of commentary:

Read more... )
mc776: A rifleman from Hideous Destructor pointing their weapon on Map10 of Freedoom Phase 2. (hideous destructor)
An attempt to systematically describe the tropes that form this complex of mythmaking that informs a great deal of low-brow pop culture in works like Spawn, Lady Death, Doom and the Jesus versus Satan fight episode of South Park.

I'm sure there's other analyses out there, possibly with a better name, but until I see I think I'll try to regularize this term.

There are three worlds: Heaven, Earth and Hell.

Heaven is the place of Good and Law and Light, often associated with blue and white and gold; Hell is the place of Darkness and Chaos and Evil, often associated with red and black and green. Earth is the place of struggle between these two primal domains.

The struggle is explicit and physical, involving godlike, often shapeshifting beings using actual physical weapons against each other.

Humanity is naturally aligned with the Good, but can align with Evil through extreme moral corruption of some kind. They can also take direct part in the fight in a limited fashion.

Both realms are inherently hierarchical and often roughly symmetrical in their structure. The hierarchy in the realm of Good, however, tends to be much more explicit and unforgiving which is often a driver for entities to defect to Evil even though in actual practice the hierarchy there is no better.

The ultimate masters of both realms are almost always male and the entire cosmos implicitly patriarchal.

It is often repeated that the master of Good is the creator of the universe and the master of Evil lives only at his mercy; however, in the vast bulk of the struggles described in the stories there is almost nothing in the conduct of the parties that supports this over a much more symmetrical, dualist interpretation.
mc776: A rifleman from Hideous Destructor pointing their weapon on Map10 of Freedoom Phase 2. (hideous destructor)
[EDIT 2021-02-03: I was reminded shortly after the last edit that HD's code is derivative of the GZDoom source and has to be GPL anyway. The only things I'd be able to get away with putting under a licence like what I've got here is story and art that (1) isn't likely to be stolen by chuds anyway; (2) where it would be is public-domain source stuff that they've already taken and I'm trying to reclaim; or (3) I'd be much better off taking more energy to write and design in such a way that better gets the underlying values across.]

[EDIT (same day as OP): This is going to interact poorly with the Freedoom stuff. Staying BSD for now, though this was an interesting thought experiment.]


Now that I'm reviewing the HD distribution licence anyway, and given how easily this sort of project can be used for nefarious purposes, I'm thinking of moving away from a proper FLOSS licence in favour of something less inherently chaotic.

So here's an attempt, felt legalistic might delete later:Read more... )
Not at all sure about this, really - in all likelihood it'll just stay in this blog post as a thought experiment.
mc776: A rifleman from Hideous Destructor pointing their weapon on Map10 of Freedoom Phase 2. (hideous destructor)
https://codeberg.org/mc776/hideousdestructor

And yes, this was caused by the bogus "DMCA" notice the RIAA shat on GitHub about youtube-dl, but it's not so much a last straw as I've been looking for another Git host for a while now and hadn't even heard of Codeberg until all this.
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
Gabriel Loup posted earlier on the ZDoom forums (off topic, link may be dead in a few months) a mental exercise of sorts:

So, I went to the Zandronum forums and I found an interesting topic that I'd like to discuss further, what if Doom games were shorter than what it really is? Imagine if Doom 1, 2 and 64 were 10 maps, each. This gave me the idea of maybe porting some of the Maps of Chaos Doom 1 maps into Doom 2, and having the entire series play in a progressive sort of order, but I have no idea how to port Doom 1 maps into Doom 2 properly, without missing textures, so that will be for another time.


Here, for the record, are his.
Read more... )Dunno if he's pulling a Matthew 1:17 with D1.


Which got me thinking of my own. If I ever make my own mapset, this could be an interesting progression, sort of a Machete Order for Doom...

Read more... )
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (Default)
About time I started jotting down some of these thoughts that have been in my head about this.

Basic premise: The original Doom games (Doom 1 and 2) are a divinely inspired allegory of a man's repentance from sin.

As all pale shadows of the Truth, this is not a perfect analogy: in particular for this first post, no weapon in Doom is strictly necessary (except rocket against Icon of Sin).

(I should note that this does not work with the lore in Hideous Destructor at all, unless one were to assume an extremely unreliable narrator in the setting fluff I've written for it (which granted isn't too off base).)

Related: http://www.amazon.com/Killing-Monsters-Children-Make-Believe-Violence/dp/0465036961/

There is much to be said for this - the basic plot, the aesthetic, the progression and changing appearance of the levels (especially in the first game, (as far as I can tell at the moment) getting weaker with each new official IWAD), even the monster designs (I am assuming that things represented as demonic influences in the game are exactly that, or at worst they are temptations in this world and our own brokenness) - but it's an unchewably big enough bite that this first post will only be one tiny nibble: a brief summmary of the role of each weapon.

Read more... )
mc776: The blocky spiral motif based on the golden ratio that I use for various ID icons, ending with a red centre. (are you a monkey)
(This had been in my notes backlog for a while - might as well post it now since it also relates to the whole writing-about-stories kick I've been on (or rather Fr. Stephen's been on and I'm just following him).)

Given a sufficiently large number of people, whenever theories about what makes a good game are discussed, you're sure to run into some ignorant hack who will proudly declare, "I know! A game is good because it is Fun!" and act like he's found some perfect insight that would blow away everything. It shows a contempt not even worthy of being called obscurantist, but it does invite a certain reality check: your theory of what makes a game good must address the preferences of those who are wholly ignorant of your theory, or what you are doing is groundless and pretentious (in the sense of pretending to things it lacks the authority for).

Between the Skinner box approach, the feminist critiques and my own buying/modding habits, I think I've boiled down to the following that a game must do:
  1. Engage
  2. Emulate
  3. Edify
If your game does all three, and they do them in a way that does not offend the player, that player would probably think your game is "fun" on some level.

Engagement is simple enough: the game must provide some kind of stimulus-response-"reward" interaction with the player's input that gets dopamine running. It does not matter if any pleasure is involved (though pleasure may be necessary to get the player started): rage, self-righteous zeal and simple "need" to keep going are all sufficient.

Emulation generally takes the lion's share of the work and is the most likely one to be noticed at the game-buying stage. This may include the game's world-setting and story, as the word may suggest, but participation in a fictional world is not necessary. Emulation may also include the social context of the intended player: whether in collaboration or competition, with friends or strangers, in person or online, whether the game should be a "safe space" for any given identity group. In other words, it is everything in a given game that draws the player into participating in a given narrative or social arena, be it the study of a living ecosystem, glory in combat, or (ostensibly) happy competition with family and friends at a gathering.

Edification has seen a resurgence in discussion in recent years, mostly for negative reasons. Whether any explicit thought is put into it, an activity that sets up a behavioural reward system within the context of getting a reader to participate in a specific narrative of human conduct by definition must be drilling some moral or ethical message into that reader's mind, in a way that is much more easy to implicitly accept - or, rather, much more onerous and unrewarding not to accept ("win the game" as opposed to "type in some cheat codes and fuck around for hours in places the player was never meant to go") - than in a book ("read the book" as opposed to "read the book and scribble long notes in the margins and between the lines with a fine red pen detailing every reason why you think the author is full of shit").

As far as appeal and getting people to play goes, I suppose edification can be subsumed into emulation. Or perhaps emulation is too broad to be a useful category and edification too narrow. I will revise once I get another alliterating trio.
mc776: A little yellow ant in the grass on a sunny day. (yellow ant)
In response to this comment:
I’d be very interested in the atheist-to-orthodox “take” on this sort of discussion.
I'm not even sure if I count, since I was brought up as a Christian before I became an atheist (de facto in my teens, explicitly in my twenties), but it did get me to try to articulate just what might've been going on in my head in the months leading up to my visit of St. John of Shanghai Orthodox Mission on the evening of February 1, 2014.*

Read more... )


*a date that I've always remembered as January 30 or 31 until I checked the day of the week just now. The reading of the life of St. Brigid I remember more distinctly.
mc776: A round squishy lobster in the murky green water. (cock lobster)
In which someone plays Hideous Destructor without having read the manual.


In which two of the new generation play Doom for the first time.
mc776: A jagged, splattery blue anarchy symbol over a similarly styled red chaos symbol on a golden field. (anarchy and chaos)
[2016-01-06 Before reading this it might be better to read Jack Monahan's "refrigerator box" essay which is much more informative.]

From the sighting and aiming discussion here a few things occur to me:


Iconic representation

Icons and all the talk about making present, etc. never made any sense to me until I saw some comment about someone watching a "cradle" Orthodox believer pray to one, and the whole exchange(!) looked like they were having a conversation with a person standing before them. At once it all clicked: the skewed perspectives of various objects, far from being a matter of failing at mere "representation", were required for the full presentation to the viewer to address specific requirements for interacting with what was portrayed on the 2-dimensional space. Things are deliberately moved aside or extended or not foreshortened, or viewed from a different angle than something right next to it, to reveal that which if you were physically there you'd be able to see with no more than a very simple, unconscious movement - the top of a book being opened, the objects on the surface of a table, the hand of a person holding a heavy object. The entire image - and each portion thereof - is made not to reproduce the mechanical light-impression of the physical presence, but as an interface.

It also explains why I've always preferred Doom and Quake's centered guns over the angled views of later FPSes: while more "realistic" in the sense that the side of the gun would be a closer approximation to what you'd see from either eye while the weapon was pressed to your shoulder but before you started looking down the sights, it permanently blocks your view of whatever is below you to your right - something you would be able to see in meatspace with minimal effort by as little as a slight turn of the head, an action that probably should not deserve its own keybind.

As applied to my so-called "realism" Doom mod, unlike most shooters with such aspirations I keep the crosshair rather than sights - which crosshairs, as crude approximations of sight pictures, only (but always and automatically) appear wherever looking down the sights would be an option in another game. The weapon sprite itself is kept as out of the way as would remain faithful to the original aesthetic. No more than movement of the eyes, or at most a slight turn of your avatar's direction to move either sprite or crosshair out of the way, is required to look around. The ultimate result is a double view of your weapon with a large gap in between that you would never see in real life, but which allows the viewer to extract information with no more effort or artifice than if the object had been physically present in the viewer's own equivalent space.


The "drone effect"

Which takes us to the next great hazard in "realistic" first-person shooting. You have a mouse and keyboard. This gets rambly fast. )
mc776: A round squishy lobster in the murky green water. (cock lobster)
My work explores the relationship between first person shooters and the historiography of sado-masochistic religious homoerotica.

With influences as diverse as Robert Howard and Robert Halford, new paradigms are evolved through both noblesavage-pastoral and technocratic dystopias.

Ever since I was a little girl I have been fascinated by the transcendent hallucination of erotopathy. What starts out as sacrilege soon becomes fragmented into a sepulchritude of acedic lyser-jism, leaving only a sense of wounded schadenfreude and the remnants of a new culture of blasphemy.

As fractal spaces become synthesized through metallic and tellurinfernal practice, the viewer is left with a seedy aftertaste of the central lizard-brain impulses of our aspirations.


Meanwhile, [personal profile] furikku links to The World Peace Game, which is basically the polar opposite of the above link.

I know this

If life is illusion, then I am no less an illusion, and being thus, the illusion is real to me. I live, I burn with life, I love, I slay, and am content.

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