What are people playing and talking about? How do you read and understand each mod? Newbies need more help with curation and interpretation, rather than technical know-how. There are plenty of "how to install Quake" guides, but I think the real barrier is actually the culture. Write the Quake guide I needed myself a few years ago. Star Wars: Jedi Knight is a series of first- and third-person shooter video games set in the fictional Star Wars expanded universe.The series focuses primarily on Kyle Katarn, a former Imperial officer who becomes a mercenary working for the Rebel Alliance, and later a Jedi and instructor at Luke Skywalkers Jedi Academy.While I appreciate "oral history" approaches at Polygon like with their Morrowind roundtable, this type of format is, less charitably, just a lazy loosely organized transcript with minimal analysis. Interview current community members and synthesize their perspectives to try to capture the current zeitgeist.They basically own their own game - a warning for today's modern game communities that have very little ownership or control, and thus will watch their culture die off quickly, assuming they ever even thought of themselves as a community in the first place. Show how Quake community is surprisingly anarchist / radical - they have complete control over themselves, from their social hubs to their source code to their dev tools.People (and the world) change a lot in 20 years. The retro modders of the 2010s are very different from the teen modders of the 1990s, with contrasting motivations and resources. Revise my earlier writing about mod communities. id Software LLC (/ d /) is an American video game developer based in Richardson, Texas.It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.I tried to respect the deep engagement of a fan, use the technical knowledge of a dev, and maintain the critical distance of an academic. Write the type of history that the average academic, fan, or developer wouldn't be able to write alone, by combining all their approaches. ![]() ![]() Push against typical game industry histories ("the great men of id Software") by showing how deeply flawed all these famous developers were + highlight a community history approach.Ideally, try to convince the latter that Quake is worth thinking about. I had to somehow appease hardcore Quake nerds AND interest a general gamer readership who thinks Quake is boring. Part 1 is an industry history of Quake's cursed development at id Software, Part 2 is a primer to 25 years of Quake community modding, and lastly Part 3 is a how-to guide for getting into Quake and enjoying its mods. For Rock Paper Shotgun, I recently wrote a three-part series "Quake Renaissance".
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