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A Quake 2 Study by [PnC] Muzman

Muzman asked me to participate in a study of the local Quake 2 community here in Perth, Western Australia and the resault makes for some very interesting reading. This page is here because EvEm played a little part in the project, but also because it is of local interest. You can download the .doc file below of visit the Online Version.

Also consider visiting PlanetQuake and read some more of Muzman's work about game violence and how it's not really violence at all !

The .doc file

Some quotes:

"All these factors contribute to a certain ambiguity of representation, as any net player would know that what they choose to be seen as or represented by in the game environment is neither here nor there because the others may not be able to see it (or choose not to see it by deleting it off the hard drive). Then there is the obvious physical disconnection between individual players meeting on the internet. Many of which have never met (more on this later) and are spread across the city (more on this factor also later). So what are we left with, identity wise? In the main, there is only a couple of consistent ways of telling one player from another; after many of the usual forms of identity are removed each player becomes known by name, by style and by personality. In other words reputation and experience/encounter; what they call themselves, how they play and how they interact with others through messages."

"Quake2 multiplayer on the 'net not only attracts people as an entertainment, other people are necessary for it to exist. The entertainment of playing against other people needs other people, thus requiring a kind of inclusiveness. The kind of environment that breeds socialisation."

"Clans have been around since Quake first came out, running leagues and competitions, anything to get the most out of the game.. The idea of a team necessitates an almost intimate knowledge of the other members in any player, an understanding of each others styles, strengths and weaknesses in order to function as more than individuals on the same side. The best clans operate like this, despite the amount of time and effort necessary to orchestrate that kind of cooperation."

"Joining a Q2 server is as much about the game as it is about the people playing it, people start up the game 'just to see who's on'. It has the same element of novelty as any other social place; you never know who is going to be there or what might happen, maybe nothing but it's always worth a look. Some bizarre display of skill or clumsiness could provide endless laughter, the wit of some or the agro of others could be worth seeing. Even an intriguing graphics glitch might give everyone something to talk about. Just as in the game itself, a person can become heavily and seriously involved with the community or just sit back and watch. As a player, a person has to really give the community strong reason not to want them around, otherwise they can join the fray as they wish when they can."

File Name: Ciss_Q2.doc
File Size: 100.86KB
Estimated Download Time:
28.8K Modem: 40 sec(s)
Date: January 20, 1999 - 12:39:09 PM


Author:
[EvEm]_Xtro
Created:
January 20, 1999
Modified:
January 20, 1999 - 12:26:47 PM


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