Game Spurs Players Form Bonds
By Dwight Silverman
Copyright Houston Chronicle
10-13-1997
`Quake' clans spring up all over the Internet
Sean Martin lives in two worlds.
By day, he's a high-tech recruit at Compaq Computer Corp.,
a systems analyst who recently moved to Houston from a job at
Texas Instruments in Dallas.
By night, though, he's better known as Redwood, an online
scribe whose World Wide Web site is part of the glue that
bonds a vast, diffuse community in cyberspace.
As Redwood, Martin is a bona fide Internet celebrity. An
average of 15,000 Web surfers each day come to his Quake Page,
at http://redwood.stomped.com/. There, he regales them with
news and gossip from the world of Quake, the 3-D action
computer game from Mesquite-based id Software that is the
successor to Doom. Even some of his colleagues at
Compaq have been startled to find that they are working
alongside "the" Redwood.
Martin's audience is fans who play Quake online
against each other, logging in for free to hundreds of
computers set up to run the game.
For hours at a time, they chase each other through
elaborately crafted virtual worlds, blasting away at each
other with rocket launchers, guns that spew nails or bloody
axes. People play individually or in teams, adopting
pseudonyms ranging from the melodramatic to the goofy.
Excited about the competition and the possibilities in the
game -- which can be easily altered and extended -- Quake
fans like to communicate with each other, bragging about
their victories and keeping in touch about new developments.
Martin's site is part of a complex Internet-based network that
the group uses to keep in touch.
"Web pages like mine, and some of the others, bring players
of Quake into contact with each other," Martin said.
"It gives people a feeling that they are not alone out there
on the Internet."
While Quake may be best known for its spectacular
computer graphics, astounding 3-D gameplay and its
bucket-of-blood approach to interactive entertainment, its
most important impact may be what it has done to the notion of
community in the online world.
The Quake community is unusual because it has no one
place it calls home, unlike other virtual communities that are
built around an online service, a Web site or computer
bulletin board.
Instead, its members use a variety of technologies to
connect with each other -- the Web, Internet chat, discussion
groups and the game itself, which lets players send messages
to each other.
The community has evolved on its own, spontaneously,
without help or even the direct encouragement of id Software.
"Rather than being planned housing, it's like a
neighborhood that just sort of started up," said Steve Heaslip,
who runs a site similar to Martin's called Blue's News. "I
wouldn't venture to guess how big it is now. Certainly tens of
thousands -- maybe hundreds of thousands?"
The notion of virtual communities is as old as the first
personal computer modems, which let individuals connect to
bulletin board systems that featured online discussion forums.
Today, the notion of people with shared interests
congregating in cyberspace has gone mainstream, with the
success of such ventures as the 10-million-member America
Online, built by founder Steve Case around the concept of
virtual communities.
"People want to connect with each other," said Howard
Rheingold, author of the book Virtual Communities:
Homesteading on the Electronic Frontier. "And people want
to entertain each other. It makes sense that if you can merge
the two, it would be huge."
Rheingold said that usually a virtual community is built
around a shared location, and that the Quake community
is something different because it is decentralized. He
suspects a single location may emerge yet out of the Quake
community.
But, he added, its diffuse nature may be a lot like the
rave culture.
Raves are all-night dance parties that are held in
different locations, Rheingold said. Those who attend them
send e-mail to alert each other as to the next rave's location
and time.
"It used to be that, in order to have fun and hear music,
you had to go to a rock concert," he said. "Now there is no
star, only the DJ and a sound system. They send out e-mail,
and a couple of hundred people show up in the middle of the
night.
"They make their own entertainment."
Playing Quake against other people is done any of
several ways. It can be played one-on-one via modem, with one
computer user dialing another's system. It can be played over
a computer network, with up to 16 machines connected to a
single game.
It also can be played over the Internet, with one computer
designated as a server, running software that lets others log
in. Some of the server software that's available can host as
many as 32 players, and requires that the computer be
dedicated to Quake. Martin, for example, has a
dedicated Quake server hosted by HAL-PC, the Houston PC
users' group.
Exactly how many people play Quake online is not
known, but a slick software program called Gamespy
shows that, on any given evening there are more than 1,400
computers worldwide ready to accept Quake players for
free games.
That doesn't include big, commercial systems such as TEN,
Houston-based Dwango or Sega's new gaming network, Heat, which
also host Quake games.
It also does not include "LAN parties," evening and weekend
gatherings in homes, hotels or offices where players connect
over a closed network. In some cases, players bring their own
computers to be hooked into the network.
Barrett Alexander, id's director of business development,
said the company has sold 1.1 million copies of the game since
it was released in the summer of 1996 -- 700,000 retail
packages and 400,000 shareware disks. That doesn't include the
thousands who've downloaded shareware copies from various
sites on the Internet or from online services.
Like Doom before it, Quake's premise when
played alone is simple -- use a variety of intimidating
weapons to kill anything that moves before it kills you.
Reviewers have praised the three-dimensional aspects of the
game -- players have almost complete freedom of movement --
and the realistically frightening graphics.
But it becomes a completely different experience when
played against others, either on a computer network or over
the Internet. It becomes a high-tech version of cowboys and
Indians, where strategy and intelligence are just as important
as a good aim.
Quake also can be changed and added to. As was the
case with Doom, there are now hundreds of additional
levels -- even complete replacements for the game's worlds --
crafted by devoted amateur designers who've offered their work
for free on the Net.
Some of their work has not gone unnoticed by the companies
that make and market the games. Alexander said id has hired
two people, Brandon "Killme" James and Tim Willits, who had
started out making levels for fun.
"Tim's sister got him interested in making Doom
levels," Alexander said. Willits eventually landed a job at
Rogue Entertainment, which makes games using id's software,
and id hired him away after he "picked up the Quake
editor and did some miracles."
When James was hired, he was working on a total conversion
of all the levels in Quake called Zerstörer:
Testament of the Destroyer. James was one of seven
designers on the project, including Darin McNeil, a student at
Southwest Louisiana University in Lafayette.
McNeil said the team was spread out all over the country,
with one member in Austria and another now in Japan. They
collaborated via the Internet, meeting in chat sessions to
coordinate their efforts.
Their levels have won raves from game reviewers and praise
from other members of the community.
"We did this just because we loved doing it," McNeil said.
"We like giving something back."
Game industry observers say it is the extendability of
Quake that inspires its most hard-core fans, who love
building levels and then posting them on the Net for others to
play. Particularly popular are levels designed with the
strategy of multiplayer games in mind.
These death-match games often descend into random
firefights, with players chaotically blasting each other into
pixellated bits. But the game also can be played in teams,
which have come to be known as Quake clans.
"We were kind of amazed that people use that word --
clans," said id's Alexander. "We had used it here. Someone
said, `Wouldn't it be amazing if people starting forming teams
with their own colors and logos -- kind of like clans?' But we
never used it outside of id. It raised a few eyebrows when
people started calling themselves clans."
There are thousands of clans, teams whose members in many
cases are scattered across the country.
Martin, for example, plays with a clan called Dark Requiem.
Among his teammates is American McGee, one of id Software's
level designers, who plays out of id's Mesquite offices under
the name Tokay.
The clans set up elaborate Web sites in which they solicit
challenges from other clans, list their members, boast of
their victories and bemoan their losses. They bear names that
sound ominous, Medieval, absurd or obscene -- or a
combination.
There are even women-only Quake clans, including the Clan
CrackWhore, whose Web site is a mixture of in-your-face
sexuality and swaggering braggadocio. The name comes from a
1995 Saturday Night Live routine about the 10 worst
jobs in America -- No. 2 being "crackwhore" and No. 1 being
"assistant crackwhore."
"Women form their own clans because they feel they have
something common in the game," said Tamra Katic, a CrackWhore
member who plays under the name Tease. "But it's kind of
struggling -- this is male-dominated gaming."
Katic said women play Quake different from men.
"Women are gentler," she said. "If you get stuck, where
your connection has problems, they won't walk up and kill you.
They'll just stop and wait until the player becomes unstuck.
Although, personally, I would just walk up and waste 'em."
The development of the Quake community has happened
largely without the direct involvement of id Software -- other
than its creation of the game. At first, said Alexander, id
hosted a clan page but became concerned when some of the clans
started using copyrighted logos.
"We had Clan KFC -- Kentucky Fried Chicken, and there was
the Charlton Heston Clan," he said. "The last thing we needed
was Charlton Heston -- the guy who played God in the movies --
suing us for copyright infringement." So id wound up finding a
member of the community to host the clan Web site.
Alexander said having such a devoted and electronically
connected group of fans has helped in the development of the
company's games.
"They all have e-mail, and they are not shy," he said.
Some of their complaints about the first version of
Quake, as well as suggestions for new features, have been
taken to heart and are being woven into Quake 2, which
Alexander said will be out before Christmas.
"Some people thought Quake lacked something in
single-player gameplay," he said. "We have definitely
addressed that in Quake 2."
The company also has reached out to the community to help
it test its game. Martin recently drove from Houston to Dallas
to spend a Saturday playing a demo version of Quake 2
that will be released over the Internet shortly.
The community also has begun to police itself and protect
its own members, particularly after one female Quake
player was harassed online. A part-time model in England, the
woman -- who plays Quake under the name Hellkitten --
had posted some of her fashion shots on her own Web page.
Martin said one person or several people began sending her
pictures of herself that had been altered pornographically.
Her Web site was hacked into, he said, and eventually someone
sent her a file that contained a nasty computer virus.
"The community responded with a lot of support," said
Martin, who kept in touch with her through the ordeal. "They
found out who was doing it -- or at least who sent her the
virus. I know because they e-mailed me his name. I don't know
what ever came of it, though."
Hellkitten did not respond to e-mail requests for an
interview.
In reaction to the incident, several Quake fans have
launched a campaign against online harassment. Many Quake
Web pages now sport green ribbons -- clicking on them
takes Web surfers to the campaign's headquarters page at
http://grc.-quake2.com/.
David Donnelly, a professor of communications at the
University of Houston, said the Hellkitten incident is a
hallmark of community.
"They have developed policies and laws dictating behavior,"
Donnelly said. "But in virtual communities we are seeing new
approaches of governance, new ways of establishing community
regulations. Previously they were formed by a bureaucracy, but
here you have something that people have communally agreed
upon."
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