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quiet clicking good mouse (19 comments)
Posted by mammon @ 17:35 CST, 16 January 2017 - iMsg
Is there a decent mouse that works on dark cloth couch and won't click very loud when I play? I crawl out from under my gf at night to play and would hate to wake her up. I am using a cheap optical Logitech and it works fine but I want something better and quieter.
6562 Hits
Caching is broken? (11 comments)
Posted by mammon @ 19:32 CDT, 6 July 2016 - iMsg
Hey, the homepage looks like a version from 12 hours ago. The streams don't have that many viewers at the moment and the article now has multiple votes and comments.
2445 Hits
obvious leave m8 innit (9 comments)
Posted by mammon @ 20:15 CDT, 23 June 2016 - iMsg

it is starting to look bad for the eurocracy
Edited by mammon at 20:16 CDT, 23 June 2016 - 2506 Hits
666 +++ (12 comments)
Posted by mammon @ 17:48 CDT, 20 June 2016 - iMsg
So after only 5 and a half years of not plusing anyone, I have finally achieved 666 / 666 judgements made and received. It also happens to be my 13th ESR birthday which is just fucked up now that I think about it. That is like 45% of my life.

Anyways, free + for everyone.
4177 Hits
Posted by mammon @ 18:14 CST, 2 March 2016 - iMsg
nice meme there by Valve

"On the Chinese forums, there are some threads there suggests that there might be a mass food poisoning incident for those who consumed the overpriced hotdogs in the Mercedes-Benz Arena, the price of 1 hot dog is 7$"
Edited by mammon at 18:16 CST, 2 March 2016 - 4205 Hits
Why I do not watch D!ingIT cup (9 comments)
Posted by mammon @ 13:51 CST, 5 January 2016 - iMsg
ITT discuss entitled developers who think I will install their inferior piece of shit because they are too bad to use a WEB FUCKING STANDARD.
2686 Hits
carmac appreciation thread (16 comments)
Posted by mammon @ 18:04 CST, 7 November 2015 - iMsg
7362 Hits
No longer an option (8 comments)
Posted by mammon @ 14:48 CDT, 9 June 2015 - iMsg
So i guess Quake is dead for rizzle.
2778 Hits
Blizzard sucks (34 comments)
Posted by mammon @ 05:04 CDT, 4 May 2013 - iMsg
Dear Blizzard,

I have purchased a digital copy of StarCraft® II: Heart of the Swarm™ Digital Bundle on 01 May 2013. The Order # was ......... I had enough money in my account at the time of purchase, the details I entered into the payment form were accepted and the game license was added to my account.

I tried to log into the game today only to receive a notification of account suspension. Even though I still have enough money in my bank account, you "were unable to successfully complete my purchase", "the charge for this digital game on my Blizzard Store order was not finalized" and "you could not fully authorize the purchase" and removed the game license from my account.

Here is the bad part: even though no transactions with your company are displayed on my bank account history, 60 Euro are missing from the available funds balance. At the time of writing this, your company has effectively stolen 60 Euro from me.

I have been making purchases with my credit card for over 10 years now and this is the first time such thing has happened to me. The only cause to which I can attribute this unfortunate accident is sub-standard payment handling practices and gross incompetence on your side.

How can you accept a payment only to say "Oops, we did not really accept it." a day later? Why would you do something like this when the payment is done by a credit card and means of real-time payment verification are available? If I built such payment gate for one of my clients, I would get fired as soon as first incident of this kind happened.

I am apparently able to purchase another digital copy of the game through the online store, but I am reluctant to do so. I will have a hard time ever trusting your company with a purchase again. Please refund my 60 Euro ASAP.

Have a nice day,

6371 Hits
By (44 comments)
Posted by mammon @ 17:14 CDT, 3 October 2012 - iMsg

I just noticed it. Was it there the whole time?
Edited by mammon at 17:15 CDT, 3 October 2012 - 8666 Hits
live streams box (6 comments)
Posted by mammon @ 07:24 CDT, 15 September 2012 - iMsg
Is there a way for the users to submit streams?

I would totally submit right now. There is a big SC2 thing going on.
2340 Hits
Re: Energy drinks. (5 comments)
Posted by mammon @ 02:29 CST, 12 February 2012 - iMsg
monster or rockstar.

they are probably gonna kill me someday but i drink one every morning as i arrive to work.
1713 Hits
ProZac AMA @ reddit (2 comments)
Posted by mammon @ 06:13 CST, 25 November 2011 - iMsg
2141 Hits
tl;dr (7 comments)
Posted by mammon @ 18:22 CST, 6 November 2011 - iMsg
My fellow citizens,
I have, upon thorough consideration decided to commence a briefing on my views of the current social climate. The state of affairs is indeed a mere reflection of the past, with our decisions - probability events serving as individual ticks on the timescale. Just like the momentum of our planet keeps floating it through the space and gravity of the Sun makes sure we stay in orbit, so we live on to make new decisions yet our old ways keep us from accepting major sustainable changes of our personal paradigms. However, differing often brings evolutionary benefits (as well as disadvantages). Consciousness is what makes us better than the trees, they don't know if option A is better than option B and even if they did, there is not much they could do about it. We capitalize on visualizing the future in our mind and then making a decision based on available information. We can go even further than that! Not only can we predict an outcome of something, we can make it happen. Our combination of imagination and the means to act is what makes us the penthouse of evolutionary skyscraper. Imagination is free will! There is a lot of discretion for us to decide which activity is the most beneficial and whether to focus on short-term or long-term goals. Or whether to focus on anything at all. We shall not give up on being agents of change. We must resist turning back into the trees and just consuming the destiny other people make for us.
1807 Hits
ESREALITY.COM (20 comments)
Posted by mammon @ 19:55 CDT, 9 July 2011 - iMsg

4608 Hits
Need computing power (7 comments)
Posted by mammon @ 12:26 CDT, 16 May 2011 - iMsg
How would you go about getting windows 7 running with the most brutal computing power? (cpu threads+memory+disk i/o, graphics not necessary). I do not really wanna go the old fashioned way and build a rig from scratch, and the pre-built stuff looks ridiculously overpriced. Is there a cloud service that lets you use their computing power and pay for amount of data processed instead of a monthly subscription fee? Any suggestion even closely related to anything i said is welcome.
4992 Hits
China Syndrome (2 comments)
Posted by mammon @ 19:45 CDT, 18 March 2011 - iMsg

About time to get it renamed? We have 3 Chernobyls blowing into the Pacific =/

Check out the radiation forecasts at
2221 Hits
Burning Man 2010 (15 comments)
Posted by mammon @ 17:10 CDT, 9 September 2010 - iMsg
4407 Hits
QL console and you (19 comments)
Posted by mammon @ 17:40 CDT, 9 July 2010 - iMsg
which commands do you put in your config to adjust vanilla ql to your liking? which ones do you use regularly to make your life easier during playtime? do you want any new ones? will cooller win quakecon this year or not even make it there?
Edited by mammon at 17:44 CDT, 9 July 2010 - 4037 Hits
ESWC VoDs (2 comments)
Posted by mammon @ 15:11 CDT, 6 July 2010 - iMsg
Where they be at !?
2505 Hits
Posted by mammon @ 20:36 CDT, 22 June 2010 - iMsg
3629 Hits
Error: (22 comments)
Posted by mammon @ 04:54 CDT, 12 June 2010 - iMsg
You must wait at least one hour before placing a second bet on a fixture.

Why oh why? Ruins the football fixtures for me. I usually want to bet both on the underdog and on a draw, no reason to force the wait imo.
3516 Hits
ISRAEL = PIRATES (120 comments)
Posted by mammon @ 16:30 CDT, 1 June 2010 - iMsg
My condolences to the families of Turkish and international heroes

who died defending their ship in international waters. Ends may

justify means for the Israeli politicians but they should not for me or

Edited by mammon at 16:37 CDT, 1 June 2010 - 19511 Hits
Hakenkreutz on the Moon?!!?! (17 comments)
Posted by mammon @ 13:45 CDT, 31 March 2010 - iMsg

now this is screwed up, the only possible explanation is Hitler was plugged by the extraterrestrials to cause WW2 and make people develop nukes!
4066 Hits
Advice to ESL (17 comments)
Posted by mammon @ 10:54 CST, 3 March 2010 - iMsg
Keep doing your thing, that was awesome.
Edited by ___HaurELL___ at 19:47 CST, 6 March 2010 - 2962 Hits
+++ WHITE BRITAIN +++ (123 comments)
Posted by mammon @ 19:44 CST, 8 January 2010 - iMsg
25767 Hits
Who do you blame... (118 comments)
Posted by mammon @ 07:46 CST, 1 January 2010 - iMsg
...for the lack of new QL maps?

My list:

Ben Bernanke
Al Qua[k]eda
Silvio Berlusconi
Goldman Sachs
the CIA

NOT id or SyncError AT ALL
31015 Hits
Death Penalty For Financial Crimes (26 comments)
Posted by mammon @ 18:08 CST, 20 December 2009 - iMsg
jonesy filter wrong

only in China! efficient capitalism at its best, not the American behemoth
Edited by ___HELL___ at 18:08 CST, 20 December 2009 - 4998 Hits
Recommend me a -> HD <- movie. (77 comments)
Posted by mammon @ 17:27 CST, 1 December 2009 - iMsg
Hi, my parents got a nettop + huge fucking tv combo for Christmas and they want to use it. Can you remember any HD movies that just blew you away with how the scenes looked? They totally loved Earth (bbc documentary) for example. Good plot is a bonus but stunning visuals are a must.
11030 Hits
so is global warming bogus or what? (252 comments)
Posted by mammon @ 16:28 CST, 24 November 2009 - iMsg
so supposedly, hackers found evidence of pro-climate change theory scientists manipulating data

'intent on framing humanity as the enemy , in order to achieve purposes of social control'

my source:

medium high tinfoil alert, discuss
Edited by ___HELL___ at 16:41 CST, 24 November 2009 - 69202 Hits
can you cook rice in the microwave? (27 comments)
Posted by mammon @ 11:15 CST, 5 November 2009 - iMsg
if True then how
3608 Hits
Quake Live in Chrome (31 comments)
Posted by mammon @ 05:30 CDT, 27 September 2009 - iMsg
So, does anyone have any updates on when will the glorious Quake Live be available for the most standards compliant, safest and fastest web browser around? I am not willing to endure the Insecurity Extreme, All Your Memory Is Belong To Us, or Hipster Stink browsers because of QL being the only thing that exists online and does not run in Chrome.

Let me get this straight. id keeps bragging about QL being very simple to access, just like a website. Well making me install another (inferior) browser just to play it defeats the whole damn concept!

Edited by ___EGO___ at 05:36 CDT, 27 September 2009 - 12455 Hits
Vote for Gordon Freeman ! (40 comments)
Posted by mammon @ 13:31 CDT, 24 September 2009 - iMsg
Edited by ___EGO___ at 14:36 CDT, 2 October 2009 - 6063 Hits
Can i has my edit time back plz (20 comments)
Posted by mammon @ 13:57 CDT, 23 September 2009 - iMsg
Hi admins,

Comment editing used to work in a way that allowed you to come back in ~1 minute and edit it without the annoying "Edited by _ego_ on blah blah" showing up below the post. I can understand cunts abused it but still. I want it back. I often find a minor error after i post something but the message is so annoying I have to copy the post, delete it, and post it again corrected.
2544 Hits
Future (12 comments)
Posted by mammon @ 16:06 CDT, 11 September 2009 - iMsg
I drew a comics for you. Hope you enjoy it.
2554 Hits
Recession 2.0 ~~~ Grassroots Edition (6 comments)
Posted by mammon @ 12:41 CDT, 9 September 2009 - iMsg
I 100% agree with her. She may be blaming a dead guy (Ken Lay instead of Ken Lewis) But personal videos by average people like her may change one important thing.

Up to now, defaulting still carried a sort of social stigma with it for the average Joe. It may be the main reason why seriously underwater houseowners / credit card debtors paying extortionate interest still kept trying to play along with the banks. As soon as you can openly say "I went bankrupt, fuck em banksters!" in the public and get patted on the back by your neigbours/friends/random people instead of being looked down upon, the final avalanche will come and wipe away the oligarchs who stole America from the middle class. Once the teachers, cops and other respected yet underpaid and vulnerable classes start doing it and openly admitting so, it will rapidly become fair game. Grassroots / viral sabotage using your personal right to default is one thing that can stop their usury for good.

Go out and spread the word. Want your own personal bailout? Call the mortgage/credit card guy and tell him "I want to default!". No modification, no negotiation, no credit score concerns (the banks are not lending regardless of FICO anyways), no more bullshit. Max out the credit you got left, withdraw your 401k and any other savings, sell anything of value you do not need and stuff the cash in your matress. Then call the guy, ignore whatever he says and tell him to shove it.

Edited by ___EGO___ at 15:21 CDT, 9 September 2009 - 1252 Hits
LMAO @ Finland (9 comments)
Posted by mammon @ 18:05 CDT, 18 August 2009 - iMsg
2718 Hits
PnkBstrA.exe (10 comments)
Posted by mammon @ 19:37 CDT, 7 May 2009 - iMsg
Can anyone explain why does id Software need to run a process on my PC two months after I installed, tried and removed Quake Live? I consider this a violation of my rights and an outright hostile act by them. I never asked for a rootkit, I just wanted to play the damn game!
3393 Hits
fix your shit (45 comments)
Posted by mammon @ 17:04 CDT, 20 October 2008 - iMsg
Seriously, how much longer is this retarded 10 second ESR load time going to take? I know, I know, just install firefox and adblock. Well guess what, I got all that at work but i dont go to ESR at work. I cba to install FF+ABP on every damn PC I randomly use to access this site.
5996 Hits
LMAO @ ICELAND (148 comments)
Posted by mammon @ 16:36 CDT, 7 October 2008 - iMsg
This one was obligatory. You guys are gonna get bought by Russia. Kinda funny to have banking industry twice the size of your own country. Oh and didnt a lot of British people have their money deposited in Icelandic banks because of higher interest rates? Well they dont anymore...
22667 Hits
Official Announcement from Ugame (7 comments)
Posted by mammon @ 15:16 CDT, 17 September 2008 - iMsg
We Fuckin' Suck!
2851 Hits
ESR Userbase Group Photo (9 comments)
Posted by mammon @ 09:02 CDT, 1 July 2008 - iMsg

Do not discuss.
2791 Hits
The future of eSports. (3 comments)
Posted by mammon @ 11:30 CDT, 29 May 2008 - iMsg
1380 Hits
Indulge... (37 comments)
Posted by mammon @ 08:16 CDT, 9 March 2008 - iMsg officially the worlds most pathetic word. Ever since advertising bloodsuckers discovered it has the power to make brain-dead consumer sheep drool over pretty much any sort of product. Do not discuss.
6354 Hits
There is no need to learn (43 comments)
Posted by mammon @ 19:55 CST, 17 December 2007 - iMsg
Bush said it so it must be true.

do not discuss
7055 Hits
Metaverse what? (53 comments)
Posted by mammon @ 12:50 CST, 29 November 2007 - iMsg
“Anyone who still thinks that virtual worlds such as Mind Ark’s Entropia Universe or Second Life are the plaything of geeks should look at what is happening in China. It is simply mind-boggling and, if it all comes off, has awesome implications for western economies.”

When retail goes Virtual.
Edited by nvck at 12:50 CST, 29 November 2007 - 16845 Hits
MOTHER RUSSIA #3 (36 comments)
Posted by mammon @ 15:23 CDT, 11 September 2007 - iMsg

GJ, I feel a lot safer now.
12247 Hits
id sign up for Steam (55 comments)
Posted by mammon @ 07:46 CDT, 4 August 2007 - iMsg
Looks like good news to me =)

More info here
11427 Hits
Level cap raised to 80 (25 comments)
Posted by mammon @ 15:13 CDT, 3 August 2007 - iMsg
GJ Blizz, way to keep the freaks off the streets!
3846 Hits
Entropia Universe licenses Crytek engine (13 comments)
Posted by mammon @ 13:18 CDT, 25 July 2007 - iMsg
Cutting Edge CryENGINE 2(R) to Bring Real-Life Look to World's Safest Virtual Universe

GOTHENBURG, SWEDEN and FRANKFURT, GERMANY -- Entropia Universe, the safest virtual world utilizing a real cash economy, has signed a license agreement to use the stunning high-tech game engine CryENGINE 2®, from German developer Crytek, creators of "Far Cry®" and upcoming "Crysis®." This will make Entropia Universe the closest-to-reality looking massively multiplayer online game ever seen. The transition to an Entropia Universe platform built around this new technology is expected to be finished by mid-2008, and will be available to all Entropia Universe partners.

First the contract with Chinese government, now this. Resistance is futile =)
Edited by nvck at 13:19 CDT, 25 July 2007 - 3626 Hits
lmao @ Guitar Hero (9 comments)
Posted by mammon @ 14:21 CDT, 7 July 2007 - iMsg
3:00pm // Guitar Hero II Top 8

**Judge Vince Neil of the Mötley Crüe
3271 Hits
Place to stay in UK (22 comments)
Posted by mammon @ 12:59 CDT, 30 May 2007 - iMsg
Hi guys, I just landed a job in London for July/August. I will be working right here and I need to find myself a place to stay. It should not be further than 1 hour away and cost less than a fortune (read be as cheap as relatively possible). Thank you for any suggestions =)
6921 Hits
Heaven & Hell (19 comments)
Posted by mammon @ 14:02 CDT, 10 April 2007 - iMsg
Fresh stuff from the western civilization brainwashing monopoly!

I wonder why the ad even appears on a gaming site =)
Edited by nvck at 15:01 CDT, 10 April 2007 - 5568 Hits
true pro (34 comments)
Posted by mammon @ 14:10 CDT, 4 April 2007 - iMsg
9892 Hits
skype spyware? (3 comments)
Posted by mammon @ 09:19 CDT, 19 March 2007 - iMsg
2097 Hits
if you shut up... (22 comments)
Posted by mammon @ 07:25 CST, 7 March 2007 - iMsg
we will quit the toilet jokes forever
6799 Hits
Taxman Go Away (7 comments)
Posted by mammon @ 06:12 CST, 15 January 2007 - iMsg
I just found an extremely interesting article about taxing virtual property. Soon, we will see new nations being created in the cyberspace.
2247 Hits
BYE (15 comments)
Posted by mammon @ 06:41 CST, 22 November 2006 - iMsg
I hate you all!
4176 Hits
If the Sun disappeared completely... (295 comments)
Posted by mammon @ 20:32 CST, 9 November 2006 - iMsg
The last ray of light would hit Earths surface ~8 minutes later.
How long would it take for its gravity to quit shaping Earths orbit?
112683 Hits
Rich (XXIII) (11 comments)
Posted by mammon @ 12:23 CST, 31 October 2006 - iMsg
Historical moment occured inside the Entropia Universe today.

A player conveniently named Paris Dub Hilton found a deposit of Rugaritz ore worth 19,360 PED, which equals 1,936 $. What makes this historical? The fact that current market price of Rugaritz, the rarest ore existing within the universe, is more than 30 times higher, making this find exceed 60,000 $ total. Now let me see Toxic make that in a year.

Edited by nvck at 12:37 CST, 31 October 2006 - 5135 Hits
another publicity stunt (1 comment)
Posted by mammon @ 08:41 CDT, 1 October 2006 - iMsg
dont you dare to reply to my journal!
1457 Hits
I am Royalty now! (62 comments)
Posted by mammon @ 11:08 CDT, 19 September 2006 - iMsg
Swedish elections pwnt!
22524 Hits
Autoclick mouse (16 comments)
Posted by mammon @ 11:26 CDT, 18 September 2006 - iMsg
I need a new mouse since my 6 years old logitech dual optical died one me =(

I dont really care about the negative accel, dpi and such as long as it is not worse than the dual. However, one thing i can not live without is auto left button click function. I know this can be done by any macro software but there is this one game i keep spamming about and its EULA prohibits software altering with it in any way, attended or unattended.
4415 Hits
I am a Megastar now (45 comments)
Posted by mammon @ 17:49 CDT, 17 September 2006 - iMsg
Just felt like sharing =) <<< get an ahead start or regret it forever
11055 Hits
MMO World Championship Annouced (4 comments)
Posted by mammon @ 14:15 CDT, 14 September 2006 - iMsg
Jon "NEVERDIE" Jacobs, owner of the $100,000 space resort Club NeverDie in the Entropia Universe annouced the upcoming launch of Massive Multiplayer Online World Championship. First season is going to be held in 2007.

Further information at:
CND site:
EU site:
EU at Wiki:
2038 Hits
easiest 78 bucks in gaming ever made (13 comments)
Posted by mammon @ 21:30 CDT, 20 August 2006 - iMsg
i registered to
i bought a mining tool, a survey probe, and a drill
i found a 780 PED (10 PED = 1$) worth of oil
Edited by nvck at 15:26 CDT, 21 August 2006 - 4505 Hits
Favourite Quakecon Moment (6 comments)
Posted by mammon @ 15:06 CDT, 5 August 2006 - iMsg
The Bubble Guy is a piece of shit.
2944 Hits
Attack. Defend. Dominate! (14 comments)
Posted by mammon @ 10:39 CDT, 5 August 2006 - iMsg
Is oficially the lamest slogan ever.
4708 Hits
Jesus and Mohammed... (1 comment)
Posted by mammon @ 13:26 CDT, 26 July 2006 - iMsg
Both were pretty sexy. Unlike Buddha, who had manboobs and Kung Fuc, who had a full beard.
1804 Hits
NL DotA (No comments)
Posted by mammon @ 17:41 CDT, 12 July 2006 - iMsg
Do you guys in Netherlands play DotA?
1374 Hits
gaming cafe in utrecht? (2 comments)
Posted by mammon @ 13:41 CDT, 10 July 2006 - iMsg
2686 Hits
lmao @ norway (3 comments)
Posted by mammon @ 13:39 CDT, 3 July 2006 - iMsg
Er det det det er?
1836 Hits
Any1 from Utrecht? (10 comments)
Posted by mammon @ 12:03 CDT, 3 July 2006 - iMsg
Coz I am moving there next weekend...
3061 Hits
ROFL @ Rooney (4 comments)
Posted by mammon @ 13:24 CDT, 1 July 2006 - iMsg
That was just dumb.
2381 Hits
huh (12 comments)
Posted by mammon @ 09:57 CDT, 1 July 2006 - iMsg
The premise of the fine-tuned universe assertion is that any small change in the twenty or so physical constants would make the universe radically different: if, for example, the electron's charge were slightly different, or if the strong nuclear force were only 2% stronger, diprotons would be stable and hydrogen would fuse too easily, making stars as we know them impossible and prevent the universe from developing life as we know it.
4372 Hits
Just Another Personality Test? (No comments)
Posted by mammon @ 18:27 CDT, 28 June 2006 - iMsg
1499 Hits
Can't wait till Summer. (No comments)
Posted by mammon @ 16:50 CDT, 23 June 2006 - iMsg
WSVG Summer will, indeed, be a great match of skill. My bet is on F1.
1403 Hits
LUCK > SKILL (6 comments)
Posted by mammon @ 16:19 CDT, 23 June 2006 - iMsg
Czech at the World Cup. We had three of our best attackers injured. =(
2390 Hits
Milk drinking thread (50 comments)
Posted by mammon @ 06:44 CDT, 22 June 2006 - iMsg
ic without panicore is like amsterdam without marihuana
Edited by nvck at 04:51 CDT, 14 July 2006 - 13739 Hits
LMAO @ USA (72 comments)
Posted by mammon @ 16:03 CDT, 12 June 2006 - iMsg
Rosicky is 2sexy for ya!
12546 Hits
I sure do not want to build any hype up. (1 comment)
Posted by mammon @ 20:09 CDT, 1 June 2006 - iMsg
But last time I enjoyed myself this much playing ctf pub was during my early UT99 years. =)
1432 Hits
W$W... (6 comments)
Posted by mammon @ 11:30 CDT, 1 June 2006 - iMsg
Makes my cock go hard.
2457 Hits
The Scratchware Manifesto (1 comment)
Posted by mammon @ 17:23 CST, 29 March 2006 - iMsg
The Scratchware Manifesto
Phase One: Prelude To Revolution

The machinery of gaming has run amok.

Instead of serving creative vision, it suppresses it. Instead of encouraging innovation, it represses it. Instead of taking its cue from our most imaginative minds, it takes its cue from the latest month\'s PC Data list. Instead of rewarding those who succeed, it penalizes them with development budgets so high and royalties so low that there can be no reward for creators. Instead of ascribing credit to those who deserve it, it seeks to associate success with the corporate machine.

It is time for revolution.

Walk into your local bookstore; you\'ll find tens of thousands of titles. Walk into your local record store; you\'ll find thousands of albums. Walk into your local software store; you\'ll find perhaps 40 games.

Yet thousands of games are released each year.

The only games that fill those 40 slots are those on which publishers have lavished millions in placement and promotion and advertising and marketing dollars. The only games that make it to the shelves are those on which publishers have advanced millions in development funding, because they know that only a handful will succeed, will ever recoup the millions or tens of millions they spend in developing and launching them, because to succeed, a game must pass through the eye of the needle, become one of the handful that make it to the shelves or to the cover of PC Games.

When millions are at stake, the publishers become terrified. Each executive knows that greenlighting something offbeat that fails will lose him his job. So they greenlight the same old crap, imitations of what\'s on the list this month, simply to cover their own quivering asses. No one will fire them for going with the tried and true.

An industry that was once the most innovative and exciting artistic field on the planet has become a morass of drudgery and imitation.

A project that costs millions must have a development team to match; ten people, twenty, thirty, more. It must take years from project start to completion. It must involve so many talents, and so much labor, that no single creative vision can survive. Certainly, none can survive the clueless demands of marketing weasels and clueless executives drawn from packaged-goods industries and inexperienced external producers who think demanding unnecessary and counter-productive changes will prove their merit to their bosses.

We say: Basta! Enough! It doesn\'t have to be like that.

You need thirty talents to develop a game? Bullshit. Richard Garriott programmed Ultima by himself in a matter of weeks. Chris Crawford developed Balance of Power sitting by himself at his Mac. Chris Sawyer created RollerCoaster Tycoon--last year\'s #1 best-selling game--almost entirely on his own.

What do you need to create a game? Two people and a copy of Code Warrior.

You need millions in funding to create a great game? Garbage! As recently as 1991, the typical computer game lost less than $200,000 to develop. NetHack, still one of the best computer games ever created, was developedfor nothing, by a dev team working as a labor of love, in their spare time. TreadMarks, this year\'s IGF finalist, was developed by a team working for scratch and paying their groceries with the meager earnings of a little downloadable game they\'d put up on their site.

What do you need to fund a game? Food stamps and enough scratch to pay the electricity bill.

You need to imitate existing products to reduce the risk of publishing? Sheer and utter lunacy, a theory in complete defiance of the facts of the history of our field. The products that have become huge hits have almost always been startlingly innovative, amazing departures from what has gone before: The Sims, SimCity, Doom, Command & Conquer, Populous, Civilization, and on and on. The real risk is in developing the me-too product, the poor imitation, the incremental change from something else. The real wins come with creative vision.

The narrow retail channel forces millions in promotional expense? Then kill it. There is no shelf space on the Internet.

You need hundreds of thousands in sales to recoup your costs? Yes, under the dysfunctional business model that rules today. But if you develop games the right way, the fearless way, the independent way, your costs are drastically smaller. A few thousand unit sales will pay the bills.

Death to Software, Etc.! Almost every PC in America is connected to a pipe that can carry bits. Why are we copying bits to a plastic-and-metal platter, sticking it in box full of air, and shipping it cross-country, when it is far easier, cheaper, and environmentally sensible to ship those bits down that pipe?

Death to EA and Vivendi! Your groveling to the retailers, your lack of understanding of what constitutes a game, your complete failure of aesthetic sense, your timidity in funding, your attempts to grow by choking off competitors, your inability to make developers and marketers understand each other, has led us to this pass. You are dinosaurs, your brobdignabian sloth nothing but a drag on what ought to be a field of staggering originality.

Death to Sony, Sega, and Nintendo! Your insistence on controlling every step of development, of ensuring that no product strays too far from your own blinkered twitch-game aesthetic, your absurdly high platform royalties, your gouging prices for development stations and SDKs, your boxes with the controllers wholly unsuited to a game of any depth make you irrelevant to anyone who wants to develop games of enduring merit.

Death to the gaming industry! Long live games.

We find our heroes not among rock stars, or game developers whose real desire is to direct movies, or designers who bare their breasts in the pages of Playboy. We find them among the men and women who created this industry, whose imaginative vision once sparked its rise, who developed games the way we mean to:

Chris Crawford, once vaunted as the world\'s greatest game designer, nowcast aside by a marketing machine that can\'t figure out how to sell anything that doesn\'t fit into its tedious categories.
Dani Bunten, who understood the importance of socialization in gaming far better than the Verants and Origins of the world, with their customer-hostile policies, spurned by a bigoted industry because she was a transsexual.

Richard Garriott, the virtual inventor of the computer RPG, cast aside like a used condom by a machine that thinks it\'s sucked what useful value it can find in him.

Julian Gollop, languishing in obscurity, the fruits of his own labor denied him by an industry that values trademarks more highly than talent.

Will Wright, who somehow still manages to force his vision through despite all the obstacles the machine puts in his path.

As they did, so shall we do.
We will develop for open platforms, not proprietary consoles.

We will work in the white-hot ferment of our own imaginations, striving to produce games of enduring merit, games so fine that generations to come will point to them and say, this, this was important in the creation of the great artistic form we know as games.

We will strive for innovation over imitation, originality over the tried and true.

We will explore the enormous plasticity of what is \"the game,\" thefantastic flexibility of code, seeking new game styles and new approachesto the form.

We will create games we know gamers will want to play, because we ARE gamers, not MBAs or assholes from Hollywood or marketing dweebs whose last gig was selling Tide.

We will work in small, committed teams, sharing a unified vision, striving to perfect that vision without fear, favor, or interference.

We will find our market not by bribing retailers to stock our product, buton the public Internet, reaching our audience through the excellence of our own product, through guerilla marketing and rabble-rousing manifestoes, by nurturing a community of people passionate about and committed to games.

We will create, through sheer force of will, an independent games revolution, an audience and market and body of work that will ultimately redound to the benefit of the whole field, providing a venue for creative work, as independent cinema does for film, as independent labels do for music.

We reject the machine. We reject the retail channel. We reject big budgets and big teams. We reject $50 boxes of air. We reject end-caps and payments for shelf-space. We reject executives and producers who don\'t understand what they sell. We reject timidity. We reject the notion that \"we know what works,\" and commit ourselves to finding NEW things that work.

We will turn this industry on its head.

Tremble, Redwood City! The forces of revolution are on the march.

Designer X


First they ignore you. Then they laugh at you. Then they fight you. Then you win.


WE are gamers, game makers, writers and readers of computerized media.

We think some things are deeply fucked in the game industry -- no surprise, given how much is fucked in every other industry. We\'ve figured it out: shareholders, corporations, managers don\'t care how good a game is to make or play. They\'re just looking for their return on investment to be higher than humanly possible.

We want to play good games, and we want making games to be an art, not an electronic sweatshop. This problem, also not unique to the gaming industry, is as old as Das Kapital and as new as The Matrix.

It\'s ugly,
It\'s pervasive,
And it can and will be changed.

Designer J1


Marketing should be geared towards selling the game that the developers have created and not used as an extension of management. They work for you, the developer, not you for them. If they want a game with a feature list, then they should program it. If they can\'t sell the game that you\'ve created then fire them and find someone who can.

Designer J2


We reject crunch time.

It is anathema to the principles of quality for which we strive. Nobody EVER does their best work at the end of a 12-hour day. And if you\'re not doing good work, then what the hell are you doing? Go home. Sleep. Play with your kids. Mow the lawn. Watch some television. Then, when you have some creative energy to give, come work.

We will declare a game done when it IS done, not when marketing says it has to be done. If it\'s not done, it will suck. If it sucks, then no one will want to buy it (or even download it for free) and no one will pay attention when we release the next one.

A corollary: no one should pay for being a beta tester. Listen up, everyone -- yes, even you, id software: we will do our level best to make sure the damn thing is done. If it ain\'t done, it\'s a beta. And those are free. If we discover something is wrong, we\'ll fix it.

Another corollary: our games are our responsibility. (You listening, Jason Hall, King of teh monstars?) If it\'s broke, we fix it. We don\'t blame it on other people, even computer and video card makers who don\'t adhere to standards. If we can\'t fix it, we let people know that we can\'t, why we can\'t... and we give them their money back if they ask.

What we\'re about is credibility, in a fundamental way. We\'re saying that games should be created by people who play them and love them. That comes with a responsibility to create games we would want to play -- and we sure as hell don\'t want to play buggy, unfinished games that make our systems crash.

Designer K


The original Incredible Machine was developed for $35,000, and went on to sell over 800,000 units.


The Quotable R

Someone is raking in so much dough that even Zaphod Beeblebrox, or John Romero, would blush.


As for the state of game development...I need to use an even more disturbing metaphor: The Donner Party tragedy...their journey was also doomed to fail, and in the worst imaginable ways, due to inexperience, overconfidence, bad judgment, wasted resources, in-fighting, taking short cuts and heeding what turned out to be just plain bad advice...I have come to the conclusion that if game development is going to be so blindly ignorant that it only succeeds in causing itself to relive some bizarre version of the Donner party story again and again...then it deserves whatever grim fate awaits...


There is a denial of failure pervasive in this business, from top to bottom, that defies common sense. Taking risks and failing is an important part of the creative process. Denying one\'s self of this experience is to enter the realm of the mediocre.


I see a utopia for game designers, artists, writers and musicians. I see a perfect balance of freedom, lifestyle and creativity as the norm, not the goal or the exception. However, this utopia cannot arise within a system which is based upon concepts of management, marketing and product development which are uncreative, out-dated, wasteful and ineffective.


Do you want an arcade-based, shoot-\'em-up, puppet-show, Saturday-morning-cartoon aesthetic criteria to dominate the industry? Do you want more crappy games made with assembly-line techniques by yuppie puppies in luxury sweatshops?


Remember: John Romero wants to make you his bitch. As a matter of fact, so do about a dozen other game developers I know...

Designer R


Creator\'s Bill of Rights

The full version of the Creator\'s Bill of Rights that Scott McCloud created in 1987 can be read by clicking here. It is very applicable to the computer game industry.

The Rights are:

1. The right to full ownership of what we fully create.
2. The right to full control over the creative execution of that which we fully own.

3. The right of approval over the reproduction and format of our creative property.

4. The right of approval over the methods by which our creative property is distributed.

5. The right to free movement of ourselves and our creative property to and from publishers.

6. The right to employ legal counsel in any and all business transactions.

7. The right to offer a proposal to more than one publisher at a time.

8. The right to prompt payment of a fair and equitable share of profits derived from all of our creative work.

9. The right to full and accurate accounting of any and all income and disbursements relative to our work.

10. The right to prompt and complete return of our artwork in its original condition.

11. The right to full control over the licensing of our creative property.

12. The right to promote and the right of approval over any and all promotion of ourselves and our creative property.


The Scratchware Manifesto
Phase Two: Know Your Enemy

Power And Money In The Game Industry

What is wrong with the game industry? Why do games come out buggy, why do good game companies go under, why are the games we play today just like the games we played 5 years ago, with better graphics? To understand why this is so, and to understand what we can do to change it will require an understanding of how power and money flow in the game industry.

The game industry is first and foremost an industry like many others in the world. They call it the new economy, as if it is in some way fundamentally different than what has gone before. Is it? Hell, no. When you get right down to it, the industry as a whole is populated by economic players (corporations) headed by people who are doing all they can to make money for themselves and another group of people (the stockholders), while getting as much money as they can from the customers, and paying as little money as possible to the people making the games.

The Vampires Of Wall Street

If the economic and political world were a first-person shooter, it would be infested by the undead. That’s right, the world is controlled by a bunch of vampires. Ever wonder why Exxon, Microsoft, Monsanto and all their buddies run so many commercials on how great they are? That’s because they have to hide the truth to us. Vampires control the world, in the form of corporations.

What are the characteristics of vampires? Well, they’re immortal. Strangely enough, a corporation can live forever, too. Morgan Bank, Ford Motors, and General Electric - they can go on and on and on. Another characteristic of vampires? They live by sucking blood. You know the feeling you get when you boot up a new game and it crashes five times in the first 15 minutes? That’s your blood being sucked. The corporation exists for one reason only (and don’t let them tell you otherwise) - to make as much money as it possibly can. It’s like we’re cattle, kept alive for the greedy bloodsuckers to get as much profit as they can out of us. (They treat the Earth the same way, too - ever seen a clear-cut forest? Corporate vampires in action!) Vampires are notoriously hard to kill, and so are corporations. Exxon spilled oil all over Alaska - but it’s still going. Union Carbide killed thousands in Bhopal, India, but it’s still trucking. You can try and sue a corporation, but they have millions of dollars and thousands of lawyers to make sure their evil undead masters remain in control. Bridgestone/Firestone made a bunch of shitty tires, which killed a whole bunch of people in their SUVs. They might get in some trouble, but you can be sure that the corporation will go on. (An interesting fact: many of the faulty tires were made in the Decatur Illinois plant, where the regular workers were on strike. The tires were made by ‘replacement workers’, also known as scabs. Vampires and scabs? Some coincidence.) Vampires also have nests; usually the basement of some dusty castle. The vampires who run America have a nest, too, but theirs is called Wall Street. Vampires have a dark charisma; corporations spend billions on advertising.

Benjamin Franklin The Vampire Slayer

The founding fathers of the US were an interesting bunch; some of them were into some strange things. Many were members of secret societies, with hidden knowledge and rituals. You think the eye in the pyramid on the back of the dollar bill doesn’t have some hidden meaning? Right. These people knew of the evil arcane power of the vampire-corporation; the British controlled the colonies with a few huge and powerful corporations. After the Revolution, they let corporations exist, but they reserved the right to plunge a stake into their hearts at any time. For the first 100 years of the US, corporations were highly limited. But they were plotting and planning their release. They got their big break during the Civil War. At the same time that black folks were getting freed from slavery, the vampires of Wall Street were slipping their bonds, setting up a slave system for all of us. In 1872, they convinced the Supreme Court that corporations had all the rights of a person. And that’s what we have today; America Inc., a wholly owned subsidiary of GlobalCapitalists’R’Us.

We Are All Renfield

They’re crafty, these undead princes. Most people rely on them for a paycheck. They have created this hierarchy of slaves; from the zombies at the bottom to the cherished and pampered few at the top. They love dangling carrots, almost impossibly high. There are a lot of carrots in the computer industry right now - you too could be a dot-com millionaire! At the same time, the shortage of skilled computer workers has them trying to ship in people from abroad with the H1-B visa proposals. Now, there’s nothing wrong with an Indian, Thai, Finn, or German wanting good work; remember, they’re vampire-food too, but these visas tie these workers to the companies that hire them, which results in more company control. And the wage rates for all computer workers go down.

While they’re crafty, they’re also stupid. You’d think immortals would have a longer outlook, but the rules of their nest - sorry, Wall Street - have caused them to focus more and more on quarterly returns. Ever wonder why some buggy game got rushed out for a Christmas release? Fourth-quarter profits, friend!

Silicon Sweatshops

So the computer game industry is getting caught up more and more in a blood-sucking scam. Venture (vampire?) capitalists make sure everyone knows what side the bread is buttered on. The large amount of blood - sorry, capital - that is required to make a game nowadays mean more and more of the small development shops are being forced out or forced into ‘partnerships’ with big corporations. At the same time, working conditions in the industry are getting worse. Crunch time (crunch, like the sound Renfield makes biting into the carapace of a tasty bug?) seems to be more and more common, and to go on longer and longer. Descriptions of crunch seem to have a lot in common with the kinds of work practices you find south of the border. Here’s one from Ion Storm Dallas, as reported in Salon (link: How do game developers hack it?). It\'s rife with \'I love my vampire masters\' baloney.

All-nighters, 18-hour days, sleeping at the office -- John Romero\'s posse keeps up a \"death schedule\" to get Daikatana out of beta.
Since Daikatana\'s inception, elite and obsessive gamers have road-tripped from around the world to work with their hero, Romero. They\'ve quit school, left relationships and literally built beds under their desks to live and breathe nearly every breath in the house Romero built. Their commitment to a self-described \"death schedule\" -- the final, endless rush to perfect their game -- isn\'t just some start-up novelty, it\'s a way of life.

The commitment of a Mexican maquiladora worker to their imposed \'death schedule\' isn\'t a choice -- it\'s a hard economic decision in a poor country.
The first 14 hours are always the easiest.

\"Aaaaarrggggggggh!\" Shawn Green screams as he thrashes his computer keyboard against the ground. It\'s midnight in the coders cove of Ion Storm and the cubes are as dark as the city below outside. Green, a stocky, long-haired programmer in a paunchy black T-shirt, hunches like an ape at the beginning of \"2001\" and whacks keys across the floor like loose teeth.
A skinny programmer stretches his neck out of a nearby cube to observe the tantrum, then nonchalantly returns to his work. Green brushes the hair from his face as a smile creeps across it. \"Nothing like a little stress relief,\" he says, tossing the battered keyboard down the hall.

Nothing like a little violent behavior induced by an insane schedule. This is Texas -- will the next step be to grab a handgun and whack loose teeth across the floor after trying to eat a bullet?
Green, the 28-year-old lead coder on Daikatana and a veteran of id Software, is 14 hours into one more 18-hour day. In a few minutes, he\'ll take his first and only break, heading off to an abandoned abortion clinic to practice with his doom-metal band, Last Chapter...
The great thing is, if people in the industry were paid hourly, crunch time would be a clear violation of even the miserable US labor laws. Mmmmm… I love working 18 hours with one break. Sign me up, oh dark lords of capitalism!
Everyone teeters on the brink of self-destruction during crunch mode, the ruthless death schedule that comes during these final months of production.
That\'s got to be healthy!
The sheer relentlessness of crunch mode, Romero insists, is the only way to make sure everything gets covered.
The sheer relentlessness of global competition, sweatshop managers insist, is the only way to survive. Back to work, lazy sheep!
To hack it, survivors like Green have transformed crunch into their high-tech frat\'s equivalent of hazing -- the upperclassmen being the machines, and the pledges, the humans who serve them… Brian Eiserloh, a bushy, 29-year-old coder who goes by the nickname Squirrel, set the office record for spending 85 out of 90 days without going home. \"You can get an amazing amount of work done,\" he enthuses via e-mail. \"I thrive under [short bursts] of pressure.\" The thing is, Daikatana turned out to be a long burst.
They get longer and longer. And soon enough, they become the expectation. This is called \'reduced expectations\', baas and moos, and it\'s one of the favorite tools of the vampire.
And this one has to be the crowning glory. We\'re so much better in the US than in other parts of the world. There, you have other people forcing you to work in unlit, unventilated workplaces for 18 hours day in and day out. Here, we get people to convince themselves to do it voluntarily. Aren\'t we so superior?

Now Ion Storm\'s 31 game developers don\'t just work in the shade, they work in the black. To get into their cubes, they part felt… It was a fairly awesome and ironic sight as I wandered through the glass-domed gamers\' haven last October. All I saw were rows of caves. And of these caves, Weasl\'s was the darkest.
\"I call myself a mushroom,\" Weasl told me as I crouched inside, \"because I\'m always working in the dark.\" With a couple extra layers of felt draping his cube, there\'s not even the slightest trace of light, let alone fresh air. But Weas… doesn\'t seem to mind. \"Darkness is really helpful when you\'re trying to shut out outside influences,\" he explains, tweaking an animated pool of lava on his screen. \"After you spend enough time in here, your personality adapts.\"

After you beat a child repeatedly, it\'s personality adapts, too.
Luke \"Weasl\" Whiteside is the newest level designer to join the Daikatana team and, in a way, the most enigmatic. Since he came to the company just a few months before my visit, Weasl managed to miss out on Ion Storm\'s tempestuous back story. He\'s still so awed to be working here that sometimes he doesn\'t leave. Underneath his desk there\'s a pillow. On some nights, he hunkers down below his computer, munches some M&M\'s and goes to sleep. For Romero, who dreamed of populating a company with gamers as intense as himself, Weasl is as hardcore as it gets.
Sounds like poor Weasl is suffering from a case of vampiric possession. Concentration camp victims identified with their oppressors, too. Not to say that the much (and probably accurately) maligned Ion Storm is the only company where this happens -- no, not at all. It\'s all over. Doesn\'t that make you feel better about the games you buy? It’s a good thing that CDs don\'t carry bloodstains well.
Slash And Burn Development

So the companies are getting more work out of people under worse conditions, and making them like it. At the same time, they are increasing their control over the fruits of worker’s labor. When you say it like this, it sounds great: ‘Intellectual Property Rights’. Who could complain about people having control over their own work? Well, brothers and sisters, it’s not the worker who has the control, it’s the undead. Work for hire contracts leave computer creative workers with no rights whatsoever. Further, there are many games that get lost in the mad scramble for guaranteed profits. The industry is littered with the corpses of games that had funding pulled at some point. And who owns that work? The corporations. So thousands on thousands of hours of work have disappeared into the secret vaults of the demon princes.

An Unholy Alliance

How does something this wasteful and evil manage to keep going? One way is through good-old-fashioned anti-competitive marketing strategies. Why is it that every game in the world has to retail for $55.00 when it comes out? Well, the vampire lords of the gaming industry have made a pact with the vampire lords of the distribution giants to make it so. And the lackeys of the computer gaming press, both online and in print, keep up the scam. The computer hardware masters don’t mind either, as these games are pushing bigger and better hardware sales. And the Demon King of the computer world, Microsoft, does it’s part too.

Moo! Baa!

And let’s not forget the ‘keep the cattle in line’ strategies. The dark masters of our industry are well aware that they are outnumbered, both in the workplace and in the gamer community. They have used the time-honored methods of divide and conquer, baffle them with bull, and keep them in the dark and feed them shit. The most common way people have fought for their rights as workers is to organize themselves, often into unions. Well, unions have been on the butt end of a bad-PR campaign that has gone on since the 1930s. Certainly these warriors of the new economy wouldn’t want to take part in something as stinky as a union. We’re Game Professionals, not autoworkers!

The Sun Is Rising

Our vampire overlords don’t do too well when the sunlight of truth is shined upon them by well-educated workers and gamers. You can see signs of the rising sun all over. Microsoft’s operating system monopoly was one of the forces that has helped the LINUX movement to grow. LINUX is deadly to vampires, because it works directly against one of their main sources of control - copyright of software. Without that, the cattle can slip out of the pasture, grow horns, and do all sorts of dangerous things. The whole open-source movement draws many people who are tired of the way the corporations do things. Another great anti-vampire example is Napster, and the other MP3 swapping schemes. People are really tired of vampire radio, vampire music companies, and vampire CD stores. The Indymedia movement is another example of resistance to the reign of the undead, particularly in their control of the media (baffle them with bull, keep them in the dark). Alternative forms of organization abound on the Internet, from everything to internet collectives ( to Quake clans. Some of these are aware of their dark bondage, some are not.

Putting A Stake Into The Heart Of The Game Industry

Our vampire masters know their rule is precarious. Resistance is growing, from the Seattle uprising against the WTO to this manifesto. The corporate hold over our ‘democratic’ politics is slipping. There is a simple, three point plan that can take these guys out.

First, we need to pull the blinders off our eyes. Wake up. Games don’t have to be shitty and buggy, working on games doesn’t have to be some equivalent of slavery. We need to get mad and get active.

Second, we need to educate ourselves on the real story in our industry. Look for alternative sources of media. If you get the feeling that someone is trying to bullshit you when you read some news story, you’re probably right. Find out the truth.Third, we need to organize. This is what makes them tremble - that the cattle and the sheep are getting together. We need to take direct actions to change things. We need to organize ourselves into a new industry, find new channels, and use our economic power as buyers and our labor strength as workers. We need to get out from under the thumb of the corporations, either by tearing them down or by making them obsolete.

New Model Utopia

Picture if you will, a time when we don’t have to rely on our vampire overlords for our gaming or our game-making. Game development teams are small groups that share all the proceeds from their work and have control over it and ownership of it. Games are not bought in the mega-stores, but off the Internet or from your local independent game-download outlet. Games do not all cost 50 bucks - some cost 30, others 10, some are free for the first chapter and then 50 cents per chapter download. We have games about everything, from worker’s revolution and women’s rights to raves and pagan rituals to shooters and citybuilders. Faced with real competition, the current big players can no longer get away with releasing buggy product that’s just a rehash of last year’s hit title. We can do it, if we get mad enough, educated enough, and organized enough.

What do you want to overthrow today?

Designer J1


The Scratchware Manifesto
Phase Three: What is Scratchware?

The Scratchware FAQ

Everything you always wanted to know about scratchware games but were afraid to ask.

What is scratchware?

The phrase scratchware game essentially means a computer game, created by a microteam, with pro quality art, game design, programming and sound to be sold at paperback book store prices.

A scratchware game can be played by virtually anyone who can reach a keyboard and read. Scratchware games are brief (possibly fifteen minutes to an hour or so), extremely replayable, satisfying, challenging, and entertaining.

Why the term scratchware?

Scratch; chump change; nickles and dimes.

Ware; warez; software.

Why do we need scratchware?

We need scratchware because game programs cost too much for most people. Games are running $35 for last year\'s model and upwards of $55 retail for the latest title. Most aren\'t worth that much money.

Consider the one-time-through linearity, lack of replayability and derivative gameplay that many games suffer from, then reconsider the price that the publishers of these games are demanding again and again and again...

Cheapass Games is a board game company that manufactures and sells award winning board and card games for $3 to $7, and very successfully. It might be said that scratchware is to commercial computer games what Cheapass Games is to commercial board games.

Like Cheapass Games, the philosophy of scratchware embraces the idea of value; of worth. This philosophy provides for a new frontier of thoughtful ideas, reasonable design goals and careful and dedicated craftsmanship.

* * *
We also need scratchware because development teams are too large.

Imagine writing a song or a poem with ten other people. Imagine weaving a tapestry or painting on canvas or writing a novel with twenty people.

Now imagine making big budget computer entertainment. The design team for an Unreal based 3D shooter game, for example, would be comprised of fifty to one hundred people.

On the other hand, imagine making a computer game with one or two other multiskilled people. They might even be your friends or family members. Imagine doing this without the restraints imposed by deadlines or bureaucracy. Imagine actually being in control of content, gameplay, art and design rather than subordinating it to someone else. Imagine a game that can actually be made and make it.

Imagine scratchware.

* * *
We need scratchware because there is more than one way to develop good computer games. Corporate computer game making is in a panic right now. Game publishers seem clueless and in denial. They aren\'t willing to admit that they may be insufficient judges of developer maturity, management ability, audience intelligence or design originality.

Meanwhile scratchware game designers, by their honest indifference to the computer game industry at large, can ignore all of this nonsense and simply create great games...

Does the term scratchware refer to other applications besides games?

Absolutely, although scratchware applications and tools probably already exist.

How are scratchware games made?

One to three people design, build, test and release them. They are made using normal software and hardware tools for the average computer system. They are made at night, on weekends, during vacations or whenever one can.

Tasks are delegated or shared. Anyone involved should have at least two of the following skills: writing, programming, art, game design, sound design and/or music production.

A scratchware game relies primarily on 2D art, which defines both its look and design. Most of you realize the distinct advantages of this. 3D games are complex and costly. [3D is discouraged unless one can program an engine one\'s self and are, or are working with, an artist competent in 3D tools, model making and textures.] 2D game art is faster to create and implement, and certainly possesses unplumbed aesthetic potential.

Who makes scratchware games?

Nobody intentionally makes scratchware yet; the concept is fairly new.

Some of the better low priced shareware games might fall under this category. Some low priced shelfware games might qualify.

If the game has original content, offers great gameplay and replayability, has a professional look, is bug free, costs $25 or less for the complete program, and was made by three people, it is scratchware.

How much do scratchware games cost to design and make?

Each person involved puts their talent and tools into a pool. The question is then asked: Which one of our game ideas can we create using only the skills, assets and tools we already have?

In essence, it costs little or nothing to make a scratchware game. If a special tool or asset library is required, freeware programs and sources are recommended over shelfware, beyond what one can personally afford.

If scratchware costs anything to make it probably costs about as much as your average hobby, like golf, photography or mountain biking.

What game genres are appropriate for scratchware?

Any, either in terms of broad category (adventure, strategy, puzzle, etc.) or specific setting (science fiction, historical, fantasy, etc.). Any genre or category, really.

How much do scratchware games cost to purchase?

$10 to $25. Downloadable or on CD ROM.

What do I get for my money?

A good game, with professional quality art, programming, writing, design, sound and music, at a reasonable and worthwhile price.

Who distributes scratchware?

Nobody. Currently no distribution models or systems exist outside of the shareware model. When shareware is readmeware and not responsible enough to remind the customer of its price up front, it might as well be freeware. A slightly more aggressive approach is needed.

Scratchware needs very creative distribution methods. Solutions to this problem will vary but innovations in how we communicate and do commerce on the internet seem to offer the best possibilities at this time.

Creating a distribution system for indie games and scratchware should be very attractive to the more business minded entrepreneurs among us. Such a thing could be very profitable.

With the right kinds of creative online placement, spotlights and reviews at game oriented web sites, and a fair bit of guerilla marketing, these hurdles could be least until scratchware distribution networks, which are inevitable, come to be.

Designer R



You say you want a revolution
Well, you know we all want to change the world
You tell me that it\'s evolution
Well, you know we all want to change the world

But when you talk about destruction
Don\'t you know that you can count me
Don\'t you know it\'s gonna be all right?

You say you got a real solution
Well, you know we\'d all love to see the plan
You ask me for a contribution
Well, you know we\'re doing what we can

But when you want money for people with minds that hate
All I can tell is brother you have to wait
Don\'t you know it\'s gonna be all right?

You say you\'ll change the constitution
Well, you know we all want to change your head
You tell me it\'s the institution
Well, you know you better free you mind instead

But if you go carrying pictures of chairman Mao
You ain\'t going to make it with anyone anyhow
Don\'t you know it\'s gonna be all right?

John Lennon, Paul McCartney
August 30, 1968


The Scratchware Manifesto

The Scratchware Manifesto was began during the summer months of 2000. Written in collaboration, and inspired somewhat by the Cyberpunk Manifesto, it is meant to be a living organ; a message in a bottle; a battle cry. If after reading this first version you are moved to action, we encourage you to discuss your thoughts, revelations, experiences and ideas openly. Get the ball rolling, folks.

We also encourage you to make your own version of the manifesto, to suit your particular situation, outlook or needs. This, in fact, is the primary purpose of this document.


The Scratchware Manifesto
copyright © 2000 and beyond by USER
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Grey goo (31 comments)
Posted by mammon @ 17:12 CST, 26 March 2006 - iMsg
I found this text on one of my favourite porn infested sites today, all props therefore go to the original author, Produkt:

Its been quite a while since we have spoken. A number of years in fact. Things have gone on, things have changed, things have been born and things have died, and things have stayed the same. But this isn't about me or you. Its about where we are at now.

Back then, the time was full of spark, full of change. We were brimming on the verge of something destructive, but something amazing. The feeling was one of hopelessness, but inside that there was a glimmer of insight, that deep down we knew what was going on, that we were on top of things.

I need to ask something now. Where the fuck is it?

It's like it has totally gone.

It doesn't matter what substratum, what political movement, what religion, what social club, what vein of postmodern intellectual think tank you subscribe to - it can and will be deconstructed and ripped apart, to be replaced with a hollow essence of dissectional achievement. Even if what you do is of benefit to all mankind, there will be something or someone to pull it apart under a cloak of apathetic, modern day dissonance. Nothing matters anymore. We have seen it all, weve had it all explained to us. Now we are just fucking bored.

We have had the whole of the universe laid out bare in front of us, yet we frolic in the folly of meaningless tripe. Perhaps this has always been the case. Perhaps its just part of our constitution. Humans are a fickle lot - the kind to niggle and pick at the details rather than see the bigger picture. The kind to take fancy in that which is transient and non lasting as opposed to that which is reliable and resourceful.

Everyone has their niche. And everyone thinks their niche is superior. A certain arrogance follows us around like a cloud. The niche kicks in even as you read these words. You might be thinking "Whats this bullshit post-modern nonsense" or "That makes a fuck-load of sense". Either way, its there. Our heads are filled with information now, so much information that we have absolutely no idea how to process it all, yet we crave more of it. We crave it so we can work our niche filter, so we can feel like our particular selection of the cultural spectrum has solidarity. It could be Jessica Simpsons tits, or a baby being blown up in Iraq, we all have an opinion, we all have a voice. But the problem is, it goes to nothing. You're screaming at a wall. We have the most opportunities we have ever had in history to speak, but ironically, its all turned to white noise.

There is a particular theory in the world of nano-technology called "grey goo". This theory suggests that while microscopic bots are programmed to perform a certain task, there is the slightest of chances that these bots may break their programming and be able to self replicate. As these bots operate on a molecular level, they steal molecules from other areas in order to create new material. The grey goo theory stipulates that an out of control nano-bot population will recreate itself using whatever it can. It might take the molecules out of your arm, or out of a tree or the wheel of a car, but it will use these molecules to self replicate. As it does this, over time, the world and indeed the universe will become nothing more than a vapid wasteland of grey goo.

While the science of this theory may be questionable, in a strange way, the theory works to express our condition.

We are traversing in a pool of grey goo. We are self replicating for no real purpose. Our sense of dignity and hope is becoming consumed in a colour wash of materialism and nonsense. Even those who once had heart, even as far ago as a few years back, are diminishing. Our world is becoming bland and grey. As the world becomes smaller, its life is choked. As technology progresses, it strangles that which is good. As randomness proliferates, nothing is interesting. We've seen the same shocking images and footage a thousand fold. Amuse me! Bring to me something my corneas will soak in for a few moments, then let me search for something new.

We are desensitized, over-fed, over-screened, over-obsessed, uncaring, unthinking masses of grey goo. Our heart is drowning in the sea, our throats are strangled by the wires, our eyes are blinded by screens and our minds are filled with static. We exist right now, only to fill our world with garbage. To only replicate.

We have two choices. Wake up from the static, or drown in it.

Email Produkt -
4691 Hits
Lets boycott GGL (13 comments)
Posted by mammon @ 09:07 CST, 4 March 2006 - iMsg
For this madness:
3845 Hits
Olympic hockey (39 comments)
Posted by mammon @ 08:01 CST, 23 February 2006 - iMsg
Czech will own it once again!
9563 Hits
PROM! (7 comments)
Posted by mammon @ 17:51 CST, 16 February 2006 - iMsg
It is my senior prom tomorrow yaaay! I might not be getting a blowjob out of the deal after all but it will stil be fun as hell. Tequilla ftw.
2499 Hits
Speed skating (15 comments)
Posted by mammon @ 11:06 CST, 13 February 2006 - iMsg
makes me horny. Just look at those tight overalls =)
4340 Hits
State of The g4me (18 comments)
Posted by mammon @ 18:41 CST, 13 January 2006 - iMsg
Q4 is undone, there is no doubt about that. However, it is not the reason why it lacks noobs on the servers. The reason is that the maistream pre-built PC's can not run it smoothly yet. During 2006, the hardware evolution will reach the point where multicore processors will be mounted in the average priced systems. By that time Q4 engine WILL be optimised, as the effort Raven puts into r_usesmp shows. It is the duty of the progaming community to develop Q4MAX into something as great as OSP was in the meantime.
-> arQon: Oh and btw, are you completely sure you can not make allowupload a part of Q4MAX? I see no theoretical problem in it, it would probably just require a heroic piece of coding.
4584 Hits
RED DWARF! (18 comments)
Posted by mammon @ 16:45 CST, 6 January 2006 - iMsg
Yay! Part 1is on the local TV atm.
<3 RD
4966 Hits
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