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Fragging for Fun... Or Real Sport? (84 comments)
Posted by storm @ 08:11 CST, 24 February 2015 - iMsg
This is an argument for the validity of electronic sports as an actual recognised sport. I wrote this in 2006 but didn't publish it until now. Most of the information might be a bit dated, but I think it might be useful for some people. This is aimed towards an audience that is not familiar with eSports and therefore has explanations in some depth and comparisons to other established sports.

Contents:
Page 1: Introduction
Page 2: Chapter 1: eSports history
Page 3: Chapter 2: Gaming team evolution
Page 4: Chapter 3: What makes an eSport athlete?
Page 5: Chapter 4: Money in eSports
Page 6: Chapter 5: Media Coverage in eSports
Page 7: Chapter 6: What the future holds for eSports
Page 8: Chapter 7: So what needs to be done?
Page 9: Chapter 8: eSports organisations
Page 10: Bibliography


By Steven Timms aka 'storm'
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Edited by Teen Queen at 03:15 CST, 25 February 2015 - 36056 Hits
The fall of camera man (5 comments)
Posted by donka @ 10:20 CST, 12 February 2015 - iMsg
Those who can attribute themselves to the oldfag days can recall that a cameraman on GTV could make or break the experience for thousand viewers watching the show. The human touch behind the camera was not an ability, but a necessity before the automation helped with followkiller and followpowerup commands. The human would concentrate on the proper point of view and the human would select which battles or areas would be more spectacular for the viewer. Naturally, the human element came with errors that sometimes were simply debated by viewers, sometimes irritating, and at times even irreversible costly: missing a huge quad run or a flag cap, or leaving the camera staring at a ceiling for 2 hours at WCG.

The aforementioned automation made life easier, and at times safe, but what it also did – it took the soul element out of camera work. Today, the camera always follows the killer, always follows quad and flag carriers. Inherently, those are correct choices for focusing the POV, but it comes with a cost at another end – overcorrection. Overcorrection destroys the spectator experience by making games from anything that is soulless, to completely unwatchable.

This spectrum is very easy to dissect:

1. Loss of singularity.
Handing the POV to next player breaks the story. One player game, fueled by his decisions and performance, is one full storyline. Switching the POVs at times becomes something relative to cable surfing, where you are too bored with one good movie to watch, you want to substitute the boring gaps with TruTV top 10 dumbest robbers.

2. Loss of challenge.
Switching POV to a winner seems like a proper thing to do, but why? Let’s say cypher got killed while his opponent is fully stacked. Following cypher will tell the story how to perform a champion-grade rebound and how to overcome the uncertainty and the challenge of the incoming pressure. Viewers get to experience the imminent danger glooming around because killing cypher is an emotional event after all and his way back to control is no less interesting than the killer’s pursuit.
What’s the last time you saw the quad player walking in the room with all that danger, the unchallenging power, dismay, and ultimate destruction? Or maybe, the ultimate success of killing a quad? You haven’t. You get to follow the quad now and get always the one-sided story.

3. Loss of continuity.
Imagine CTF championship game of 8 players, 4 aim beasts on each team, racking up on average 400 kills in 20 minutes. Add to that 3 power ups, and 2 flags. You get to follow it all. This becomes completely unwatchable experience as the camera switches faster than it does the worst episode on MTV2 reality show.

4. Loss of essence.
All of the above converge to the main drawback of soulless automation – the camera does not capture what the game is largely about. One player thought process and strategy. Whether it is duel mind games, TDM team flow, or CTF positioning, auto-follow destroys all of that. Br1ck and whaz might have had the best defense and offense in CTF of all time, you will never know it. You will get to watch their game in 5 seconds intervals mixed with meaningless cess pool in mid.
The issue is even bigger here – failure to capture the inexperienced crowd that needs essence to understand what they are watching. I believe this greatly contributed to popularity of TDM and CTF – people from beginner modes do not get to feel what the game is about when they consider it on stream. Majority of common men fell in love with the game not by playing it, but by spectating <insert idol here>. New players barely get that experience anymore.


As long as the reflection rant lasted, the conclusion is brief:

Everything in moderation:
While the automation is helpful, don’t rely on it fully. Take control of your presentation.

Game modes:
Today, duel manual camera work is doable, in TDM and lolCA it is desirable, and in CTF it is absolutely essential. I do not see much up for discussion here.

Presenters:
Most common source of the game relay today is a single caster. One caster can man the camera and talk about what he sees all at the same time. Have a bind that toggles the follow* variables and execute them only when you feel is appropriate, when you feel that maybe the game is getting boring from current POV or meaningless.
9095 Hits
Strafe 1996 (17 comments)
Posted by tony @ 17:27 CST, 20 January 2015 - iMsg
Edited by tony at 06:44 CST, 21 January 2015 - 21832 Hits
15 years ago, on this day, Q3A was born. (124 comments)
Posted by Teen Queen @ 14:46 CST, 2 December 2014 - iMsg
2nd December of 1999 marks the date when Quake 3 Quake III Arena was released. It used the id Tech 3 engine, a competitor to the Unreal engine, both widely licensed, renown and still used to this very day. The game has since become a cult classic, the rise of Quake III Arena marks an important history of esports. The game has received overwhelming strong positive reviews on Metacritic and Gamerankings, giving the Dreamcast version a rating of 93/100 and the PS2 Version 84/100. The PC version scored 89/100.

It was the first part in the quake series that distanced itself from the single-player story driven predecessors. With the huge success from older titles, idsoftware id software decided to put more emphasis on multi-player, channeling all their focus on fluidity, net-code, and online functions. There is an offline campaign available which let's players climb their ranks and defeating PC controlled opponents. Atmosphere resembles the old quakes, including Gothic and Lovecraftian themes with a few new tricks up it's sleeve such as cyber-gothic areas and futuristic level designs.



Although lore was never a big part of the game, it attracted plenty fan-fiction writers and cosplayers. It was ported to PlayStation 2, Dreamcast and Xbox live.

Quake III Arena and its respective mods are still relatively active, have communities and are generally accepted as one of the most remarkable games ever made with an enormous community that shook the world. One may argue that it is the last great thing done by the core id software team, with big names still actively involved in the development.

"Welcome to the Arena, where high-ranking warriors are transformed into spineless mush. Abandoning every ounce of common sense and any trace of doubt, you lunge onto a stage of harrowing landscapes and veiled abysses. Your new environment rejects you with lava pits and atmospheric hazards as legions of foes surround you, testing the gut reaction that brought you here in the first place. Your new mantra: Fight or be finished."
— id Software overview
Edited by Teen Queen at 14:58 CST, 2 December 2014 - 79518 Hits
Newborn Interview (Reflex) (133 comments)
Posted by sulit @ 09:20 CDT, 14 September 2014 - iMsg
Hey Everyone! Here is another Interview. This time I ask Australia Newborn some questions about upcoming Arena FPS game Reflex. Reflex is a highly anticipated arena fps game inspired by CPM gameplay. In this interview, Newborn answers questions about Matchmaking, Ranking Systems, and esports support. Hope you guys enjoy!


Links: Youtube, Reddit, Twitter
Edited by Badb0y at 22:46 CDT, 14 September 2014 - 96031 Hits
Video Games Want You To Cheat (129 comments)
Posted by Brainie @ 11:20 CDT, 17 June 2014 - iMsg
This article aims to describe from a sociological point of view the phenomenon of cheating. It does not attempt to release any kind of debate about cheaters and cheating.

Reminder from the author: I am not a psychologist nor a sociologist. I just enjoy to read and think about video game psychology. The resources I use are retrieved from my university course notes. Keep in mind I am an amateur although I use true concepts and existing ideas from the sociological and psychological field.

Woah, this guy is good! Damn he beat me again... I wish I could know how he did that! How did he know I was there? If only I could see what's going on in his mind I could probably be better... Maybe I could just go watch him play against someone else or ask for his demo? But that won't change the way I'm doing right now...

Like a complex puzzle or an impossible maths problem, we always wonder what is the answer. We ask for clues, we want to know what is happening on the other side of our screen. What is the only and simplest way to know in real time what the opponent is doing in order to become better than him? What if... we could see through walls? Oh but that's not fair right? But if it's not fair, why are there cheats? Why does our game have cheats if we cannot use them?
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Edited by Demiurge at 21:42 CDT, 17 June 2014 - 56518 Hits
Video game conditioning (13 comments)
Posted by Brainie @ 19:25 CDT, 11 June 2014 - iMsg
The attempt of this article is to suggest an hypothesis to describe the influence of a video game such as Quake on the player's play style in other video games.

Please note that I do not have straight answers and I do not pretend to have the absolute truth in this topic. I am just passionate about video game psychology and psychology itself. However, the concepts and my experience in psychology are based on the courses I have followed as a university student. Therefore this content has to be considered as a suggestion or a hypothesis based on true concepts in psychology.

NBR: I will often use the term "Quake" as a reference to any type of Quake game so this will include Quake Live, Quake 3, and so on, as I consider these games to be very close and similar in terms of philosophy and environment.

Edited by Brainie at 04:15 CDT, 14 June 2014 - 15466 Hits
betting analysis for qlrankstv (8 comments)
Posted by melba @ 10:11 CDT, 25 May 2014 - iMsg
intro disclaimers:
First time I'm betting, most of this is completely new to me.
Note that in this article there is a discussion of betting systems, and none of them depend on Elo ratings at all. I'm using Elo as a simple way to derive some winpct (discussed below) for use with the betting systems.

topics covered:
- Elo, where it works, where it fails, using it in bets
- simulation of betting
- betting systems - flat betting, positive progressions, negative progressions, cancellation betting, the Kelly criterion
- some basic simulation results
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Edited by Demiurge at 08:07 CDT, 28 May 2014 - 15935 Hits
Space CTF heatmaps (18 comments)
Posted by Nakilon @ 20:16 CDT, 15 May 2014 - iMsg
Actually this concept and research was done three years ago, but today I found time to publish some results. The initial idea was about identifying fake accounts playing Space CTF by rendering their portaljump technique like a fingerprint. But later I found, that heatmaps of the entire map are more informative.

Since from demos we have 5 axes (X, Y, Z, yaw, pitch), we can draw 10 projections, but I chose three the most interesting of them.

Each another player rendered in this way would get some annotations from me, so this article could have a lot of text, but at the end I decided to put all annotations directly onto the image.

You may send me demos if you want them to be converted into such pictures. But be sure the whole demo was recorded from POV of a one player and without switching teams. I almost didn't draw another maps and didn't compare obvious fakes, since have not much time to stalk and record.
Edited by Nakilon at 21:18 CDT, 15 May 2014 - 21904 Hits
Binder Online for multi-stroke bindings (10 comments)
Posted by Nakilon @ 04:29 CDT, 13 May 2014 - iMsg
Initially Quake doesn't allow you to define multi-stroke bindings easily -- it needs some jumping around configs.
Binder was a tool doing it for you. A config such as this:
q s : say_team QUAD SOON!
q 1 : say_team QUAD in 10 seconds! // 10sec
q 5 : say_team QUAD in 5 seconds! // 5sec
q r 1 : say_team RED POWERUP in 10 seconds! // 10sec
q b 5 : say_team BLUE POWERUP in 5 seconds! // 5sec

\ d 1 : say ^7DA uDu Tbl HAXyu OT MEH9 6**** ^4(c) ^7coolle^4R
\ d 3 : say ^7Try it without Guillom (c) rail

\ c s : callvote shuffle

\ c 1 : callvote teamsize 1 // ts1
\ c 2 : callvote teamsize 2 // ts2
\ c 8 : callvote teamsize 8 // ts8

\ c m s : callvote map spacectf
\ c m 6 : callvote map campgrounds
transforms into several configs and you shouldn't bother to know how do they work.

The first version of Binder was made by me three years ago as offline executable. Now I decided to make it available online here: http://naki.pro/binder/
It already has some tutorial, but any discussion is welcome here in comments.

It works for Quakelive and probably Q3A, etc. Theoretically I can adapt it to any another game, which can /exec configs.
15983 Hits
Stermy TV interview [English transcript] (37 comments)
Posted by takesix @ 07:43 CST, 15 February 2014 - iMsg
The last 15th of January Stermy was a guest on Deejay TV, an Italian national tv channel, on the program Occupy Deejay.

He discussed various issues with the two hosts, ranging from the present state of esports in Italy and in the world, to his career in professional gaming and his personal live.

While not being of course thought for an audience of esports enthusiasts, I felt like stermy addressed some topics in-depth enough to make me transcript and translate the whole thing for you to read. The video of the original interview can be found on youtube.

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Edited by Badb0y at 12:36 CST, 15 February 2014 - 77482 Hits
Generic Quake 2 Theory Guide (5 comments)
Posted by Myrmidon @ 12:02 CST, 19 January 2014 - iMsg
I recently wrote a guide aimed specifically at Quake 2. The guide is different from your typical run of the mill Quake guide, so I thought people may be interested in reading it.

It is generic in many ways, as it does not specifically tell you what to do, but focuses more on adapting your mindset to look at Quake, and duel in particular, from different angles. I feel this can benefit more than just Quake 2 players.

You may find my guide here: http://q2guide.com/

There is also a downloadable PDF version at the top of the web page if you prefer that.

Myrmidon
11323 Hits
Dieudonné (319 comments)
Posted by dem0n @ 14:20 CST, 9 January 2014 - iMsg
Today, the french government won (or did they shoot themselves in the foot ?) a big battle against french humorist Dieudonné. For the first time ever in the country of human rights, a humoristic show for which 5,600 people have bought their tickets has been cancelled together with a force of 20 anti-riot vehicles.

This is a thread about freedom of speech and censorship.

Some articles that will surely help those who have no idea what the whole Dieudonné fuss is about:

http://www.sott.net/article/271383-The-Move-t...ala-M-Bala

http://www.youtube.com/watch?v=WpbI-Z2anlw


Discuss...
Edited by Teen Queen at 15:21 CST, 9 January 2014 - 74966 Hits
A Duel Guide for CA Players (147 comments)
Posted by Memento_Mori @ 10:21 CST, 2 January 2014 - iMsg
This Quake Live guide targets primarily Clan Arena players who are or may be interested in playing Duel. I'm writing it as I've been seeing more and more players willing to start playing duel, but having troubles with the initial steps. As most come from CA, I felt like making a guide like this, with the hope it will prove useful to some players.

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Edited by wn at 11:45 CST, 2 January 2014 - 46127 Hits
Q3 IBSP 44 TO IBSP43 Q3IHV HELP (3 comments)
Posted by RealityJames @ 17:30 CST, 1 January 2014 - iMsg
Hello

I was interested in making a making a conversion of Q3TEST 1.03 or Q3TEST 1.05 IBSP 44 to Quake III IHV IBSP 43

Right after changeing the IBSP version with a Hex Editor
i get this
ERROR: MOD_LoadBmodel: funny lump size

i did found this bsp that is a conversion from Q3TEST 1.03 as Q3TEST1 and it was named conv.bsp and they have diffrent sizes must be a conversion or something idk

Q3TEST1 - 5.05mb
CONV - 5.47mb

I wonder if somebody could reverse engineer the IHV Bsp Format and write a Converter like Q2toQ3IHV or Q3Test2Q3IHV if it was possible

If you want the conv.bsp and Quake III IHV build
contact me [email protected]

Best Regards
- xBRYAN2000x
9936 Hits
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