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3D First-Person Games, So Far

Gernot Ziegler writes: "One of my professors (Stefan Gustavsson) has written a good summary that explains the history & technical background/innovations that Doom, Quake & Unreal brought with them when they were released. Check it out." It's a pdf file. Gustavsson ends with a list of hopeful questions about where such games can go, after nearly a decade of running and violence. What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

373 comments

  1. Re:Errors. by kin_korn_karn · · Score: 1

    Yeah, imagine how much more user-friendly df -k would be if it had a graphical progress bar :)

  2. Re:Direct3d scalibility by Anonymous Coward · · Score: 0

    Carmack wrote about it in his OpenGL vs Direct3D essay. I don't undersatnd the technical details, but basicly with D3D you need to make predictions about the speed of the hardware. With many games, the frame rate doesn't change significantly with a hardware upgrade. There are apparantly some ways around this if you're clever, and newer verisions of direct3d may not have this limit.

  3. 10 Years Ago by szyzyg · · Score: 2

    He Claims there were no multiplayer games which let several players interact across a network...

    Pretty much true - most multiuplayer games were 2 player only since most games were designed to be connected head to head with a Null Modem cable...

    But Midi Maze IIRC allowed up to 16 players connected via midi cables to run around a maze and shoot each other, in the days before doom was even a twinkle in John Carmack's Eye.....

    1. Re:10 Years Ago by Chris+Y+Taylor · · Score: 1

      MIDI MAZE! Thank you, I was trying to think of that game since I saw this topic.

  4. Re:3D WWW? by Doomdark · · Score: 1
    As these game companies expand their product lines, multiple games are going to join into a single multipurpose game engine. The games themselves will only become a part of the social experience you're buying, you'll be able to wander around the "waiting rooms" with your avatar and talk to people. Exciting.

    This sounds a lot like MUDs... It's amazing how much "social" things mean; even with muds that are not specifically chat-oriented, the main attraction really appears to be the community. (and having been a mud-admin for 10 years I have seen it... even though have been semi-retired for past 3 years or so).

    However, MUDs never developed to fully interconnected 'mega-games', nor did most succesful worlds 'kill' others. Probably because it was and is very easy to set up your own mud. Then again, companies might have more interest in getting multiple games interconnected, bundled, syndicated if you will.

    --
    I like paying taxes. With them I buy civilization -- Oliver Wendell Holmes
  5. Re:Operation Flashpoint by Control-Z · · Score: 1
    Living in Canada is no excuse to play the warez version. I live in the USA and I ordered mine from Codemasters UK on a Friday night, and it arrived next Thursday.

    It's an excellent game, just seeing the outdoor engine alone is reason enough to try the demo, even if you're not into military squad combat sims.

  6. Re:Doom expandability (history corrections) by Raphael · · Score: 4, Informative

    The statement about the DOOM file format being "more or less officially documented" is mentioned in several books and web sites that attempt to (re-)write the history of 3D games, but this is wrong. When DOOM was released, the WAD file format was not documented at all. It is only with the release of DOOM II that we got two useful pieces of information from John Carmack: a list of new LINEDEF types used in Doom II, and the source code for the BSP compiler in Objective-C. Several people (including myself) had decoded the WAD file format and written their own BSP compilers in the meantime, but the release of id's code allowed the developers of DOOM editors to compare different algorithms and to improve their editors.

    I was a contributor to the "Unofficial Doom Specs" and the main author of DEU (Doom Editing Utilities). From December 1993 to April/May 1994, I spent a large amount of time reverse-engineering the WAD file format until I got the first working editor. To the credit of id Software, I must add that several things changed after the release of DOOM II: the unofficial level editors that were initially frowned upon (maybe not by John Carmack, but at least by Jay Wilbur, the biz guy) were allowed and even encouraged.

    When Quake was released (first the QTest1 demo, then the full game), the same things happened, but a bit faster: initially, no information was released about the PAK file format, so I cooperated with Olivier Montannuy and others to write the "Unofficial Quake Specs". But soon after the game was released, John Carmack provided more information about the game, which allowed several good editors to be developed in a relatively short time. The usage of Quake-C allowed a lot of modifications without having to modify the executable, so that was another nice move.

    --
    -Raphaël
  7. Re:Errors. by Anonymous Coward · · Score: 0

    You're probably thinking of Quake, which could use all the weird modes, 320x240 being one of them. Doom was definately regular VGA 320x200. Doom did not have square pixels.

  8. Re:Errors. by zpengo · · Score: 2
    We made the startup sequence busy and techie in a sort of imitation of the NeXT workstations we were using at the time...

    Now, if we could just get Linux programmers to stop doing that, and instead to throw a pretty splash screen over the dirty background stuff, Linuxusership would increase exponentially.

    But no...hackers love their scrolling gibberish...

    --


    Got Rhinos?
  9. 3D tank FPS by Admiral+Burrito · · Score: 2
    Spectre, which was released a few years later for the PC under the name Spectre VR, was a wire-frame tank simulation, but you played it from the first-person perspective: as if you were sitting in the tank itself. The Mac version was released in late 1991 or early 1992.

    Does nobody else remember Battlezone? 3D wireframe tank game, first-person perspective. I think it's from the early 1980s.

    There were probably others too... I've heard of old arcade games that used vector-based graphics to do wire-frame 3D, with a special CRT that had a programmable electron gun instead of the common raster/scanning one. Maybe the battlezone I played was a C64 port of an arcade version?

    In any event, the wire-frame games impressed me at the time. I had written optimized asm line-drawing code and could see that those capabilities for just drawing all the lines for a 3D wire-frame scene in real-time were barely within the reach of a 1MHz CPU. The fact that they could do that, plus the 3d perspective calculations and gameworld stuffs, was really quite something.

  10. Re:Factual errors galore in the history! by CoreyGH · · Score: 1

    actually, i downloaded the demo just to make sure :)

  11. Re:3d engine design. by kin_korn_karn · · Score: 1
    Imagine walking from slashdot to google!
    Give me a reason why this is more convenient than clicking my mouse on a link and I might.

    The "cyberspace" idea wasn't born from CS, it was born from certain sci-fi writers' ignorance of the way networks actually work. (William Gibson did not even write Neuromancer on a computer, and he is reportedly rather computer-illiterate to this day). It's just much more efficient and intuitive to get the information that most of us want in a document format instead of than in an environmental format.

    maybe one of these days this idea will have a point, but other than the coolness factor it's really nothing to dream of right now. I mean, would you rather Code Red attacked a machine, or your brain? Why walk up to a bookshelf and pull a "virtual" book from it when you can click, type a few things, and it's just as fast without all the overhead?

  12. Re:Factual errors galore in the history! by kyrre · · Score: 1

    He doesnt say that doom was the first 3dshooter. And if you read the whole article instead of glimpsing through the first line youd realize that its about multiplayer games, not 3dshoters.

    Read the article

  13. goal free? by bigpat · · Score: 1

    It isn't a game without some sort of goal.

  14. Re:Other uses for engines by rabidcow · · Score: 1

    Ken Silverman's build engine (used in duke nukem 3d) was fairly easy to create maps for. You draw the room outlines in a 2d, overhead view, then go into a 3d view (almost as if you're in the game) and give the room height & textures.

    IIRC, the keyboard commands are a bit cryptic, but once you get used to that (or print them out) it's pretty easy to use.

  15. goal-free universe? by pezpunk · · Score: 1

    that would certainly be a step backwards in realism!

    nah what'd be the point?

    --
    i could live a little longer in this prison
  16. Delusional(tm) by Anonymous Coward · · Score: 0

    "What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)" How about going outside and experiencing the real world(tm), Stupid fuck.

  17. Re:Goal Free Universe by the_ph0x` · · Score: 1

    Sounds really nice - one way around the whole ops descrimating against evils would be the ability to have people of extreme karma ranges to approach under a 'white-flag-of-truce' where their actions are limited untill the operator or 'lord' shall we say deems them temporary inhabitence. Or a Total Karma vs. Local Karma balances as an additional feature.

    Just yet a few more ideas .. think ill write these down and get some a few more programmers other than myself :)

    .ph0x

    --

    ---
    ps -aux | grep mind
  18. Re:Actually, the first 3D game was for the TRS-80. by graikor · · Score: 1

    Might it have been Stellar Seven? It was a vaguely Battlezone-esque game for the Apple II and C-64. Heck, by that criteria, the old vector arcade game, Tail Gunner, counts, and it was out in the late 70's if memory serves...

  19. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0

    Dunno man, haven't played them. Go talk to the professor :) maybe he needs to go back to the class that spoke about "scope" in writing.

  20. Re:Already here. - interverse.org by Anonymous Coward · · Score: 0
    You should check out interverse.org

    It is still in development, but it looks like it has a lot of potential. It uses the Crystal Space 3d engine, so the graphics are actually good.

  21. Re: noodity by Emil+Brink · · Score: 2

    Heh. That's probably just an artifact introduced by the rather interesting border between neck and upper chest. I'd have Eskil, my colleague who actually did the modelling (as well as pretty much designed Verse) answer that himself, but he's in LA for SIGGRAPH 2001, so he can't. ;^)

    --
    main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
  22. Half Life uses the Quake engine, not Quake 2 ? by Yuioup · · Score: 1

    I thought that Half-Life used a modified Quake engine, not a modified Quake 2 engine...

    1. Re:Half Life uses the Quake engine, not Quake 2 ? by Anonymous Coward · · Score: 0

      Half-Life uses the Quake 2 engine, I'm certain of it.

  23. The possibilities by The+Angry+Clam · · Score: 1

    Imagine the possibilities for being this professor. You could charge the University for a killer server, T3 lines all around, AND copies of Q3A for yourself and your graduate students. Some people were born lucky.

    --
    I'm an Angry Clam. You would be angry too if you were a ball of snot in a shell.
  24. Re:Already here. by RottenDeadite · · Score: 3, Informative

    I predict Verse will make it before anyone else. It features noodity :P

    --

    ***JUMP PAD ACTIVATION INITIATION START***
    ***TRANSPORT WHEN READY***

  25. Commander Keen by Anonymous Coward · · Score: 0

    Commander Keen was an earlier hit from ID.

    But the console platform games available at the time walked all over it, in graphics and (usually) in gameplay.

  26. Re:R6, Homeworld, Spacsim and others missing. by Chris+Carollo · · Score: 1
    I think some form violence will be the main mode of interaction in most 3d multiplayer games for some time to come. Otherwise, why do you need the graphics?

    But what about all the other interesting interactions you can have with a graphically-rich, fully realized world? In Thief, violence was actually discouraged, and it depended on an object-rich game world. What about games that rely on physics (nevermind Trespasser, it had other problems), or on tactical situations that aren't violent in nature?

    I guess I'm just a little bit disappointed in our industry's inability to think outside the "shooter" genre when it comes to 3D multiplayer games.

  27. Re:you forgot the multiplayer aspect... by AlXtreme · · Score: 1

    Hmmm... you may be right, all those old games have messed up my mind ;)

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    This sig is intentionally left blank
  28. Re:Goal Free Universe by Anonymous Coward · · Score: 0

    And just what would be the point of playing this game? To relax yourself so you can go to bed and sleep faster? Play for 5 minutes, get bored, go to bed, fall asleep.

    Football has a goal, soccar has a goal, paintball has a goal, war has a goal, MOST people's lives contain goals, schooling has a goal. A good computer game is escapist in some way or challenging. If there is no point to the game, there is no challenge. All you are after, it seems, is a cheesy new version of IRC. IRC with avatar graphics so you can make yourself out to look like a "cool" 6 foot tall muscleman or wizard and "impress" your online chat friends.

    Even a GOOD game of D&D has a goal or goals. It isn't pointless with no end to it.

    Hell, what I want is a more emmersion, more realism, and better addon-hardware to make it so (better yet affordable 3d goggles and gloves and feedback). I would like to see "scary", atmospheric, adrenaline-pumping games that let you escape into it for a few hours diversion. If you want a good story to go with it, make the whole thing story/plot-based (ala Realms of the Haunting) but with good FPS 3D and heart-stopping suprises and foes.

  29. Re:Doom expandability by John+Carmack · · Score: 5, Interesting

    We were surprised at Wolf3D mods, but we knew it was going to happen with DOOM. I worked with some of the Wolf3D map editor guys before DOOM was even released, but they didn't wind up making the popular level editors.

    The editor and utility source code was released quite early, but it was all for NeXT workstations in Objective-C, so it had to wait for someone to rewrite it for more conventional systems.

    John Carmack

  30. Re:It's already massivly flawed by Para 2: Doom? by notFunny · · Score: 1

    i'm one of the original modders. if you ever see the jerk-off gun (machine gun) for wolfenstein3d, know that I made it.

  31. Re:3D WWW? by tswinzig · · Score: 2

    The games themselves will only become a part of the social experience you're buying, you'll be able to wander around the "waiting rooms" with your avatar and talk to people. Exciting.

    Let's see ... is the cool part of the internet being able to use IRC, or being able to create your own, personal piece of cyberspace with which others around the world can interact?

    THAT is the cool part about the Snow Crash metaverse. As soon as that feature is available in one of these goal-free universes, you'll see something much more exciting than people chatting.

    --

    "And like that ... he's gone."
  32. Re:World War II Online by Anonymous Coward · · Score: 0

    There is a new commander of a base of the French Foreign Legion, and the captain is showing him around all the buildings. After he has made the rounds the commander looks at the captain and says, "Wait a minute. You haven't shown me that small blue building over there. What's that used for?"

    The captain says, "Well sir, you see that there are no women around. Whenever the men feel the need of a woman, they go there and use the camel."

    "Enough!" says the commander in disgust.

    Well, two weeks later, the commander himself starts to feel in need of a woman. He goes to the captain and says, "Tell me something, Captain." Lowering his voice and glancing around, he asks, "Is the camel free anytime soon?"

    The captain says, "Well, let me see." He opens up his book. "Why, yes, sir, the camel is free tomorrow afternoon at two o'clock."

    The commander says, "Put me down for two o'clock then."

    So the next day at two o'clock the commander goes to the little blue building and opens the door. There inside he finds the cutest camel he's ever seen. Right next to the camel is a little step stool, so he closes the door behind him and puts the step stool directly behind the camel. He stands on the stool, drops his pants, and begins to have sex with the camel. A minute later the captain walks in.

    "Ahem, begging your pardon, sir," says the captain, "but wouldn't it be wiser to ride the camel into town and find a woman like all the other men?"

  33. check out the UT architecture mods by Archfeld · · Score: 2

    they are not playable as a game but you can walk thru some of the most incredible buildings, both real and development.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  34. Re:Operation Flashpoint by Anonymous Coward · · Score: 0

    Keep an eye out for Planetside. It sounds like exactly what you're asking for.

  35. Re:Dungeons of Daggorath by mc6809e · · Score: 1
    Wow, that was one of my favorites. I actually remember waking up in a dark room one morning after a night of playing it. Still half asleep, I thought I was in the dungeon. I screamed and my mom freaked.

    Any game that can give you nightmares is a Great game.

  36. What about Ball Blazer in 1983?! by BrookHarty · · Score: 3, Informative
    Castle Wolfenstien came out in 1992, Ball Blazer came out in 1983 for the Atari 8bit computer. Ball blazer had the feel and motion of a FPS shooter, but was based more on sports. I couldnt find an original screenshot, but here is one from the atari 5200.
    As 3D maps go, Video games such as Bards Tale used 3D type maps for moving around a city. Not true 3D but boxes, but then, these are older games. Even thinking, I think there were some older C64/Apple demos that used Wolf type 3D maps, but I cant think of any at the moment.

    Wolfenstien 3D wasnt the first, but was the most popular. People were building upto realastic games for quite some time.
    Some games I think they forgot about, Heretic, Hexen, Duke Nukem 3D, SkyNet, Blood Series, SIN, Solider of Fortune, KingPin, Shadow Warrior, RedNeck Rampage, and TRIBES! Hell, even new titles like Max Payne and upcoming DN4E are leaps above Q3A.
    A real history on FPS games, should include 8bit computers and consoles. I think it would be cool for a list of games, dates, and engines they used. Even a quick blurb on what the developers/programmers were thinking when they came out with the games.

    Ahh, I'm too old... I remember playing Ball Blazer!

    1. Re:What about Ball Blazer in 1983?! by Sloppy · · Score: 1

      If I recall (remembering from pirated C64 port ;-), Ballblazer didn't have walls, so the only thing really approaching texture mapping (and this is being very generous) was the checkered ground. Also, there were only 4 camera angles (90 degree increments). It was a neat game, but the graphics techniques required for it were nowhere need what was needed for Wolfenstein 3D.

      --
      As copyright owner of this comment, I authorize everyone to defeat any technological measure which limits access to it.
  37. Re:It's already massivly flawed by Para 2: Doom? by sheetsda · · Score: 2
    Actually, all it says is that Doom was the beginning of multiplayer FPSs. But you're right, some of his information is incorrect. At one point he says that Doom was created by people with academic degrees, but IIRC, I once heard one of the people at id say that only one of the original team had a degree(this could be totally wrong, can anyone verify this?). He also states that no players could leave a network game once it was started. This I know is wrong from personal experience. When someones leaves a network game of Doom their player stays in the world until it is killed, and their scores also stay on the scoreboard when the map ends. The in-game player exists without anything controlling it. I never had a problem playing Doom over a modem, but apparently this guy did, he says it was choppy sometimes unplayable (and in a peer-to-peer model it seems to me that lag is irrelevant unless it reaches such extremes as to desync the games, so I don't know how he came to that conclusion. Maybe he was thinking of Quake.) Later he champions the internet play of Quake over a modem. I found Quake nearly unplayable over a modem before QuakeWorld was released. I suppose he groups these two programs as the same thing.

    I'm writing this as I read, and finding several more mistakes, but it seems to get more accurate as the chronology progresses.

  38. Re:It's already massivly flawed by Para 2: Doom? by Bobo+the+Space+Chimp · · Score: 1

    "The Sims"?!?!? No, it isn't multi-player. No, it isn't 3D, no it isn't a shoot-em-up. No, it is neither FP nor S. No, it sorta has RTS-like features, but we don't describe them, only hint that those are the cool things about Sims that, I guess, would be neat in a FPS.

    --
    I am for the complete Trantorization of Earth.
  39. Goal Free Universe? by KarmaBlackballed · · Score: 4, Funny

    What I'd really like to see is a goal-free 3D world like the Snowcrash

    Real life is already goal-free. Part of the allure of games is that they have goals. A goal-free virtual universe would at best be a novelty and a fad for a few moments.

    --

    --- -- - -
    Give me LIBERTY, or give me a check.
    1. Re:Goal Free Universe? by atlep · · Score: 1

      >>>>Real life is already goal-free. Part of the allure of games is that they have goals. A goal-free virtual universe would at best be a novelty and a fad for a few moments.

      I'm glad to see this was moderated as FUNNY! :-)

    2. Re:Goal Free Universe? by Aaaaaargh! · · Score: 1
      Real life is already goal-free.

      The one who dies with the most toys wins!

      --
      Give them an inch and they'll take a foot. Much more than that, you won't have a leg to stand on.
    3. Re:Goal Free Universe? by tswinzig · · Score: 2

      Real life is already goal-free. Part of the allure of games is that they have goals. A goal-free virtual universe would at best be a novelty and a fad for a few moments.

      Man you can really tell when someone has (a) no imagination and/or (b) never read a book (such as Snow Crash) that is detailed enough to supply them with a temporary imagination!

      Let's see... a goal-free 3D world would be at best a novelty? A fad for a few moments? Is that also what you think of this goal-free 2D world we call the World Wide Web?

      If you think that's a stretch, consider Snow Crash's "Metaverse":

      - A virtual space that spans the global network of computers.

      - Anyone can create their own personal space in the metaverse

      - Anyone can write their own special programming used in the Metaverse to do cool things

      - Those people that are better at design/programming create cooler and more useful spaces in the metaverse

      - The metaverse is a great place to meet new people, encounter new ideas, and perform research

      Now replace 'metaverse' with 'internet' and see if you can really call it a novelty or fad...

      A goal-free 3D world GAME would suck, true. But a goal-free 3D world not controlled by any one company, expandable by anyone with the talent, would be unbelievably cool AND useful.

      --

      "And like that ... he's gone."
    4. Re:Goal Free Universe? by Anonymous Coward · · Score: 0

      Speak for yerself. Im orderin me one of them there rocket launcers of e-bay. ;)

    5. Re:Goal Free Universe? by mmol_6453 · · Score: 1

      I think the idea is that you can really screw up your life in the game, and lead a perfectly normal life in reality. (Or vise versa)

      The only reason anyone plays Quake is because they can't logically do these things in reality.

      --
      What's this Submit thingy do?
    6. Re:Goal Free Universe? by dagoalieman · · Score: 1

      Yes, however the key would be to make the goal free universe one which would contain goals- those made up by the users themselves, as real world is.

      --
      We don't need no Net Explorer We don't need no Thought control
    7. Re:Goal Free Universe? by Anonymous Coward · · Score: 0

      > Real life is already goal-free Only for slackers.

  40. Re:It's a PDF file??? by Anonymous Coward · · Score: 1, Funny

    Nope, the Adobe boycott was last week. We're mad at Microsoft again this week.

  41. what about tribes? by xted · · Score: 1

    Yes, I played doom and quake back in the day, but Starsiege Tribes was the first game that I was truly addicted to. Squad based warfare engines had been attempted, but non of them captured such a strong following of players as Tribes did.

  42. Unfocused by Anonymous Coward · · Score: 0
    I'm not entirely sure what the purpose behind this essay is. On the one hand, it's a semi-historical overview of first-person shooters--but not first-person shooters overall. Just a few selected examples. It's not really about the development of the genre, but rather, a few particular games.

    There also seems to be some 'cheating' going on. Doom was hardly the first multi-player network game, but yes, if you narrow your scope to 'extremely popular multi-player games from the early '90s that accept LAN-based networking,' then yes, Doom is your main example. But doesn't this defeat the purpose of looking at things historically? If you're limiting your scope to the games you've already picked out, why bother claiming they were revolutionary at all? Why not just look at each game from the standpoint of its influence, rather than its advancements?

    Also, one day I'd like to see an overview of the history of FPSs that includes the old Mindscape game, The Colony. It was before Wolfenstein 3D. It was before Ultima Underworld. And it deserves credit, darn it!

  43. Re:Goal-less Games by Sniser · · Score: 1

    The nice thing about goal-lessness is that you can define your own goals. Of course you can also do this with goal-based games (complete as fast as possible, play with one hand behind the back etc... I remember playing Mario Bros on the NES with keeping the 'right' and 'run' buttons pressed... we didn't get far, but it was fun alright), but when goal-lessness is part of the game design, it usually works better.

    If you like not having your goals handed to you by someone else, that is.

  44. Re:Future of FPSs? by Anonymous Coward · · Score: 0

    Max Payne eat your heart out, Bullet time was out first for AHL(Action Half Life). Soon to be included in multiplayer ahl.telefragged.com

  45. Re:Other uses for engines by isorox · · Score: 2

    We had a wonderful school map in the duke nukem 3d engine. only 2 levels, and we had it all linked by teleporters. It was great fun on open days though :)

    I woner if it is still arround..

  46. Re: noodity by Shinobi · · Score: 0, Offtopic

    Koolt. Hälsa Eskil från Anders som var med i SUGA och gick på Mediagymnasiet =)

  47. Re:you forgot the multiplayer aspect... by RatBastard · · Score: 1

    Maze Wars, and it's Atari ST clone Midi Maze were multiplayer.

    --
    Boobies never hurt anyone. - Sherry Glaser.
  48. Re:No mention of Marathon? by ChristTrekker · · Score: 1

    I agree completely. All the Marathons had something I never saw in DOOM/Quake/Unreal: a plotline. (And they play reasonably on a 25 MHz 68040.) The environment was more 3D than DOOM, though it used sprites for monsters. I am still playing Marathon scenarios.

  49. Re:World War II Online by Mittermeyer · · Score: 1

    Hmm I wonder what battles you have been in. Don't you fear the dreaded Opel/Bedford blitz? I am a tanker, but only because that is what my skills suit me for. Infantry are THE decisive element as one cannot take towns without them. Just like the real World War II (and some other wars since), players are learning that combined arms is what wins. If tanks attack without infantry for close-in fighting/sneaking and planes for precision attack/recon, ambushes occur and tanks burn. At the beginning of WWII I think the ratio of armored personnel to non-armor in armor/mech units was something like 2:5. By the end it was 1:10, because tanks were just too darn vulnerable to infantry. As a tanker I utterly fear the trucks with their infantry. They move so darn fast that I can't bring the MG to bear before they're gone. Then the infantry get into everything just like roaches, turning flags into enemy right and left. Before you know it I am a lone tank because no one can spawn in to support me, and I am not long for that game world. Right now it's free form so people are not keen on being trucks and infantry altough the better players do not hesitate to do so. Mostly it's because it's boring to walk between towns and frustrating to be a defenseless truck. However once points are being given for missions which will generally speaking mean taking or defending towns, expect infantry to assume their rightful place.

    --
    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
  50. LOL by wrinkledshirt · · Score: 2, Funny
    With the source code open for years, this should have been easy to check.

    Easy for you to say. Some of us still get the intellectual equivalent of a slurpee brain freeze trying to get all the way through Abrash's Black Book.

    Jeez, who does this guy think he is? John Romero or something?

    --

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    Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

  51. Dude by xenocide2 · · Score: 1

    God it must be nice to be John Carmack. All you gotta do is post and it automatically gets modded up. Not that the post wasn't informative or anything. I guess I'm just mad because I don't get karma for being a local celebrity.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

    1. Re:Dude by Anonymous Coward · · Score: 0

      Sheesh, dude. It's only karma. Mellow out!

  52. Re:Wolf3D? by Scipher · · Score: 1

    yes!!
    i used to play that on a 286 in glorious 16 colours.
    wouldn't you know it...carmack did that one too.

  53. Re:Doom and earlier games? by Phantasiere · · Score: 1
    I believe you are referring to Ken's Labyrinth which was created before Wolf3D
    No it wasn't. According to Ken Silverman's homepage (http://www.advsys.net/ken/default.htm), Ken's Labyrinth was 'The first Wolf3D clone'.
  54. Goal-less Games by Warin · · Score: 1

    I've seen some inane comments, but this has to take the cake.

    Isnt the point of a game to provide you with challenges and a goal? I know that's why I play games. A good example is Max Payne. It has excellent game mechanics, and a phenomenal story. And I was riveted to it for a week while I worked my way through the various levels. Very linear, and very much plot driven. And also great fun.

    Every single person has a non linear forst person adventure, with no preset story that they can participate in every day. It's called life. Go live it if you want to work through something non linear. For me though, I want my games to entertain me. And in the case of FPS games, I cant see one being entertaining in a single player environment without an engaging and interesting storyline.

    1. Re:Goal-less Games by CTho9305 · · Score: 0

      haven't you played simcity? it is relatively goal-less... as in, there is no specific win point, no specific path, or even no set of paths (like diablo has). and it is fun..

    2. Re:Goal-less Games by Warin · · Score: 1

      Actually, Sim City has a goal. Make your city big and so it works.

      But we are talking about first person shooters here. And while it might be fun for a few minutes to wander around pushing buttons and killing things, I'd quickly go back to Max Payne.

      Perhaps a better way of stating the idea he MAY have meant would be to have an open ended plot that lets you work towards the overall goal at your own pace and in your own way. But I don't think that's what he meant.

  55. the SIMS by psychalgia · · Score: 1

    yeah, I wouldn't have thought so either, but there I am playing the SIMS and screwing up my midterms. That little bastard just WONT stop lighting the gd stove on fire...wtf...stop pissing yourself! ahhhhh, see

    --

    ________________________________________________

  56. Wolf3d? Newbies! by Anonymous Coward · · Score: 0

    Mercenary on the C64 (1985) was a 3d wandering about type game. Although it did not have textures, but on a 1MHz 6510 what do you expect?

  57. "Goal-less" like AirWings 64's birdman!!! by Anonymous Coward · · Score: 0

    I've tried reading people's comments on the "goal-less" game, and I don't see any that address this type of game. Does anyone remember the "birdman" section of Airwings 64? I'm not even sure I got the name right. At any rate, the game was about flying different things, planes, 'copters, hangliders, etc. The part I most enjoyed was "birdman", where you didn't have to do anything or go anywhere, you just flew around, took your time, explored the great scenery. I wonder all the time why games don't explore this more. We've got technology to creat incredibly detailed and realistic environments, and we run through them nonstop like headless chickens. I don't know if it's meditative or what, but playing Birdman was a totally joyful experience for me. Looking at ICO's new trailers, there's one where right at the beginning the character is falling next to a huge waterfall. The scope of the environment is totally engrossing. We can make and have made spaces that are simply worth exploring. I've become really bored with 3D gaming over the last couple of years, something I never expected to happen. I know some games like this would hook me again.

  58. It's already here but try selling it.. by zytheran · · Score: 2, Interesting

    Active worlds gets a mention but hasn't taken off because it has no use. I have helped write a Snowcrash universe (Cyberterm for those who care and remember), commercialised it with dotcom funding and tried marketting and selling it. The simple problem is that as nice as the idea is, there is no commercial use for it yet. Our world had autonomous AI, avatars, persistance, dispersed over multiple servers etc. etc. but we have been unable to find a commercial use. It is just like the Snowcrash or Neuromancer world (without the jacks) but what use is it really? Come on guys, karma this up, I want to know what use such a world has!!!

  59. What a leaky boat by Anonymous Coward · · Score: 0

    So this is the kind of "factual" research a professor is capable of? Jesus Christ.

  60. Re:Goal Free Universe by Anonymous Coward · · Score: 0

    Girls do have a 3D game!
    webcams.

  61. Re:Errors. by Anonymous Coward · · Score: 0

    SWEET MERCIFUL FUCK, IT'S JOHN CARMACK.

    What's funny is that just earlier today, I was having a discussion about you and Wolfenstein 3D with a friend of mine.

    I am truly not worthy. My mind is blown.

  62. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0
    Had the poster or timmy bothered to READ the article, they might have mentioned that it was specifically talking about MULTIPLAYER 3D gaming. It was the first wildly popular MULTIPLAYER 3D shoot-em-up game. I was there and at the time, Ace of Base was too.

    So what's so MULTIPLAYER about The Sims, or Black and White, other than the fact that both companies have made some noise about how they're going to do some sort of online thing, too? For that matter, what's "first person" about either of those games?

  63. Re:historical revisionism by benrd · · Score: 1

    Starsiege: Tribes was multiplayer only and came out six months before Unreal Tournament or Quake 3 Arena.

    Just a minor correction... Tribes was out for almost a year before UT and Q3 came around. Unreal Tournament and Quake 3 came out in December '99. I bought Tribes back in February '99, and it had been out for about a month then.

  64. What is the deal with Doom? by Anonymous Coward · · Score: 0

    As someone who has played games since before the 2600 and been making games professionally for ten years, it drives me nuts to see such rubbish in print.

    This guy needs to do some real research. The pdf is too painful to read through.

    The Doom and Quake freaks are determined to rewrite history.

    Video game history has a long and rich history if you take the time to study it in detail.

    1. Re:What is the deal with Doom? by HorselessHorseman · · Score: 1

      I understand your feelings, but wasn't that article the history of First Person Shooters, not the enitre history of video games? I am quite aware of the much longer and more diverse history of the entire gaming industry in general, but didn't FPS's start at Doom?

  65. Re:It's already massivly flawed by Para 2: Doom? by kisrael · · Score: 2

    Also (and this is backed up by Blizzard's Bill Roper in that one Gamespy Top 50 that was posted here) Wing Commander also sold a huge number of the then-current 386 systems.

    This article is barely academic, it's more of a mishmash "here are some games that were important or I think are cool." The text he throws to justify including The Sims and Black and White show that. ("It isn't really a multiplayer game..." etc.)

    It reminds me of the paper I wrote for an A-life class, http://www.alienbill.com/vgames/alife.html, where I use the flimsiest excuse to argue why 2600 Battlezone is batter than Robot Tank. I then tried to show Classic Video Games as containing simple examples of A-life, which was pushing it. (I think that paper brought me from a solid A to a B+)

    --
    SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  66. Re:It's already massivly flawed by Para 2: Doom? by Pescatore · · Score: 1

    Well, that's probably what most people think.
    Doom is far more well known than Wolf3D because it was far more popular,
    and it came at a time when "ordinary" were beginning to get computers.

    On the other hand you could claim that the first FPS was one of those Dungeon Games... (Which ever was first, I don't know)
    Even the original Battlezone was FPS in a sense though, yes you were acting as a tankdriver and not running as a person. How about CastleMaster?
    Didn't the original Ultima have some FPS in it too, when you went down in the dungeons?

    So where did it _really_ begin?

  67. Re: noodity by po8 · · Score: 2, Funny

    I find the prominent Adam's Apple on that ``woman'' rather, er, disturbing...

  68. Call me sadistic, but ... by Anonymous Coward · · Score: 0

    I'd like to see games with more violence. The reality of war should even be more apparent. Afterall, we're all killers in training for when we go loco at school, right? I say we create a game called "Nam" where your goal is go and kill as many "Charlies" as possible. You should also be able to made prisoner and be shot in the head while kneeling as well. For SFX, how about flying bone shards that do damage when somebody gets nailed with a shotgun?

  69. Not goal free, and not 3-D, but... by bellings · · Score: 2

    This is neither goal free nor 3-D, but this is both interesting and a response to a question posed by many people.

    Also, we're already linking to random university professor's random pages.

    The Geology Explorer is an educational game intended to teach the concepts and principles of Physical Geology.

    --
    Slashdot is jumping the shark. I'm just driving the boat.
  70. Re:Wolf3D? by dastardly.xiii · · Score: 1

    I seem to recall playing an EGA 3D game called "The Catacomb's Abyss" long before wolfenstein... of course I could be wrong ;)

  71. 3d engine design. by codetalker · · Score: 2, Interesting
    The major goal of any 3d engine is to limit the the number of polygons drawn per frame in order to maintain a high framerate. As your world gets larger the potential number of visible polygons grows and grows until you are left with somthing that will take a long time to render. This of course, is unnaceptable. The solution is to develop algorithms that can effectively restrict the visible set allowing all the data to filtered depending on what is visible. The binary space partion tree (BSP) works by determing where in space the camera is and narrowing down the list of polygons to a manageable number. Of course this means that for each leaf in the tree (read: concave subspace) a list of all the polygons is kept with 1 bit per poly. 1 is visible, 0 is not. This works great for mid sized data sets, but If you were to get a online virtual world ala snowcrash, the sheer size of the data set would be an encumberance, and a BSP tree would be even more ridiculous since it actually adds more polygons by splitting polygons that intersect the planes it uses to build subspaces. A bsp won't stream either, since you need the entire data set to render something.

    Portals on the other hand are much better for this lofty goal. The way a portal works is rather simple. Take to concave subspaces (say two cubes) that share a face. That shared face is a portal from one subspace to the other. Now from within one cube, all you have to draw are the 6 faces. if you notice that the portal face is visible then you know you have to draw the subspace that the portal is connected too. This is great because you don't need a full data set to start drawing. you only need to know which cell you are in to begin with. moving from one cell to the next is simply a matter of going through the portal. To stream this, you start in your home cell and every time you hit a portal that you don't have a cell for, your computer can download the geometry of the new cell as well as the web addresses of any portals that it points to.

    The only problem I can see with portals right now is how to build the cells properly. Right now lots of games use BSP trees to build a whole bunch of concave subspaces (the cells) and use the tree to determine what face of each cell is touching another. Another problem is that as your data set gets bigger, your cell's volume drops to the point where you have more cells than polys to begin with and you're stuck with large data set again.

    You can't use an infite data set to build a bsp and it would take several ages of the universe to build an optimized one. If someone can come up with a method of building cells easily while making them contain a decent amount of detail(ie make them large and just ignore detail geometry inside of them), we'd have snowcrash in no time. That and 3d interfaces aren't that fast. Imagine walking from slashdot to google!

    --
    All a coder really wants, are fast cars, fast women and fast algorithms.
    1. Re:3d engine design. by codetalker · · Score: 1

      thats what I said. "...3d interfaces aren't that fast. " Interface design revolves around the user getting from decision to execution in the least ammount of time ie: fewest clicks, shortest mouse moves and least time waiting. walking or flying in 3space would take some time that is far more easily and quickly done with a more detailed direction command (an URL for example) I think that the only reason people want this is cause it sounds cool. I actually wrote a 3d shell program for windows but it was damn tedious to use. I ended up having a command prompt to do all the navigating. The only 3d bit was that the windows were in a sphere all around you. The window is practical and there is almost no better way of presenting data.

      --
      All a coder really wants, are fast cars, fast women and fast algorithms.
  72. Re:Early networked games by Anonymous Coward · · Score: 0

    I don't see how anything that ran on SPARCstations could be seen as "consumer-level."

  73. Doom expandability by Anonymous Coward · · Score: 0

    The author makes another error when he claims that Doom was easy to mod as the "file format was more or less officially documented".

    Actually, I don't think id realized people would even want to mod the game. They certainly didn't go out of their way to make it easy. The unofficial doom wad file spec was the result of someone hacking the wad file format. id never released it, to my knowledge.

    Thanks to that, and some user-created editors, Doom mods became popular.

    1. Re:Doom expandability by Anonymous Coward · · Score: 0

      john u suck big time ut 4 ever

  74. Tempus Irae by Ukab+the+Great · · Score: 2

    Marathon Tempus Irae is without question the most original, most creative, most engaging FPS scenario ever created. The artwork was phenominal, especially considering that the marathon engine is only 2.5D. One haven't lived until they've blown away Pfhor in an exsquisitely decorated 16th century italian chapel to the tune of chanting monks.

  75. Re:historical revisionism by BrookHarty · · Score: 2
    Tribes based on the "Red Baron Flight Engine" had larger maps than most FPS games. Being outdoor based, (But also included indoor maps) opened the feel of freedom in 3D games.

    Reminds me of an oldergame, Autoduel which had extremely large maps, and had freedom of movement.

  76. Re:Google cache (text) ... by zpengo · · Score: 2

    Don't click that link! It goes to goatse.cx!

    --


    Got Rhinos?
  77. Re:historical revisionism by ergo98 · · Score: 1

    Tomb Raider was the hardware "killer application", not Quake.

    I have to disagree, although it depends on how you define "killer application". Tomb Raider might have reached more people, but Quake has driven hardware development since day 1.

    I happened to be in sales (earning my wings) in the early days of 3d accelerators, and without a doubt the selling point for the new 3dfx cards (the original Voodoo) was Tomb Raider (it was the stock demo for anyone selling 3dfx cards): It was the reason 3d acceleration took off in the first place, and the rest is history.

    I remember when Quake first came out: At the time I was a big fan of Duke3d, and the Quake technology demo came out. Personally I thought it looked like crap, but over time (and with the hardware) it developed into something visually amazing.

  78. Re:Operation Flashpoint by +ECLG+FreshMaker · · Score: 1

    I've started playing OF and like it. There's a learning curve - i find myself frustrated and back playing Unreal Tournament after a few short missions. Would be nice to have a way to save the game multiple times like in Half-life. OF is slow if you like blowing things to peices like in UT and Quake.

    What's the online version like? Haven't played multiplayer yet 'cuz I need a clan(?) URL. Any good URLs to test on?

    BTW - Operation Flashpoint hasn't been released in the US yet. Had to buy mine from a UK ripper on ebay. The promo film is what sold me. Fscking rocks!

    --
    Remember children - there are no stupid questions, just stupid people.
  79. Re:Errors. by Anonymous Coward · · Score: 0

    Seems like some old pinball games and Assembly-type demos were using mode X long before Doom came out.

  80. Re:Bungie by telbij · · Score: 1

    You obviously haven't watched the engine demos of Halo, if you had, you would know why it merits a place in a game discussion.

    While I think Doom had an edge on single-player playability over Marathon, Marathon did enough things better than Doom to at least make it an equal (looking up & down, rooms sharing the same space, secondary weapon triggers, interesting story line, more inspired level design, swimming, much stronger quake-like multiplayer).

    There is also no mention of Myth/Myth II, the single greatest RTS game ever created (and probably will remain so for quite some time). Bungie did what game designers thought was impossible: namely create an RTS game with realistic physics/terrain with an interface that allows you to control many troops with pinpoint accuracy. Sadly the level of skill that the early players have reached makes it tough for new people to learn it.

    Throw Oni into the mix and you can see that Bungie was a visionary company who's interest was bringing cutting-edge NEW ideas to market. Nothing in their games is derivative except for the most general of concepts.

  81. Re:Already here. by Saeger · · Score: 2
    Snowcrash + Gaming + Metaverse: I'm instantly reminded of an article that CRT -- the RocketArena dude -- wrote for gamespy a few weeks before his RA3 mod was to be released (which everyone hoped would validate Quake3: The Engine).

    For those too lazy to read the whole thing, here's the funny part, where he tries to guess where all this virtual reality whizbang-stuff is headed in the future...

    2052. Epilogue
    Fifty years after the first Metagame, almost no one can remember a world without them. Direct neural interfaces have removed the virtual nature of the Metagame. Now, when you are "jacked in," everything you see, feel, or do is a reflection of the Metagame. Advances in food sciences have removed the need for large-scale farming. The nutritional needs of the world are met through daily supplements that can be administered while the user is in the Metagame. People still eat for recreation of course, but only in the Metagame, where it tastes just as real won't affect your body. Nearly every occupation in the world now revolves directly around the Metagame -- its administration, policing (the first Metagame murder happened many years previous), growth, and design.

    As people's lives have become more automated, they have more time for recreation. The standard workweek is two hours a day, three days a week (and usually completely within the Metagame). Because creating objects in the Metagame is a one-time task (after which it can be duplicated with no cost) there is an unlimited selection of games and other forms of entertainment available for virtually nothing.

    For many years pundits decried the decline in real-life interaction and socialization caused by the Metagame, but they have long since realized that the socialization between people in the Metagame is far more valuable and can take on many more forms than was ever possible in the real world. There are still technophobes that refuse to jack in, but they live to suffer less meaningful lives in a world that has moved beyond the real, and into the Metaverse.

    That's a lot of time sitting on your ass. I can only hope we've solved the swampbutt problem by then. :-)

    --
    Power to the Peaceful
  82. Re:3D building software by Kvaternion · · Score: 1

    the question is if you really need a fully fledged cad-program for your gaming needs, if you need a program to quickly and efficiently draw up 3d structures, I don't think there is anything that will compare to Form*z when it comes to speed and ease of use. It is also reasonably compatible with other programs, and works perfectly with Maya...

    --
    my only sig is of the SIG SG551 variety
  83. Operation Flashpoint by rfolstad · · Score: 2, Interesting

    Definetly the most amazing game i have played!
    When i was a little kid i remember thinking the coolest game would be one where u could be playing a kind of flight sim game where u blow away some choppers take a few hits, eject and now find yourself a foot soldier. Operation flashpoint has made that dream a reality. I find games today focus toooo much on graphics and not enough on game play. Flashpoint doesn't have the best graphics but the game play is soo realistic and the engine supports the biggest maps i have seen. I don't want matrix moves and i could care less if the hallway im walking down has fog all around. I want realistic game play with large out door maps. I thought tribes 2 was going to make this a reality but like most games these days the 3d engine has sooo much potential but no good mods. Anyways i was suprised to see flashpoint not mentioned in the article. That game has more innovation from standard 3rd person shooters than any i have seen and it doesn't make sense for it to not be mentioned in this article.

    1. Re:Operation Flashpoint by rfolstad · · Score: 1

      Online play is kinda buggy but definetly fun. The netcode is nothing like tribes2 or quake3 it definetly needs improvement but it hasn't even been released in the US yet. Most of the online servers are in the UK so i guess its not fair to judge yet. I don't play online that often but i would check the official forums. I think the game is amazing ive finished the single player campaigns and it is great fun. Definetly slower game play than your typical ctf but if you like sneaking around and taking out russians with an HK play it a little longer. The first missions are kinda boring but once u get in a little deeper and start driving tanks, choppers and the A10 it gets alot more fun.
      Unfortunately im using a warez version cause it hasn't been released in Canada but as soon as i see it in the store i will pick it up!

  84. Re:Errors. by Anonymous Coward · · Score: 0

    if there wasnt a karma cap, what would carmacks karma be on? how many fist pr0st goatse.cx posts could he make?

  85. Re:historical revisionism by 11223 · · Score: 2

    Oops. The number I quoted is for a column in the middle of a room. 26 is right.

  86. Wing Commander and cpu upgrades by Wolfgar · · Score: 1
    Doom was successful in balancing a reasonable image quality with a fast frame rate, but it really required a modern, fast computer to run well. In 1994, quite a lot of people upgraded their computers mainly because they wanted to play games. This is commonplace now, but it was almost unheard of before Doom.

    Perhaps the professor should have checked into the history of a series of 3D games called Wing Commander. Every damn version of that game required an upgrade for reasonable performance...and it was doing 3D well before Wolf3D (ok, it was cheating because the backgrounds for space are simple, but it is a noteworthy game in 3D gaming).

  87. Re:No mention of Marathon? by Decimal+Dave · · Score: 1

    I agree; Marathon introduced some interesting technology to FPSs. It had a number of things before any others in the shooter genre: advanced physics, a moddable engine, an engaging plot, even real-time voice communication in multiplayer games (and no, I don't mean the old shouting-across-the-hall technology).

    Interesting though that the author mentioned Halo will only be availbale for the XBox. His ignorance there disturbs me, being a Bungie fan, especially since Bunge has repeatedly stated otherwise.

    --

    "Leave the strategizing to those of us with planet-sized brains." -Tycho
  88. What grade is this guy in? by CaseyB · · Score: 1, Troll
    Not a bad attempt for that grade 8 composition assignment, but why are we peer-reviewing elementary-school essays on /.?

    Beside the obvious factual problems (starting with DOOM?), the grammar makes my brain hurt.

  89. his history is completely fskd by dutky · · Score: 4, Informative
    The first 3D, first person, multi-player games that I recall were both on the Mac, back in the 1989-1991 time frame.
    1. There was a simple maze/combat game, whose name I don't quite recall (I'm thinking it was MazeWars) which offered a first-person perspective mode. Web searches turn up references to games of similar description on Sun workstations and Xerox Altos, which suggests an eaven earlier date than 1989.
    2. Spectre, which was released a few years later for the PC under the name Spectre VR, was a wire-frame tank simulation, but you played it from the first-person perspective: as if you were sitting in the tank itself. The Mac version was released in late 1991 or early 1992.
    While DOOM may have popularized the FPS genre, it was nowhere near originating it.

    I will say, however, the DOOM, and Wolfenstein before it, were the first games to produce anything like a sense of real motion on non-workstation class hardware (I'd seen nausea inducing games on SGI workstations back in 1991, but most PCs and Macs couldn't render quickly, or smoothly, enough to fool the eye). I'm still impressed with what DOOM could do on a lowly 40MHz 386.

    1. Re:his history is completely fskd by enocim · · Score: 1
      Blue Meanies From Outerspace

      Space Invaders

      ... dont forget Zork...

      and Space Quest I & II, just plain bitchin.

    2. Re:his history is completely fskd by Lord+Omlette · · Score: 1

      I think he said it was the first 3d game that did 3d well on a home PC, not the first 3d thingee ever...

      Spectre was fun.

      --
      [o]_O
  90. Re:Future of FPSs? by Anonymous Coward · · Score: 0

    Thief - The Dark project (by Looking Glass) is a rather nice twist on FPS ... except that it's not much of a S.

  91. Actually, the first 3D game was for the TRS-80... by KelsoLundeen · · Score: 3, Interesting

    ... or, at least, the first 3D game I remember playing over and over and over again: Death Maze 5000 for the TRS-80 Model I. I believe this was around 1980-82.

    (I'll bet there were 3D-like games even before the TRS-80.)

    There was also Asylum I and II -- both 3D (they weren't actually 3D, but the hallways had a 3D perspective). All the games were (more or less) real-time, too: you move through the maze using the arrow keys. Every time you moved, your perspective changed. You could pretty quickly locate doors and stretches of long hallways.

    Remember, too, that the TRS-80 Model I's had really, really limited graphics: black and white and (IIRC) approximately 127 by 48. Later, you were able to buy a high-res upgrade (not sure if it was available for the Model I, but I remember the Model III/IV had the option).

    And here I'll veer off-topic slightly, but I think it's interesting to mention that these early games (and I remember a 3D maze game for the Commodore Pet, too) were amazingly addictive despite limited graphics. I wouldn't be surprised if the Timex Sinclair had some sort of 3D game. I'm sure the Apple II had 'em -- as did the Atari 400/800 and the TI 99/4a.

    What I distinctly remember -- and this was a long, long time ago -- was sitting with my buddies playing Asylum and wishing for better graphics and colors. We all thought it would never happen. (We were maybe 14, 15, at the time.) We figured games like Death Maze and Asylum were flukes. That they'd never catch on. We also figured the Infocom games -- Zork I and Deadline and Suspect -- would be the games that, over time, would last.

    Really, really off-topic, but I remember this, too: does anyone recall the old-time Infocom game packaging? How they'd include all sorts of neat floor plans, maps, keychains, buttons and badges. Those old Infocom games were really a trip: each package was different and had all kinds of cool stuff.

    *sigh*

    Anyway, flash forward twenty years. Quake 3, Tribes 2, Counterstrike.

    Little did we know ...

  92. 8way Networked Deathmatch '87-Atari ST MIDI Maze by NortonDC · · Score: 1

    "There were ray-cast games on the Atari 800: WayOut, Capture the Flag; and the 68000-based Atari ST: MIDI Maze (AKA "Kill a Happy Face"). This last game allowed eight machines to be networked together using MIDI ports, for a full Doom-style "deathmatch" in 1987."

    Google's cache of the Siggraph article.

  93. Floating cubes in Descent require only 6 "cubes" by willow · · Score: 1

    One for the floating cube and one enclosing "cube" for each face. Granted, the enclosing cubes aren't really cubes anymore, they're actually truncated pyramids (frustrums). An interesting property of this arrangement is that the set of enclosing cubes forms a larger cube. In fact, if you didn't want to allow player ships to occupy the interior of the center cube you could delete it, texture the opposing faces of the enclosing frustrums and only use 6 cubes total. People did this in order to reduce the number of cubes required.

    --
    Moderation in everything, including moderation.
  94. Re:Errors. by Anonymous Coward · · Score: 0

    I don't see a graphical progress bar being worth the effort. On the other hand, if you could play Frogger while linux booted....

  95. Re:Goal Free Universe by snake_dad · · Score: 2
    If the women go there, the rest of the world will follow.

    Right... make it a dating universe :-)

    --
    karma capped .sig seeking available Slashdot poster for long-term relationship.
  96. Errors. by John+Carmack · · Score: 5, Informative

    >It (DOOM) was designed by talented people with good skills and academic degrees in
    >computer science.

    None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all, and Kevin's is in political science.

    >It even had a simple but multithreaded "operating system" of its own to handle asynchronous
    >updates of graphics and playing sound while performing the game simulation.

    No. We made the startup sequence busy and techie in a sort of imitation of the NeXT workstations we were using at the time, but there was no multithreading going on. The sound was done with interrupt driven processing, which doesn't qualify.

    With the source code open for years, this should have been easy to check.

    >a resolution of only 320x240

    320x200

    I would take issue with some of the other vague statements made later on, but they aren't pointed enough to debate.

    John Carmack

    1. Re:Errors. by RatBastard · · Score: 1

      I have never understood why the "Mode X" myth just won't die. How much research would it take to figure out that DOOM (the original DOS version) ran at 320x200? A screenshot would be all that is needed to prove the resolution.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    2. Re:Errors. by drivers · · Score: 3, Informative

      "Mode X" was 320x240 (square pixels). But you could also go into the equivalent mode in 320x200, which is is the same resolution as standard "Mode 13h" linerar frame buffer. Whether you were in 320x240 or 320x200 mode X (or several other "undocumented" tweaked modes) you still have a buffer where the next byte in the buffer is the next 4th pixel on the screen. One cool part was that you could use the hardware in the card itself to copy data between buffers as long as the copy was aligned on the same x-pixel (modulo 4). Mode X also let you do page flipping. The linear frame buffer would only let you access 64KB of video memory in mode 13h, so you couldn't do page flipping. ModeX gave you access to the full 256KB available on VGA and up, but you lost the programming simplicity of a linear frame buffer. You would have to do an "OUT" to a port to select which set of pixels you wanted to work with, like set 0 would be column 0, 4, 8, etc.

    3. Re:Errors. by denshi · · Score: 3, Interesting
      > >It (DOOM) was designed by talented people with
      > >good skills and academic degrees in computer science.

      > None of us had degrees in computer science. Romero, Adrian, and I don't have any degrees at all,
      > and Kevin's is in political science.

      Do you see a lot of these kinds of assumptions? The rest of the article doesn't show this bias, but I assumed this kind of mistake, coming from a CS prof, is the ivory tower trying to claim validity on a subject they have ignored.

    4. Re:Errors. by Anonymous Coward · · Score: 0

      That's JOHN FUCKING CARMACK. Show respect, pig.

    5. Re:Errors. by RottenDeadite · · Score: 1
      > John Carmack

      Do I recall you making some noise at one point about writing a Snow Crash-esque engine, based off Q3 netcode?

      Or have the drugs begun to take hold?

      --

      ***JUMP PAD ACTIVATION INITIATION START***
      ***TRANSPORT WHEN READY***

    6. Re:Errors. by dmorin · · Score: 3, Interesting

      On that resolution of 320x200..? For years I've been under the impression that DOOM was one of the first games to use "Mode X" (made famous by Michael Abrash) which is what enabled the killer frame rate at a time when 320x200 plain VGA gave you really inefficient 1byte/pixel linear buffers. Mode X also gave you funky increased resolution like 320x340.

  97. Re:Doom and earlier games? by howardjp · · Score: 1

    You are thinking of Catacomb 3D or Catacomb Abyss from Softdisk. They both used a reduced version of the Wolf3D engine.

  98. This guy's a professor? by Andrewkov · · Score: 1

    This guy's a professor?? I've seen better written essays from high school kids. His facts are full of mistakes and missing info, plus his writing style is terrible. I'm really curious to find out what school is he from?

  99. Re:Goal Free Universe by the_ph0x` · · Score: 1
    Well a /goal-free universe/ doesn't necesarrily mean no violence - heck a 3d world where you interact with objects as you would in real life with such as the following:

    1) Karma Base for good and evil standings in different areas of the 'universe'.
    2) Cast-like controle structure similar to MUD's but with more achievable god-like positions in your regions.
    3) Item manipulation. Pick a flower and give it to your 'cyber-girlfriend', sit down with friends around a table, etc...
    4) Always on options for ideling, and away... ie. make a roll-out bed in the corner and go to sleep instead of the normal '*** ph0x changes nick to ph0x`z'
    As with some of the items mentioned above, you could also have other things granted as special commands. And different regions(channels) controled by what would be the equiv to ops.

    Ever wanted to see someone really get kicked from a channel? Watch in wonder as your local region owner grabs the troublemaker by the collar and boots him/her out of a bar.

    Just some thoughts for the future.

    ph0x
    --

    ---
    ps -aux | grep mind
  100. Re:Factual errors galore in the history! by Rimbo · · Score: 1

    ``No it does not, in fact it specificly says "...it was done in an immersive first-persion perspective. Doom was not the first game to do this, but it was the first game to do it well."''

    Well, then it's a subjective issue; I still think Wolf3D did it -well-.

    "Wolfenstein 3D did not have textured celings or floors."

    It didn't? Dang...I seem to remember differently. It has, after all, been ten years since I played it. :)

  101. Cybertown by scriptkiddie · · Score: 1

    Cybertown is a goal-free universe. It has quite a few nifty features, but didn't actually work all that well last time I checked (2 years ago on a PII-233 :). www.cybertown.com

  102. Re:Other uses for engines by Anonymous Coward · · Score: 0

    yep, halflife and worldcraft is a breeze. We created a map of our office. Never got to implementing the small yelping dog that would bite at your legs on entering the boss's office though.

  103. Keep all but the violence, what would happen ? by CodingFrenzy · · Score: 1

    Imagine a FPS with all features the community wants and desires, like dynamic realistic environment, distance based fog, complex particle effects, high-resolution multilayered textures, detailed and fluid playermodels, surround sound, flexible and learning AI, demanding tactics and stategy, an extensive SDK, optimized netprotocols, cheater-proof code.

    Imagine now that the players would be colorful clowns, running around in wonderful circus environments, using weapons like rubber-hammer, cake-shooter, water-pistol that knock out but not kill the other clowns, the knocked out one sitting on the floor for 5 seconds with stars rotating above his head. Parents would laugh about the game, find it even amusing, not being shocked about it or roll their eyes in disgust or confussion.

    Would this game be popular ? Would this game fill thousands of servers worldwide ? How much is violence part of the gaming thrill ?

    --

    Obviousman is obviously not obvious enough
  104. Future direction by dthable · · Score: 1

    TechTV's Extended Play was reporting on an intresting game, Neverwinter Nights, that allows dungeon master's on the Net to setup and control a game, thus making it limitless. I imagine a game of this nature played in the first person. Brings new meaning to online communities.

    1. Re:Future direction by Bobo+the+Space+Chimp · · Score: 1

      I don't believe they will offer FP, even as an option, will they, even though the game is completely 3D.

      It would be nice to FP a character. Yes, I know people control groups, but people could each do 1 char and go FP.

      --
      I am for the complete Trantorization of Earth.
  105. Re:historical revisionism by RovingSlug · · Score: 1
    Here in America, too. I know many people that bought a Voodoo (1, "classic") to play GLQuake. Tomb Raider was hardware accelerated? I didn't know or care, and apparently neither did anyone else I knew.

    It's consensus among the circle of people I know that GLQuake was the 3D hardware acceleration killer app.

    "Historical revisionism"? Indeed.

  106. Re:historical revisionism by jim · · Score: 1
    Ultima Underworld was out a month before Wolfensteinstein 3D.

    Not only that, but it featured dynamic lighting (with dithering), decals on the walls, 3D objects, a plot (which the Doom types still don't have in 2001), sloped, variable-height floors ... none of which id even managed to get into DooM. Oo yeh, ahead of its time ...

    --
    -- Arm yourself when the Frog God smiles.
  107. Dungeons of Daggorath by Snar+Bloot · · Score: 3, Informative

    Hey, I had a "first person 3D" game for a 16K RAM TRS-80 Color Computer way back in the early 80s. Of course it didn't live up to Wolf 3D's graphics, but Wolf isn't nearly as good as Doom, either. BTW, the secret to killing whatever big nasty that lay at the end of Dungeons of Daggorath was to drop everything you were carrying except your sword and then flail away it the monster. They monsters would put picking up things on the ground ahead of fighting on their priority list.

    1. Re:Dungeons of Daggorath by Ambient+Sheep · · Score: 1

      And then there was "3D Monster Maze" on the Commodore PET...1980 or 1981 the latest...

  108. A professor wrote that? by Junks+Jerzey · · Score: 2

    It was a very thin history, like you'd see on a gaming news site run by someone in high school. He took a simple, superficial look at a certain type of game, but ignored everything else, especially the flight simulators (which date back to 1980 or so on the Apple II, speaking simply in terms of home computer hardware).

    I'm starting to get annoyed by the movement of academics into the game "field." Now they can state the obvious, but it carries more weight because they're professors.

  109. academic? by rivers · · Score: 0, Troll

    Who gave this guy his Ph.D? I can even write more coherantly than him, and it is rumored that I am an idiot. I bet he got his degree from the same place I took my TV/VCR Repair courses. Yah for academia!

  110. Hardware acceleration by marcovje · · Score: 1


    Actually the sequel to Descent, Descent II was already retrofitted with some hardware 3D support

    (for lesser cards like Virge, but later also for Monster)
    The acceleration for Virge was before Quake I. I don't know if the acceleration for Monster was pre or post GLQuake. (I think before, but am not 100% sure)

  111. Re:historical revisionism by 11223 · · Score: 3, Interesting
    True, Descent's architecture was sort of a "one room with tunnels" approach, which meant you couldn't go outside. The way they did it was with cube-ish structures which could have walls on none, some, or all sides (but the outside needs to have walls). So, if you wanted to place a floating cube in the middle of a room, all you'd have to do is border it with 8 blank cubes.

    Interestingly enough, the engine never checked for overlaps, so third party developers did some interesting things in the name of the fourth dimension ;-)

  112. Re:Future of FPSs? by Pxtl · · Score: 2

    I'm not sure, but I think Lazy Matrix UT did it first.

  113. Re:Doom and earlier games? by CmdrPinkTaco · · Score: 1

    Heretic or hexen maybe?

    --
    Please give your mod points to others, Im at the cap. They will appreciate it more
  114. Cosmic Osmo anyone? by Frosty*Jedi · · Score: 1

    There is a goal-free game created by the guys who made MYST for the Mac called Cosmic Osmo and The Worlds Beyond the Mackerel. It's hard to find but still lots of fun.

  115. Re:Early networked games by Anonymous Coward · · Score: 0
  116. Re:Sigh by Anonymous Coward · · Score: 0
    From the end of the 2nd paragraph : "Doom was not the first game to do this, but it was the first game to do it well"

    All it takes is is few minutes reading the document itself.

  117. Re:It's already massively flawed by Para 2: Doom? by lha2 · · Score: 1

    NetTrek too. Not an FPS, but did have 2d graphics, which is more complicated than something played "on a text terminal".

    I think the author also used the word "entusiastically" (or similar), which is a quibble except that professors are expected to spellcheck things they put out for public inspection.

  118. 1st-person games for blind people too! by mgflax · · Score: 1
    (Note: quoted from http://zform.org/news.html. My wife -- who is blind -- tried the games and were impressed. The game will be under the GPL when released.)

    On July 1st-7th the National Federation of the Blind (NFB) held its annual conference. On the NFB tradeshow floor, Zform presented the latest version of its technology prototype. The game lets two players explore several virtual 3D environments populated by some interesting creatures. Zform's specially designed Audio User Interface (AUI) provides blind-accessiblity. This prototype uses the Quake engine for graphics, providing a solid graphical experience that attracted many players with sight at the conference. The game's networking allowed two players, regardless of sight, to play together. Our engineering team was proud to see how much sighted and blind attendees enjoyed playing the prototype. Attendees were generous in their praise and gave valuable suggestions on how to improve the prototype further. We'll be beta testing some Zform games in the coming months. If you are interested in being a beta-tester for Zform Games, join our newsletter.

  119. Re:No mention of Marathon? by telbij · · Score: 1

    There is also one feature of Marathon that no other game has ever reproduced (to my knowledge). The ability to design a map with any number of rooms sharing the exact same space. No, I'm not talking about one above the other (that's easy), but actually sharing the exact same 3d location.

  120. not the game industry by fnurb · · Score: 1

    Expecting the game industry to produce the Metaverse is like expecting Vince McMahon to produce Shakespeare in the Park--or like expecting Saddam Hussein to produce Tuck and Patty.

    How can I explain the desperately venal internal industry reality to all you wide-eyed gamers with visions of super-frags dancing in your heads...

    The game industry is to cyberpunk's vision of virtual life as Britney Spears is to The Beatles. Sorry, can't get there from here.

    As for ActiveWorlds, Cybertown et al, pulEEZE. Might as well try to build warp drive out of toothpicks. Well-meaning but dead-end.

    It *is* coming folks, but it takes more than T&L shaders, particle explosions, volumetric fog, antigrav breasts and steroid-pumped pecs. And it *certainly* takes more than the EQ/Ultima/Asheron/WWII's of the world have to offer.

    It takes soul and artistry--and an understanding of human nature that goes beyond Pavlov and reinforcement schedules. You won't find that at EA/M$/The-Q. Nor at Hasbro/Saddam/The-Ferengi. Nor at Vivendi/Havas/The-Borg, which apparently just locked the entire Dynamix staff out of their offices and closed shop without the courtesy of advance notice, and without even letting employees clear their desks out.

    Sure, their velvet Elvis's are painted with state-of-the-art brushes on the most expensive canvas money can buy propped on solid-gold easels, but they are still velvet Elvis's, and they will never be the Mona Lisa, no matter how many times they do an M & L.

    Maybe I can put it in a way even /.-ers will understand:

    Expecting Tomorrow from the game industry is like expecting Linux from Microsoft.

    --


    Flout 'em and scout 'em,
    and scout 'em and flout 'em;
    Thought is free. - Shakespeare [The Tempest]
  121. Re:Actually, the first 3D game was for the TRS-80. by John+Miles · · Score: 3, Interesting

    We figured games like Death Maze and Asylum were flukes. That they'd never catch on. We also figured the Infocom games -- Zork I and Deadline and Suspect -- would be the games that, over time, would last.

    They were. I don't see any entire communities dedicated to keeping Death Maze and Asylum alive.

    The good stuff endures. Unfortunately, it's been years since there was any "good stuff" available commercially in the interactive-fiction world.

    At some point, that's likely to change.

    --
    Dahlmann tightly grips the knife, which he may have no idea how to use, and steps out into the plain.
  122. Re:Already here. by Bobo+the+Space+Chimp · · Score: 1

    > What I'd really like to see is a goal-free 3D

    Sorry, I played Furcadia. While (cartoonishly) Isometric and not 3D at all, it's just a bunch of peeps sitting around on poofy throw pillows talking about how much they like each other.

    Never did see any Omaha: The Cat Dancer type activities...

    --
    I am for the complete Trantorization of Earth.
  123. Re:Goal Free Universe by Lemmy+Caution · · Score: 3, Insightful
    Or a company with enough smarts and the right people to market to people who *aren't* 15 year old boys and the like.

    If the women go there, the rest of the world will follow. Market a non-goal 3d virtual world to people who aren't playing Quake, not to the people who are.

  124. Bungie by Johnny+Mnemonic · · Score: 1

    First of all, no mention of Marathon. Didn't that game pioneer the ability to look up and down, rather than just side to side?

    Secondly, Bungie has said (repeatedly) that Halo will be coming for the Mac--after the MSFT purchase, Bungie stood on the stage at a Macworld and declared that Halo was still planned for the Mac. It sure as hell had better be.

    --

    --
    $tar -xvf .sig.tar
    1. Re:Bungie by praedor · · Score: 1

      Don't know about marathon other than playing, for a few minutes, some of the available derivatives from it on linux - not too impressed, but then, I'm not impressed with doom NOW, though I was extremely impressed and wowed by it when it was new.

      Me, my father, brother, all were wowed by Doom and Doom II. Nowadays, it just doesn't pass muster. Half-Life had a similar effect (OK, so did Quake at its release) to Doom, though once FPS became common, the wow factor become somewhat less compared to when it was new.

      Halo doesn't count for squat yet because it isn't here. No one is or can play it. How/why should it have ANY place in a game discussion. You seek to place the cart before the horse. Wait until it is out and the disappointment hits before you discuss how great it is (M$ buying/wrecking Bungie pretty much assures disappointment. That puppy is dead now).

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
  125. 3D building software by truthsearch · · Score: 2

    You've hit upon a cumbersome problem in computer software. Computer screens and user interfaces are (almost) all designed for 2 dimensions. It's incredibly difficult to add a third dimension. Some good engines have been around for a while to draw 3-d and move around it. But creating a user interface to allow you to modify the world is tricky. For now all 3-d design must be done with a 2-d interface (even a 3-d input device is rendered 2-d on the screen). The best example is CAD software. Traditionally you draw in 2-d, then render into 3. But that's cumbersome software with a decent learning curve. I have yet to see a *good* user interface for drawing a 3-d world that's relatively simple to use. If anyone knows of any, I'd love to see them...

    1. Re:3D building software by Anonymous Coward · · Score: 0

      When Unreal was released a few (4?) years ago there soon was an architechture firm delivering previews of homes built using the Unreal Editor.

      They even had screenshots on the www.

      Sorry, can't remember the name of that firm. Despite being vaporclaims I'm sure I'm true.

  126. Re:historical revisionism by Reality+Master+101 · · Score: 3, Insightful

    I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.

    Descent did offer true 3D environments, but I think it's mistaken to argue that it's in Quake's technology class. My understanding is that Descent was heavily dependent on "1 room with tunnels" architecture, which was the limitation they were able to exploit to make 3D possible on a very low-end system. Quake was the first engine that offered true 3D with relatively few geometry limitations (obviously, certain geometry worked better than other geometry).

    I think it's arguable whether DOOM or Descent was more limiting. Descent was true 3D, but you couldn't do "real" architecture. Doom could do relatively real places, but was limited to 2.5D maps (i.e., you had height, but no room-over-rooms) and 2D sprites.

    This is not to knock on Descent, by the way, which was and is a great game and a solid technological achievement.

    Tomb Raider was the hardware "killer application", not Quake.

    I have to disagree, although it depends on how you define "killer application". Tomb Raider might have reached more people, but Quake has driven hardware development since day 1. Tomb Raider has never been about pushing the boundaries of hardware acceleration (they want mass-market appeal), but Quake engines have consistently pushed it.

    --
    Sometimes it's best to just let stupid people be stupid.
  127. Eh??? by byron150 · · Score: 1

    I could be wrong but Everquest is pretty close to the snowcrash metaverse..it is basically a meeting place with a complex game built in.

    --
    -Never believe in the end of something great, send it to sub-committee for further study!!! - ME
  128. DirectX and OpenGL by throx · · Score: 2

    Hasn't DirectX 7 and 8 surpassed the abilities of OpenGL? I was fairly sure the only way to get some of the features offered with hardware T&L was through vendor specific extensions, and even then some of the abilities to manage the swapping of textures to and from card memory were not available.

    I know OpenGL is a nice cross platform API and may even be simpler, but I think DirectX is keeping pace with hardware a lot better than OpenGL.

    (braces for flames but hopes for constructive criticism)...

    --

    Fear: When you see B8 00 4C CD 21 and know what it means

    1. Re:DirectX and OpenGL by Anonymous Coward · · Score: 0
      I think the hardware manufacturers expose their functionality with extensions. So, its not like their is some nifty piece of silicon that couldn't be used.

      I think the difference is that direct3d does everything in software, if it can't be done in hardware - but any engine developer worth his salt would check out the capabilities of the hardware at run-time and choose a rendering path based on that. You don't do bump-mapping in software:)

      I believe Carmack has said that dx8 has come a long way, but if you want to be cross-platform and dont' want to support both api's you use opengl. Half-life did abstract the rendering api to support opengl and d3d, but they already had opengl done for them.

      Anyway, my .02

  129. One simple, but glaring problem... by siraim · · Score: 1

    I know we all have our doubts about the historical relevance of this article, but I've got one massive issue with this.

    If it were written by a professor seeking to gain some credibility with this, I highly doubt he would use the phrase, "... I'm not saying the game is going to be crap..." That seems like something a 7th grader would write.

    Just my 2 cents.

  130. Reminicent.... by keepper · · Score: 1

    Of that whole Ksh compliance bit between the microsoftie and the creator of KSH.....

    Hehe

    ;)

  131. Educational games always need a boost by dmorin · · Score: 2
    Want something to do with 3D technology? How about a half decent map of, say, Washington D.C.'s monuments -- then let a classroom full of elementary school kids stage a scavenger hunt or something. Would be something, especially for kids who will likely never see it. Repeat for the various wonders of the world.

    I once started sketching out a simulation of a solar car racing game. You had to know enough about the science behind it to put together a working car, then race it, then collect money and buy more parts, etc... Just like many racing games, but with a huge educational element.

    1. Re:Educational games always need a boost by +ECLG+FreshMaker · · Score: 1

      I've always thought it would be a cool job to build maps of historical places in 3d max. One thinks one could easily sell them to game companies. Companies could reuse the maps as death match, scavenger hunt, scary history lesson, etc base lines.

      Ideas: Alcatraz, Tower of London, NYC subway system, Winchester mystery house, Missions of California, Cathederals of England, France catacombs, etc.

      True that education gaming lacks. IMHO the quickest way to learn is through a game. The more 3d the game the easier it is to become involved.

      --
      Remember children - there are no stupid questions, just stupid people.
  132. R6, Homeworld, Spacsim and others missing. by Chris+Y+Taylor · · Score: 3, Informative

    This discussion seems to leave out a lot of interesting or important games and focus on just some popular 1st person shooters. There are many multiplayer 3d flying or space simulation games from the early Spasim ( http://www.geocities.com/jim_bowery/spasim.html ) through to today's Air War and World War 2 Online efforts. Shouldn't many real time strategy games be considered 3d multiplayer games, Homeworld for example. None of the 3d multiplayer role-playing games are discussed, even though they have much of the "different modes of interaction than firing big guns at everything" that the article wishes for (hacking everything with a sword, for example).

    Even in the 1st person shooter area, it fails to discuss my favorites Rainbow 6 and Rogue Spear. Playing these is not at all like playing Quake with a different colored shirt, as the article suggests. The feel is very different; it is more like a hunting game, where you are both the predator and the prey (I won my most tense and exciting game by firing one (1) well placed shot) with no health packs or body armour that you can pick up to fix yourself.

    The article is an interesting discussion of how id software has sold a lot of hardware upgrades; but it seems short on discussing new or different directions for 3d multiplayer games.

    I think some form violence will be the main mode of interaction in most 3d multiplayer games for some time to come. Otherwise, why do you need the graphics? I can play an economic game like Railroad Tychoon in 2d just as easily as 3d. As for creating some sense of community; why do you need to generate complex 3d graphics for that when you have something better: language. Imagine how confusing and bandwidth intensive Slashdot would be if it were a 3d multiplayer non-goal oriented environment.

  133. Yep, it's here, and so what? by fm6 · · Score: 3, Insightful
    Its been around for at least 4-5 years already.

    Right you are. And ActiveWorlds demonstrates that making your software "goal-free" reduces your "game" to a glorified chat room.

    It's funny how writers like Stephenson and Greg Egan manage to grossly underestimate the difficultly of modeling physical reality. The best supercomputers in existence have to strain to model relatively simple events. You may balk at my referring to an atomic explosion as a "simple event", but it pales in comparison to the problem of determining the meteorological impact of that famous Chinese buttefly. Even if we take shortcuts (Stepenson suggests ignoring the inability two objects to occupy that same space), it will be a fair number of Moore cycles before we have a serious implementation of the Metaverse.

    William Gibson got it right in Neuromancer when he assumed that the human ability to fill in the details would be a necessary part of an VR application.

    1. Re:Yep, it's here, and so what? by weaselgrrl · · Score: 1
      Right you are. And ActiveWorlds demonstrates that making your software "goal-free" reduces your "game" to a glorified chat room.

      Wrong.

      ActiveWorlds demonstrates that slapping a 3D interface on a chatroom gives you glorified chatroom.

      If ActiveWorlds (or something similar to it) were to instead create a world in which you have physics modeling, ability to perform meaningful actions on objects (rather than just jump, wave and do a round-house kick that kicks nothing), and the ability to program or script new behaviors, then you'll see something more than a glorified chatroom. That will provide enough power to start working on a 3D MOO/MUD/MUSH. And those are excellent examples of successful "goal-free" gaming environments.

      --
      I spent all of those years as Anonymous Coward and all I got was this lousy number (204976).
  134. Crappy article! Wolfenstein 3d? Marathon on Mac!!! by Anonymous Coward · · Score: 0

    Crappy article! Wolfenstein 3d? Marathon on Mac!!!

    What lame article taht was.

    marathon made Doom look as primitive as "Bible Hangman" or "Color Pong"

    Marathon BSP could do angled floors and walls and ceilings.

    And doom is preceded by Wolfenstein 3d for mac, Apple II gs, pc, NeXT, etc long before they finished Doom.

    Wolfenstein 3d elped them make money to write Doom.

    and Unreal Tournament on Mac and Halo "beta" on Mac are revolutionary in 3d technology.

    This lame submitted article was written by a true newbie with little to no research or memory.

    Yes I read the article anyways.

  135. World War II Online by Mittermeyer · · Score: 5, Informative

    The good folks who did Warbirds have been developing World War II Online ( http://www.wwiionline.com ).

    There will be goals in the sense of successfully performing missions, being able to control campaigns by being able to post missions for others, etc. but you can pretty much wander around and drive/fly continuously from west France to Belgium- until the Me109s find you....

    If you try this game please note the stringent hardware requirements and that it's a bit buggy/laggy due to the absolutely breathtaking scope of what they're doing.

    --
    ________________________________________ History Must Not Fall Into The Wrong Hands ___________________________________
    1. Re:World War II Online by mimbleton · · Score: 1

      "At the beginning of WWII I think the ratio of armored personnel to non-armor in armor/mech units was something like 2:5. By the end it was 1:10, "

      Yeah but in World War II Online the ratio is more like 10/2 in favour of armor.
      Ussually you see tons of tanks battling each other in outskirts of a town and then you have one Opel comming in with 2-3 infantry to take over
      spawning points.
      Very unrealistic and frankly boring for somebody playing as an infantry unit.
      Don't get me wrong. I love the game when I actually get to see enemy and join some infantry fights but it happens so rarely ..

    2. Re:World War II Online by asv108 · · Score: 1

      This will all be fixed when they set spawn limits for various vehicles. Right now, you can spawn any tank at any time; this leads to unrealistic battle scenarios where there are 40 French chars and a handful of infantry. I got a copy of WWiionline when it first came out. It has been a disappointment so far but I think in a few months it will evolve in to a groundbreaking title. They really rushed the release, 75% of what is mentioned on the box is currently unplayable.

    3. Re:World War II Online by mimbleton · · Score: 2, Interesting

      The concept is great but execution is far from perfect.
      I have been playing infantry soldier for the last couple of weeks and I had 2, possibly 3 encounters with enemy infantry.
      The whole game is dominated by tanks, hardly any infantry in sight. If they don't fix that then this will end up being cheap tank simulator ...

    4. Re:World War II Online by goonboy · · Score: 1

      Did you happen to get into the battle on Server #2 for Landrecies yesterday? It was quite a hair raising time. I pretty much played as a French SMG'er the whole time. The German defenders were very entrenched and were making good use of sapper patrols through the city to keep out allied infantry infiltration. I was involved in several firefights with German infantry mainly centered around the church. Once in the city itself, I rarely died at the hands of the tanks. All it takes is a skilled truck driver to get you in ...

      This game is getting better day by day, I expect it to be a big title in the future.

  136. Re:Early networked games by Anonymous Coward · · Score: 0

    There was a networked flight sim that ran on SGI boxes before that too. I first saw it back in 1986. It had flat-shaded polygons and you used the mouse to fly, but damn, back then it was the coolest thing. Can't remember the name though :(

  137. Re:Goal Free Universe by Anonymous Coward · · Score: 0

    Hey guys, the open source development model is the best there is isn't it? So what is stopping all you guys who want a "no goal" universe from simply getting together and DOING it?

  138. Did this guy do any research? by GuyZero · · Score: 2, Insightful

    Did this guy do any research? Or did he just start rattling whatever popped into his head that he remembered from the good ol' days as a grad student? Why ignore flight simulators - they had simplistic graphics, sure, but they first-person perspective and did 3D graphics. What about 3D first-person space sims, like Elite? And, of course, Wolf3D, which he completely omits.

    This guy is a complete moron when it comes to the history of 3D FPS games. What's his PhD in, geology?

    1. Re:Did this guy do any research? by odaiwai · · Score: 1

      My first FP game was Wizardry on the Apple ][, probably about 1984(?) or so.

      dave

    2. Re:Did this guy do any research? by WowTIP · · Score: 1

      And what about good ol C64 games like Scarabeus & Platoon III(?) ;-)

      --

      --

      "I'm surfin the dead zone
      In the twilight, unknown"
    3. Re:Did this guy do any research? by Anonymous Coward · · Score: 0
      Well, I think the guy was trying to profile best-sellers, not just "first's" in the 3D gaming field.

      Anyone remember MicroProse's Gunship Apache chopper simulator (or F-15 Strike Eagle, Falcon, etc. from MicroProse in the early days - pre-90's)? That was way ahead of it's time, used some severely primitive 3d graphics for the hills/mountains and assundry other objects, and included some very basic flight physics to boot. Came out around 1988-89, IIRC. It had EGA graphics, but I do believe it was one of the best sellers of it's time because of it's outstanding 'realism.' I played that game far more than Doom (which came out later). It may not have featured networkability, but it did push the envelope if you ask me.

    4. Re:Did this guy do any research? by RatBastard · · Score: 1

      THe very first first-person game I ever played was a Fp version of Pac-Man. It was all vecter lines and it ran on an IBM PC/XT with a GCA card. That was about six years before DOOM came out.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    5. Re:Did this guy do any research? by UnknownSoldier · · Score: 2

      > Anyone remember MicroProse's F-15 Strike Eagle

      > Came out around 1988-89, IIRC. It had EGA graphics

      I was playing that on my Apple ][ back in 1985 !

      Apple Emulator's Microprose Page

  139. first person sports games by rjbrown99 · · Score: 1

    I'd love to see a first-person sports game built on an Unreal-type engine. Think of football, basketball, or soccer like that. It would REQUIRE a lot of folks to play but it would be way cool. It would be less fun for, say, the offensive lineman but hey it'd be true-to-life.

    1. Re:first person sports games by lha2 · · Score: 1

      Team Fortress Classic for HalfLife has Pushball, for what it's worth. Kind of a soccer with guns and grenades.

    2. Re:first person sports games by siraim · · Score: 1

      You won't see it... it was tried way back in the early to mid 90s, I don't remember the name.

      There were too many control problems. Swiveling your head, or seeing into your peripheral vision was too hard.

      take football, if you're a running back trying to hit a hole, and you've lost your peripheral vision, you're going to get blindsided... everytime.

      it was a neat concept, but unless they force fisheye views, it would be nearly impossible.

  140. Re:Google cache (text) ... by JebOfTheForest · · Score: 1

    lowest average userid in any >4 post thread ever. Yes, even since when all the userids were that low.

  141. you forgot the multiplayer aspect... by AlXtreme · · Score: 1
    I too recall that Maze game, btw, there were heaps of good games on the Mac's back in the good old days, where PC-buddies still had to play ugly color games ;)

    but anyways, you forgot the multiplayer aspect. AFAIK that Mazegame wasn't multiplayer-able, as was Spectre (or was it? i think i have a copy somewhere, but multiplayer games on 1 pc were scarce. Networked multiplayer games were very scarce, especially on the "all-on-my-own" Mac's)

    Bottom line: DOOM\Wolfenstein was probably the first 3D FPS multiplayer game for PC/Mac.

    but as always, just my 2c...

    --
    This sig is intentionally left blank
    1. Re:you forgot the multiplayer aspect... by telbij · · Score: 1

      Mazewars was ONLY multiplayer, it was empty if you played by yourself. You may be remembering one of the other maze games like the Scarab of Ra, or a maze-generating/editing program that I can't remember the name of.

  142. Tribes should have been covered by Anonymous Coward · · Score: 0

    Tribes was also a leap in terms of team based gameplay and its support for a large number of internet players. IMO, it should also have been covered in the article.

  143. Re:historical revisionism by Anonymous Coward · · Score: 0

    "But other than that the article was pretty much factually correct." ... from your perspective!

  144. Re:Other uses for engines by Kaki+Nix+Sain · · Score: 1

    Some friends of mine did the same with our residential high school back in the old Doom days (lots of levels). We honored cool people with neat monsters and nice weapons in their rooms, uncool people were stupid monsters. The RA's were the big boss type monsters that one had to kill to move on. Quite seditious, now that I think about it. I wonder what some of the people riled up about school shootings would have thought.

    --

    (C) Kaki Sain, 2011. By reading this, you have illegally copied my property to your brain.

  145. Re:futures by Rothron+the+Wise · · Score: 1

    The future is now.

    You should take a look at Red Faction. The game is already out for Playstation2, but a demo is out for PC aswell. It allows true random carnage to the worlds geometry, and it is something to behold. The most impressive part is how rocks collapse when the last support is blasted away.
    The game itself looks and feels a bit like Half-Life, except it takes place on Mars, with the movie Total Recall as an obvious inspiration.

    --
    A witty .sig proves nothing
  146. Re:Doom and earlier games? by AKAImBatman · · Score: 1

    I believe you are referring to Ken's Labyrinth which was created before Wolf3D. For some reason tho, it didn't have the same impact as Wolf3D. (Probably that fact that Apogee was cool and Epic Megagames was not.)

  147. Re:historical revisionism by Anonymous Coward · · Score: 0

    If you could do any rectangular prism, all you would need is 1 for the top, one for the bottom, and one each for the four center sides:


    _______
    I |_| I
    I |_| I
    I_|_|_I
    That's a top view of the center section - the top and bottom are single slabs. I hope Slashdot's fucking lameness filter doesn't reject this now that I've uglified it.

  148. Prehistory lessons by mjackson14609 · · Score: 1

    Network gaming with graphics goes back considerably further than the article suggests; in the mid-1970s the Plato system hosted a number of multiplayer games that exploited the downloadable "graphics font" capabilities of its monochrome terminals. Can't think of any first person POV examples, though.

    The Xerox Alto also had a number of multiplayer games on its bitmapped monochrome display, including at least one first person POV shooter: mazewar.

    --
    I decided that behaving ethically was the most nihilistic thing I could do. - Paul Pavel
  149. Already here. by jsonic · · Score: 5, Interesting
    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

    Its been around for at least 4-5 years already.

    1. Re:Already here. by matrix29 · · Score: 1

      Which of course is exactly what everybody wants, but chat rooms aren't providing.

      I suggest 3D models which are gender endowed and over-endowed which can duplicate all forms of fetishes, foreplay, tickling, sexual positions, human + robot + celebrity + animal forms, all body types, and some sound effects to go with the live voice sampling and playback.

      Then add in something to pass the time while uninteresting people come and go (like fighting imaginary monsters for imaginary gold + nifty weapons + armor) or some other quest or adventure (perhaps the joy of being in classic Egypt) or the future (maybe an imaginary other planet or some vision of our own future).

      That is why online gaming works. Neverfun (Everquest), Ultima Online (EA is being ran by assholes) and Asheron's Call (making the game suck more with gameplay flaws) are what works for the "Super Chat Room". Now they have to figure ways to split the grouping into more isolated topic areas like "MST3K" or "Stereo Repair" or "Political Rage". That way the group can stay online longer. After all, the group is what entertains each other, the combat is just to keep things from getting too dull.

      --
      "Face it, a nation that maintains a 72% approval rating on George W. Bush is a nation with a very loose grip on reality.
    2. Re:Already here. by Cruciform · · Score: 1

      Wanna know what the two most common phrases are in a goal-free 3D world?

      1. Age, sex, location?
      2. Wanna cyber?

      Sigh.

      Then again, I guess that's a goal for some people :)

    3. Re:Already here. by Tetsujin28 · · Score: 1

      Over ten years ago I used to hang out at Club Caribe, a virtual world on Quantum Link, the Commodore-64 online service that later morphed into AOL. Club Caribe may not have been very 3-D, but it was certainly goal-free and emphasized action more than talk.


      --
      - - - -
      The real Tetsujin 28 is a giant robot.
    4. Re:Already here. by zpengo · · Score: 3, Insightful
      The difference between ActiveWorlds (and similar) sites is that they are little more than avatar chatrooms with flashier graphics. The emphasis is still on talking rather than taking action.

      I think that the ideal goal-free 3d world would be developed *without* and emphasis on talking, which would force the designers to making the world itself an interesting place to act and interact.

      I've been working on a project that combines a variety of social/physical simulations into one MMP world, which can have a variety of interfaces (graphical, text, web-based, etc.) People are born, grow up, work, play, have relationships, have offspring, etc.; The focus is on the world itself, rather than on having a pretty place to chat.

      --


      Got Rhinos?
    5. Re:Already here. by quintessent · · Score: 2

      or, if you want it faster. Here's what I do:
      1) Open my front door
      2) Walk outside

    6. Re:Already here. by warpath · · Score: 2, Funny
      I've been working on a project that combines a variety of social/physical simulations into one MMP world, which can have a variety of interfaces (graphical, text, web-based, etc.) People are born, grow up, work, play, have relationships, have offspring, etc.; The focus is on the world itself, rather than on having a pretty place to chat.
      Ugh! I'm already doing those things, IRL. Can't my avatar in your world sit around and drink beer and play the Sims all day or something? Maybe camp Slashdot, so I could get one of those cool First Posts?

      Escapism is the whole reason to play, isn't it?

    7. Re:Already here. by Anonymous Coward · · Score: 0

      Hey, you heard about the new Italian Tyres?

      Dago round.
      Dago through mud.
      Dago through snow.
      Dago everywhere.
      And when Dago flat, Dago Wop, Wop, Wop...

    8. Re:Already here. by Anonymous Coward · · Score: 0

      The teacher gave her fifth grade class an assignment: Get their parents to tell them a story with a moral at the end of it. next day the kids came back and one by one began to tell their stories.
      Kathy said, "My father's a farmer and we have a lot of egg-laying Hens. One time we were taking our eggs to market in a basket on the front seat of the pickup when we hit a bump in the road and all the eggs went Flying and broke and made a mess."
      "And what's the moral of the story?" asked the teacher. "Don't put all your eggs in one basket!"
      Very good," said the teacher. "Now, Lucy?"
      "Our family are farmers too. But we raise chickens for the meat market. We had a dozen eggs on time, but when they hatched we only got ten live chicks. And the moral to this story is, don't count your chickens until they hatch."
      "That was a fine story Lucy. Johnny, do you have a story to share?"
      "Yes, ma'am, my daddy told me this story about my Aunt Karen. Aunt Karen was a flight engineer in Desert Storm & her plane got hit. She had To bail out over enemy territory and all she had was a bottle of whiskey, a machine gun & a machete. She drank the whiskey on the way down so it wouldn't break & then she landed right in the middle of 100 enemy troops. She killed seventy of them with the machine gun until She ran out of bullets, then she killed twenty more with the machete Till the blade broke & then she killed the last ten with her bare hands."

      "Good heavens," said the horrified teacher, "What kind of moral did your daddy tell you from that horrible story?"

      "Don't fuck with Aunt Karen when she's been drinking!

    9. Re:Already here. by The+Larch · · Score: 2, Interesting
      Well, Active Worlds is certainly goal-less -- when I tried it out a year ago or so, there was absolutely nothing to do but wander around and watch the blocky software textures slowly creeping down your modem to materialize into abunch of kids cursing and making passes at each other.

      But then Active Worlds is not a game, it's a "social environment", and while it's prettier or at least more colorful than IRC, it doesn't actually offer any improved functionality over it. In fact, I imagine trying to hold a conference would be much easier on IRC than in one of the "virtual conference centers", where everyone's avatar must fit in the constraints of a "room" and offer a line of sight to whoever they're trying to "listen" or "talk" to. And when you're the speaker and want to take questions from the audience, they all spew overlapping text on the screen at once. Yes, you can also communicate directly with particular users on Active Worlds with a simple text-based interface component which defeats the purpose of having a 3D environment at all and is also far inferior to any IRC client.

      What I'd really like to see is a good captivating 3D first-person adventure game, such as Ultima Underworld was (and Ultima IX wasn't). But I'd be just as happy with a good captivating 2D adventure or role playing game, such as the Curse of Monkey Island or Ultima IV.

      It was a common complaint in reviews in computer game magazines some fifteen years ago how games now had beautiful graphics and amazing sound, and absolutely no depth or interest. Plus ca change..

    10. Re:Already here. by Emil+Brink · · Score: 3, Interesting

      It does, indeed. You wouldn't believe the amount of trouble the fact that our default object happens to be a nude girl has caused. In January, we did a thing with Swedish national television (SVT) at the NATPE expo in Vegas. For that, we had to dress her up in a nice business suit, since otherwise (we were told) the American television people would die out of shock or something. Of course, at the actual expo floor, various rather adult shows were being sold with some rather explicit imagery. Not to mention the live models in some booths. ;^)

      I guess one of the actual reasons for the object being what it is is that human models, in general and female such in particular, are excellent for showing off our nifty subdivision surface technology. The renderer in the shot you link to is very simple and doesn't do subdivs, but we have one that does. It's very, very, impressive stuff, and can actually compete with present (and future) game engines. No joke.

      --
      main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
    11. Re:Already here. by CaseyB · · Score: 4, Funny
      Its been around for at least 4-5 years already.

      Uh, yeah, look out Neal Stephenson, the metaverse has arrived.

    12. Re:Already here. by warpath · · Score: 1
      Note: Active Worlds is
      a PC based software,
      and no performance
      guarantees are offered
      to Mac or Linux users.
      feh.
    13. Re:Already here. by Emil+Brink · · Score: 4, Informative

      Or, if you're into this free software thing, you might want to check out Verse. It's not quite there yet, but we do have a nice trick or two that ActiveWorlds can't match... If you have a DiVX-codec and bandwidth to burn, check out our showreel. It's pretty nifty.

      --
      main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
    14. Re:Already here. by Chasuk · · Score: 1

      This is NOT a troll. Please read carefully before modding it as such.

      Have you ever actually played Active Worlds? It may be laudably "goal-free," but the graphics are abysmal - slow, jerky, and low-res - and the conversation is insipid and juvenile.

      After 4 or 5 years, the Active World folks have done nothing except increase their subscriber base (how, I don't know, considering the faults I enumerated). Active Worlds was ugly by any standard even when it was new, and it hasn't improved much. The overall interface is still clunky, the chat interface is the worst I've ever experienced.

      I don't think that is what Neil Stephenson had in mind.

    15. Re:Already here. by StikyPad · · Score: 1

      What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

      Its been around for at least 4-5 years already.


      While it hasn't been around quite as long, there's a little goal-free diddy you might have heard of right here. At least, I've been playing with it for 2 1/2 years and I still haven't figured out the goal.


      SP

    16. Re:Already here. by yomahz · · Score: 1

      Its been around for at least 4-5 years already.

      Uh, yeah, look out Neal Stephenson, the metaverse has arrived.



      Ugh, everyone's a wise ass. This is a more appropriate link.
      --
      "A mind is a terrible thing to taste."
    17. Re:Already here. by TaoJones · · Score: 1
      zpengo wrote:
      The difference between ActiveWorlds (and similar) sites is that they are little more than avatar chatrooms with flashier graphics. The emphasis is still on talking rather than taking action.

      I agree wholeheartedly. I've piddled around with several of the interactive "build your own world" apps out there including OuterWorlds (a blatant plug for a friend there BTW), but they all fall short on certain aspects that various Moos and Muds have had down pat for years. LambdaMOO for example let me not only create my own "environment" (albiet text based), but also to program new objects into the environment. Couple that with a truly interactive social/political structure and you have a level of interaction that I haven't seen in any of the 3D equivalents out there - yet...

      BTW - kudos to Pavel Curtis for LambdaMOO, he'd make an interesting /. interview (hint hint)...
      --
      "Fear is the rootkit of democracy.." Blarkon
  150. It's a PDF file??? by Robber+Baron · · Score: 2, Funny

    I thought we were boycotting Adobe!

    --

    You're using her as bait, Master!

    1. Re:It's a PDF file??? by enocim · · Score: 1
      I just figure every week is mad at Microsoft week!

    2. Re:It's a PDF file??? by cculianu · · Score: 2, Insightful

      Well, you don't HAVE to use the adobe reader.. but point well taken!

    3. Re:It's a PDF file??? by Anonymous Coward · · Score: 1

      Heh, isn't there some kind of a sample PDF on Adobe's site somewhere? Maybe it could be slashdotted. How's that for a protest

  151. Re:8way Networked Deathmatch '87-Atari ST MIDI Maz by NortonDC · · Score: 1

    Oh, and what about the networked 16-player Battletech Center that first opened in Chicago in 1990? 3D, 16 players, networked and built on modded consumer hardware (Macs and Amigas).

  152. Open GL Doom by mirko · · Score: 2

    There is an Open GL Version of Doom available, it is called "Doom Legacy" and available here.
    It has impressive features like Chase cam (you see your player from behind) along with split-screen to deathmatch with a friend on the same computer.

    --
    Trolling using another account since 2005.
  153. Puh-leeze by Rothron+the+Wise · · Score: 1

    Just because something's in a PDF-file doesn't make it gospel. That "article" without references, is an inaccurate, piece of fluff with hardly any insight at all, and everyone here knows it.

    Sheesh

    --
    A witty .sig proves nothing
  154. Re:Where's the metaverse? by HexRei · · Score: 1

    Ah yes. Worldforge. The assholes who think they've patented the idea of a computer generated 3d world in which people are represented by avatars. Real cool buncha folks.

  155. Metaverse? by CNPOS · · Score: 0, Troll

    Metaverse? HAH! The metaverse is for SISSIES. You keep your little foofoo avatar playground Timmy. I want a DELIVERATOR so I can deliver pizza's in 20 minutes or less in *style*. That or I get whacked by the mob.

  156. Re:Other uses for engines by gorf · · Score: 1

    You can just make a map for Quake. I tried it once, to model my (now old) school. I got bored of adding classroom after classroom, though :)

    It is tricky, though, because I don't know what shape the Quake model is, but his eyes are in the wrong place relative to his size or something; everything looked a bit disproportionate, however I scaled things.

  157. Re:Actually, the first 3D game was for the PDP-7 by JasonVergo · · Score: 1

    Actually, Ken Thompson wrote a 3D game called Space Travel in the late '60s. Space Travel. It might not be the earliest 3D game but it must be close.

  158. Hmmm... by HexRei · · Score: 1

    I think his statement about Counterstrike being released in 2000 is misleading. It was released as a separate product in 2000, but it was played for far longer than that as a public beta- I think the original public beta release was in early '99? Maybe even earlier. Also, I don't think Rainbow 6 and CS have much in common besides theme. The gameplay is very different.

  159. HELLO MODERATORS?!?! by Anonymous Coward · · Score: 0

    why was this post given a 1?

  160. Re:Goal Free Universe by Lemmy+Caution · · Score: 2
    A goal-less world lets you have the goals you want. If you WANT to go around shooting people or whatever, you can. It's just not necessarily and inherently built in to the game that that's what you're supposed to do. That's not called boredom, that's called existential freedom. The fact that you need your goals external structured for you suggests a failure of imagination, or a fear of freedom.

    The difference that a virtual world has from the real world is its malleability, the fact that creative possibilities are not restricted by physics and the economics thereof. The possibility of creating and then inhabiting just about any type of environment - dwelling in landscapes of pure imagination - is very compelling to me.

  161. ya, like hitchikets guide by monkeyserver.com · · Score: 1

    That was great, I was like 8 when my uncle gave me a three pack of those games for my Apple IIgs (special Woz edition). That was great, I think I mostly just played with the doodads from the other two games.

    Definitely got you more into it, and gave you a better feel for it, since there where NO graphics.

    man I wish text games....wait no...no I don't.

    --
    http://monkeyserver.com --- weeeeee
  162. Re:Goal Free Universe by mmol_6453 · · Score: 1

    I play Quake...Heck, I even try to help develop it. But I would love to see a game without goals.


    I recently became interested in Dungeons & Dragons(r), and I noticed in the Dungeon Master's Guide that a bad DM leads his players around by the nose to the goal. Unfortunately, this is what almost every game designer does. Any game that doesn't put a ring in the player's nose tends to be branded as a puzzle game, aimed at those "more brainy."


    I would absolutely love to see a game that didn't have a goal, even if it was proclaimed "pointless" by the gamers' tabloids.


    --
    What's this Submit thingy do?
  163. Re:glaring omissions by skyknytnowhere · · Score: 1

    Well if we're going to use visceral intensity as a benchmark, I have to say that Croteam's Serious Sam made a huge leap in that. That game keeps my adrenaline pounding from the moment I start to the moment I stop.
    Sure Doom popularized this, and was inredibly good at pumping adrenaline. But I don't think it really advanced the genre along. It was very fun, and I played an incredible amount of doom 2 LAN (which I thought was superior to doom 1 lan, but that's just me). But single player doom left me wanting something more. Sadly, most of the games that came out afterwards were pale "me-tos" rather than expanding the scope of FPS games like marathon did.

    skye

  164. old 3d shooters by Anonymous Coward · · Score: 0

    there is also a very old 3d shooter from bungie, released in 1993, i believe. it was available only for macintosh. i think it has quite an interesting story line (well, it was the predecessor to the great marathon series). want to see screen shots? http://www.bungie.com/bin/slideshow_newsite.pl?dir =products/pid/screens&slide=2 bye

  165. Re:It's already massivly flawed by Para 2: Doom? by Gordonjcp · · Score: 1

    Yep, as far as I remember, it was.

  166. In the meantime... by why-is-it · · Score: 1

    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

    Maybe it will take games to get there, but it will probably take some time. While you are waiting, perhaps you could try this game instead?

    --
    *** Where are we going? And what's with this handbasket?
  167. Untrue by at-b · · Score: 2

    WARNING:

    The above comment is wrong, the site is NOT slashdotted [yet]. Thanks for providing the Google text link, though - thereby relieving the server of serving the .pdf file. However, if you want to print or save the article, go for the .pdf file, it's a much better option.

    Now back to our regularly scheduled karmawhoring activities :-)

    Alex T-B
    St Andrews

  168. Re:Anarchy Online by Anonymous Coward · · Score: 0

    I'm enjoying the game a great deal myself, Funcom has got a lot of the problems worked out but it was a pain to install. I don't know why they don't post this info on their website, my best guess is they only want the smartest people playing. Anyway, the patch program is all kinds of broken, this is how to install it:

    Make sure that the Anarchy Online install directory is completely clean, there can't be any files in there before install.

    Install the game but don't actually run it.

    Download and install the most recent patch manually.

    Now you can run it, the autopatch should work fine now.

    Hope you can get it to work, as I said I think it's a pretty good game.

  169. Re:It's already massivly flawed by Para 2: Doom? by Bobo+the+Space+Chimp · · Score: 1

    Short shrift to CTF as an example of team-based online games, for when deathmatch gets boring after 30 minutes?

    Add-ons becoming a big feature of Quake 2 rather than Quake ("a room for spectators"?!?!?)

    --
    I am for the complete Trantorization of Earth.
  170. glaring omissions by skyknytnowhere · · Score: 1

    As others have pointed out, this study ignores the incredible designs of warren spector. But it also ignores the insanely obsessive and incredible technological advances brought by Bungie. The marathon series was FPS taken to the level of an art form.

    They used portal based map rendering (which draws only what you can see) which would be fantastic if adapted to "real" 3d engines. They had a cohesive story with imaginative characters a near psychopathic obsession with the number 7. They included speech over internet/modem/lan from their first game. That was an industry first! Never before did you opponent actually talk with you. Type, maybe, but talk? never. All this from a tiny company that made mac games in their basement.

    Now, I understand the whole doom "culture" that exists on the web today. Especially after the ridiculous hype from columbine. But it wasn't a very revolutionary game, especially considering the ignorance of the aforementioned ultima underworld. it was barely a step up from Wolf 3d (which, when you get down to it, was really really repetitive and boring after the first chapter).

    When he discusses where we are going with it he is going somewhere.. but its his grasp of the history (which seems like he just skimmed some "classic gaming" sites for) which is a tad flawed. Of course, I think that was already pointed out by a celebrity already.

    skye

    1. Re:glaring omissions by telbij · · Score: 1

      While you are correct that Bungie is one of leaders in gaming innovations, arguably contributing as much as ID (if for no other reason than the variety of genres to which they have brought new ideas), to not give credit to Doom detracts credibility from your argument.

      Single-player doom (especially Doom II) has a visceral intensity to it that I think was unmatched by any game before or since. It was designed in such a way that you were fighting unending hordes constantly. No other game has been able to pack so many monsters into such a small space while maintaining playability. From a design standpoint alone it is quite impressive. Newer games like Quake or Quake II, Unreal, or Half-life simply don't pack that kind of punch in the single-player experience.

      I'm REALLY looking forward to Doom III after seeing the Macworld demo on the GeForce III. If they can manage the same visceral exhiliration with the atmospher enhancing elements of 100% real-time lighting it oughta be the most impressive FPS in a long time.

  171. Re:It's already massivly flawed by Para 2: Doom? by Decimal · · Score: 1

    Didn't Faceball come out before Wolfenstein 3D?
    If so, that would be the first first-person shooter.

    --

    Remember "Bring 'em on"? *sigh
  172. And More Errors. by acomj · · Score: 2

    I remeber games for mac SE that were networked via apple-talk . Net Trek was one and this maze game with a shoe was another... Long before doom and the 1990s..

    /Aram

  173. Re:It's already massivly flawed by Para 2: Doom? by storem · · Score: 1

    Wolfenstein 3D & Spear of Destiny were the first games I ever played which could really hold me out of bed at night. Those were the days! If I'm not mistaken Wolf3D was the first big hit from idSoftware.
    I still have the game ready-to-run on my 80486DX2. As long as those machines keep running, I'll have the software. My kid sister is now still playing those games. She doesn't play Quake or Half-Life, she's playing Spear of Destiny. Soon she will move on to Doom. You'll see... These games never die, they only age :-)

  174. Re:Off topic...about your Sig by Bobo+the+Space+Chimp · · Score: 1

    Actually, I thought it up myself about 8 years ago as a .sig for my participation in an Objectivist mailing list. Didn't participate more than a couple of months as some of the participants were rather clueless about certain things. (Objectivist certainty gave them a false sense of certitude in non-philosophical areas, a dangerous thing.)

    --
    I am for the complete Trantorization of Earth.
  175. Re:It's in the works by denshi · · Score: 1

    Ah, okay, I see. After Origin cancelled UX and UO2, and everyone left, and Lord British burned all the design documentation in effigy, I made the reasonable assumption that there was just nothing left for them to work on.

  176. 3D WWW? by bartle · · Score: 4, Informative

    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there

    This is definately one thing that has never been, "build it and they will come." Multiple people have tried building 3D worlds and they end up sucking. The main problem is that if a game is goal free, what's the point of being there? The coolness factor wears off in time, and users go back to communicating to people using a single window rather than a full screen environment.

    The most likely way something anywhere near the Metaverse will originate will be through the current massive online games. As these game companies expand their product lines, multiple games are going to join into a single multipurpose game engine. The games themselves will only become a part of the social experience you're buying, you'll be able to wander around the "waiting rooms" with your avatar and talk to people. Exciting.

    So in conclusing, the beginnings of the Metaverse are already here. Sign up for your EQ account today and get in on the ground floor, I suspect Verant will be providing what you're looking for in 5 years.

    1. Re:3D WWW? by Animats · · Score: 4, Informative
      Metaverse...

      Somebody did that, in the heyday of VRML, around 1997-1998. You could buy real estate. They even had the monorail. The world filled up with giant monuments full of advertising, the first 3D spam.

      Try CyberTown, which is about as good as VRML gets today.

    2. Re:3D WWW? by atlep · · Score: 1

      >>>>The main problem is that if a game is goal free, what's the point of being there?

      Because:
      - people are capable of making their own goals
      - an artificial world can have possibilities you don't have in the real world
      - can offer different kinds of experiences
      - it's better than TV
      - etc.

    3. Re:3D WWW? by bartle · · Score: 2

      Let's see ... is the cool part of the internet being able to use IRC, or being able to create your own, personal piece of cyberspace with which others around the world can interact?

      That would indeed be pretty cool and might start pulling people in but it won't happen until a impressive 3D toolset becomes available. Most of the Internet community can't build their own web page, they'll be absolutely clueless when it comes to building their own 3D virtual residence. Not only would the backend 3D stuff need to be powerful enough that the elite architects can build their metaphysical wonders, but there needs to be an easy way for people to simply draw out what they want things to look like. When creating virtual worlds becomes an easy thing to do (and in my opinion, it's one of the hardest things to do currently), enough people will be doing it that the population can begin to grow.

      Interestingly enough, the trigger point of growth in Stephenson's Metaverse was the development of facial recognition software. When the technology grew to the point that you could communicate almost as effectively in cyberspace as F2F, the Metaverse became a serious business. I suspect there is more than a little truth to this idea, a 3D environment would grow if people had some real reason to be there. But I suspect most people who are working on this sort of thing would burn their code rather than let someone program a virtual fashion boutique.

  177. What about J.K.Greye? by jazman · · Score: 1

    Ok I'll bow to the greater knowledge of TRS-80 and PDP fans, but one incredibly playable first person game (note the title does NOT say "first person shooter") released somewhere around 1981-1982 what 3D Monster Maze on the Sinclair ZX81. It was followed by 3D Asteroids by the same company which _was_ a shooter, although I could never get the hang of it. I think the ZX81's graphics were just a little bit too clunky for something as detailed as 3D Asteroids needed to be. But 3D Monster Maze always misses out on these discussions, and was the first first-person game I ever played! Download an emulator and play it today!

  178. no its not by Nf1nk · · Score: 0

    if it was fskd it wouldn't have taken so long to download :^)

    --
    I used to have a cool sig, back when I cared
  179. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0

    Nope, he is swedish...

  180. Re:Factual errors galore in the history! by AKAImBatman · · Score: 1

    "Wolfenstein 3D did not have textured celings or floors."

    It didn't? Dang...I seem to remember differently. It has, after all, been ten years since I played it. :)


    You're half right. Wolf3D: Spears of Destiny had floor textures, IIRC.

  181. The Metaverse... by Jerry+Talton · · Score: 1
    "What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there."

    This seems to be a fairly prevalent mentality amongst 3d gamers and other techies, but it's not a very insightful comment to make. You would most definitely not like to see a Metaverse anytime soon, because there isn't anything you could do with one. All games are goal-driven, at least in some sense. Separating the time-tested design strategy of "Now You Do This" from the still relatively nascent "Look, Pretty Scenery!" takes away all the entertainment value from 3d environments.

    People don't remember that Stephenson's Metaverse was supposed to be lightyears ahead of current technology, not just in terms of the graphical representations of objects and people, but in the input methods. Stephenson never actually explained how Hiro and his cohorts interfaced with the Metaverse and controlled their avatars, other than commenting that it was a relatively difficult thing to do. Until navigation and communication in 3d can be brought to a level that's nearly as natural to us as moving around and talking to people in the real world, 3d isn't going to be good for anything except for goal-based games.

  182. Re: noodity by Emil+Brink · · Score: 1

    Ha ha. He did the 3D graphics modeling, mmkay? And we're not suicidal, I'm still alive.

    --
    main(O){10<putchar(4^--O?77-(15&5128 >>4*O):10)&&main(2+O);}
  183. Re:Goal Free Universe by eries · · Score: 2

    Thanks for the clueful posts. Are you involved in any of the various projects trying to make this a reality? Give me an email, I'd love to chat about it.

    Eric

  184. missed history and other things by Anonymous Coward · · Score: 0

    He misses the following:

    - colony - continuouss 3d first person shooter for DOS - released around 1986 or 1987 or 1988 - no texturing

    - Using quake, doom, unreal, etc. to generate 3d visualations of architectural designs for buildings by architects in order to show cliennts what the building looks like. (great idea!)

    - Using quake, doom, etc to model real life buildings for emergency response training or pre-mission training. I remember seeing that the US military was using this to train for hostage rescue operations at a US embassy.

    Having seen someone build things using Autocad, the 3d fps editors are much much better for less precise 3d modeling.

  185. Re:Google cache (text) ... by dylan_- · · Score: 1

    Might as well bring it down a bit more then....

    --
    Igor Presnyakov stole my hat
  186. funnily enough by Modulous · · Score: 1
    15 years ago I played a game called Asylum, that was not multiplayer, or a shoot em up...but it *was* 1st person.

    The first decent multiplater FPS was Doom. pure and simple. I lived for Wolf3D (because my computer couldn't run Doom at any decent rate) and SoD.

    But why did I upgrade? To get to play Doom. (and X-wing, which was far better than Descent, which was only good if you played really cool dance music at the same time as playing).

    I would just like to add, I happily played the demo of Tomb Raider, but I have never owned a full version....yech 3rd Person Shoot em ups are a down grade from 1st person, why they got popular is beyond me...are people that obsessed with seeing Lara's arse, or was it just the thrill of shooting dogs ala Wolf3d?

    I wonder.

  187. Credit to Rainbow6 by Anonymous Coward · · Score: 0

    CounterStrike = 0ldSch00L game + new design. Its been a while since I last played games so I have not tried CounterStrike yet... but looking at it reminds me of Rainbow6 and ActionQuake.. CounterStrike was described as being "the new light on the horizon" in the PDF. I thought Rainbow6 deserved the credit so here it is... (it even came with a voiceComms add-on for teamplay..)

  188. technologically speaking by Maskirovka · · Score: 1
    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse, but it will take games to get there ;)

    it would be possible to create something like that on a local area network. The only real limitation to making it global would be bandwidth. I mean it would just be a really really huge game level, with only a small part of it visibly at once. It wouldn't surprise me to see something like that in two or three years. Imagine being able to let 'your piece' do your aguring in the chat room over which level to play! Where do I sign up??

    Maskirovka

  189. Snowcrash FPS by ticklejw · · Score: 1

    Anyone used Active Worlds? When Circle of Fire Studios bought it, apparantly they were obsessed with Snow Crash. (and it IS a great book!) They made an attempt to make an RPG out of it in the COFMeta world (lovingly known as Metatropolis) but it never really happened. Now Meta is just a rotton chunk of hard drive that about 1 person a day visits (if that much)

    Actually the big history of Metatropolis is a lob more involved than that, but this would require being off topic or something...

    -J

    --
    "Software is like sex; it's better when it's free." -Linus Torvalds
  190. historical revisionism by kaisyain · · Score: 4, Flamebait

    Ultima Underworld was out a month before Wolfensteinstein 3D.

    Although he left out System Shock, I was pleased to see he at least mentioned Descent (but what does he mean by "the gaming environment was even more restricted than that of Doom"?) which offered true 3D environments ages before Quake claimed to be the first to do so.

    Tomb Raider was the hardware "killer application", not Quake.

    System Shock, Duke Nukem 3D, Magic Carpet, and Dark Forces were single player hits before Unreal and Half-Life hit the market.

    Starsiege: Tribes was multiplayer only and came out six months before Unreal Tournament or Quake 3 Arena.

    Rainbow Six beat Counter-strike to the punch for coop play and realism.

    But other than that the article was pretty much factually correct.

    1. Re:historical revisionism by WowTIP · · Score: 1

      Tomb Raider was the hardware "killer application", not Quake

      I don't know about you guys overseas, but here in sweden I never heard about anyone buying better HW for playing Tomb raider, but I do _know_ a lot ppl who bought better HW for Quake performance...

      --

      --

      "I'm surfin the dead zone
      In the twilight, unknown"
    2. Re:historical revisionism by Anonymous Coward · · Score: 0

      8? Maybe I'm dumb, but I don't see why 8...

    3. Re:historical revisionism by Anonymous Coward · · Score: 0

      Don't you mean 26 cubes?

  191. The next big challenge for game developers by KingAzzy · · Score: 1

    The technical and aesthetic portion of game development has certainly exploded over the past several years but what I see as still sorely lacking is good writing talent behind the games. I for one am wondering why it is so rare to find a game with some quality script behind it and associated actor talent.

    I personally don't think I've seen a truly immersive virtual reality fps since Star Wars Dark Forces.. All that we have these days are poorly translated pieces of junk that offer great eye candy but very little time and talent spent on the story and characters.

    Maybe I just haven't found the right game in awhile.. I admittedly only buy maybe 4-6 games a year, tops.

    I find it irritating though to read reviews that give a game high marks and I go buy it and am bored to tears (PS2 Extermination)

    --

    --
    $ chown -R us:us yourbase

  192. Re:It's already massivly flawed by Para 2: Doom? by kyrre · · Score: 1

    Reading a bit further you would see that writes that dooms was not the first. Merly the first to do FPS well. That is another discussion though..

  193. Future of FPSs? by Frizzled · · Score: 2, Insightful

    it seems like the "run from room to room" and "shoot stuff" motif has been done to death. a successful FPS needs a good nitch that it alone holds (until it's copied to death in the following months).

    Max Payne is a great example: simple controls, basic story, but Bullet-Time kicks butt.

    maybe we need new concepts instead of new technology?

    _f

  194. Thief: The Dark Project by CaptainCarrot · · Score: 2

    Surely Thief, by the defunct Looking Glass Studios, was worth a mention in the single-player experience. It's extremely tightly-driven by the story and extraordinarily immersive -- a phenomenon due much more to its amazing sound engine than to its mediocre renderer. Not only is it beside the point to kill the enemies, but depending on the difficulty setting you're actually not allowed to in most cases. Which is just as well because Garrett, the viewpoint character, is not very handy with a sword and can't afford all that much ammunition for his bow. Thief has no multiplayer capability at all, so the fan mission builders not only have to be adept at design but must be skilled storytellers too. For all that, there have been fan missions built that rival the quality of those in the original story. If you haven't played this game yet, you must check it out -- an its sequel too.

    --
    And the brethren went away edified.
  195. Re:futures by tim_uk · · Score: 1
    Not strictly an FPS, but Novalogic's flight sim series "Comanche" (4 due laster this year) has this facility - and it's great fun after you've blasted all the bad guys.

    Taking out one tree for example with one burst of cannon fire, or a whole building with a rocket or a Hellfire missile is a skill well worth practicing, in my 'umble opinion...

    Tim

  196. This "professor" is a howling idiot by Anonymous Coward · · Score: 0

    Apart from the multitude of grammatical and spelling errors, the document makes the interesting (and heretofore unconsidered) critical point that Black & White and the Sims are first-person shooters.

    And as far as I'm aware, no one at id Software had any 4-year degree of any kind at the time Doom was released.

    When someone criticizes the concept of academic tenure, the author of this document is exactly what they're talking about.

  197. OT: Milk Rendering by Reality+Master+101 · · Score: 2

    Hi John,

    I submitted this as a story to Slashdot hoping you would comment, but they rejected it. :) And I hate to bug you with an e-mail.

    But I was wondering what you thought of this technique that was written about in the LA Times. It sounds extremely interesting, particularly if it could be used for realistic rendering of skin. Too complex for a real-time game, e.g., DOOM?

    --
    Sometimes it's best to just let stupid people be stupid.
  198. Re:It's already massivly flawed by Para 2: Doom? by lha2 · · Score: 1

    If you're going to count Ultima as FPS (my experience being limited to II and IV), it seems that Wizardry was on the same level of sophistication--but that was more of a "wander around the maze, then switch into turn-based fighting" (not that there's anything wrong with that).

    Come to think of it, though, there was a coin-op a LONG time ago that was an FPS featuring an innovation that if you rotated the joystick you would turn 90 degrees.

  199. Lack of references? by dnxthx · · Score: 1

    Does it seem strange that a "history" of 3D FPS not include games like "Wolfenstien" or even earlier?

    1. Re:Lack of references? by Apotsy · · Score: 1
      No kidding. And there was no mention of arcade games at all. What about Atari's vector-based Battlezone?

      And how about his silly comments regarding networking in games? I realize the main focus of the article was 3D, but it's pretty ridiculous for him to imply that Doom was the first networkable game. How about Bolo for the Mac? It had great LAN support several years before Doom. And before that, there were BBS-based games like Trade Wars.

      Basically, that article was just an id software hagiography. He actually seemed to think he was doing the reader a favor by mentioning non-id games like Descent!

      That professor has a long way to go before being able to write a true "history".

  200. Re:Factual errors galore in the history! by Apotsy · · Score: 1

    No, you're wrong. "Spear of Destiny" (singular) most certainly did not have textured ceilings or floors.

  201. Re:Goal-free 3D world by mikera · · Score: 2

    Yeah, it's quite a cool game but there's a major bug in the respawning code which kinda sucks.

  202. goal free game by Anonymous Coward · · Score: 0

    A great semi-goal free game is Shinmu(sp?) for the Dreamcast. For the first few "weeks" of the game you are essentialy left to your own devices. Will you spend it training for fighting? buying stuff to play the lottery? feeding the kitten? playing the slot machine? getting roughed up by drunk sailors and hit on by drunk classmates? It's up to you.

  203. Sigh by prototype · · Score: 1
    It really saddens me when a professor, someone who should be one that would really research their facts, comes out with something like this. I mean, all it takes is a few minutes searching the web to realize that Doom was certainly not the first game done in an immersive first-person perspective. Wolf 3D (by id as well) came in May 1992, a full year before Doom and was just as immersive (IMHO). There are dozens of "history" sites (most point to Wolf3D as the grand-daddy of them all) that this professor should have visited to check some quick facts:

    TechTVs History of the First-Person Shooter
    Blue's News FPS Guide and History
    First Person Shooters
    MediaPipes History of the First Person Shooter
    3D Action Planets History of the FPS Shooter.

    Also, here's a link to Spasism that claims to be the first First-Person Shooter 3D multiplayer networked game, circa 1974!.

    If anything, you could say Doom was the first game to show that the PC could now be considered a serious games playing machine.

    liB

    1. Re:Sigh by CodeMunch · · Score: 1
      It really saddens me when a professor, someone who should be one that would really research their facts

      The KEY WORD in the PDF was MULTIPLAYER and something like "wildy popular".

      I think you owe the dear professor an apology.

  204. Metauniverses by Wire+Tap · · Score: 2, Informative
    What I'd really like to see is a goal-free 3D world like the Snowcrash Metaverse

    There are several goal free "worlds" out there already. Some of the best are:
    EverQuest - Http://www.everquest.com
    Asheron's Call - http://www.http://www.microsoft.com/games/zone/ash eronscall/default.asp
    Ultima Online - http://www.uo.com

    And many, many more . . .
    Of course, Ultima Oline is only pseudo-3D as I speak, and I am very dissatisfied with what has happened to that game over the years. Goal-less metauniverses are interesting, not only from a gaming point of view, but from an anthropologic standpoint as well. People in the games tend to exemplify the same characteristics as "real" human masses do. Even the sensless crimes are reflected in our games. You name the character trait, and I am willing to bet that it has a reflection in a persistant-state game (what was formerly called a metauniverse).

    --

    Man is born free; and everywhere he is in chains.

    1. Re:Metauniverses by Bobo+the+Space+Chimp · · Score: 1

      > You name the character trait,

      Cross dressing (pink and purple pimp hats, dresses in UO)

      Stealing cash and stuff from an unconscious or dead body

      Gang-jumping wary travellers and murdering them for fun and profit

      Soddomy (aligned correctly in UO, in your underwear, you can bend over and say "Ow" to the AFK person right behind you...That guy's char was drunk, too. It was quite the party...)

      Necrophelia (backward and forward tilting of your body when aligned with a sprawled, dead corpse on a 2' ledge in Quake.)

      Yeah, all the good stuff is in there.

      --
      I am for the complete Trantorization of Earth.
  205. More carnage by Anonymous Coward · · Score: 0

    How about raising the stakes a little. Maybe electric shock, or registering yourself so that every time you get fragged, someone shows up at your door and punches you in the face! Only hardcore gamers would play then, thereby centeralizing, if not eliminating it. Can I sign up my ex and use her account?

  206. futures by dbrower · · Score: 2
    The thing that makes the FPS games annoyingly unrealistic to me is the general impossibility of damaging the game field. Except for special walls, if you shoot a rocket in Doom or Quake, nothing happens to the wall, or stairs or whatever. Where does this leave these games for representing real tactical assaults? As games. You can't lay a grenade next to any old wall and blast a whole in it, as would be SOP in an urban environment. Bummer, man. I don't care about the progressively more realistic lighting and shadows possible, I want to blow stuff up!

    Let's face that enabling wholesale environmental damage is a massive pain to the geometry. You'd need failure models with some randomization, and you'd need to recalculate things on the fly that map preparation tools now do off-line because things don't change. However, I think there are cheats possible to reduce the numbers somewhat- precompute a few failures in the the vicinity, throw some dust, and compute more while the dust is settling and the weapons recycle, perhaps. At some point near stasis is reached, and you can just fractalize the remaining rock and debris.

    I want to be able to take a rocket launcher and reduce a building to rubble in Doom3/Quake4. I want a scored frag when the roof goes in on a sniper. Screw the personal combat and call in the firepower. Small arms are for people who can't afford artillery or CAS. Flatten trees and flora for fun, oh yeah.

    -dB

    --
    "It if was easy to do, we'd find someone cheaper than you to do it."
  207. Wrong about Half-Life by CoreyGH · · Score: 1

    Half-life didn't use the Quake2 engine like the article says. According to the Half-Life FAQ:

    What Is Half-Life's Game Engine

    Valve originally licensed the source for Quake engine from id Software and they began working on that code around October of 1996. Between October of 1996 till the time they finished Half-Life in October of 1998, they modified, removed, and created about 70% of their Half-Life coding. Not only did they got license for the Quake engine, but also got Quake II engine too.

  208. Re:It's already massivly flawed by Para 2: Doom? by Bobo+the+Space+Chimp · · Score: 1

    IMO, every game since Quakeworld, using client-side prediction, suffers from a complete lack of realism as things warp around.

    Quake, as much as you had to have a good connection if not broadband, was much more realistic. I'd like to see modern FPS games have Quake-like network code, at least as an option.

    --
    I am for the complete Trantorization of Earth.
  209. Re:Goal Free Universe by NickV · · Score: 2, Interesting

    There was this game a long time ago by Bethesda called Daggerfall, that had a very large universe that had no real goals what-so-ever. The world was incredibly large (we're talking about wandering outdoors for hours between towns, and none was randomly generated!) The NPCs and town members were all created in such a detailed manner (with agendas and what not) and it still had the best "real-world" type experience I have ever seen. It was online, without being online.

    I still remember being branded a criminal, riding on my horse to a town which ports it's fort gates up at night. I remember getting off my horse, looking around, scaling the wall... listening for guards, sneaking up behind them, knocking them out, and then climbing down into the town from the fort walls, and breaking into a house to find a bed to sleep at night. Now that was incredible.

    It's a shame the 3D engine sucked... but they are making a new one with a new engine, that is going to be incredible. Daggerfall took over three years to make, and this one seems to be taking longer! I can't wait!

  210. Where's the metaverse? by Anonymous Coward · · Score: 0

    Point me to sourceforge!!! I'll contribute.

    1. Re:Where's the metaverse? by jhittner · · Score: 1

      Try www.worldforge.org

      Its very ealy in the development, but it looks like it has potential

  211. It's already massivly flawed by Para 2: Doom? by Bobo+the+Space+Chimp · · Score: 3, Informative

    Doom, the beginning?

    Ehhhh, that isn't the first FPS, or even the first wildly popular FPS. There's a little game called Wolf 3D, see? It wasn't some archaic thing, every nerd at that time got it and played it.

    --
    I am for the complete Trantorization of Earth.
    1. Re:It's already massivly flawed by Para 2: Doom? by spectral · · Score: 0

      and he completely ignores things like all the online RPG's, yet mentions the sims and black and white, then comments on how there's nothing that provides much different game play. Wtf.

    2. Re:It's already massivly flawed by Para 2: Doom? by khendron · · Score: 1
      But was Wolf 3D multi-player? I never played it multi-player, but I couldn't say it was not possible.

      People are getting hung up on the misleading headline. This article is not about FPS games, it is about multi-player 3D graphics games.

      That said, this article does read like a Grade 8 essay. I suspect that English is not the author's first language.

      --
      Life is like a web application. Sometime you need cookies just to get by.
    3. Re:It's already massivly flawed by Para 2: Doom? by plastik55 · · Score: 2
      Well, as long as we're talking about the origins of first person 3d games, there was a hit game for the Mac around 1988 or so, called The Colony

      Sure, its graphics were primitive. And the low frame rate forced it to focus on puzzle-solving and plot rather than combat and reflexes. But that wasn't necessarily a bad thing; its plot was (and is) still better than almost anything else I've ever seen.

      It remembered its roots, too; the plot borrowed heavily from Aliens and from 2001, and sure enough, there's a replica of Bave Bowman's suite, with a monolith inside, and many of the puzzles involve moving things around with a forklift that looked (and sounded) like the one Ripley used in Aliens. And the game contained a mini-clone of Battlezone (of course, the granddaddy of them all.)

      Sadly, I think it'd be classified as abandonware now; I don't think Mindscape still exists. Does anyone have this game lying around? Particularly the color version, released soon after the Mac II came out? (Yep, it's that old...) I'd love to fire up a Mac emulator and play this again, with a decent framerate this time.

      --

      I have a positive modifier on Troll. When I mod someone Troll their karma should go UP!

    4. Re:It's already massivly flawed by Para 2: Doom? by CodeMunch · · Score: 1
      Ehhhh, that isn't the first FPS, or even the first wildly popular FPS

      Had the poster or timmy bothered to READ the article, they might have mentioned that it was specifically talking about MULTIPLAYER 3D gaming. It was the first wildly popular MULTIPLAYER 3D shoot-em-up game. I was there and at the time, Ace of Base was too.

    5. Re:It's already massivly flawed by Para 2: Doom? by Reality+Master+101 · · Score: 2

      This is the key phrase:

      However, it [Doom] was done in an immersive first-person perspective. Doom was not the first game to do this, but it was the first game to do it well.

      Wolf 3D was not Id's first attempt at 3D shooters. If you look at some of their earlier games, you can see the technological progression. But Doom truly was the first game to really do it well enough to be called "immersive". Wolf was still pretty crude.

      --
      Sometimes it's best to just let stupid people be stupid.
    6. Re:It's already massivly flawed by Para 2: Doom? by wmshub · · Score: 1

      He also messed up when he said that there were no consumer-grade networked games until 10 years ago. I remember playing a commercial FPS maze shoot-em-up on Mac over appleTalk in 1988, and I remember hearing about networked games years before that.

      In general, I think the author didn't do enough research. He seems to have only heard of games that are still well known and talked about today.

    7. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0

      What the heck are you talking about? Short shrift? What's that mean?

    8. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0

      what are you? illiterate?

    9. Re:It's already massivly flawed by Para 2: Doom? by Anonymous Coward · · Score: 0

      lol i still have the box for The Colony. was really neat... but the game sucked

  212. 911 by Anonymous Coward · · Score: 0



    Anyone play 911????

    First "inovation" I've seen in FPSs in ages.

    how soon until it finds the home market?

  213. Goal Free Universe by jerw134 · · Score: 3, Insightful

    I agree, a goal free universe would rock. But the thing is, people are so used to violence in games that it would take a MAJOR company releasing a MAJOR kick ass game to even get people to take a second look at it. IMHO.

    1. Re:Goal Free Universe by Anonymous Coward · · Score: 1, Interesting

      Whaddaya know.

      Cyan Worlds, Inc. (formerly just Cyan), the makers of Myst, Riven, etc, is working on the most expensive game ever.

      Codenamed "Mudpie", the game is 3d, maybe first person, is online and multiplayer for broadband users only, and, AFAIK, is as goal-free as the user chooses it to be. Definately a non-violent game, given Cyan's history of producing family-oriented products.

      Just look for "Mudpie" links on the news page at:

      www.cyanworlds.com

      -AW (yes Lysters, I'm still around)

    2. Re:Goal Free Universe by Anonymous Coward · · Score: 0

      Not to say that there isn't a market there but building a 3d world for girls would not make it very well. Generally the female of the species doesn't do computer games to anything like the extent that the male of the species does.

      That said, why the hell would any guy want to play a 3d game where all you get to do is shop for (virtual) clothes, chat, explore your feelings, etc? Gag a gut in a maggot wagon. Give me a big-ass gun, a chick to protect or save, some nasty-ass monsters/aliens/terrorists/criminals. There's a frickin' game worth playing. Otherwise, you aren't playing a game at all, you're just doing a glorified online chat or dicking around with a VERY pale reflection of the real world with no useful result. A game should challenge a person, get their adrenaline flowing. It shouldn't calm them down, make them sleepy or bored to tears.

    3. Re:Goal Free Universe by praedor · · Score: 1

      Because the coders who are capable of doing it in the open source world see no point to making a pointless game. Ask IRC client/server coders to learn 3D graphics programming so they can give you a pathetic IRC 3D avatar/fakey/flakey world to do IRC chat with since that is what a goal-less game would be - nothing more than a glorified IRC chattoom. Gag.

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
    4. Re:Goal Free Universe by mmol_6453 · · Score: 1

      You'll run into problems when you combine the good vs. evil stance and the channel ops sytem. You'll quickly discover ops discriminating against anyone not of a specific karma range.

      The real bummer is when you're an evil plunderer, in a peaceful mood, that happens across a county chock full of bounty hunters and a discriminating leader.

      To balance this, maybe wars could be scheduled. (Watch, a town's head family declares a feud with a neighboring town's family, and a ghost town is born.)

      --
      What's this Submit thingy do?
    5. Re:Goal Free Universe by Anonymous Coward · · Score: 0

      It was done (sort of) in 1984 by Messers Braben and Bell. Its called Elite and is without doubt the pioneer of all things 3D.

    6. Re:Goal Free Universe by praedor · · Score: 1

      Huh? What's wrong with having your virtual ass on the line, blowing shit up (or being blown up)? I don't need to go to a virtual, goal-free world to mow a virtual lawn, hump a virtual chick, drive a virtual car to the store and chat with other virtuals. I can do that now FOR REAL and it is better/worse than any computer game crap would ever be.

      What you CAN'T do in the real world is raise and army and conquer a continent or world, or run around like a super-action hero saving the world from monsters, hostile aliens, gangsters, etc - at least not without suffering FOR REAL and/or hurting yourself or other REAL people. At least in the game, it is safe. Go wild, get fragged, shut it down, go to bed with the wifey or girlfriend or alone, whatever, do your real life, then escape for a few hours later saving the world from alien invasion. THAT is fun. Goal-less, virtual world sounds about as much fun as a dentist appointment or viewing a webcam of a generic city street corner. Who-hoo! Hold me back!

      --
      In Bushworld, they struggle to keep church and state separate in Iraq as they increasingly merge the two in America.
  214. Google cache (text) ... by Lumpish+Scholar · · Score: 5, Informative

    ... here. (Boy, that was slashdotted fast.)

    --
    Stupid job ads, weird spam, occasional insight at
    1. Re:Google cache (text) ... by Rashkae · · Score: 1

      Oh Please, I know soemone has been going around linking to goatsex under the pretense that it's a google cache of the article, but at least check the link before you accuse someone of doing that. This guy is legit.

    2. Re:Google cache (text) ... by krogoth · · Score: 1

      Now be careful slashdot staff, you could put out a site with that!

      --

      They that quote Benjamin Franklin on liberty and safety deserve neither.
  215. Factual errors galore in the history! by Rimbo · · Score: 2

    1. The article states that DOOM was the first 3D first-person shooter.

    No, Id's previous work, Wolfenstein 3D, was the first real 3D "you may get motion sickness playing this game" shooter. Also, he ignores games in non-FPS genres that really pushed the 3D envelope from that period, such as Falcon 3.0.

    2. "[DOOM] was designed by talented people with good skills and academic degrees in computer science."

    John Carmack has a CS degree? News to me -- I thought he dropped out of college.

    3. "It was the first 3D game to have textures on everything on the screen, and that made a huge difference for the atmosphere and the mood of the game."

    See Wolfenstein 3D.

    Well, there's probably more, but that's what I see in the first section. Anyone spot others?

    This paper would have benefitted from some sort of peer review...

    1. Re:Factual errors galore in the history! by Rimbo · · Score: 2

      Okay, but even then he still ignored non-FPS games like Falcon 3.0, which IIRC (it was ten years ago after all) was released before DOOM and had multiplayer support. Moreover, he still got the academic credentials of John Carmack wrong.

    2. Re:Factual errors galore in the history! by CoreyGH · · Score: 1

      1. The article states that DOOM was the first 3D first-person shooter.

      No it does not, in fact it specificly says "...it was done in an immersive first-persion perspective. Doom was not the first game to do this, but it was the first game to do it well."

      3. "It was the first 3D game to have textures on everything on the screen, and that made a huge difference for the atmosphere and the mood of the game."

      See Wolfenstein 3D.


      Wolfenstein 3D did not have textured celings or floors

  216. Re:Current state of gaming by jazmataz23 · · Score: 1
    The 007 franchise for PS and N64 is very different from the straight up shooter, at least at the 007 difficulty level. In the "agent" mode, it's very easy to get through the game just runing around and blasting anything that moves (with the exclusion that you can't blast anything in a white lab coat). In my eyes, the first difficulty level just so you can get an idea of what you're supposed to do and where to go.

    Once you get to the upper difficulty levels of the game (particularly the 00 Agent level) It's much more about accomplishing the objectives assigned you than killing everyone you see. Most of the time, you must avoid confrontation at all costs, and/or kill without making noise i.e. with your fists. This makes it very exciting and challenging, although only once; once you compelte a level, you don't ususally play it over and over (unlike diablo :)). This franchise is the essentially the ONLY fps game I enjoy, due to this more cerebral nature.

    Of course, it includes "football" and the other variations, such as ctf for multiplayer, so it's not *that* different from what's come before.

    jaz

    --
    Death to Argument by Slogan!! (This post twice-encrypted with ROT-13. Replies not using same will be ignored)
  217. Re:Adrenaline and violence by Anonymous Coward · · Score: 0

    I don't want to play a game where I have to go to work and make money to feed my family :)

    The Sims is selling quite well though :)

  218. Re:This term's assignment by Anonymous Coward · · Score: 0

    One day a boy comes home from school and says, "dad i need to know the meaning of hypothetically and realisticly for school." So the father replies, "go ask your mother if she would sleep with a man for 1 million dollars." so the little boy go's and asks and sure enough she says yes. his dad says ok now go ask your sister if she would sleep with a man for a million dollars. so he does and sure enough she says yes. so the father says, you see son hypothetically we are sittig on 2 million dollars but realisticly we are living with a couple of whores."

  219. Re:DivX Sound Screwed Up by Anonymous Coward · · Score: 0

    Maybe it's just a problem with my system, but the soundtrack in your divx demo was VERY annoying. A loud burst of static interrupted the dialog about once a second.

  220. spectre was fun by skyknytnowhere · · Score: 1

    hell yeah! whatever happened to that game?

    network games in that were legendary.

    skye

  221. Famous last words by Anonymous Coward · · Score: 0

    A goal-free virtual universe would at best be a novelty and a fad for a few moments.

  222. Direct3d scalibility by Steveftoth · · Score: 1

    Is what he said about Direct3D not being as scaliable as OpenGL true? and if so, why so. Is it because in OpenGL any hardware vendor can implement their own extensions to OpenGL and directX the apis are totatly controlled by MS? Or is there a more technical reason that has to do with the way that the API works. I've read a lot about both APIs but haven't actually programmed with them. If anyone knows the answer I'd like to know

  223. Re:This guy missed the boat by Anonymous Coward · · Score: 0
    Apparently he has never heard of Everquest

    He probably left it out kuz it's such a lame piece of nerd shit.

  224. Snowcrash metaverse by merlin_jim · · Score: 1
    Well, I would write Maxis if I were you... they're planning on releasing it in the next couple months. TheSims Online! Yes, sounds idiotic... but the very first thing I thought of when I saw their demo and started reading reviews of how the in-game economy is supposed to work, I instantly thought of Snowcrash

    Any other /.ers notice this? Any chance of 3D-ifying it? From there it'll only be a matter of time before technology catches up (things like realistic facial expressions, VoN, and full gesture recognition)

    --
    I am disrespectful to dirt! Can you see that I am serious?!
  225. Re:Anarchy Online by lobsterGun · · Score: 0, Flamebait

    Are you nuts?

    AO = CRAP

    Not one person I know who bought this game still plays it.

  226. Re:Other uses for engines by Anonymous Coward · · Score: 0

    get halflife. go to countermap.counter-strike.net and get worldcraft and wally. you'll be mapping in ten minutes. it's really not very hard at all.

  227. Other uses for engines by dschuetz · · Score: 4, Interesting

    What I'd like to see is an easier way to make use of the 3-D engines for things like office/home walkthroughs and the like. I've looked into this in the past, but never found anything that was all that easy to use. We're currently building a home (well, a builder is) (well, they haven't finished the sewers yet, so they're not actually *building* our house yet, anyway), and the 3-D home design software we bought to help us visualize the interior of the home is, well, cumbersome. And the walkthroughs are horrible.

    Why can't I find a quake/doom/whatever engine with a simple Visio-like front-end, so I can program in a whole house? Or office building? Or my neighborhood? (that'd look great on the web page...)

  228. Re:It's in the works by Anonymous+Coed · · Score: 1

    Origin is a wholy-owned subsidiary of Electronic Arts (EA.) Another EA division is making the Snow Crash game. They just happen to be located in the same building as the Origin folks. All that Origin is responsible for these days (AFAIK) is Ultima Online.

  229. Early networked games by vrmlguy · · Score: 2, Interesting
    Ten years ago, no consumer-level computer game would allow several players to interact over a network, mainly because computers with a network connection were not very common ten years ago.
    Allow me to differ! Way back in 1988, an outfit called Artifical Horizons had a commercial game called Aviator that did exactly this. Needless to say, it was a flight simulator, not a FPS, but you could play against your friends. Unfortunatly, the hardware requirements probably killed the game. It only ran on Sun SPARCstations with high-end graphics cards and used broadcast UDP for communications with the other players, so you needed one expensive Unix box per player. You also needed an Ethernet, but anyplace with multiple workstations already had that.
    --
    Nothing for 6-digit uids?
  230. Adrenaline and violence by dmorin · · Score: 2
    I remember eons ago when we were first starting to see people do things like network up a bunch of Amigas and get them all playing Mechwarrior or some variant. I saw a quote in a magazine where one of the organizers of the game was asked why it was so violent. He replied "At this stage it's a very expensive game, and people will need to pay a high price for a relatively short game. Therefore we need to get their adrenaline going as soon as we can, and keep it there so they get their money's worth. The best way to do that is have someone shoot at them."

    Of course, an alternate theory is that we, at heart, are a destructive bunch. The goal of Diablo wasn't to kill your fellow players, yet it happened nonetheless.

    Lastly, as someone once said "The reason movies don't depict realistic situations is because people don't go to the movies to see what they could see outside their window every day." Same applies to games, I would think -- I don't want to play a game where I have to go to work and make money to feed my family. :)

    1. Re:Adrenaline and violence by dmorin · · Score: 1

      Yes, because people take it home and do things like start fires, or starve people, or get Lucy Lawless to strip :). Not exactly things you can do in the real world without difficulty.

  231. This guy missed the boat by anonymous+loser · · Score: 1
    From the article:
    When can we expect to see new modes of play? Counter-strike is somewhat of a new light on the horizon, but it is not a big step away from the mainstream of the genre. Black and White is more of a truly new idea. Can we hope for more games that demand entirely different modes of interaction than firing big guns at everything that moves? Can we hope for non-violent but fun games going online? Can we hope for games that don't even have a hard-core competitive profile, but more of a community feeling to them? Can we hope for collaborative 3D games that appeal to a broader adult audience, or to younger children? Would anyone want them?
    Apparently he has never heard of Everquest, Asheron's Call, Anarchy Online, or the plethora of other online RPG's. In addition to the egregious errors pointed out by Mr. Carmack above, I just don't think this guy did any research at all.
  232. Apple II completely ignored by WillSeattle · · Score: 1

    A good point, there were a number of first-person games for the Apple II, II+, IIc, IIe; many predate his history.

    --
    --- Will in Seattle - What are you doing to fight the War?
  233. Re:Actually, the first 3D game was for the TRS-80. by Anonymous Coward · · Score: 0

    A couple comments:

    I remember at least one 3-D game for the C-64, can't remember the name but it was a futuristic tank game with all of the objects made of vectors. No texture mapping, but it was 3-D, as was a Star Wars game made somewhat later that was similar to the old Star Wars arcade.

    Also, does anyone remember Wishbringer? It was one of the Infocom text adventures that came with a glow in the dark plastic pebble that represented the Wishbringer stone from the game. What was so neat about this was that it was not your typical greenish yellow glow, it was electric blue instead. Okay, just my tuppence.

  234. No mention of Marathon? by Microsift · · Score: 1

    This is a great game, yet it receives no mention

    --
    My other sig is extremely clever...
  235. Re:Doom and earlier games? by Bobo+the+Space+Chimp · · Score: 1

    Don't quote me, but it's my understanding SOD was a game-engine sequal (used the same engine) to Wolf 3D, and that there was one game prior to Wolf 3D, but was that the same company again?

    These broke the mold from the static 3D where you would move square-by-square, jumping 10 feet at a time ala AD&D and the game would draw the hallway in front of you.

    --
    I am for the complete Trantorization of Earth.
  236. This term's assignment by Rupert · · Score: 5, Funny

    is to see who can drive the most traffic to a random PDF on the professor's website.

    A+ for a slashdotting.

    --

    --
    E_NOSIG
  237. Doom and earlier games? by Anonymous Coward · · Score: 0
    Maybe this is SPear of Destiny, but have you seen a CGA-like FPS game, similar to Wolf3D, at roughly the same time?

    Wolf3D came out my senior year of HS. Freshman year of college my friend was playing this very similar game, but with crappy CGA/EGA graphics. Instead of seeing a gun that would shoot, it showed a hand (of a wizard) from which fireballs would shoot out.

    YOu'd run around these dungeons, scrolling just like Doom did (except for 4/16 color graphics). I think you had to collect different color keys to open different color doors, or something.

    Do you know what game this was?

    1. Re:Doom and earlier games? by drsoran · · Score: 1

      These damn kids today and their fascination with 100fps first person shooters. I still like the old AD&D RPG's like you mentioned like Bard's Tale or Eye of the Beholder where creatures would jump 5 feet every couple of seconds. Anyway, don't forget other classic games like Rise of the Triad! I think that was the first game I played that was *really* 3D in that you could go up and down by jumping as well as forward, reverse, left, and right. Doom sucked compared to the fun of jumping around killing Nazis. :-)

    2. Re:Doom and earlier games? by Anonymous Coward · · Score: 0

      Timeline of 3D Softdisk / id games: Hovertank 3D Catacomb 3D Catacomb Abyss/Aplocalypse/Armageddon Wolf 3D etc...

  238. Re:It's in the works by denshi · · Score: 1

    There's nothing left at Origin. How could they possibly have the resources to do this correctly?

  239. The Eidolon, C64 1984 by Anonymous Coward · · Score: 0

    By Lucasfilm. Groovy fractal graphics.

  240. walk the web by medcalf · · Score: 1

    What I would like to see is a way to interlink computers with 3D worlds in a similar way to the web. Any person who wants could run a server, with whatever restrictions they want (such as limiting who could build (possibly just to themselves) and how much) and whatever content they want. The equivalent of a link would be a door or similar portal. You could wander the web visually, picking up whatever objects (games, files, docs, etc) that suited you, examining them in place (no download that way) and the like. As long as the graphics primitives were stored on the client, then all you would have to download in the arrangement of the primitives and the locations of various people and objects. Your system would then render the images, and you could interact appropriately.

    Of course, it would really suck if your connection dropped, and your avatar were doomed to wander the web with 404 (the number of the iBeast?) tattood to its forehead.

    -jeff

    --
    -- Two men say they're Jesus. One of them must be wrong. - Dire Straits
  241. Take a lesson from "sims" and The Sims by UnknownSoldier · · Score: 2

    >The main problem is that if a game is goal free, what's the point of being there?

    So why do people play sim-style or MMPRGP games then? Both really don't have "goals" aside from the ones the players impose on themselves (collect phat loot, maximize my city income & size, level up, etc)

    i.e You don't / can't win these style of games, because they intentional don't have any conditions to "win"

    Any examples of games with absolutely 100% no goals?

  242. Re: noodity by Anonymous Coward · · Score: 0, Offtopic

    A husband, tired of his wife asking him how she looks, buys her a full length mIirror. This does little to help, as now she just stands in front of the mirror, looking at herself, asking him how she looks. One day, fresh out of the shower, She is yet again in front of the mirror, now complaining that her breasts are too small. Uncharacteristically, the husband comes up with a suggestion. "If you want your breasts to grow, then every day take a piece of toilet paper, and rub it between your breasts for a few seconds." Willing to try anything, the wife fetches a piece of toilet paper, and stands in front of the mirror, rubbing it between her breasts. "How long will this take?" she asks. "They'll grow larger over a period of years," he replies. The wife stops. "Why do you think rubbing a piece of toilet paper between my breasts every day will make my breasts grow over the years?" The husband shrugs. "Why not, it worked for your ass, didn't it?"

  243. Excuse Me I'm In Need Of FPS Recognition!!! by enocim · · Score: 1
    Team Fortress is the best team based FPS game out there. Counter Strike is allright but once you learn to bunny hop and conc and do all other sorts of rocket and grenade jumps to cap the flag... CS feels like yer in glue.

    This guy also fails to mention that the original Team Fortress was a Quake mod, and then Team Fortress Classic was immensely popular throughout it's release with Half-Life.

  244. 3D pacman by UnknownSoldier · · Score: 1

    > THe very first first-person game I ever played was a Fp version of Pac-Man. It was all vecter lines and it ran on an IBM PC/XT with a GCA card. That was about six years before DOOM came out.

    Hey! I remember that too. I can't remember what it was called though :-(

    Ever play Sopwith? Shamus was cool too. (Never did the dang thing mapped out. That reminds me, time to finish off GemStone Warrior some day ... )

  245. Reply to All by LoudMusic · · Score: 1

    I couldn't decide who to reply to, so this is to everyone else who commented.

    HE'S A PROFESSOR, NOT A GAMER. DA-YAM, give the man a break.

    ~LoudMusic

    --
    No sig for you. YOU GET NO SIG!
  246. Cooperative vs deathmatch by MavEtJu · · Score: 1

    and a much more fun mode called deathmatch

    Euh... Honestly, we had much more fun in cooperative mode than in deathmatch. Walking around in the darkness, trying to find the last monster... You see something move, you shoot, he shoots, you look at the person on the other side of the room, shout "woops, sorry!" and continue your quest for the last monster.

    I tried a game of counterstrike last month and honestly it sucked. People waiting in pre-located spots, waiting for something to move and shoot it with their sniper-gun. Well that's great fun. Not.

    Edwin

    --
    bash$ :(){ :|:&};:
  247. Re:Actually, the first 3D game was for the TRS-80. by re-Verse · · Score: 1

    Agreed!

    Now when you open a game box you think yourself lucky just to find a Playable Game inside of it!

    Max Payne was an exception though. it came with a cool mousepad. Gameplay was great too.

  248. It's in the works by Anonymous+Coed · · Score: 1

    My wife works at Origin Austin. According to her, another division in the company (actually an EA division) is working on a Snowcrash based MMORPG. FWIW, YMMV.

  249. Re:Anarchy Online by codeforprofit2 · · Score: 1

    I would love to play it, bought it on the day it was possible to buy it.

    I have tried it on two computers, one win98+static ip and one win2k+dhcp. It don't work on either of them.

    No patches helps.

    :-(

  250. Current state of gaming by SirSlud · · Score: 4, Insightful

    Quick thought, definately not air tight:

    I thought it was interesting hearing him compare the current Q3 and UT type games as being basically the same. He says "the current state of 3D gaming is like a world where no one invented anything but football, and the only difference is what color jersey you wear [paraphrase]"

    That maybe so, but football has been around for ages, and people still play it. Everyone knows the rules, and has a general idea of how to play with other people, etc ...

    Nobody wants to learn a Whole New Game or Whole New Sport (especially after dropping 70 bucks for it), so I liken the online deathmatch community to the sports world .. if we can invent any kind of ball, on any kind of field, with any kind of rules, why don't we see new sports being invented weekly? Certainly that would be more interesting? I say no; I think Q3 and UT are the 'equipment and vanue' to play Deathmatch (or arena, or ctf, or what have you). Sure, other games are sure to come along with their own unique and new concepts, but these online games are only as good as their popularity, community, and support (read: variety in competition), so it's likewise important that we dont try and re-invent the sport with every new game lest we drive off the community into more fractions that it already is. (And I should know .. I stuck around Quake 1 TF for 4 years, simply because nobody could 'copy' the game well enough using the current crop of games.) I think it's time to admit that videogames can easily have a playability of over 5 years .. while many people switch and update for the eyecandy, the real gamers value the subtle details like the physics and gameplay, and arn't neccessarily drooling for a whole new way of playing.

    --
    "Old man yells at systemd"
  251. Goal-free 3D world by mcolin · · Score: 1

    There already IS a goal-free 3D world implemented.
    It's called Real Life, features astonishing graphics and sound and is freely accessible for anyone just by entering that big blue room with that hovering nuclear fire ball thingy.

    1. Re:Goal-free 3D world by mcolin · · Score: 1

      Yup, and I hate that magic still isn't implemented correctly.

      Guess we'll have to wait for version 2.

  252. the goal is the key... by ACK!! · · Score: 2

    I think that the article author is speaking of a more open-ended 3D FPS environment as opposed to one that is truly goal-less. However, considering the possibilities it may not be a totally useless goal.

    The open-ended environment model has been tried in terms of cyber-haunts for people to run around in avatars and chat it up. Yet, there is the whole Snow Crash possibility of a true 3D internet multiverse model that could make gaming, interacting and trading files very interesting and with the spread of larger bandwidth options might actually breath some life into the wheezing sickness of the new economy.

    Still, I believe the first step will have to be to establish open ended story driven 3D FPS style games like an expanded version of Half-Life with a professional writing staff from perhaps a traditional playwright or script writing background.

    The immersive qualities of the FPS have been overshadowed by the twitch driven instant gratification qualities of the arena environment that has dominated its base. The story has a good point. They could be so much more.

    --
    ACK /ak/ interj. 2. [from the comic strip "Bloom County"] An exclamation of surprised disgust, esp. i
  253. Descent could do it. by Anonymous Coward · · Score: 0

    The Descent engine allowed you to use '5d space'.

  254. Re:Goal Free Universe (HardWar) by Anonymous Coward · · Score: 0

    I got addicted to Hardwar (playing contstantly) for that exact reason. It was one of the few games (Descent like), 3d environment, where you basically fly around, trade stuff if you want, or just go after people to make money and survive; but the basic point of the game is basically how long can you survive in this harsh world? Pretty awesome if you ask me.. there IS supposedly some plot (I've never played long enough to get anywhere). Its one life only, but seems like you don't have to follow any plot (be a good guy, bad guy, whatever). Its fun to just watch the other NPCs play too (over a hundred NPC's atleast flying around, playing the entire game with you). http://www.softwarerefinery.com

  255. Marathon and the other neglected by oneiros27 · · Score: 2

    Marathon also brought in the concept of more than one firing mode (rather wierd, when you consider it was for a one button mouse system, originally), and I believe they were the first that I know of to handle 8 player games. And yes, the sound support was amazing, but much of that could be attributed to the Mac more than the game, although the voice communication stuff was a nice concept that didn't take off in other games 'till years later.

    I'm also suprised that Duke 3d was left out. Although it was released just before Quake (but after the Quake demo), it had two features that weren't in the other games of the time -- single player plot (Quake was okay once through, but then only useful if you were on a LAN). The other feature was toys. Duke had 'em. Most other games, you had ammo, weapons, armour, keys and health. Duke let you collect up things to play with. [Like the HoloDuke distraction sitting in the field of pipe bombs]. Other side benefits were 8 player support, and people could drop out [but not enter] as needed.

    There's no mention of id's earlier work with Wolf3D, which of course, paved the way for Doom and Doom II. [Most people you'll find are thinking about Doom II when they mention Doom].

    He also doesn't go into the failings of Quake -- QuakeWorld was spawned because they realized that it was simply too bandwidth intensive, and you needed better connectivity than a modem, as it was so latency dependant. [Yes, it didn't mess up everyone else, but you got screwed]. It did, however, support 16 players concurrently [although most people were running alternate IP stacks in the good ol' DOS days, and so, Springfield at Nite [Clan No Homers], would only accept 8 connections via IP, and the remaining 8 would have to be through IPX. [Which was nice, as it'd mean an assured 8 slots of those of us local people].

    blah...I'm going off on a tangent....
    Well, you get the idea...it's a nice starting point for a history, but he left off way too much.
    [I know I'm leaving off a few things, as there were games I never played, but was just told about... um...the first game that left bullet scars in the world [ie, walls poxed, etc.], and otherwise let you interact with objects....wish I could remember what it was called].

    --
    Build it, and they will come^Hplain.
  256. Star Wars Galaxies by Big+Yak · · Score: 1
    Star Wars Galaxies is planning on coming online next year. Of course -- images of light sabers and blasters quickly call up visions of another "Hack n Slash" online adventure world. Lucky for us, it looks like the developers are going to offer some alternatives.

    What makes this game different is (along with the developers actually polling users about their preferences and building them into the game) the amount of attention they are paying to non-gamers. Current discussion threads have centered around making the universe more interesting to females (who typically are a bit more mature and tire of the repetitive womp-rat hunting to gain experience), and others who want a more robust universe to navigate.

    There are entire skill trees and abilities planned for dancing, weaving, makeovers (hair coloration/clothing disguise), house building/layout, mining, merchant abilites (owning a store, trading stocks, industrial espionage), politics (mayor of your city/county/planets/galaxy), etc.

    As soon as these games hit a certain critical mass, they'll start defining the future of the Net -- where users can move, and dance, and react, and display realistic facial animations. I'm hooked already.

    --
    -Hell hath no fury like that of a woman scorned for /.
  257. GAMES trash your brain, what about WORK by Anonymous Coward · · Score: 0

    i'm sorry but whatever games do to your brain
    it's not as bad as 30 years working at a dead-end job with no hope for the future but retirement
    and death

  258. Author's comments by stegu · · Score: 1
    Being the author of the original article, I must say that it was posted totally out of context and without my knowledge. I only recently learned about the Slashdot posting, returning home from Siggraph. Hence this late, and probably fruitless, reply to all the comments.

    The more hostile comments are an indication that some people read the text with totally wrong expectations. An updated version will be posted on the referred web site tomorrow. Some minor errors were corrected (thanks for the comments on this), but most notably a disclaimer was added to put it back into context.

    I do have a PhD in computer graphics, but please note that not everything I write for my students on every subject is necessarily of top-notch research quality. This was just a brief and shallow introduction to a subject where I felt resonably confident to speak in a local context, aimed at people with little or no previous experience. When I want international attention, I stick to my areas of scientific expertise. This was a very much less ambitious text, meant for a local audience of 100 students, written in a very short time to document one lecture in one of the many courses I taught last year.

    The student responsible for the posting only meant well, but I would not have recommended this article for Slashdot fame without some editing, like the editing I just performed. As I said, the link will point to an updated version tomorrow.

    Thanks to those who commented, pointed out some errors and had constructive criticism. To the others, well, I guess the article just wasn't for you. I won't try to please everyone.

    Stefan Gustavson