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quake/articles/1996/art-335



Path: mantis!not-for-mail


From: Thomas H Valley


Newsgroups: rec.games.computer.quake.announce


Subject: Gen Con 96: Many Successes (QUAKE)


Date: 14 Aug 1996 10:30:11 +0100


Organization: TLN


Lines: 75


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <32109471.6A6@itis.com>


Reply-To: mystery@itis.com



Gen Con has just finished in Milwaukee, and I thought to provide the


Quake newsgroups with an update on how things went with our network.


Here's the letter I recently sent to our supporters at id, Raven, and


Blizzard Software:



To begin, I'd like to profusely thank all of you that contributed to our


event at Gen Con this year. We were a smashing success, and we couldn't


have done it without you.



I sincerely believe that we held exclusive rights to the true darling of


the computer arena this year: Quake. I can safely say that the only


other game that received any requests for open play was Warcraft.



We had two major events that took place over the weekend: The Quake


tournament, and the Warcraft tournament. We had planned on Hexen and


Necrodome tournaments, and had continued to offer them through Friday


night, but no one signed up. We can attribute this problem to the fact


that SSI/Mindscape was offering free play on Necrodome throughout the


convention, and that the doom-style engine of Hexen paled against the


antics of the Quake players (...gotta get that Hexen 2 out...).



The Warcraft event was a success, and we continued to have requests for


open slots to that event long after the final was concluded. I don't


think that game will ever die, as it's constituents seem extremely


devoted to it.



Quake had a small amount of people waiting for the event, from 8am to


midnight, every day we ran it (well, it slowed down a bit at 11pm, I


think people got a little tired). I believe that there might be people


still at the convention center, right now, waiting for an open spot to


play. We let people play as a part of a 16 player continuous game for


15 minutes. When they were done, we plugged someone else in their


seat. We hosted the game off of a Dual P133 system, and jumped through


some minor thinnet hoops in order to get our 2 (or was it three) hublets


communicating with each other.



Unfortunately, all of this popularity had an adverse effect on our


judges. Some of the more vocal of us had difficulty moving through the


convention without being approached about the game at one time or


another. Also, due to the fact that the game was being played in front


of us for 16 hours a day, most of us began to have disturbing dreams


about the nature of the 3D world around us, and how that IRS agent would


look like with a rocket shot up his ass.



The final for the Quake tournament was played as a variable gravity


level (played on a level where we could find the most natural dangers:


lava and slime). We had the server set up as part of the game (listen


mode), and bound a number of gravity commands (including negative


gravity) to the keyboard. One of the judges would then randomly change


the gravity in the game, which gave no end to the amusement for that


judge: gravity -1, gravity 2000, gravity -1, gravity 2000, "Blaze falls


to his death", "Darlock falls to his death", etc.



In general, most of us received about 4 hours of sleep, on average, for


the last 4 days -- but it's a good exhaustion. I think the thing that


amused us the most about this convention was the common question related


to our employment at id/Blizzard/Raven software, and if the companies


happened to be hiring. By Sunday, the "giggle like little schoolgirls"


response to that had worn off, and the questioner was more apt to get a


glare from the judge, and a request to back away from the hardware.



At the end of the convention, we'd received a number of offers for


cooperative support for next year's convention, and indications from the


convention administration that the arena will be much larger next year.


Once again, thanks to everyone that participated -- we hope to make


similar arrangements for Gen Con 1997.



--------------------------------------------------------


Thomas Valley


Sales Manager, Publisher's Toolbox


1-800-390-0461, 608-243-5951


Fax 608-243-1253


mystery@itis.com


pubtool@pubtool.com