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