Dungeons and Dreamers: The Rise of Computer Game Culture by Brad King

By Brad King

Input the quiet residing rooms and cacophonous gaming environs of gaming kingpins like Richard Garriott and John Carmack, who invented video games corresponding to Quake and DOOM. know about avid gamers who make their dwelling by way of successful gaming tournaments, and secrets and techniques of dedicated avid gamers who virtually dwell at LAN events and gaming conventions.

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Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic

Input the quiet dwelling rooms and cacophonous gaming environs of gaming kingpins like Richard Garriott and John Carmack, who invented video games comparable to Quake and DOOM. know about avid gamers who make their dwelling via successful gaming tournaments, and secrets and techniques of dedicated avid gamers who essentially reside at LAN events and gaming conventions.

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Extra resources for Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic

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The games called, the 'zine called, and his computer classes called. Ordinary schoolwork wasn't enough to hold his interest. He passed his college entrance examinations easily enough, but unspectacularly-relying on "flair, rather than hard work and revision," he later said. The scores were enough to bring him to Essex University, a school about an hour northeast of London with a good reputation for research, however. Essex in 1978 proved to be something of a shock for Bartle. The school's culture and social scene was dominated by a left-leaning political element that felt far removed from the engineering or scientific frame of mind.

To never had much of a community before, this environment was than camp. utc~rsallthe time, and if an occasional stress-related blowup occurred/it be taken in stride. llnmtlmry for the summer. I was working on Ultima II, I didn't know machine language at all," he said later. LIL, Richard found himself a fish out of water. He rarely attended the . ••• ··~vet~1

That helped keep players in the game even after they'd reached the highest level possible. To Jez, Bartle seemed to be an extremely nice and funny guy, very articulate and creative. He was quite a bit arrogant, but deservedly so. He'd regularly tell me his IQ was very high, something like 170 or 180," Jez said. /f The text-only world opened up the games to players' imaginations, which sometimes ran towards the bizarre, but that served to create better legends. Jl lI 56 Building Community, Building Business Dungeons and Dreamers One of the game's most famous denizens was Sue the Witch, who dialed in to MUD from South Wales and played long hours every night.

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