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Quake II

Game

2 documents in the library are about Quake II, from writers such as DiGRA and Push to Talk. Each has a summary and key insights with the page they come from.

Documents
2
newest 22 Aug 2025

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Each row is a game or company named alongside Quake II, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Quake II

Cover of Can We Please Just Be Normal About AI
Article

Can We Please Just Be Normal About AI

The current discourse surrounding artificial intelligence in the video game industry is characterized by extreme, polarized viewpoints that hinder a nuanced understanding of emerging technologies.

  • Current industry discourse is hindered by a polarized binary that views AI as either a destructive force or a total replacement for human developers.
  • Emerging world models like Google’s GameNGen, Oasis, and Google DeepMind’s Genie 3 are shifting interactive entertainment from deterministic software toward probabilistic, real-time environment generation.
  • Industry leaders, including John Carmack, advocate for viewing AI as a sophisticated power tool that augments human capability in 3D modeling, rigging, and animation rather than a standalone replacement for development workflows.
Push to TalkAug 2025
Cover of WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media
Whitepaper10 pages

WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media

Sue Morris's paper examines multiplayer first-person shooter (FPS) games such as Quake, Half-Life, and Counter-Strike as "co-creative media," arguing that these games are not produced solely by developers or solely by players, but through the combined input of both.

  • The paper argues that multiplayer FPS games such as Quake, Half-Life and Counter-Strike are 'co-creative media,' shaped jointly by developers and players rather than by either alone, extending beyond the participatory-media framing common in fan studies.
  • Wolfenstein 3-D (1992) and Doom (1993) set the foundation for the genre, and Doom's source-code release and multiplayer capabilities enabled a durable mod scene.
  • Player contributions materially influenced development: early public betas and leaked alphas produced bug reports and patches, volunteer-built anti-cheat tool PunkBuster was later adopted by publishers, and mod authors behind ThreeWave CTF and Counter-Strike were hired or commercially acquired.
DiGRAJan 2003