What is Strafe Jumping? idTech3 and the Game Engine as Software Platform

Dylan Lederle-Ensign, Noah Wardrip-Fruin

Abstract


The physics of the everyday world are an accepted constraint for the designers and players of sports and other embodied games. But where do the physics of games in virtual spaces come from? The standard answers (e.g., framing physics as rules) leave some of the most famous physical phenomena of games difficult to account for. This paper demonstrates how one of these phenomena, strafe jumping, can be better explained by turning attention to game engines as software platforms. While platform studies has become an accepted approach in game studies, software platforms have received significantly less attention than hardware platforms, and their particular characteristics are important for understanding strafe jumping. Like hardware platforms, software platforms build up communities of developers and players with expertise and expectations. But unlike the hardware platforms that have received significant scholarly attention, software platforms are more strongly connected to game genres (through technology, documentation, and community), are more easily modified and extended, and crucially are more actively socially negotiated after release (in a network connecting players, engine developers, and engine licensees and modifiers). The intertwined aspects of strafe jumping — as technical artifact, play experience, and site of contention — illuminate not only what it “is” but also the importance of engaging software platforms for a robust field of game studies.


Keywords


Strafe Jumping; Software Platforms; Game Engines; Quake III Arena; Platform Studies; Software Studies; Code Studies

Full Text:

PDF

References


Aarseth, E. (2004). Genre Trouble | Electronic Book Review. Retrieved April 07, 2015, from http://www.electronicbookreview.com/thread/firstperson/vigilant

Anderson, Eike Falk, Steffen Engel, Peter Comninos, and Leigh McLoughlin. 2008. “The Case for Research in Game Engine Architecture.” In Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 228–231. Future Play ’08. New York, NY, USA: ACM. doi:10.1145/1496984.1497031. http://doi.acm.org/10.1145/1496984.1497031.

Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37(1), 6–23. doi:10.1177/1046878105282278

Bogost, I., & Montfort, N. (2009). Racing the Beam: The Atari Video Computer System. MIT Press.

Carmack, John. “The John Carmack .plan Archive.” http://floodyberry.com/carmack/plan.html.

Douglass, Jeremy. 2007. “Command Lines: Aesthetics and Technique in Interactive Fiction and New Media”. Dissertation, University of California, Santa Barbara. http://jeremydouglass.com/dissertation.html.

Graft, Kris. 2011. “E3: Id’s Carmack, Willits Happy To Be Done With Engine Licensing.”Gamasutra. June 8. http://gamasutra.com/view/news/125324/E3_ids_Carmack_Willits_Happy_To_Be_Done_With_Engine_Licensing.php.

Holmes, Shawn. 2002. Focus on Mod Programming in Quake III Arena. Boston :; Independence :: Course Technology ; CENGAGE Learning Distributor.

Hutchinson, Andrew. 2008. “Making the Water Move: Techno-Historic Limits in the Game Aesthetics of Myst and Doom.”Game Studies 8 (1). http://gamestudies.org/0801/articles/hutch.

id Software. 1993. DOOM. https://github.com/id-Software/DOOM.

———. 1996. Quake. https://github.com/id-Software/Quake.

———. 1999. Quake III Arena. https://github.com/id-Software

/Quake-III-Arena.

———. 2004. Doom 3. https://github.com/id-Software/DOOM-3.

———. 2010. Quake Live. http://www.quakelive.com.

Jane, Friedhoff. 2013. “Untangling Twine: A Platform Study.”http://www.digra.org/wp-content/uploads/digital-library/paper_67.pdf.

Juul, Jesper. 2005. Half-real: Video Games Between Real Rules and Fictional Worlds. Cambridge, Mass.: MIT Press.

Kushner, David. 2004. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. New York: Random House Trade Paperbacks.

Lederle-Ensign, Dylan. 2013. “Lags, Frags and John Carmack: a Platform Studies Analysis of the Quake III Network Module”. Conference Talk presented at the Digra 2013.

Leorke, Dale. 2012. “Rebranding the Platform: The Limitations of ‘Platform Studies’.” Digital Culture & Education 4 (3): 257–268.http://www.digitalcultureandeducation.com/uncategorized/dce1073_leorke_2012_html/.

Lowood, Henry. 2014. “Game Engines and Game History.”Kinephanos (History of Games International Conference Proceedings).http://www.kinephanos.ca/2014/game-engines-and-game-history/.

Mateas Michael and Wardrip-Fruin, Noah. 2009. “Defining Operational Logics.”http://www.digra.org/wp-content/uploads/digital-library/09287.21197.pdf.

Montfort, Nick, and Ian Bogost. 2009. Racing the Beam: The Atari Video Computer System. 2nd ptg. The MIT Press.

Murray, John, and Anastasia Salter. Forthcoming. Flash: Building the Interactive Web.

Padworld Entertainment. 2007. World of Padman.

Ritual Entertainment. 2003. Star Trek: Elite Force II.

Rogue Entertainment. 2000. American McGee’s Alice.

Sanglard, Fabien. 2012. “Quake 3 Source Code Review.” June 30.http://fabiensanglard.net/quake3/index.php.

Silicon Ice. 2000. Urban Terror.

Tei. 2013. “File:Quake - Family Tree.svg.” Wikipedia, the Free Encyclopedia.http://en.wikipedia.org/wiki/File:Quake_-_family_tree.svg.

Wardrip-Fruin, Noah. 2009. Expressive Processing: Digital Fictions, Computer Games, and Software Studies. The MIT Press.

Warsow Team. 2005. Warsow.

Wolf, Mark J.P. (Ed.). (2001). The Medium of the Video Game.




DOI: https://doi.org/10.26503/todigra.v2i2.35
 
 
Published by the Digital Games Research Association.