Дэвид Кушнер - Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров
- Название:Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров
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- Издательство:Манн Иванов Фербер
- Год:2015
- Город:Москва
- ISBN:978-5-00057-372-3
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Дэвид Кушнер - Властелины Doom. Как двое парней создали игровую индустрию и воспитали целое поколение геймеров краткое содержание
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108
Invasion of the Video Creatures, p. 90.
109
Joint Hearings Before the Subcommittee on Juvenile Justice, One Hundred Third Congress, Serial No. J-103–37, December 9, 1993.
110
Freiberger and Swaine, Fire in the Valley, pp. 409–411.
111
A DOOM Boom, Dallas Morning News, May 17, 1994, p. 15A.
112
DOOM Bursts onto College Computer Networks, Houston Chronicle, December 15, 1993, Business, p. 1.
113
DOOM Bursts onto College Computer Networks, p. 1.
114
Lovers of Guts and Gore Should Meet This DOOM, Courier-Journal (Louisville, Ky.), May 7, 1994, p. 2S.
115
3D Applications Can Add New Dimension to Business World, PC Week, January 31, 1994, p. 59.
116
The Best in Arcade Game Software, Compute, January 1994, p. S1.
117
Games, The Guardian (London), January 13, 1994, p. 17.
118
DOOM Awaits Fun-Seeking PC Owners, Arizona Republic, March 6, 1994, p. E1.
119
A Visit to the id Office, Electronic Games, January 1995, p. 39.
120
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
121
Former Student Repays School with Computer Equipment, Kansas City Star, April 21, 1994, p. C4.
122
Microsoft Gets Serious About Fun in Windows, Business Wire, April 26, 1994.
123
Hit Game Sequel Spells ‘Doom’ Again, San Francisco Chronicle, October 8, 1994, p. E1.
124
Profits from the Underground, Forbes, May 9, 1994, p. 176.
125
Wallowing in Doom 2, New York Times, May 15, 1994, Styles, p. 8.
126
DOOM Brings a New Dimension to 3D Games, USA Today, May 25, 1994, p. 3D.
127
A DOOM Boom; Software Firm Creates a Monster Hit via the Information Superhighway, Dallas Morning News, May 17, 1994, p. 15A.
128
Good, Strong Guidelines Needed; Gory Game Gives Cause for Concern, South China Morning Post, March 22, 1994, p. 1.
129
Duke Nukem Banned in Brazil, Reuters, December 21, 1999.
130
Kent, First Quarter, pp. 382–384.
131
Virtual Addiction, Austin American-Statesman, April 2, 1994, p. F1.
132
Players Get Virtual Kicks in DOOM Tournament, Austin American-Statesman, May 8, 1994, p. B1.
133
Cited in Johan Huizinga, Homo Ludens: A Study of the Play Element in Culture (Boston: Beacon, 1955), pp. 18–19.
134
Ibid., p. 1.
135
Marshall McLuhan, Understand Media: The Extensions of Man (New York: McGraw-Hill, 1964), pp. 208–211.
136
DOOM’s Day Afternoon: id’s Hell on Earth, Computer Player, October 1994, p. 28.
137
DOOM and Links 3.6 Pro Give Hours of Fun, Chicago Sun-Times, October 17, 1994, Financial, p. 54.
138
New York Times, September 3, 1994, sec. 1, p. 35.
139
Doomonomics, Economist, May 25, 1996, pp. 12–14.
140
Power Finance or Boot Strap? Red Herring, December 1994, p. 81.
141
DOOM Goes to War, Wired, April 1997, pp. 114–118.
142
Top Software, Entertainment Weekly, June 9, 1995.
143
Microsoft Shows Games at Halloween Bash, UPI International, October 30, 1995.
144
PC Data, 2000.
145
GT Masters Software Universe with New-Fangled Sales Smarts, Crain’s New York Business, July 1,1996, News, p. 4.
146
The Egos at Id, Wired, August 1996, pp. 122–127.
147
История этого турнира изначально была описана в другой форме в моей статье Blood Sport, Spin, June 1997, pp. 104–107.
148
Quake: Bloody Amazing, USA Today, June 27, 1996, p. 5D.
149
10 on the Richter Scale: id Software Quake Action Game Software Review, Computer Gaming World, October 1996, p. 174.
150
Multimedia: The Best and Worst of 1996, Entertainment Weekly, December 27, 1996.
151
Spin, June 1997, p. 106.
152
E-mail interview with Chris Spencer on January 8, 1997, posted on onenet.quake newsgroup.
153
Cyber Elite: Inside the Top Fifty Time Digital Cyber Elite, Time Digital, October 5, 1998, http://www.time.com/time/digital/cyberelite/36.html.
154
Game Designers Take Penthouse; Programmers of DOOM Create Culture Clash at Texas Commerce Tower, Dallas Business Journal, July 25, 1997, p. 1.
155
Time Digital, October 5, 1998.
156
Cool Companies, Fortune, July 7, 1997, p. 84.
157
Connected: There Is Another Way to Achieve the Sort of Financial Security That Brings the Freedom to Throw TVs out of Hotel Windows and Drive Rolls-Royces into Swimming Pools, Daily Telegraph, April 29, 1997, p. 15.
158
Braindrain at id: Mood Dark and Gloomy, Wired News, January 18, 1997, http://www.wired.com/news/culture/0,1284,1539,00.html.
159
It’s going to happen: Merchant of DOOM Is Reborn as the Ion Man, The Times, April 16, 1997, features section.
160
Ibid.
161
Connected, p. 15.
162
Beyond DOOM and Quake: Everything That Game Designer John Romero Touches Turns to Gore. And to Gold», Time, June 23, 1997, p. 56.
163
Dear Romero! PlanetQuake, June 9, 1999, http://www.planetquake.com/features/mynx/dearromero.shtm.
164
Intergraph, id Software, Rendition, and ClanRing to Sponsor QUAKE Tournament, Business Wire, March 7, 1997.
165
Greetings from America’s Secret Capitols, Time, July 13, 1998, www.time.com/time/magazine/archives.
166
Legions of DOOM, Wired, March 1998, p. 157.
167
Why the New Hollywood Is in Texas, Boston Globe, November 23, 1997, p. N5.
168
Gamemakers Feeding Growing Appetite for Fun, USA Today, June 19, 1997, p. 4D.
169
Ibid.
170
Knee Deep in a Dream: The Story of Daikatana, GameSpot, May 2000, http://www.gamespot.com/features/btg-daikatana/index.html.
171
John Romero – Artiste, Penny Arcade, November 25, 1998, http://www.penny-arcade.com/view.php3?date=1998-11-25.
172
John Romero Killed at Age 30, AdrenalineVault, August 28, 1998, www.avault.com.
173
Stormy Weather, Dallas Observer, January 14–28, 1999, p. 45.
174
Я лично играл в модификации Эрика Харриса.
175
Текст включал в себя клиентское приложение Эрика Харриса. Модификации были опубликованы онлайн.
176
The Columbine Tapes, Time, December 20, 1999, pp. 40–51.
177
DOOM in the School, Blue’s News, April 21, 1999, www.bluesnews.comarchives.
178
DOOM Level a Dry Run, Rabbi Suggests, Denver Post, May 4, 1999, p. A10.
179
Social Outcasts Built Fantasy World of Violence, Washington Post News Service, April 22, 1999.
180
Sow Cultural Violence and Reap Death, Newsday, April 22, 1999, p. A57.
181
Who’s to Blame? 60 Minutes, April 25, 1999.
182
Cited in Clinton Sees Violent Influence in Three Video Games, Los Angeles Times, April 25, 1999, p. A12.
183
The Trouble with Looking for Signs of Trouble, New York Times, April 25, 1999, Week in Review, p. 1.
184
Dress Rehearsal for Death, Daily Record, April 23, 1999, p. 8.
185
Disneyland Disarms Some Video Games, Los Angeles Times, May 14, 1999, p. 1A.
186
Statement of Senator Joseph Lieberman Calling for a White House Summit on Media Violence, April 28, 1999.
187
Violence Engendered by the War, Baltimore Sun, May 23, 1999, p. 3D.
188
Harris and Klebold, Good Morning America, May 24, 1999.
189
Jones, Killing Monsters, pp. 37–38.
190
Personality, Psychopathology, and Development Issues in Male Adolescent Video Game Use, Journal of American Academic Child Psychiatry 24, 1988, pp. 329–333, as cited in Herz, Joystick Nation, p. 184.
191
Cyber-Games Make Children Brighter, Sunday Times, July 22, 2001, http://www.sunday-times.co.uk.
192
Computer Game Helps Dyslexics, BBC News Online, August 20, 2001, http://news.bbc.co.uk/hi/english/sci/tech/newsid_1496000/1496709.stm.
193
Stuart Fischoff, Psychology’s Quixotic Quest for the Media-Violence Connection, American Psychological Association Convention, Boston, 1999; as cited in Jones, Killing Monsters, p. 28.
194
Video Games, Net Unfairly Blamed for Kids’ Violence, San Francisco Chronicle, May 5, 1999, p. B1.
195
A Room Full of DOOM, Time, May 24, 1999, p. 65.
196
The Violent World of Video Games, Insight on the News, June 28, 1999, p. 14.
197
Do Kids Buy Into Violence? Clinton Orders Inquiry into Marketing Practices, Gannett News Service, June 2, 1999.
198
A Game Boy in the Crosshairs, New York Times, May 23, 1999, sec. 6, p. 36.
199
PC Games, February 1999, as cited in «Knee Deep in a Dream.
200
Stormy Weather», Dallas Observer, January 14–28, 1999, p. 38.
201
Knee Deep in a Dream.
202
Source, Interactive Digital Software Association.
203
Don’t Shoot While I’m Talking, Forbes, October 18, 1999, p. 158.
204
Эта и другие сцены, описывающие Ion Storm, взяты из моих статей Hearts of Darkness и How Do Game Developers Hack It? Salon, March 7, 2000, http://www.salon.com/tech/feature/2000/03/07/romero/index.htmlи http://www.salon.com/tech/feature/2000/03/08/ion_two/index.html.
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