new work for the room/internet gaming/pjfisher 1705 96

<box 1 Doomed>

Doom started on the Internet at a time when most people hadn't even heard of the Internet. Word of mouth and newsgroup activity turned it into a phenomenon. You couldn't go anywhere without finding some sad soul blasting away at horribly pixellated monsters through that now infamous labyrinth of tunnels and rooms. Hours later, when they should have been at home, they'd still be there. Stuck. Desperately trying to get to the next level and then call it a day.

Doom was not sophisticated. This was no slow moving Myst<http://www.cyan.com/> designed to make you think or a platform game designed to entertain. Doom appealed to the basest of human instincts: kill or be killed. The 3D interface is now classic. A pump action canon points into the screen as if you were carrying it, ahead lies the tunnels and rooms. And your "face" appeared in a box, constantly roving its eyes and comically raising its eyebrows. Every now and again you reloaded. That's all there was to it.

But Doom caught on because it was fast. And the better PC you had the faster it went. All you had to do was keep up and blow away whatever came in your path. All over the world computer users took on a new psyche in front of their screens while the keyboard took a hammering. Watch anyone playing Doom, or its imitators, can be quite disturbing as they unleash a series of jerks, facial ticks and sheer aggression. Virtual Reality seems an unwise option. If this is what 256 colours and a keyboard can do, what the hell would it be like if they felt it was real?

It's creators, i.d. software <www.idsoftware.com>, gave away the first two levels free on the Internet and then made you buy subsequent levels. Of course most were hooked, after the exhilaration of those two levels they simply had to have more. ID became a fully fledged company and today Doom and its successors can be bought on CD-Rom in the Virgin Megastore.

But Doom had another ace up its sleeve; you could network it. The enemy was no longer the computer but real people across the office, building or the Internet. Now you could blast away with the satisfaction of knowing your enemy was real.

ID kept the Doom momentum going with the release of Doom II. Same idea, just harder with different levels. But no more was asked of the player other than to keep killing. Thinking was still off the menu. Just shoot. In an age that promised (and some actually developed) state-of-art games involving full motion video and interactivity the world got off on a simplistic, nihilistic shoot-em-up. A PC on every desktop? That's right Bill and every one equipped with Doom. Never underestimate the public's taste.

Which is probably the weirdest part of the Doom phenomenon. Pentium PCs equipped with the latest graphics and sound cards were being used to play a game that made little use of them. Surely PC gaming could mean more than Doom? Yet the people who played it were for the most part intelligent, often creative individuals. Why didn't they ask for more? Well they did. And they got Marathon <www.bungie.com> (Doom for Mac users), Hexen <http://krypton.mankato.msus.edu/~magic/web/hexen.html>, The Hive <http://www.microsoft.com/windows/games/samplerad/hive.htm>, Descent and now Quake <anchor>. All different, all the same.

So now the Internet is full of individuals hogging bandwidth shooting each other from across the world. Their keyboard skills (the five keys they need) are fantastic and their scores phenomenal. It will take another Doom-style phenomenon to alter the course of computer games. For now all people want is better versions of Doom. That's the future. There is nothing else in sight. No light at the end of the tunnel.

<section 2>

Entertainment On-Line

So if the content won't change perhaps the delivery and means of playing will. In the UK a start up is readying itself for launch.

Entertainment Online <www.e-on.com> will use the web to deliver online gaming from June 1996. The company was founded by Mark Bernstein, previously a director of VR experts Virtuality and Dr Hermann Hauser, founder of Acorn Computers. It claims to be the world's first online gaming network but the Total Entertainment Network <www.ten.net and anchor> might have something to say about that.

<link>

<TEN box>

TEN is convinced it can provide real-time online gaming and to prove it an Internet based multi-player Duke Nukem 3D<www.> tournament has been arranged. TEN is dedicated to online Internet gaming and the technology behind it. TEN is not interested in content but an advanced infrastructure to enable gamers to blast each other across the US. For TEN, latency is not on the agenda.

Beta testing has just finished where TEN boasted such luminaries as Marc Andreeson from Netscape <www.netscape.com> on the program. He was impressed. "The network performance for Duke Nukem is remarkable. And the ability to play people coast-to-coast adds a sense of energy and greatness to the whole experience".

TEN is building a game playing network for the United States for "techno-savvy young adults". It will be available from the web or as a dial-up service. Three are no plans to bring the network to the UK so far.

<E-on ctd>

According to E-On's Marketing Manager, Paul Moody, this is a move away from the anorak perception of gaming. It's being pitched as an entertainment "channel" rather than a service in the same way that cable TV has channels dedicated to sports or science fiction. It will be a family-oriented service for the mass market. E-On are making much of its family appeal with procedures in place to check game content for sexual or ultra violent nature. This might actually work against them. The appeal of most computer games is exactly that - a thrill derived from an on-screen violence.

E-On will feature two types of gaming. A resource of downloadable games to play individually and the online network accessed from the web.

What about bandwidth? Paul Moody admits that for most users playing Doom and other games over the Net is a disappointing experience. Take away the speed of Doom and you are left with very little else. Instead E-On is promising a "proprietary technology" that will allow "thousands" of people to play simultaneously as fast as playing across a LAN. And this will happen on the web in a full graphical environment. The multi-player games engine resides on the server and access is provided by a downloadable client.

None of this will be free. Subscribers will have to pay between £5 and £8 for the privilege, on top of your ISP and phone charges of course.

The web site <www.e-on.com> is slick and features an e-zine ,Neon with features on music and fashion as well as games. An online shop will allow users to buy top-rated games directly from the Internet.

It's early days but the games that Entertainment Online have lined up for download are not that exciting simply because of size limitations. Poker, Chess, Reversi - none of these are going to wet the appetite of gamers used to megabyte-fat CD-Rom based games. You simply couldn't expect anyone to spend the time on the Net it would take to down load such games. Even a 3Mb game of the sort E-On is offering is going to take approximately an hour to download over a 28.8 kbs line.

Paul Moody admits as much: "For some years now the web has been talked about as offering new ways of distribution but the technology is way behind the hype".

"But if we wait for it to happen it will be too late. Which is why Entertainment Online is happening now, to get in the market early. This will be a huge growth area"

They may be right and explains why major Telcos and cable companies have been talking to E-On. "We've had discussions with all the major ISPs in the UK offering them E-On as part of their packages" says Paul Moody." ISPs that sign up with E-On will bypass the initial web site and offer direct access to E-On as part of their own subscription package. Announcements are expected in June.

If E-On have got the technology right they could expect a large take up of first time gamers and families eager to play across the Net. The safe family environment could be a major selling point but could put off more hard core gamers.

<section 3><Quake link>

Quake -yes, it's Doom III.

Building on all the originality and flair of Doom and Doom II comes i.d's next big thing: Quake. And guess what? you get to shoot things. If you want to try it it's on the net at <www.idsoftware.com> for a free two level trial.

It's not finished yet but this hasn't stopped certain individuals waxing lyrical about it. "When you hit a character with a shotgun blast or a volley of nails, he jerks back in a shower of pixellated blood". That's terrific. "Best of all, if you fire a rocket at close range you can often reduce a Deathmatch opponent to a satisfying pile of bloody body parts" . Marvellous. "The sheer range of deaths in Quake should be worth the asking price on their own". Of course.

That's the considered opinion of the "journalists" on PC Format, (May 1996) doing all they can to debunk the myth that gamers are a really just a bunch of inadequate little boys.

<Section 4>

What's the Riddler?

It's not all nihilistic nonsense. There is fun to be had with games that exist in the real world and played across the web. You don't get to kill anything but you do get points and points make prizes.

An example is the Riddler<www.riddler.com>. Nothing to do with Batman, Riddler uses web sites where players must search for clues, play games and compete for prizes.

After registering which is free players get a stash of "riddlets", used to pay entry fees for games and of earn back Riddlets depending on how well they play. They also receive CAPS which are prize tokens for winning games outright. These can be traded in later for real prizes. Players' tally of Riddlets and CAPS are all held automatically on a database back at the Riddler server- which can be accessed anytime you feel like it.

Don't rush to register just yet however. Unfortunately due to US tax laws you must be a US resident to win prizes.

There's another side to these type of Internet games. If you run your own web site and want more people to drop by try getting in touch with Riddler. CAPS can be hidden on your web site and the Riddler logo can be licensed for display on your home page. The extra traffic generated by Riddler game players can only be good for your site.

It's a trick not lost on sussed corporations using the net. Toyota's Australia<www.toyota.com.au/quheads/quest.html> subsidiary ran an online competition back in December 1995 where punters had to trawl through selected web sites to find missing words and enter a prize draw. The prize was pretty neat: A trip to the Northern Territories, a laptop Toshiba and free use of a Toyota 4x4 for the duration of the trip. OK so the game wasn't that hard but it was a way of getting people to view the Toyota and other web sites and maybe buy the cars.

Section 5

Java - another future?

Sun's <www.sun.com> Java language has certainly taken the Internet by storm. In case you don't know it it's a language people designed to build platform independent applications which can downloaded across the web, which includes games. The Riddler<www.riddler.com> organisation is already making use of Java for some of its on-line games.

The potential for gaming is there even if the games now available are not that sophisticated - mostly simple Space Invaders and tic-tac-toe five minute distractions. The future could herald a rush of Java based games which can be quickly downloaded and played on any platform anywhere. Even better Using Java game designers can link to sophisticated databases anywhere on the Internet. For a taste of Java, launch Netscape 2.0 and go to <www.yahoo.com/Computers_and_Internet/Programming_Languages/Java/Games>.

Section 6

Playing for free

Online gaming using modems or subscription services like TEN or E-on will cost you money but you should at least enjoy the solidity of a dedicated gaming network.

For the more technically savvy games can be played across the Internet without any service in between. One protocol you can use is the Internet Head to Head Daemon (IHHD). The name betrays its UNIX origins and you are going to need to be pretty sussed to set it up, as well as access to a UNIX shell account.

Easier is Kali shareware which tricks your PC into thinking that the TCP/IP protocols are actually IPX as found on many office networks. To find out more check out <www.kali.com>.

But as Internet Gaming goes mainstream with dedicated channels and networks being set up the need to set up such protocols will decline except among a dedicated hard core. At the recent E3 computer games trade show in Los Angeles, nearly every single exhibitor was announcing plans for online, and Internet connectivity.