We covet new processors, graphics cards, mice, mouse pads, cellphones, and ipods, and we relish the innovations which the web has to offer: peer-to-peer file sharing, social networking, video sharing etc. Yet when it comes to games, our will to embrace changes is slight: talk of "modification" and "innovation" is considered alarming, often even offensive. It prompts shudders and frowns, bitterness and angry rants. Of course, careful modifications are tolerated: a new anti-cheat solution is welcomed; so is the occasional new map or competition mod update. However, if changes are accompanied by a rebranding of the game, we immediately become wary. We have little faith in new games and, more often than not, meet them with distrust -- a behaviour which is typified by the community's reactions to the recently published screenshots of the next Wolfenstein game.

Such a response is justified, at least in part. We have all invested a lot of time in our games of choice which, in turn, have given us many fond experiences: victories, rivalries, and acquaintances -- in some cases even friendships. Although some might be reluctant to admit it aloud, the games and the fellowships which surround them have come to have a certain value to us, which is why, in spite of occasionally raging against or tiring of them, we keep returning to them, and to this website. In light of this, the reaction of the community is fully understandable, in so far as it is aimed at keeping things the way they currently are. However, the reaction is far from innocent.

The community's approach to maintaining status quo is twofold, you see. One part is an internal effort, an attempt to provide players within the community with a steady flow of information relevant to the competitive aspects of the games which enjoy strong representation on this website. This is a constructive endeavour: it arouses interest in the games and promotes further development within the boundaries of them. The other part is external, though: it does not focus on the cornerstone games of this website as such. Instead it concentrates on games which could challenge the existing conditions of these games. As a female grizzly bear will attack to defend its cubs, so the community will strike at these games to maintain the status quo. It will single them out and persecute the players who enjoy them.

The most glaring example of this behaviour is the community's response to the release of ET:QW. Upon realising that the game bore little resemblance to theirs, ET players became anxious. Fearing that it would cripple ET if it gained success, many of them decided to slur ET:QW and its players. The extent of the smear campaign which was thus launched was so great that the bitterness it conveyed still saturates the community, lingering like the smell of piss after it has evaporated.

The tragedy in this incident lies not only in the injustice committed against the ET:QW community, but also in the irony of the situation, which far too few acknowledge: when ET was released, the game and its community was subject to the exact same kind of attack! The RtCW players ran the game down, complaining that it was inferior in every aspect, that it was easy and slow paced. Some of the harshest critics eventually transitioned to the game and achieved competitive success in it, yet they remained relentless in their objections about its gameplay. For a newbie to the Wolfenstein games their hegemony in the ET scene held ambiguity: one could not tell whether they actually enjoyed competing in the game, or whether they were mocking it, whether they were just proving a point.

The bitter divide, as TosspoT calls it, between ET and its older brother saw the younger game develop an inferiority complex, which it only recently recovered from. Nonetheless, ET is still being played, while RtCW is now in the twilight of its life.

We have wronged the ET:QW community by subjecting it to the same treatment as we were subject to when we started playing ET. If we do not admit this error, we risk repeating that mistake when faced with future changes. Instead of writing coverage and discussing the course of our game and its community, we would end up waging a futile war on multiple fronts and eventually settle into a rut of bitterness, which would deprive us of our dynamic.

The time that is required to slur other games is better spent making your own game interesting.