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Tag: Online Storytelling

Vanguard Press Conference – April 20th, 2550

Posted on April 20, 2014 By Colchek No Comments on Vanguard Press Conference – April 20th, 2550

The holographic image resolves into that of an older man dressed in the uniform of a Vanguard officer standing behind a podium which bears the crest of the Vanguard. On either side are the Vanguard flag and the flag of the Solar Consortium. When he speaks, it is with a voice that is gruff and…

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OtherSpace players: Better than a ‘bot!

Posted on March 18, 2014 By Brody 1 Comment on OtherSpace players: Better than a ‘bot!

A robot made of Lego bricks and a Samsung Galaxy smartphone can solve a Rubik’s cube in a little over three seconds. That’s impressive. But it can’t do what OtherSpace players can. Although it might be able to rapidly calculate probable patterns and accurately shift the individual colored blocks of a cube into their uniform…

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MUSHes, Online Storytelling, OtherSpace

New digs for the old game

Posted on November 5, 2013 By Brody No Comments on New digs for the old game

When Marson and RPG Works announced plans to cease operations in early 2012, I wasted no time in hunting for an alternative hosting site for OtherSpace and jointhesaga.com. I signed on with Register.com for both the website and the game. However, the game proved too problematic for Register.com to handle. That meant shifting the game…

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MUSHes, Online Storytelling, OtherSpace

Long time hooked…

Posted on November 3, 2013 By Brody No Comments on Long time hooked…

Zork was my gateway drug.

Using a relatively basic command parser, this text-only computer adventure game by Infocom allowed a single player to explore a grid of rooms, solving puzzles and gathering treasure, all the while trying to avoid being devoured by a grue in dark chambers.

zorkreviewimage

I had no idea when I first played Zork, back in the 1980s, that my explorations of the Great Underground Empire would lead to my work on OtherSpace.

But Zork and other Infocom games undeniably served as the basic foundation for what would become my pet project for the past 15 years (and counting).

In the mid-1990s, I played a MUD (multi-user dimension) for the first time. It was called Infinity. Like Zork, it was text-based, with a grid of rooms and puzzles to solve. The difference, however, was that I could interact with other players from around the world in the same virtual space.

I enjoyed the diversion while the novelty lasted.

Ultimately, though, I found myself drawn instead to another multi-player text-based game called TOS TrekMUSE. This game, inspired by Star Trek‘s original series with Captain Kirk and Mr. Spock, didn’t have built-in puzzles to solve. It required players to submit a character biography that proved they grasped the theme. It had a coded space system, so players who joined Starfleet might be assigned as crew to virtual starships, such as the Yorktown and the Excelsior.

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