I think what I enjoyed most about Christopher Nolan’s spectacular Inception is that it neatly captures the allure – and the peril – of throwing yourself into the imaginative task of building worlds out of the ether.
When Ariadne builds a Paris dreamscape and Tom Cobb helps tweak and change it, I’m reminded of working with my cohorts on OtherSpace as we built a world’s grid, described the rooms, and developed the lore around them.
Similarly, the scenes of the “memory” area in Cobb’s mind, where the ocean of time churns and starts tearing down the monuments of creation, reminds me of all the old unused grid areas on OtherSpace. Some use outdated room code and look broken. Some aren’t even properly attached to anything else on the world grid. Bits and pieces of a lost age.
This morning, Marson informed me that the new MUSH was up, per my request. So, I logged on and set about digging the fundamental grid to get a sense of the layout of The Island. I don’t plan to build much more than a basic town and island grid. Development of the game world, by design, will be in the hands of players who get to bring their own flair to the strange environment.
I created the character object for the Sheriff. Began pondering his back story. So far, I’ve decided that he’s very old and quite determined to keep his location as secret as possible.
Installed an in-game bulletin board for development chatter. Also added a functioning clock in the town square, so that you can look at it and see the current time of day. Added a +who list. Imported the room parent from Chiaroscuro. It’ll need some tweaking.
Now in the process of installing a Wiki.
More to come as development continues.
I appreciate the post Falk made about the three options that he sees for me going forward with OtherSpace.
In short, they are:
1) Shake things up again.
2) Hand the game over to someone else.
3) Close the game.
I’ve given it a lot of thought during the last week and I’ve reached the conclusion that none of these options addresses the fundamental problem: I miss *enjoying* what I like to do.
The most vocal players on OtherSpace make it clear that they don’t want their corners of the universe messed with anymore. Even just opening the door for them to make their own changes leads to people throwing words back in my mouth about keeping things simpler. If anything, they seem to just want systems fixed and/or finished so that they can plod merrily along with the game they want to play. I don’t suppose I have any room to blame them.
However, that doesn’t solve my problem.
Picking an heir apparent isn’t the answer. We’ve tried it before. It doesn’t work.
Closing the game would do nothing but make people angry. We’re not at that point yet, and I certainly don’t live under the false pretense that if I “can’t have it,” no one can.
So, I’m going with Top Sekrit Option No. 4. It’s a pretty simple option – painless to people who have invested themselves in OtherSpace, creatively interesting and potentially lots of fun for me.
I’ve started development of a modest side project that won’t get any major advertising. It’ll be a small MUSH with web character applications and invitation-only play, minimum age of 18. No badges. No medals. No Twitter feed or Facebook fan page. Just an easy-to-grok theme, story-driven, which won’t be designed to compete with OtherSpace.
I’ll probably have a little more to say about it as work continues on the project, but I’m optimistic that it will help rekindle some of my passion for this storytelling format.