|
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| remember, remember the seventh of november |
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November 7, 2006
|
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| the dan brown code |
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July 21, 2005
|
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| to fserve and protect |
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March 17, 2005
|
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| kchung kchungggg |
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March 27, 2004
|
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| you keep using that word... |
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November 22, 2003
|
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| pedro pointed at the sky |
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October 17, 2003
|
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| you filthy pragmatists! |
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July 29, 2003
|
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| the life and times of Reginald the Orc |
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July 6, 2003
|
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| we ruin it twelve ways |
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June 14, 2003
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| the scrounging game |
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March 17, 2003
|
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| gotta green before code |
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November 18, 2002
|
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| spatch vs. ants |
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July 8, 2002
|
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| nobody leaves until there's at least 20% on the table |
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February 14, 2002
|
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| send in the clones |
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August 6, 2001
|
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| catzenpoppin |
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July 8, 2001
|
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| some title about Survivor here |
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May 3, 2001
|
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| choose your own damn sugar rush |
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April 24, 2001
|
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| cuckoo for cat chow |
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December 7, 2000
|
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| that's ah-sweep-eh |
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September 7, 2000
|
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| margarita bob, back in town |
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July 31, 2000
|
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| stupid cat tricks |
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July 17, 2000
|
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| eminently predictable |
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June 28, 2000
|
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| maggot-like dinosaur eggs, breakfast of champions |
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June 22, 2000
|
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| blank page |
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April 3, 2000
|
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| eiffel65, leave my head please |
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March 6, 2000
|
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| push(@mattress, $money) |
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February 11, 2000
|
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| pits and bieces |
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January 8, 2000
|
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| Bye Bye Bag |
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December 22, 1999
|
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| Seeing the Elephant |
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November 10, 1999
|
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| k-tel's K-12 hits |
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October 18, 1999
|
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| Me detruisant doucement avec sa chanson |
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September 10, 1999
|
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| Pointless snarky web rantings |
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September 2, 1999
|
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| Vending God memoirs |
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August 30, 1999
|
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| koo koo ka choo, Mrs. Andrews |
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July 21, 1999
|
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| History On Parade |
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June 17, 1999
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archives |
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|
gotta green before
code
So many online diversions, so little time. You know how it is. Most
recently the bane of one's social life, EverQuest, has reared its ugly
head again, and so in June I heeded the call, fell to temptation, and
started playing anew. I actually re-joined because of a guild the
Something Awful goons were starting on the Vazaelle server, so with a
heavy heart I bid a fond farewell to Drolias Burnheart of Xegony, the
redhaired dwarven warrior who served as my first foray into the expansive
land of Norrath. (You also may recall his name was originally to be
Drolias Flamegut; you can thank an arbitrary name filter for originally
rejecting 'Flamegut' and an arbitrary GM who then said "I can't change the
name for you since you already picked another surname, k thx bye." But I
digress.)
44 levels and five months later on Vazaelle, my little gnomish wizard
Frotz Nitfol is doing just fine, thank you very much, and learning many
ways to enjoy the time spent in the game rather than just grinding
experience and gaining power and prestige, you know, piddling little
goals. Though most recently he ran afoul of a most Stupid Night of
playing, losing nearly a full level of experience due to three incredibly
stupid acts. You can read about it if you'd
like; I decided not to present it as front page material since the
language is rather salty and it was originally written for those with
full working knowledge of the game. As there's a lot of contextual
references and injokes, here's a quick overview and primer:
- "The Hole" is a wide-open pit by the city of Paineel. It's enormous
and gaping. Kind of like the Goatse of Norrath. Falling into The Hole is
something that is more or less easily avoidable -- but means Instant Death
if you do it. I did it.
- The "Nexus Scion" is a very high-level NPC (non-player character) who
hangs around teleporting people up to a magical land called The Nexus.
Being high-level, a Nexus Scion is not one to be messed with. I messed
with one.
- "Kerra Isle" is a low-level zone full of silly kitty monsters that are
green to me, meaning I can kill one as easily as I can pick my nose.
However, enough silly kitty monsters beating up on you can wear you down
pretty easily. I think we had about 20 or 30 of them ganging up on one of
me. I did the math.
Needless to say it hasn't been too much of a pleasant 48 hours for Master
Nitfol, so I decided to take a break from regaining level 44 and doing
something else. This "something else" has come in the form of The Sims
Online. Dear God, the Sims Online.
Sprung fresh from the loins of The Sims, "the most popular game of the
past eighty-five zillion years" or however it's been trumpeted by any
number of gaming publications online and off, The Sims Online promises to
be one of the most influential games of 2003. I feel pretty comfortable
making such baseless, hyperbolic claims, because no matter what happens
with this launch, only a major catastrophe is going to keep the game from
going gangbusters. I only point to the insane crazy success that The Sims
itself has done, spawning expansion pack after mind-numbing expansion pack
(Sims On The Moon! Sims Go To The Mall! Sims Eat Tofu On The Roof! Sims
In Lockup!) and grabbing the all-coveted male and female gaming market.
All with this weird combination dollhouse-and-puppetmaster kind of game.
Who knew? I mean, seriously. Who the hell knew?
I remember the original game's strange appeal. I played the Sims far too
much back in 2000, doing such things as creating the Von Offenpantz castle
and setting up a Sim trailer park, populating it with white trash, and
leaving it on overnight -- only to come back the next morning to find the
entire park empty, with all the inhabitants either dead, run off, or sent
to military school. Yeah, that was amusing and fun. But as I played, I
realized two inevitable truths which pretty much caused me to taper off
and stop playing:
INEVITABLE TRUTH NUMBER ONE: Play too much of The Sims and you will
find you are neglecting your own personal life necessities (sleeping,
showering, eating, cleaning, going to work, interacting with others)
because you are too busy having fun making your Sims accomplish these
things themselves.
INEVITABLE TRUTH NUMBER TWO: After you've removed the pixellation
over the naked people and made two Sims of the same sex kiss, you lose
approximately 95% of your interest in the game.
At least, that's how it happened for me, but I only bought one expansion
pack. I never delved too deeply into the mysteries of the House Party,
Hot Date, Vacation, or Apocalyptic Nuclear Wasteland expansion packs
because I valued my hard drive space and my free time. At least, I valued
my free time then. Nowadays it's freely given out like so many Fun-Sized
Tootsie Rolls.
My first opinions of TSO were rather critical, I must admit, but amazingly
enough, after trying out the game for an evening, the damn experience
grows on you. In fact, it grows you just as the original Sims did,
through sneaky reversals of expectations and judgements. The entire
concept looks so... so... lame on paper or in theory, but in practice, it
becomes amusing, compelling, and downright addictive. I mean, put it this
way. When I first heard about the online version of the game, I said "Oh,
wow. You mean you do the same things as you did in the Sims? You run
around, build houses, do stuff, and talk to people, but this time, the
people talk back? Whatever. I'll go back to ToonTown and accomplish
something."
After playing TSO, however, I thought "Oh, wow! I'm doing the same things
as I did in the Sims -- running around, building houses, doing stuff,
talking to people, but this time, the people are talking back! That's so
cool!"
I also realize this devious and insiduous piece of timesuck is going to
make the fine people at Maxis filthy rich. I'm not sure how much of a
monthly cost I could justify throwing into the air in order to continue
playing, but for now, we'll see how long the appeal lasts. But this much
I know -- I only played one night and already I realize that this project
is going to completely dominate the online games market, barring any
unforeseen disasters like a complete and utter return to a Luddite
society. I know this because ten years ago, I was completely immersed,
head-first, into TSO's direct grandparents: The Multi-User System
Environment.
Or the Multi-User Shared Hallucination.
Or the Multi-User I Can't Remember What But The Cute Anagram Is MUCK.
It's always been well-documented that the Massively Multiplayer Online RPG
genre is a direct, evolved descendant of the text-based Multi-User
Dungeons that has sucked more time out of undergrads than Grafix and Phish
bootlegs. Give the idea graphics, give the players a reason to hang out,
let them progress and give them better and better gear, keep 'em happy and
paying. Fair enough, but all the updated MU* conversions so far have been
primarily combat-oriented. The social MU*s, the MUSEs and MUSHes, MOOs
and MUCKs have been given short shrift in the "modernization' craze.
("MU*" here stands for a catch-all term for most of the social Multi-User
online programs, so that I don't have to keep typing
MUSE/MUCK/MUSH/MOO/etc over and over again.)
Oh, sure, there've been graphical chat programs galore -- The Palace comes
to mind immediately, after a crazy night back in 1995 of smiley-faced
newbies stacking football helmets in every room with manic glee -- but the
focus of those programs were on the chat, and not on the creation, as MU*
advocates know full well. In fact, most programs just let you create a
customized picture for an avatar and dumped you into a chat channel with a
graphical background. Oh, sure, maybe you could do some customized
emotes, and move your avatar around the 'environment', but forget actually
trying to do something interactive with anybody other than the 21-year-old
CS major who is pretending he is a hot lesbian named "Tiffany." Where
these graphical chat programs failed, the text-based MU*s succeeded.
Where Voodoo video cards cried, imaginations rejoiced.
MU*s let the user create, via descriptive text and an object-based coding
language, their own intriguing characters and avatars. My first MUSE
character, created 10 years ago on HoloMUCK was RiffRaff, who bore more
than just a passing resemblance to everybody's faithful handyman from The
Rocky Horror Picture Show. RiffRaff also showed up on MicroMUSE and still
exists, though I only log in once in a blue moon just to ensure the
character stays active. Later incarnations included Beckett, a
time-travelling scientist appropriately created to help run the TimeMUSE
project and Snuffleupagus, created specifically on another, nefarious MU*
to avoid idiot roleplaying netsexers.
Once a persona is established, the MU* systems lets you create virtual
environments as well, such as the interior of the Alpha Spina Bifida
fraternity house or an exact replica of Alcatraz, or maybe a mansion
hidden in a magical bubble of air 20,000 leagues under the sea. Objects
can be created and programs attached to the objects, so a pair of dice,
say, could be rolled to generate random numbers. A bottle can be spun and
end up pointing at a character in the room. You could even set puppets up
in a room and operate them from afar, spying on conversations or using
them for the purposes of roleplaying. But no matter what you did, the
ultimate strength and character of your creations depended wholly on your
command of the language. For all the creative impulses did for you, in
the end, it was all words on a screen.
I mean, there's a world of difference in MU* land between:
Beckett enters the room.
Beckett says, "sup"
and
Beckett suddenly with a flash of light, the smell of fire and brimstone,
and the sound of a hundred angels heralding his arrival in perfect,
beautiful, celestial harmony.
Beckett says, "Someone put towels under the ladies, for I have arrived!"
(Of course, if you have a message and a greeting like the above purple
prose every single time you move to a new location, folks are going to get
mighty sick of it mighty quick. Perhaps the lesson here is be creative,
but don't be repetitive. Or horribly unwieldy.)
Two of my most popular TimeMUSE objects were the Happy Fun Ball and the
Lego Catapult. You could throw the HFB to any connected user, no matter
where you were or where they were. It'd then swoop down from the sky
(basically travel from the room you were in to the room your target was
in) and that person would go on to throw it at someone else and annoy them
further. Most every MU* has an object like this, be it a Frisbee, or a
Koosh ball, or a heat-seeking Stinger missile. I explored the
remote-annoyance theme further with the Lego Catapult, a large object I
built in the middle of TimeMUSE's Town Square, one of the more popular
hangout spots. For a small fee (to help prevent abuse but honestly, there
wasn't much in TimeMUSE that wasn't abused) you could fire a Lego brick at
someone all the way across the MUSE, and there was an actual chance of the
brick hitting them and causing much merriment and mirth all around. You
even received a percentage of your fee back if the brick missed. Then,
abusing power in a major way, I added in a special proviso that'd prevent
folks from hitting me with my own Lego bricks. (It's good to be the
King.) Players could, however, run up to the top of the Clock Tower in the
town square and lean over, spitting on a random object or player hanging
out below. I got hit frequently. You got used to that.
Eventually the MUSE coders turned to more sophisticated projects, such as
virtual videotape: I coded a camera object that recorded all that went on
in a room and then could play back the log when the tape object was
inserted into a VCR object. Of course, with any technology's advent, some
of the first uses were prurient: it wasn't long before copied VCR tapes of
certain netsex sessions made their way 'round the MUSE like crazy
wildfire.
I worked on a gigantic, life-sized Monopoly board. Each room in the area
represented a square on the board, and players themselves were the tokens.
The project was never fully completed, but at the time, you were
transported around the board by rolling the dice, you could buy and sell
property as well as charge rent and take money.
We weird folk also implemented spaceflight, so we could have fun in
spaceships flying around blowing stuff up. There were actual spaceship
objects travelling zillions of virtual miles between planets. (Half the
fun was trying to implement a scope so vast it made you cry.) Someone
made virtual Disneyland. There were museums, opera houses, bars, and
highways. I created the downtown section of my hometown, Amherst,
complete with a quiet conservation area and nature trails and a special
tree with a treefort at the very top. Our writing skills improved,
descriptions turned verbose and delicate, and technically speaking, I
learned to stop ending so many sentences with ellipses...
There were even robots, objects that used a player account to actually
connect to the MUSE and then run around, executing programmed commands. I
created a robot named Bob who ran around spouting nonsense words whenever
anybody asked him to. One night while drunk I created Bob's arch-nemesis,
a robot named Art whose every sentence rhymed with 'art'. From what I
recall, he certainly was fond of the word 'fart'. Woe be unto any players
who happened to be hanging out in a room when both Bob and Art entered.
There were many fights and much crying.
This kind of creative license, robots who say "fart" notwithstanding, was
special to the MU* community and more or less easy to accomplish simply
because everything was done with words. Want to make a gigantic hot-air
balloon in the shape of Marv Albert? You got it. Want to have full-scale
Battletech combat with players in mechs on a hex-based battlefield? Code
it up and it's yours. Want to trap unwary players in jail and force 'em
to take off their clothes in order to go free? Well, okay, but you're a
goddamn perv. There was more to do in the MU*s than just hang around and
chat with others, though I do admit that chatting was indeed the most
popular activity on TimeMUSE, next to annoying others and, coming in at a
close third, netsex.
Graphical chat programs so far have lacked this creative ability. They've
more or less been modified IRC clients, really. Active Worlds at least
let you create buildings and customize your character and run around in a
3D environment, but once your house was built there wasn't much
interactivity. You couldn't build, say, a rocking chair, and let people
sit in it. Or come up with virtual crockery to smash on the walls when an
argument got heated. The only real goal of these programs seemed to be to
repeatedly ask strangers where they lived in real life, and if they'd
share pictures with you.
So this brings us to the Sims Online, which while not exactly reaching the
same level of interactivity as MU*s, is a step in the right direction.
First off, the game lets you build property and houses and manage your
property. There are objects, pre-coded, that you can use to encourage
interactivity and accomplish goals, all involving your Sim's stats and
skills. Much like any MMORPG, your ability to do certain tasks and earn
money is dependent on your skills. Instead of the ol' D&D standbys like
Strength, Stamina and Intelligence, your Sim is measured by their
Creativity, their Logic, their Cooking or Mechanical ability, or their
Body (ok, it's "Strength" with a different name. Deal.) Each of these
skills can be exercised, either by yourself or with others, and each of
these skills is your stepping-stone to earning mad cash so you can buy
more fun objects.
For instance, perhaps you've shelled out 450 Simoleons to buy a
typewriter. Have your Sim sit down at the typewriter (did I mention
you'll also need to buy a chair and a table upon which to set the
typewriter?) and in a little while, he'll have written a story. No, you
won't be able to read it, but that's not the point. You'll be able to
sell that story (to whom? I don't know. Someone. The game doesn't say.)
for a small spot of cash. My first story sold for 11 Simoleons, which
meant I had a long way to go to paying my typewriter off. But on the
other hand, my character raised his Creativity skill while he was writing
the story, so his next tale will sell for slightly more money. And so it
goes. You can even paint on an easel and sell your paintings, the price
dependent on your Creativity skill. There are objects that'll let you
raise your Creativity skill faster, but without the benefit of being able
to sell your work. Other objects let you raise or use other skills for
cash -- the blackboard lets you "solve problems" and sell them using your
Logic (selling solutions sounds like selling term papers online) and I've
heard that the pinata lets you exercise your Body and when you smash the
pinata open at last, you keep whatever money's in there. But I wanted
candy.
TSO is all about socializing, however, so the game rewards you more for
hanging around other people than for just sitting in your own room by your
lonesome. This is to be expected, but it's some kind of mindset I have to
re-learn, spending way too much time on EverQuest solo (wizards make great
solo classes in EQ due to that magical ability called quad-kiting, as you
can kill four monsters at the same time where other soloing classes can
only kill one.) One of the most noticable ways socializing helps is with
the speed at which you increase your skill. Doing something on your own
isn't gonna get you any better very quickly. If, however, you've got a
few typewriters in your house, several friends can sit down and you each
bang out a story, you learn faster. One of the first things I did in TSO
was sit down and play chess with a friend. The house we were in had four
or five chessboards around, and within minutes they were full of chess
players. As a result, we gained an inordinate amount of Logic skill
fairly quickly, which let us then go on to make mad money with the
blackboards. Of course, during all this, we had to make sure our Sims'
happy levels were high -- keeping them well-fed, their bladders empty,
their comfortable feeling up, making sure they got naps and took showers
to keep their hygiene up, you know, those things that you should be doing
yourself in real life. I find it reassuring that TSO is already spawning
its own lexicon of in-game references; bringing your Sims' levels of
comfort up to a good, green status is called "greening." As in "I don't
want to play chess now, I have to green first." (And indeed, if your
levels of comfort fall into the red, your Sim will refuse to do the fun
money-making activities.)
Of course, there's also socializing and mad chat to be had, if you're into
that sort of thing, but at the moment I'm having the most fun making
money. I really don't need to disco dance with someone with a Santa Claus
head and the body of a rabbit. No, really. It's OK. I'd rather play the
money-making game called Code. It comes to you in the form of the "Some
Super Sim-Sounding Office" object and gives three Sims at a time a very
special job: Crack a secret three-letter code. It's a three-character
code where each character consists of A, B, or C, but is easily guessed if
you use a simple (HINT: Always choose 'aaa' first, and then 'bbb', and go
from there, based on the number you got correct for each guess.)
Each Sim participating in a round of Code has to take a "station" at the
object and do a job that either requires the use of their Logic, Body or
Mechanical skill. Your skill doesn't actually dictate how well you do the
job, as the code can be guessed every single time, but you do get paid
depending on the collective skill levels of all involved. All you really
have to do as the player is input in one of the characters of the code:
Body inputs the first character, Mechanical the second and Logic the
third. One player is usually designated the one who'll call out the next
code to try -- and off you go, until one player begs off or simply falls
down. And in the meantime, you're making money.
Money means improvements to your own plot of land. As you start off, it's
best to go hang out at somebody else's place as you're not going to be
able to build Socko's Pleasure Palace right off the bat, no matter how
many roommates you have. I became painfully aware of this after starting
a character named Abbie The Cat.
Abbie began life as a suave mustachioed gent in a green serge Nehru-like
jacket with one hell of a styling medallion. He hunted around for free
property and plunked 2,000 simoleons down for his own little plot of land
which he promptly dubbed Abbie's Abbey. Then I heard "ACK!" from someone
else. "Don't do that! Don't spend your money right off the bat, become
someone's roommate or something."
Oops, says I and, flustered, I deleted -- er, "retired" -- the Abbie
character and tried to start him anew. Well, there are a few certain
rules Maxis has implemented to prevent, oh, I don't know, some kind of
crazy collusion or exploiting. Perhaps they won't let you create a Sim
with the name of a retired Sim for good reason, but all in all, I was
unable to re-create Abbie The Cat.
Enter 'Abbie teh Cat'. That's Professor teh Cat to you. I'm currently
building a University setting with Fleep and Zhymlet, and if you're in
Dan's Grove, do stop by and say hello. I think we may be changing the
name from Cranky Acres to something like "College University". I'm not
sure.
TSO is currently in beta, which means that as you play, you know there'll
be a few certain inevitabilities as the development team works to test the
game and iron out the bugs. These inevitabilities include such things as
servers spontaneously crashing for no apparent reason, login difficulties
galore, possible bugs that completely render the game unplayable, your
character showing up one day with no pants, and frequent player wipes, in
which all your progress and goodies are deleted for the sake of beta
balance. The usual goal in beta-testing is to smooth everything out and
reduce the number of game-killing bugs, stress the servers to the point of
crying to gauge exactly how much larger one's server farm will have to
expand in order to accommodate the eventual hordes of paying customers,
and to give the playtesters, most of whom are doing this for free and out
of the goodness of their hearts, something to bitch about on the message
boards when there's a player wipe right after they grandmastered
metalworking and fashioned their first +4 Saber of Dood.
Keep in mind the ultimate goal here is to accomplish all this before the
game goes live and people start paying for the privilege of wandering
around your virtual world and accomplishing things. Some games, however,
stretch the beta process well into the live phase, giving us all the
unique privilege of paying to continue the beta testing. I quit EverQuest
the first time around due to the incredibly horrible way Shadows Of Luclin
was released ("The only difference between Disney's ToonTown and Shadows
of Luclin is that we're not paying to beta-test ToonTown," I remarked in
January) and only started in with Anarchy Online after I'd heard the game
had finally progressed out of its 347th beta phase and was actually stable
and playable. (Unfortunately, while AO proved to indeed be playable and
stylish and really beautiful, it just wasn't compelling and provided no
real staying appeal. This is a total shame, since I really really really
really really loved the environment and the expansive outdoor maps. AO
was the first MMORPG I really got lost in, and I do mean lost as in "Where
the hell am I? There's rocks and grass around me, I think.")
So I'm fully ready and prepared for the Beta endgame -- namely the
soul-crushing playerwipe near the end, when all our accomplishments and
achievements and momuments to our largesse will fade out and be
overwritten digitally by a bunch of zeroes. Because, really, the beta
process is to benefit the game designers, not the players who are more or
less getting a free ride for a while until they implement the per-month
fee. I guess the real question here is once the wipe happens and we're
reduced to a smoldering pile of Ozymandias, with naught but screenshots to
prove our past might, will we pay for the client and the privilege
of playing on a month-by-month basis only to have to rebuild our grand
creations? I don't know. It's damn compelling, but I don't know.
Besides, I'm still paying monthly to keep FORTZ TEH WIZERDS!!1 falling
down The Hole.
Take care, and don't eat anything you
shouldn't.
R. Noyes
Cambridge, Massachusetts
02140
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