Greetings friends, colleagues, and contemporaries,
What is fiction? Fiction is the use of ideas, concepts, and plots that
center around stuff that doesn’t exist in our day-to-day lives, and can be
intermingled with events, ideas, and persons having actually existed. Fiction
is often referred to when discussing books, plays, or movies, but it could also
include games as well.
I read to recapture that sense of fun – but reading never really had
that wonderful effect of being an active player inside the story. And, it’s
more than just making decision inside the story. It was the camaraderie and uncensored
interaction with my fellow player. It was the quick thinking of the Game Master
to change things on the fly, and it was the random events that could not be
accounted for, all made the experience memorable and amazingly fun. So, just a
fiction book was not going to recapture that for me. Then, Escape from Castle
Wolfenstine came out, and everything began to change.
Escape from Castle Wolfenstine, by Id games was the progenitor to the
fast and furious action games of today (and tomorrow). It allowed a player to
navigate a labyrinth containing hidden passages, treasures, and evil bad guys
waiting to gun the player down. The graphics were three-point-perspective, and
scrolled as the player moved down hallways. It had a bit map on every wall,
floor and ceiling that provided a rich sense of space. The view for the player
was first-person, and the intense gun play was unbeatable. This gave me a hint
of what would later grow into a form of entertainment that is even today
profound.
Next came the massive multiplayer online role playing game (MMORPG).
This form of game took the Id concept and moved it one step up by allowing
thousands of player to connect and play in a single environment. 3DO was a game
development company that created the very first MMORPG titled Meridian 59. This game was more
than a proof of concept, it changed the very fabric of gaming forever. Now, I
didn’t have to sit at my desk playing a computer game alone – now I had a
community I was linked to. Two of my friends signed up and bought the game, and
we three made a point to log in to the game at the same time, and play
together. This game was the closest I’d come to playing a computer game that
gave me the same feeling like I had when playing D&D. There were
player-characters; avatars that were controlled by a person. Also, there were
non-player-characters; avatars that were controlled by the computer. The real
treat was the interaction with the avatars that were controlled by other people
– the unintended events, the personality of people that shined through the two
dimensional avatar, all this provided a tiny taste of what could be. It didn’t
quell that longing to experience that rich environment of D&D again, it
merely quieted the desire.
Upon the heels of Meridian 59 came Everquest published by Sony. This
was a much larger environment – one could even call it a world now. Here, the
game designers were exploring the use of true 3D modeling, and the introduction
of physics-based code. It was a step up. After Everquest came Everquest II
(EQII), and then came World of War Craft, Age of Conan, and a host of others
that improved on the MMORPG model, but not by much. Mostly the area of 3D
modeling and physics-based coding were these notable games contributions.
Now, there’s another revolution that’s taking place in the gaming
industry that may take the final hurdle and surpass my D&D love affair;
immersive virtual reality (VR). VR has been around for some time now. Its
roots, while interesting, are academic for this discussion. How does this add
to the evolution of fiction? In a big way. When I played D&D all those
years ago, my fertile imagination was so strong that I felt as if I was
actually in the story while knowing that I wasn’t. What does that mean? Well,
as I played I could joke around with the other players, socialize about our
work, school, girlfriends, hopes and dreams, while still portraying our
character at every challenge. Of course we knew the fictional setting of the
game wasn’t real – just like when one reads a good fiction novel and knows that
the setting is just a construct of the author. Now, with VR I can actually feel
like I’m inside a virtual world.
New hardware such as the Oculus Rift virtual reality head display is
allowing a player to feel as if he, or she is actually inside the game. This
reality has been the stuff of science fiction for many years in both movies and
book form. In the use of VR, fiction and reality are merging. Those of us who
write fiction are now upon a precipice looking over at a genre based juggernaut
that will deliver the customer directly into a world of the writers making.
Once VR is combined with the next generation MMORPG model, just reading fiction
will not be enough for some. Those once glorious readers will begin to migrate
to immersion, living out adventures and loves, not just in their imagination,
but deep within a computer game, and driving an ever changing content.
Will fiction books be relegated to the dust bin of innovation? No, there will still be those who love to curl up with a good fiction book and let their imagination give them the illusion of being in the story. What does that mean to us authors? That means that our efforts will have to be top-shelf, and just as we once sought to get a movie deal, we’ll be seeking to have our worlds immortalized in the MMORPG game world, where our readers can mingle with our characters, interact with other fans of our stories, follow self-developing plot lines, and experience life in exotic and fulfilling ways, all while never leaving their home. The future is here with the Oculus Rift and the immersion revolution that is just beginning. So, keep writing you authors, keep writing the romance, the science fiction thriller, the high fantasy epic, the seedy erotica story, and know that technology can make each and every one more real than the words used to construct them. My advice to you is to keep an eye on this technology, and follow the VR revolution, for it will have a profound effect on the writing industry.
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