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* Long time no see folks - the Salt Lake, Utah, Project rollout became (& is still) more all consuming than I originally anticipated some 5-6 months ago. A mixed bag, but mostly quite good.
* Haven't forgotten or abandoned this WZ project and will share some stuff - the only reason to be here, IMHO.
* Before posting the revised Parts 1 & 2 along with the freshly minted conclusion of the tale
"The Meeting of Leaders" (which brings full circle a dramatization of the "Trinity" backstory also outlined in this thread)
... let me say a few words on this particular 'tree' before turning to look briefly at the 'forest' that is the gaming fascination for me in general & how I engage it specifically in WZ .
* First, the present status: the
"Trinity" project made use of the stock "Rocky Mountain" tile set which left me when done with the bulk of the work with a strong sense that the textures had to be radically improved or the sub-par aesthetics would dearly detract from experiencing the hyper strategic GPMs that had been achieved.
* I've seen some beautiful stuff done around here with textures, models and map features that I would love to use if they were made available under the GPL but since they're not (and I can understand those creators drive to perfect their work before releasing) I'll continue along with my own adequate (if not as stellar) modifications. When will it be finished ? - can't say cause much else comes before related to my professional responsibilities and their ongoing expansion - such is life for those not independently wealthy.
* Now moving on to the "forest" POV
- I feel the need to put this all in the context of a vision that has been consistently evolving for me since the original Pumpkin moderated eXtreme BB days (some 8 years... hard to believe that much time has passed) and informs all my involvement throughout since beta-testing the original WZ way back when. This is, and always has been, my particular sandbox WZ-wise. The passion needing only that I exercise what gifts I've been blessed with (rudimentary pen & paper, more than sufficient to the task), a purely joyful pastime in and of itself.
* Let me begin at the beginning -
* WZ (like most games) can be understood by utilizing the following design-structure terms or, conceptual framework:
* (1.) "Agency" aka GPMs (the rules made manifest) to facilitate the gamers acts of "figuring stuff out, making decisions, choosing one course out of many" and thus leading inexhorably to the "Contest" - blowing chit up & general blood-letting. Such has been the thrust of past WZ mods like Lord Apoc's unbalanced but fun v. 1.11, Strata & 4Nik8r's "v.1.12", Speedy's "A.I. Boost", Troman's "Aivolution" along with his & Elric's "Gates", NiKer's "Become Prey", RSgod's "Live or Die" as well as Coyote's many strategy imbued maps, likewise Maynard's "Bootcamp", Laws245's "Citadel Elite" and Prometheuses' "H2O", to mention but a few creators and their major WZ works. As I understand it, Watermelon's present efforts fall within that continuum-tradition of new Wz toys.
* (2.) "Immersion" - any and all components to the game world that promote the 'willing suspension of disbelief' thru sensory seduction (virtual & actual) - such as the game's GFX, SFX, music, textures, modeling, physics, bot a.i., etcetera.
* These elements of "Agency" & "Immersion" are, & have been since way back in the day, the core of the comp-vid gameing experience. In reality the elements should be seemlessly integrated (thus mutually reinforcing feedback loops are engendered) and are only seperated for the convenience of discussion and the practicalities of creative tasking & project management.
* Now we come to the crux of my game-story-theory and fascination:
* (3.) "Transformation" has always been a part of the community surrounding the common interest in the game that is WZ. "Transformation" as in gamers changing, evolving, growing, learning, and so forth (keeping it positive) as individuals in ways that have little or no bearing on their specific game playing skills. In this case the medium of interaction being mostly BBs (lately IRC has taken a more expansive role, and all along, IMs & emails have also had a place) the result, personal transformation.
* As such "Transformation" is clearly as powerful as it is compelling and to make it a vital component of the in-game world is, IMHO, to join it at the hip to 'story' or more precisely, 'cyberdrama' or IF.
* Heretofore, however, in-game "transformation" of the individual gamer is in no way, shape, or form an intended part of the experential gaming construct that is WZ or any RTS. At least not to date. Course you can see some baby-steps in this direction (rudimentary & barely scratching the surface) by way of RPGs - the most current model being MMOGs with persistent game universes.
* My passionate interest in WZ since day one (& all comp-vid gameing, for that matter) has been to extend "Agency" into "Transformation" within the game-world experience itself not just outside of it.
* Further defining this dimension of gamer "Transformation", it's intrinsic value, future game design extentions & possible implementations, and HOW the foregoing relates to so-called "RL" is outside the present scope of this post. But, if there is any expressed interest I'll elaborate or engage any of it. Otherwise, I'll make like a banana and split for another spell.

(Btw, did you notice the tri-lateral thrust of my presentation ? Trinity, threes - get it ? Brings to mind the last fight sequence in Bruce Lee's "Enter the Dragon" - the one in the hall of mirrors with the malevalent Han.)
* (For a more expansive treatment of this "Trinity" notion you may want to explore Peter Watson's magnificent "Ideas: A History of Thought from Fire to Freud" - distinctly edifying & grand fun at the same time, a rare combo.)
* Meanwhile, I shall submit later today the conclusion of "The Meeting of Leaders", along with newly revised sections 1 & 2, for your amusement.....
* Lastly, something of a caveat - while I have done my best to make this Trinity tale self-contained (and I think it is) - there is no disguising that it is adapted from a larger work. That more expansive tome would be a WZ novel that I will be releasing in '08 under a Creative Commons License and which will be hosted at a couple of E-book sites as a .pdf file (with freehand illustrations done in my favorite graphics progs "Art Rage" & "Painter" which I'm much fonder of than the vector-based modeling of say Adobe "Illustrator CS3"). At that time I'll post links for those interested.
* Oh, yea, in the novel I do lavish over key battle sequences much like any die-hard grognard.
* Back in a few hours with the completed 5,000 word WZ Trinity SS - "The Meeting of Leaders".
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
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