Virtual Reality.
The ever sought after paradise for everyone who loves video games.
The first virtual reality developments came in the beginning of the century, but they were all based on external hardware. Awkward remotes and gloves, bulky goggles. The hardware became smaller, sleeker, more immersive over time. But in the end, all they were was an entertaining trick — limited by what it could show and who could even physically use it.
They brought the player closer to the screen then ever before. But they could never bridge the gap between the real world and the game. The true holy grail of gaming would lie in fully immersive virtual reality; that would take you to the very edge of the screen, and then pull you inside. To wake up inside your favorite game, whenever you wanted. It was the dream that could never be.
And then came the Digital Mind Project.
A private think tank based in the city of Seattle. They gathered the world’s best programers, neurologists, biologists, and psychologists. After working for over a decade, they did it. They mapped and named every possible neural pathway in the human brain and explained it’s function. They created the first complete, digital model of the mind, and it could think like one.
Overnight, the processing speed of all technology in the world skyrocketed. Data could be processed faster and more efficiently then ever imagined. Brain diseases that seemed incurable now had mapped explanations and accessible cures.
The digital and physical revolution that resulted led some people to question where the limit really was. If you can put the human mind in a machine, couldn’t it work the other way around?
Countries, governments, armies, corporations — they all fought to develop and control this untouched potential. But the leaders of the Digital Mind Project had decided to join the race, and, just like before, they won. They developed a full scanning pod, that only required a user to sit in it. The pod would sync to the electric signals of the nerves pathways and, upon triggering sleep, allowed the person to fully connect to the machine.
They sold the design for the pods to every business that could afford it, all at the same time. In the middle of the 21st century the age of Virtual Reality had truly begun.
The first games to come out were… disappointing, to say the least. Barely more then tech demos. Allowing the player to get a unique experience but hardly qualifying as a true game. A rushed attempt at formatting a classic MMORPG as the VR game, Fields of Fighting, was a disaster. It was riddled with horribly coded AI, clunky, unnatural movements, invisible walls everywhere that could physically trap players by accident. It was unplayable.
All the technology you could ever need for VR was available, but game designers were struggling to catch up. They had to learn to think and create in a whole new dimension. The old techniques wouldn’t cut it.
That learning curve led to a drought in Full VR games. Most companies stuck to their tried and true dimension of game design, and if people were lucky they might see a halfway decent Full VR game release once or twice a year.
Then, without any warning, two of the biggest games to hit the market were released in the same year.
The first was a sprawling, open world RPG called, Record of the Ancients. Set in the fantasy genre, this was a single player game that offered its players absolute freedom of choice to explore the world and affect it however they wanted. The game held its own share of bugs and the occasional empty plain or lack of detail, but there was nothing else like it.
The second game was a massive multiplayer sci-fi battle called, Solar Forge. Players could freely participate in large scale, solar system spanning battles. Anything from piloting a ship, to organizing a galactic cruiser, to dropping into and storming an enemy vessel with your squad. Two teams ranging anywhere from 50 to 300 participants all fighting a space war to decide a victor. The largest scale fights could even span days, and a lot of people became addicted to acting as a space marine.
These two games sold more then anyone dared to dream, proving just how unique Full VR gaming could really be. They also set the trend for how these games would be approached. Either broad, if shallow, experiences in a large environment or the chance for rich world building but in a very narrow and strict environment. No one would even attempt to make up for the failed promises made by the flopped Fields of Fighting experience.
Things stayed this way for over a decade. New games came and fell, but Record of the Ancients and Solar Forge remained on top.
One day, without any big press releases or industry fanfare, a new game started putting up commercials and advertisement. It promised to revolutionize Full VR and offer an experience greater then any of it’s predecessors. Deeper, more detailed worlds. No restrictions on player freedom. An MMORPG that could support millions of players across the world, all at the same time.
These claims were so preposterously huge that no one believed it. Especially because they were being made by a brand new games company called Aurum Productions, that no one had even heard of before.
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But the ads kept coming.
And once people started looking into the game, and more specifically, Aurum Productions, they learned that this new game had some shocking secret weapons going for it. The founder of Aurum Productions was a man named Mike Wirth, one of the former lead programers of the Digital Mind Project. He had brought a gift for this new game: a new piece of technology called, Player Perception Tuning (PPT).
In order to allow the most robust, flexible, and realistic experience possible a machine alone couldn’t cut it. Instead, PPT allows the players own brain, already synced with their pod, to process the game’s data for them on the spot.
Instead of having to code every aspect of the game to recreate reality, they instead offer the brain a very convincing framework of reality, and allow the individual brain to fill in all the pieces. Instead of realism, the programers were going for impressionism.
What they got was more realistic then any game ever made before it.
Since every player was acting as their own processor, it made it much easier to have everyone play at once. Since they only had to design the framework, the game team at Aurum had that much more freedom to create a real, enriched world.
In the summer of the year 2076, the groundbreaking Full VR, fantasy MMORPG, Golden Age, released.
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In the void of space, above an endless fog, floats an island of gold and riches. There are artifacts, weapons, and sculptures — all crafted from precious metals and rare gems. Priceless artworks and fine clothing are lazily scattered about. The ground is made up of gold bars and golden coins. They drip from the bottom of the island into the void of the fog, but the island never grows smaller.
At the center of the island, purple strands of energy gather together to construct a humanoid wireframe.
From nowhere and everywhere at once, the Overvoice of the game speaks.
Hello, would you like to customize your character, or would you like a randomly generated one?
A voice from the wireframe responds.
“I’d like to customize.”
Very well.
From all over the island, wisps of light gather together to form a giant ball of light in front of the wireframe.
First, please select what race you would like your character to be. You can chose from Human, Dwarf, Orc, or Elf. You may also choose a ratio, of two of the previously mentioned.
“Human.”
Very well.
Some of the light gets shaved away, scattering into space. The ball of light has now roughly taken the size and shape of a human.
Please select what sex you would like your character to be.
“Um, I’ll take male for me.”
Very well.
Barely any light is shaved away but the figure of light now resembles a blank human male.
Please select your body type.
“How about we go with svelte but athletic. Like a martial artist kind of build, maybe?”
Very well.
This time, more light is shaved away and the figure now resembles a fit, athletic human man.
Would you like to move on to face sculpting, body sculpting, or voice sculpting next?
“You know what, just have everything else look like my real body.”
Very well.
Light flew away from the human figure in spirals of light until everything burst out. In the place of the light was a tan skinned, human man. The body was still athletic, decently tall, had long sideburns, stubble on it’s chin, gray eyes, and streaks of gray hair at the temples and the front. It had on a set of cotton pants and a cotton shirt, tied down by a coarse rope, and simple leather shoes. The body stared lifelessly at the wireframe in front of it.
In front of the wireframe, a hologram of a keyboard appeared.
Please spell the name of your character.
The wireframe reached out with a hand and pressed: D, 0, n. And hit enter.
Please pronounce how to say the name of your character.
“You pronounce it like you would for an Italian mob boss. Or like the dawn of a new day.”
Very well. Please step forward into your character to initiate syncing.
The wireframe took clumsy steps towards the human body in front of it. On contact, the purple lines of energy that made up the wireframe fused into the human body.
I could suddenly feel everything. The clothes against my skin. The shifting, hard coins that made up the ground under my feet. The cool breeze that started to blow across my face.
In front of my eyes I could see that the endless sky of space, littered with stars and streaks of purple throughout. Streams of the gold coins that made up the island were flowing off the edges. They were dispersing the fog.
In front of the island was a floating circular flat world. Absolutely huge, it took up my whole vision. There were three distinct continents in the center of the wide ocean.
The one on the left was made of sweeping mountain ranges and floating islands, that looked like they were made of gemstones.
The one on the bottom was a giant archipelago, made up of countless, rich islands.
The one on the right had sprawling green fields and verdant forests and crystal blue lakes.
The edge of the world had a misty, thick fog all around it, but I could see waterfalls flowing into the void of space underneath. The sun was bright and lit up everything beautifully. I could hear rising orchestral music playing from somewhere. From nowhere and everywhere at once, the Overvoice of the game spoke to me.
Welcome, to the world of Golden Age, D0n.
I felt like I could stare at that sight forever.
But I didn’t have that chance. Suddenly the ground began to rumble under my feet. The streams of gold flowing off the side rushed forward, and huge swaths of the island began to break off.
Eventually, the whole island destabilized, falling to the planet below. I went with it. As I was falling among columns of gold and treasure, I heard the Overvoice again.
Due to your region of origin, you will be starting in the Plains Continent. Below, you will enter the Tutorial Village. There, we have provided class instructors, resources, and all the knowledge you will need to explore the game. Have fun.
The ground was getting closer and closer. I could no longer see the edge of the world. Below me was an impossibly thick cloud.
All of the gold around me started to dissolve into particles of light.
I was in the middle of an uncontrollable free fall. The wind was rushing past me so fast it was whipping at my clothes and shoving my hair away. My eyes were tearing up from the force of it.
I felt a wide smile, that showed all my teeth, spread across my face.
It was time to play the game.