SmartMonsters

TriadCity Reviewers' Guide
Notes and Suggestions

Thanks so much for your interest in reviewing TriadCity! We appreciate it greatly!

If you have questions, be sure to contact Mark Phillips. He can answer most of them, and can arrange online interviews with Poobah, our main world author, or Mark, our main coder, if that will be helpful.

These are suggestions for topics or other things worth noting, if you're interested. We mention them because we think these are some of the things which are most important about TC right now:

  • Big, but small. Although TriadCity opened on 10/1/01, it's still a small environment. There's lots and lots of game world, but, the player base is quite dinky. We're not actively advertising at this time, so growth is largely via word-of-mouth -- like your review!
  • All-original code base. The code's entirely new. Plays like a Diku/Circle derivative, but with very different emphases, for instance, the imposition of elaborate subjectivities on character experiences.
  • Stable code. Although the code is "beta", meaning there are very many features not yet implemented, it's an extremely stable environment. The server doesn't crash, and the bugs are small and subtle.
  • Lots o' rooms online. There are currently -1 rooms built of c. 100,000 projected. All totally original.
  • Infinite scalability. These projected 100,000 rooms are just within the City walls; the server architecture allows infinite transparent networking of game worlds running the Triad code base, allowing evolution of a combined virtual world with no limits on growth.
  • Unusual themes. TC's themes are unique in our experience. For instance: there are very few monsters; the ones that exist are hard to find; violence is available but downplayed; the setting is urban, not "medieval" and not below ground; and there's no identifiable temporal context, e.g., you'll find knights and cowboys and Greek philosophers and astronauts together in the same bar. What's the point? We're not telling.
  • Authored by real writers. TriadCity's lead author, Mark Phillips, is sorta kinda widely published in Europe and America, including some of the most respected online literary journals. He and Gary Smith, SmartMonsters' CEO, are well-enough regarded to have been invited to speak at the Richard Hugo House 6th Annual Inquiry on literature and games in 2003. In 2004, TriadCity was cited in The Cambridge Companion to Postmodernism as an example of new, emerging literary forms. Not bad for a little game company.
  • Literary references. There are bezillions of literary references and in-jokes, including NPCs who are more understandable if you've read the book.
  • Helpful bookstore. The SmartMonsters online bookstore is a helpful resource, containing many of the works of fiction, history and other sources on which the TriadCity game world is loosely based. You can browse or search the book categories online; and when you logout from TriadCity, you'll be shown a list of the available books which your visit referenced. Pretty slick.
  • Players are friendly and helpful. TriadCity is intended for adults with reasonably rich cultural and educational backgrounds. The players so far are nearly all grownups with professional careers. The TC ethic is collaborative, and all the folks without exception are helpful and friendly.
  • Online players' guide. A comprehensive Web-based players' guide is in progress. Currently about 100 pages, with more added regularly. Nicely hyperlinked and cross-referenced. Written in relaxed conversational English, like the rest of the SmartMonsters site.
  • Helpful characters' bulletin boards. There are a number of characters' bulletin boards, allowing players to post lore and wisdom, share strategies, and answer questions. There a growing store of very helpful strategy insight there, mostly posted by the more experienced players.
  • Java applet. The TriadCity client is a nice-looking Java applet which is pretty easy to figure out. It's a small download, too.
  • Windows and Linux, Mac System X. The client runs on Windows, Linux, and the Mac under System X. Cool.

 
 
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"[...] the computer as literary agent ultimately points beyond narrative and toward ergotic modes -- dialogic forms of improvisation and free play between the cyborgs that today's literate computer users (and their programs) have become. What we need in order to achieve this is not an automated playwright or narrator but simulated worlds with emergent intrigants, interesting enough to make real people want to spend time and creative energy there."
-- Espen J. Aarseth,
Cybertext (info)

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