Chaos is creating Games & Words
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I operate Lost Souls, a MUD — that being a kind of text-based computer RPG. You know how some games are brutally difficult to get into, but have a lot of depth of experience to offer if you make it? Lost Souls is like that. Its strength is that it's never been beholden to any particular idea of what a MUD should be or particularly recognized what are commonly thought to be the limitations of that medium. It isn't likely to ever have mass market appeal, but the people who enjoy it really, really enjoy it.

My greatest ambitions and greatest achievements in Lost Souls involve emergent gameplay: situations where players define goals and solutions for themselves based on the capabilities the game world provides, as opposed to following a predefined script created by a designer.

My involvement with Lost Souls started in 1993, and I took over the lead role on the project in 1998. I pay for its Internet connectivity (a colocation arrangement), advertising (through which I help support other contributors to the MUD community), and incidental expenses.

In the broader MUD community, I edit and write for Imaginary Realities, a MUD webzine, and occasionally release open source code on Github.

I occasionally put together other Web-based projects of varying utility. One that's something of a spinoff from Lost Souls is Discordian Quotes, a largeish database of quotations with a somewhat different user experience from most quote sites; it has a Twitter feed at http://twitter.com/discordianquote. A spinoff from that is the Markov X. Cheney Twitter feed, which tweets algorithmic cutups (first-to-third-order Markov chains, to be precise) of the Discordian Quotes. If you like those, you may also enjoy the most useful web site on the Internet, http://metanihilism.com/. Back in the MUD world, I maintain MUDseek, a Google custom search engine instance devoted to MUD topics.

Eventually I will be looking at producing games with more modern technologies and interfaces than Lost Souls, and one day I'd like to be able to work full-time on game development.  Supporting me on Patreon helps me reach those goals.
I operate Lost Souls, a MUD — that being a kind of text-based computer RPG. You know how some games are brutally difficult to get into, but have a lot of depth of experience to offer if you make it? Lost Souls is like that. Its strength is that it's never been beholden to any particular idea of what a MUD should be or particularly recognized what are commonly thought to be the limitations of that medium. It isn't likely to ever have mass market appeal, but the people who enjoy it really, really enjoy it.

My greatest ambitions and greatest achievements in Lost Souls involve emergent gameplay: situations where players define goals and solutions for themselves based on the capabilities the game world provides, as opposed to following a predefined script created by a designer.

My involvement with Lost Souls started in 1993, and I took over the lead role on the project in 1998. I pay for its Internet connectivity (a colocation arrangement), advertising (through which I help support other contributors to the MUD community), and incidental expenses.

In the broader MUD community, I edit and write for Imaginary Realities, a MUD webzine, and occasionally release open source code on Github.

I occasionally put together other Web-based projects of varying utility. One that's something of a spinoff from Lost Souls is Discordian Quotes, a largeish database of quotations with a somewhat different user experience from most quote sites; it has a Twitter feed at http://twitter.com/discordianquote. A spinoff from that is the Markov X. Cheney Twitter feed, which tweets algorithmic cutups (first-to-third-order Markov chains, to be precise) of the Discordian Quotes. If you like those, you may also enjoy the most useful web site on the Internet, http://metanihilism.com/. Back in the MUD world, I maintain MUDseek, a Google custom search engine instance devoted to MUD topics.

Eventually I will be looking at producing games with more modern technologies and interfaces than Lost Souls, and one day I'd like to be able to work full-time on game development.  Supporting me on Patreon helps me reach those goals.

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