Two summers ago I was approached by a mysterious man, a Hipster, named Josiah Deutch who also is from my hometown of Ada about purchasing or using my 20+ year project. At first I denied it all and blocked him assuming he was a stalker. He knew the same people, went to the same schools and hangs out at the same places as I do in town. How did I not know him? Now I do, and remember him.
Josiah first said he and his firm took my project out from under me in an illegal act, but then I realized that I have no filed the proper paperwork to own the copyright or trademark, I only pretended to, and my competition knew it. They seized the materials from my website and sold it to a company in Germany and I was outraged! See my many posts about it on my websites. Now I see that he was right. This became a mutual agreement eventually that accorded me the use of the name sake but they now possess the profitable rights, intellectual and financial rights.
I was a fool in this. Completely. He and his group, the CrypTease™ firm made millions of dollars with the contracts and I am sitting here at home alone with my cats and a dead mole on the porch. Yes, a dead mole. I have been given the 'ok' to attach my name to the project but that is where it ends. These guys are geniuses and knew their corporate savvy better than I. I am sorry to say they are rich and busy in the industry while I am not - again. Another business failure.
I will promote by mentioning its former name on my sites but it doesn't exist anymore per se and has been incorporated into another setting and system online. Below I give you my early history of this project:
The Beyond War Project, and "Beyond War" game, are products supported by the research and development of Shadowdancers L.L.C. of Ada, Oklahoma (USA) in their:
"Massive Multiuser Operating System" (M2OS) - Distributed Salvation.
The project deals with the development of a data-only layer abstraction for multiple diverse platform clients to coordinate combat information and relay actions to managed de-centralized servers carrying out regional combat logistics for a global network of players in a unified theater of operations. Graphically, this means the client visualization system is seperate from the underlying game and network topology, unlike almost all other online multi-user game systems developed prior.For Over 18 YearsBegun in 1991 and advanced to production in 1996, with expansion in 1998 and 1999 supporting new 3D hardware and proposed multi-processor multi-core and parallel VPU / coprocessor technology drafts put forward to key partners, the Beyond War Project has pressed to develop new levels of battlefield logistic immersion beyond the scope of traditional entertainment products.
Featuring systems including cooperative multi-user team and group play, routing of command routines and avionic system input to control surface mechanisms, most military experts understand the heritage of this project takes great pride in its use of advanced damage and subsystem logistics to extend the fight. Featuring search and rescue, salvage, and combat casualty management models which are foreign to all similar wargames on the market today, Beyond War touches upon the realm of "Serious Games" - games designed to teach theory and logistics planning which are based on real world elements rather than point-and-shoot abstraction or balance issues of online games.Fundamental Design - Mature ThemesThe game is designed around an adult concept of fire control, maneuver, and signal warfare similar to traditional military concepts of war. Ambush, evasions, support, and supply chain concepts apply which are not found even in large scale sim war games today, pushing the envelope for multi-user cooperative gameplay to new levels.
Elemental aspects of the game are designed to support a variety of planning, logistic, simulation testing, and dynamic trials - including blind build manufacturing, qualitative issues of component manufacture and fabrication, and a non-commodity model of craftsmanship which create unique and variable tools and consumables with influence on game play not laid out for statistical reverse analysis or analytical reduction by idle player database tools.
This creates the suspension of disbelief that envelopes and involves the player in the story rather than the mechanics of Beyond War, while allowing players to use the system like a social networking tool - from mobile devices and apps written to interface with the Beyond War API.DedicationThese developments were laid out in 1996-1998 in several public meetings in Oklahoma, and are now coming to fruition thanks in large part to the generous investment of U.S. Veterans and soldiers who seek to see this product developed as a technology and credit to the men and women who served in World War I and II - to combat eugenics and oppression of people on religous, racial, ethnic, or political grounds.
Beyond War is dedicated to passing the lessons learned in fighting Genocide and its supporters to a new generation of Freedom Fighters worldwide.
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