It's strangely reassuring to be able to step into a fantasy world and be subject to its rules, restrictions, and even its bugs. Every time we log in, we are entering into what the developers had once only imagined. That their livelihoods and reputations, along with our memories, are all built upon that creative team effort speaks to the best that people have to offer, regardless of whatever real world circumstances might isolate or alienate them. It has been mentioned in numerous biographies and news stories that games have helped people get through a rough patch in their life. The death of a family member. A bout of depression. And worse.
"In June 2014, ISIS released Danish photojournalist and fellow hostage Daniel Rye Ottosen, and Ottosen called Foley's family to recite a memorized message that came to be known as Foley's final letter. In it, Foley addressed members of his family and described his captivity in a cell with seventeen other hostages, who passed the time with improvised strategy games..."
McQuaid emphasized the need for interdependence in games, likely with the understanding that, in making it closer to a requirement than an option, the game would become a living and therefore less predictable story, where the population had a say in how it was told. Every server had their own stories and characters that were stranger than fiction and more familiar than nonfiction; and Project1999 has had no shortage of these either (McMuffin, Ninik, Bladefrenzy, Greengrocer, etc). Our interactions decades ago and in more recent years would not have happened without McQuaid/Aradune. Thanks to you and those who worked alongside you for the stories. For challenging us in ways that brought everyone together. And for encouraging us to cooperate even as we competed. Good game, well played.
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