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Halfway through the third book of the Hitchhiker's Guide series, there is a throwaway reference to a doomed starship, one whose incredible splendor was matched only by the cosmic absurdity of its maiden-day annihilation. But the story didn't end there. Unbeknownst to many fans, this small piece of Adamsian lore was the inspiration for an ambitious and richly-detailed side-story: a 1998 computer adventure game called Starship Titanic. Designed by Douglas Adams himself, the game set players loose in the infamous vessel, challenging them with a maddening mystery laced with the devilish wit of the novels. The game was laden with extra content, including an in-depth strategy guide, a (mediocre) tie-in novel by Terry Jones, a whimsical First Class In-Flight Magazine, and even a pair of 3D glasses for one of the more inventive puzzles. Key to solving these puzzles was the game's groundbreaking communications system -- players interacted with the ship's robotic crew through a natural language parsing engine called SpookiTalk, whose 10,000+ lines of conversational dialogue spawned 16 hours of audio recorded by professional voice actors, including John Cleese, Terry Jones, and even Douglas Adams himself in several cameos (spoiler cameo). Want to experience the voyage for yourself? Then watch this narrated video playthrough (intro (ads) - 1 2 3 4 5 6 7 8 9? 10 11 12 13) ...or click inside for a information on how to run the game for free on Windows, Mac, and Linux (along with a bunch of other goodies!). [more inside]
posted by Rhaomi on Dec 22, 2010 - 109 comments

Fifteen years ago this week, programmer Ron Britvich launched version 1.0 of Active Worlds. Started as an autonomous project of Worlds, Inc. (a spinoff of educational gamesmaker Knowledge Adventure), Active Worlds was one of the first and most ambitious attempts to create a 3D virtual community on the web. Built on the architecture of Britvich's Worlds Chat beta, Active Worlds debuted in the form of Alphaworld, a sunny green infinite plane open to public building. In its opening years Alphaworld experienced a land rush of construction, resulting in an anarchic starfish sprawl larger than the state of California. A sister company, Circle of Fire, was soon founded to craft additional themed hubs, and once individual ownership of worlds became possible the AW community spawned a veritable universe of hundreds of worlds. Although the company has seen its ups and downs since those heady times and its fortunes have slowly dwindled, the Active Worlds platform survives to this day. Look inside for a simple guide on how to log in to the (free) service, rundowns of the best worlds, links to essays analyzing the program's legacy, and other content summing up its venerable community. [more inside]
posted by Rhaomi on Jul 4, 2010 - 18 comments

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