* Derived from MSPA Wiki
[B100] The Long and Short. The Medium too.
I may have been a bit hasty in advising you not to bother with the prototyping
process. If I spared any detail, it was only to optimize your chances of survival.
And if you find yourself begrudging the absence of certain instructions, which if
followed would have resulted in your demise, then I guess that makes two of us.
Otherwise, you're welcome.
But the fact appears to be that prototyping the Kernelsprite before making your
getaway may offer the only opportunity to exercise control over your new
environment, a place known as The Medium. Also, if prototyped with one (or two)
sufficiently - albeit loosely - humanoid and/or sentient element/s (living or
otherwise), it offers the chance to have all this explained to you by an
apparitional guide through whatever sort of cryptic, sketchy doublespeak your
choice of prototyping element/s engender/s. In lieu of this, you may be forced to
settle for my clear, thorough explanations and assiduous dissection of raw data.
Again, don't mention it.
If you have made it to The Medium with an unmolested Vanillasprite, well, I've
already covered the bad news about this "missed opportunity", and I will go into
this further soon. Though to what extent this actually is bad news, I'm not sure. I
know only the result of my co-player's current configuration, wherein the sprite
was prototyped once before the departure, and once after. Which brings us to the
good news, which is that you can still prototype after your departure, and salvage
the massively rewarding experience of haggling with an exposition-slinging phantom
guide, so long as you avoid prototyping with terribly inert items, such as a brass
doorknocker and your father's pornography collection.
Actually, that might be interesting. If you are struck by the spirit of such
experimentation, please don't hesitate to contact me about it.
So, yes, you can enhance your sprite in this way, but doing so after your departure
will no longer induce this "effect" on The Medium I alluded to. That can only be
accomplished with one or more pre-departure prototypings. In fact, we can
extrapolate there are only so many ways to prototype a sprite.
Tiers of prototyping in relation to departure:
- Both before
- One before, one after
- Both after
- Only one, either before or after
Those occurring before will affect the Medium through the kernel's "hatching"
process, and your guide, i.e. the sprite. Those occurring after will only affect
The effects this process has on The Medium, or more globally, The Incipisphere, are
still vague to me. They have to do with flavoring the forces you will struggle
against, and generally, all forces at odds with each other in this realm. It has
given me some insight into the nature of the game, which again I derive through
extrapolation. We appear to be engaging an instance of a dimension with a highly
flexible set parameters, and a series of objectives surrounding an equally flexible
mythological framework. This framework seems to begin as a sort of blank template,
and evolves with the players' actions, and likely further evolves with the addition
of more host/client connections, and thus more prototyped kernels.
I regret to say I can't be much more specific than that, without loosely
extrapolating further. There are plenty of questions that have occurred to me,
however. Questions concerning the Kernelsprite, which I've raised implicitly
already, such as what is the effect of an un-prototyped kernel on The Medium? Or a
doubly-prototyped kernel, for that matter? And even more salient are questions
about this dimension itself. Do all players world-wide make it to this dimension if
they successfully complete their departure? Or is a unique "blank" instance of the
dimension created for each new player? I have no evidence, but instinct tells me it
is closer to the latter situation. There is no indication of any other players
present in this realm. Alterations in the realm seem singularly centered on the
actions of my co-player and myself. If I had to stake anything on it, I would guess
every separate client/server pair activates its own fresh copy of an Incipisphere,
or a unique "session", if you will.
But the quantity of players is a further complication which invites more questions.
It seems the game was designed to suit two players most naturally, the server and
the client. But through a mishap, my co-player and I have slipped out of the
obvious tandem arrangement, and the only logical course of action to continue
playing is to string a daisy-chain of server/client connections together, until
presumably the chain is complete. Theoretically, we could complete this chain with
only one other player, functioning as a server to my client, and the client to my
current co-player's server (assuming he can recover it).
The strange thing is though, in our instance of this dimension, there are four
receptacles for divided kernels, not three. Does this mean we are "destined" to
have a four player chain? How could the game "know" such a thing?
Perhaps it does, and if this proves to be the case, I trust I will be sufficiently
numbed to the realization. I can consider nothing about this game surprising at
this point, and in fact from the first moments of play, it managed to deviate so
far from my expectations that I completely forgot what my original purpose with it
was. I had chances to test some information I obtained on good authority during the
prototyping phases, but it completely slipped my mind. Instead, the game's
catacombs securing the dark twisting paths to necromancy were blundered into rather
on accident.But perhaps you don't need to know any of this.
[rethink organization? lead may be waist deep logorrheic sludge. trim down. bleh]