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Journal Journal: The Chronicles of Quelouva 2

TL;DR version: 20 years ago today I started writing an enormous story, this year I finally started putting actual effort into it, and now it's almost kinda-sorta readable and I'd love it if anyone would acknowledge the fact that it even exists. It's called The Chronicles of Quelouva.

Way back in 1997, teenaged me and some internet friends set out to start a new video game company. Our founder had one game already in mind that we were going to start developing, but we all foolishly got ahead of our teenaged selves thinking about all the other games that we would make next. To that effect, I started writing a story for one of my game proposals... and then other stories for other, then-unrelated game proposals... and so on before we even had the first game barely begun.

That group of teenage wannabes quickly fell apart, of course, but different members of it kept reforming it with slightly different membership over the years that would follow, one attempt after another under different names. Within about five years the last of them fell apart as well and at that point I basically gave up on all dreams of ever doing any video game development.

But all the while I had continued developing all of those stories from what had once been unrelated game proposals, mutating them drastically over the years, tying them together with each other and with basically every other story idea that occurred to me into an extensive fictional universe.

After the last attempt at a game company died I didn't know what I was ever going to do with all of those ideas, and they mostly languished for about half a decade while I focused on other things, occasionally writing myself notes about further ideas for them. Eventually I started telling myself that some day, when life was all sorted out, I would spend my free time writing a series of books based on the stories, slowly over the course of my entire life. As soon as all of my real problems got fixed, I'd get right on that. It would be my life's work. Something small that I had done besides just struggling to barely survive.

Around 2008, after finally graduating university and subsequently having my entire life fall apart in every facet, I decided that I was going to start writing the basic story ideas down in a readable format because that mythic time of getting life sorted out was never going to come. I came up with a tentative name, "The Chronicles" of... something, eventually settling on "The Chronicles of Quelouva". I put up the bare-bones structure of an outline on my personal website, filled it out with tiny little unreadable scraps of story serving basically just as notes to myself to write more there later, and then started with the first story chronologically and tried to actually write something worth reading about it.

I barely got through one rough draft of that first story. Life kept getting harder and I just couldn't think clearly enough to write anything that sounded good. It was too much, I was too exhausted, I couldn't force myself to be creative enough after every long day of shit. At least that's what I told myself. Whenever I actually feel good for long enough, I told myself, I'll get back to it. Just start writing the next story. And keep going and eventually it will all be done. But of course I never felt good enough, and that never happened, and almost another decade went by with no progress besides the occasional further notes to myself to write something more later about an idea I'd just had whenever I could get around to it.

Around the end of 2016 and the start of this year, I ended up writing myself surprisingly many neat ideas to write more about later, and I was subsequently reflecting on how what I had online was such an unreadable mess that nobody could even just take in the big picture of what it was I was aiming to create without wading through the crap excuse for an outline I had managed to create so far. If I were to just die right then, nobody would even have the vaguest idea what it was in my head that I had once dreamt of "spending my life creating". So despite being busier and more beat down by life than ever, I forced myself to find some time to write at least a highest-level summary of the big picture, all on one (albeit long) page.

And then I thought, you know what, I'll write some little three-paragraph summaries of each of the three sagas that the whole project is divided into, just writing like a paragraph a night every other night (ish), over the course of less than a month. Something slow, and manageable, just so that people can see on a high level what it was that I once dreamt of making -- so that like, maybe, if I died and people found all of my notes to myself, someone might find it worth sorting through them and assembling it all into what the summary painted a rough picture of.

But then after that month of fairly easy slow high-level summarizing was past, I thought to myself, this is easy enough, maybe I can expand each of those three paragraphs per saga into three paragraphs of its own, so that each of the 27 core stories (nine trilogies across the three sagas) has its own one-paragraph summary. I can keep up this pace for a few more months and do that, and that would be a better summary than what I have so far. So I did that.

And then, after that wasn't too hard either, I did the math and realized that if I split each of those paragraphs into three again, working at the same slow pace, I could flesh out each story into its own full page, three-paragraph summary by the end of the year. As kind of a challenge to myself, I decided to try that. And so far, I've been keeping it up. I'm about two thirds of the way done (almost 40,000 words in), right about to begin the climactic final stretch of it, and on schedule to have these summaries finished by the end of the year.

Not only that, but I realized I was having difficulty keeping most "paragraphs" down under a full screen of text, so I started automatically splitting them into threes again (and went back and split up the ones I'd already done), giving each part of each tripartite story its own page with its own three-paragraph summary. And then my English-major girlfriend pointed out to me that the figure I had looked up for an average paragraph was actually about a full page of double spaced text, and I could do well to split each of them in turn into three smaller, more readable paragraphs.

So now the whole thing is structured into "Episodes" (summed up in this phase into three short paragraphs each), three of them per "Part" of each tripartite "Story" of each trilogy "Series", of which there are three per each of the three "Sagas" of the overall Chronicles. That adds up to about the equivalent of nine full-length (27-episode) television seasons' worth of story, with a word count for just these summaries approximating what Google tells me is about that of a small novel (almost 60,000 words), once it's done by the end of the year.

Of course these are only summaries, not full scripts, and I've basically put no effort at all into making them look or sound pretty, just putting the ideas down in a minimally coherent form. But I've already done more to bring this thing that was once going to be my "life's work" into some kind of readable form this year than in all the twenty years that I was "working" on it before.

And that's why I'm telling you about it now. A month or two ago I realized, thinking that maybe I would remember this as the year I finally did something about the Chronicles, that I've been sitting on all of this for about twenty years now. And because I'm a digital pack rat, I still have the original text document in which I wrote the first draft of the very first game proposal that eventually grew into this project, with a creation date of August 25th, 1997 -- exactly a month after my fifteenth birthday, and twenty years ago today.

I just wanted to commemorate that anniversary somewhere.

If you want to see the very rough work still in progress, I'm posting it to my personal website as I go. If anyone wants to ask questions or point out typos or anything like that, I'd love just to know that anyone at all even looked at it:

The Chronicles of Quelouva.

First Person Shooters (Games)

Journal Journal: Eternal - Beyond Infinity Lies Destiny

The Xeventh Project is proud to present a Marathon scenario nearly twelve years in the making: Eternal X.

The longest-running Marathon scenario project in history, Eternal began production in 1996 upon the release of Marathon Infinity. Eventually run into the ground and then dormant for many years, it was resurrected in 2004 just in time for a "penultimate" release on Marathon's 10th anniversary, which received over ten thousand downloads. For the past several years since then, a crack team of some of the Marathon community's most skilled artists, musicians, and cartographers has been busy putting the final polish on this ancient project; and now, at long last, Eternal X is complete.

Featuring 52 huge levels, hundreds of new high-resolution textures, over a dozen tracks of original music, a wholly revamed user interface, all new weapons, and several new creatures and characters, alongside the complete cast from the original trilogy and numerous familiar locations, Eternal is one of the largest and most ambitious Marathon scenario projects ever undertaken.

The story of Eternal begins nearly one hundred years after Marathon Infinity, on the S'pht moon K'lia, hanging in orbit over a desolate and ruined Earth. Clearly all is not well with this future, and once again you are the last hope for mankind. The people of this time say that nobody really won in the war with the Pfhor; but now, thanks to recovered Jjaro technology, a plan has been devised to make things right. Paired with another sort of hybrid creature, the former Battleroid known as Hathor, you have been selected to venture back across time, one hundred and eleven years in the past to the U.E.S.C. Marathon. There, you and Hathor are to set in motion a plan that will alter the course of history and bring true victory to mankind. But things don't always go according to plan, and what begins as a mission to right history turns into an epic pursuit which spans not only the stars but also the centuries.

The scenario is available in both a Full Edition, complete with high-resolution graphics and an original soundtrack, and a Lite Edition, which is more amenable to older computers and slower connections. Both the Full Edition and Lite Edition are compatible with all currently supported platforms of Aleph One, including Mac OS X, Windows, and Linux.

To download Eternal X, please visit <http://eternal.bungie.org/>.

-Forrest Cameranesi
Director of the Xeventh Project


ABOUT MARATHON:
Marathon was a landmark first-person shooter created by Bungie Studios, creators of the acclaimed Halo franchise. Originally released on the Macintosh in 1994, Marathon introduced many new features and concepts to the genre including dual-weilded and dual-function weapons; versatile multiplayer modes such as King of the Hill, Kill the Man with the Ball, and cooperative play; friendly NPCs; and a deep and intricate storyline. The sequel, Marathon 2: Durandal, was released in 1995, improving on the engine technologies and greatly expanding the scope of the story. In 1996, Marathon 2 was ported to Windows 95, and the Marathon Infinity package was released for Macintosh, including a new scenario using a modified Marathon 2 engine, and most importantly, the tools used to build it, Forge and Anvil. In the year 2000, Bungie released the source code to the Marathon 2 engine, and the Marathon Open Source project began, resulting in the new Marathon engine called Aleph One. Finally, in 2005, Bungie authorized free redistribution of the entire Marathon trilogy and all related files. This means that the entire trilogy can now be legally obtained for free and played on nearly any computer. To download the original Marathon trilogy, please visit <http://source.bungie.org/get/>.

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