Evolving glossary of major terms relating to ‘Fountellion’ game-world, ‘The Spiral’ metaverse and early ‘Green Garden’ worlds.
Note: these are in no way absolute, and some information or interpretations may be missing. Most information expands on that contained in the ‘origin docs’.
Also known as ‘the green game’, it was the first ‘green garden’ metaverse to emerge, later also known as ‘the Flux’.
A human game within a nature game:
A mystical, survival, open-world game experience unfolds for players on a virtual island of simulated nature, where advanced Artificial Life means that a persistently growing, responsive and emergent world thrives according to simulated ‘natural selection’ variables. Player progress is recorded but the world continues during absence.
Players can practice interaction with nature, growing, crafting, survival, or preservation of its unique wildlife, or they can survive and complete a game of finding mystical insights. Both leave players with a lasting, strong impression, as does the potency of its interface and its necessary realism.
STORY (‘Origin version’)
Early on, beta access was granted via various secretive ways and via one specific doorway within The Spiral, a metaverse of interconnected worlds, (most effectively) experienced via the dedicated Spiral Interface immersion gear.
‘Fountellion’ emerged following the experimental Game of Being in which players, or seekers, were invited to live through a variety of scenarios in the search for hidden Insights.
Early promotion stated that in this advanced web-world ‘is hidden the mystery of our connection to nature, the death of specific religion and the revelation of Evolution, Function and Diversity.’ It was also marketed to the gaming culture as ‘an open-world, VRMMO survival adventure game’.
Extra definitions (following a period of possible shut-down/disappearance of the game):
Fountellion becomes for a time almost a mystical realm for it lay hidden within the heart of The Spiral where access has occasionally been bestowed or withdrawn to select players, in early and later testing stages.
‘It is said to be an island, partly due to the alleged involvement of Professor Benjamin Fielding, a survivor of the infamous ‘Neurocean Line’ incident on the ‘Boston Island’ test-sim. (See also Spiral). The early, limited access was also to promote the creation of key protectors or ‘mages’ of Fountellion.’
The island was heavily influenced by The Game of Being, an early powerful, influential, total-immersion, Open-World Virtual-Reality ‘game’ that was always accessible and semi-confluent with Reality (ie: some areas exist in the Real World).
Initially, The Game of Being was intended to be an experimental space for new, interface-driven features of virtual immersion itself, but — unexpectedly — the project would form this new vision for understanding the Natural World and demonstrating our connection with Nature.
As the sheer detail of advanced interfaces grew, which included changing landscape and growing plants and vegetation, and the ability to ‘focus’, developers decided to create an Island, featuring certain areas that players could stumble across. This became a now-famous ‘sandbox’-style game environment. The island was named ‘Fountellion’ in the original gamebook and walkthrough concepts (by Professor Benjamin Fielding) and was based on a book of fantasy fiction called ‘In Fountellion’.
Both the fiction and the Gamebook still provide a vital insight (and are potential keys) in relation to the original vision and its ultimate significance or story, with the latter still believed to be in Fielding’s possession.
Like never before The Spiral Interface illuminated the manipulation of the environment and a deep connection with it. The full potential of this interface is said to be at its most effective only in Fountellion and in the hands of advanced users.
Controversy — and mystery — surrounds the precise relationship of Fountellion to The Spiral Tower. Shortly after the long-awaited opening of the doorway into Fountellion, a ‘lock-out’ occurred whereby the Spiral Tower was completely inaccessible, save by entry from within Fountellion. Later, keys or access onto the Island were limited again by its creator, who wanted a new appreciation — and protection — of its Insights, one of which was, possibly, to see the Tower fall into a new vision of Fountellion and The Spiral Tower itself.
Further controversy surrounds allegations that this version of the tower falling would see all connections to it severed, the so-called ‘unraveling’ of The Spiral’s virtual worlds which began to cast a shadow of instability within and outside the Division. Such a hidden code would — potentially — change, filter or undo many of such worlds attached to it. Much hearsay still persists across the online communities.
Corruption: This is held to be the strongest motivation for the ‘unraveling’ mystery as mentioned above, and the alleged attempts by the founders to limit or alter their creations and the connections between their creations. As fast and widespread experience of Fountellion grew, some institutions and employers even — secretly — required citizens to have attained a number of its insights.
Alternative history concept:
The game also uses DNA data and personality profiling to help a person ‘discover’ themselves and their potential. It also contains extensive Know-Zone connection for skills and training. A powerful body called the DD, Development Division, now continually refines or upgrades it. Despite attempting to teach wisdom and understanding via the Lore, the world has remained open to corruption and competition, as Game Clans and Game Mages (often Developers) have started to misuse it to attain power and influence within Source society. ‘Free Fountellion’ becomes an underground mantra.
‘Green Gardens’ became an umbrella term for game-worlds or projects which utilised the advanced natural selection coding which originated thanks to the ground-breaking development for the ‘Fountellion’ nature simulation+game (found within the ‘The Spiral’ metaverse of virtual worlds.)
Since items could be removed and transported or transplanted to other game-worlds, a metaverse of organic ‘green garden’ games began to emerge. Unique or rare brands of NFTs living and dying within these virtual worlds adhered to various natural laws, depending on the biome, environment or game conditions set by any particular ‘green garden’. Unexpected events and artificial life could occur later in the simulation life-span or cycle.
Players could be lost in deep, jungle survival zones or unexpected, exciting scenarios which were super-realistic and remained in a state of flux even without a player being present.
These Six revelations, hidden on the Virtual Island of Fountellion, give the player unique understandings of Nature. They are rewards for completing stages of ‘nature experience’ and give to the player new, relevant powers including enhanced ‘Focus’, which is a form of flying unique to the interface in which Fountellion is accessed. So influential in uniting people and producing an awareness in people of their connection to Nature, that it was fully backed by educational institutions and governments. It has been said to be a large contributor to the global move by mankind towards a technological and mental harmony with nature, above any direct political motions.
Scattered in different areas of the island world, the Insights — ultimately — become closely linked with The Spiral Tower, and the Dreamspire of Lord Bleakmuse, a symbolic figure in the game.
Although the Insights are known and completed daily by new travelers or seekers to the island, their design — specifically for ‘gamers’ using the Spiral Interface — leaves their effects best experienced in-world. Their form of ‘revelatory experience’ has been described as powerful to the mind and senses. Access has been limited to the final Insight as yet for little-known reasons but is somehow related to the full significance of ‘Fountellion in The Spiral’, and its ultimate completion.
Keepers of Fountellion
Keepers were/are simply anyone interested in collaborating on, building, developing or simply imagining a natural metaverse where nature could be explored (and preserved) in a growing, evolving simulation.
Some of them created independent ‘green garden’ worlds and games based on what Fountellion was able to achieve.
Keepers (mostly) respect the original game concept of Fountellion, including the finding of 6 insights which highlighted the importance of nature to ‘humanity’.
Many keepers possess or forged early NFTs that contributed to its decentralised development. They may also undertake various roles within the DAO (Distributed Autonomous Organisation).
Keepers may contribute anything at any time in its continued development or preservation according to various ‘Core Aspects’ (which remain flexible and subject to alteration via voting).
Early, key figures were only able to create Fountellion thanks to these ‘keepers’. From their diverse, global array of contributions, support and talents could be pooled and summoned a considerable power of collaboration.
A term for players who have considerable, recorded experience of worlds in The Spiral, and have proved willing and able to prove their power. They are considered wise and responsible for guiding other players and promoting the message of the Insights: positive, natural elements allegedly only found in Fountellion.
Later it became a term for players who have experienced all six of the Insights in Fountellion, the successor to the Game of Being. The intended result of this experience was to provide an in-depth awareness of the natural world, in accordance with the latest science and the importance of this knowledge. It is also known to provide revelations about mind and body, DNA and the chaotic, fractal nature of the universe. Many high-ranking citizens in positions of power and influence have discovered the Insights. It also says something about their determination due to the highly distracting nature of Fountellion, with its incredible beauty, detail and ‘focus’ which is a form of flying. Mages may have risen from any spectrum of Guild, but will have proved themselves of great mental connection to the Spiral and formed strong collaborative relationships with other players. The intended purpose of a wise Mage was that they take their wisdom back into the world but there have also been known to be greedy or corrupt Mages, perhaps due to deeper problems that their experiences on Fountellion were unable to cure.
A persistent world can be achieved by developing and maintaining a single or dynamic instance state of the game world that is shared and viewed by all players around the clock. The persistence of a world can be subdivided into “game persistence”, “world persistence” and “data persistence”. Data persistence ensures that any world data is not lost in the event of computer system failure. World persistence means the world continues to exist and is available to players when they want to access it. Finally, game persistence refers to the persistence of game events within the world. [source: Wikipedia]
Player(s) versus player(s), is a type of multiplayer interactive conflict within a game between two or more live participants. This is in contrast to games where players compete against computer-controlled opponents and/or players, which is referred to as player versus environment (PvE). The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. [source: Wikipedia]
Test-bed virtual worlds, particularly for emerging ‘brain-wave’ or Neurocean interfaces. Some of them involved processes for entering and exiting, such as ‘Slow-surfacing’, as used for the infamous ‘Boston Island’ sim, closed down following an incident of virtual abuse and death.
‘The Spiral’ is a growing web of advanced Virtual Web-Worlds designed for the use of the advanced Spiral Interface. They happen to be connected to the Spiral Tower, or the Dreamspire with its multiple rooms with doors to worlds that are connected to it. They form the various needs of society: science, gaming, visualization, desire etc. The tower grows higher the more worlds are connected to it.
A way out of the Tower is believed to lead to the mystical nature-realm of Fountellion, an island of Nature and Revelation. Many visitors also, believing they have accessed worlds in the tower, have said to arrive in Fountellion by some kind of chance or selection code, prompting an instant urge to explore it.
A special variety of Virtual Reality Interface that emerged from the infamous early worlds and testing sims that were ‘The Neuroceans’. Like never before, it provided a deep, signature connection to virtual environments by utilizing brain-waves and various physical aspects such as breathing. A special term ‘slow-surfacing’ was used to describe returning to normal reality. Once widespread health concerns had been addressed, including new overlay systems and acclimatizing features in-built, it was officially re-launched to coincide with The Spiral. This concept aimed to link — online — any worthy Virtual Experience or Game-world that utilized the interface’s potential and had passed full-testing and screening procedures. The immersive potential allowed for such deep involvement with the Virtual that many of these experiences were entertainment ‘escapist’ creations, although many educational and scientific ones emerged too. Ironically, this also included a nature-illuminating island world of Fountellion, which aimed to remind all visitors of a deep relationship and connection to nature, the ‘Source-world’.
These are a sub-genre of action video games that generally start the player off with minimal resources, in a hostile, open-world environment, and require them to collect resources, craft tools, weapons, and shelter, and survive as long as possible. Many survival games are based on randomly or procedurally generated persistent environments, with more recently created games often playable online, with multiple players on a single persistent world. Survival games are generally open-ended with no set goals, and are often closely related to the survival horror genre, in which the player must survive within a supernatural setting, such as a zombie apocalypse.