|
|
The Scope of The Beyond War Project
2009 November 15th - Navigation: | Home |
The Beyond War Project, and "Beyond War" game, are products supported by the research and development of Shadowdancers L.L.C.
of Ada, Oklahoma (USA) in their:
"Massive Multiuser Operating System" (M2OS) - Distributed Salvation.
The project deals with the development of a data-only layer abstraction for multiple diverse platform clients to coordinate
combat information and relay actions to managed de-centralized servers carrying out regional combat logistics for a global
network of players in a unified theater of operations. Graphically, this means the client visualization system is seperate
from the underlying game and network topology, unlike almost all other online multi-user game systems developed prior.
For Over 18 Years
Begun in 1991 and advanced to production in 1996, with expansion in 1998 and 1999 supporting new 3D hardware and proposed
multi-processor multi-core and parallel VPU / coprocessor technology drafts put forward to key partners, the Beyond War Project
has pressed to develop new levels of battlefield logistic immersion beyond the scope of traditional entertainment products.
Featuring systems including cooperative multi-user team and group play, routing of command routines and avionic system input
to control surface mechanisms, most military experts understand the heritage of this project takes great pride in its use
of advanced damage and subsystem logistics to extend the fight. Featuring search and rescue, salvage, and combat casualty
management models which are foreign to all similar wargames on the market today, Beyond War touches upon the realm of
"Serious Games" - games designed to teach theory and logistics planning which are based on real world elements rather than
point-and-shoot abstraction or balance issues of online games.
Fundamental Design - Mature Themes
The game is designed around an adult concept of fire control, maneuver, and signal warfare similar to traditional military
concepts of war. Ambush, evasions, support, and supply chain concepts apply which are not found even in large scale sim
war games today, pushing the envelope for multi-user cooperative gameplay to new levels.
Elemental aspects of the game are designed to support a variety of planning, logistic, simulation testing, and dynamic
trials - including blind build manufacturing, qualitative issues of component manufacture and fabrication, and
a non-commodity model of craftsmanship which create unique and variable tools and consumables with influence on game play
not laid out for statistical reverse analysis or analytical reduction by idle player database tools.
This creates the
suspension of disbelief that envelopes and involves the player in the story rather than the mechanics of Beyond War, while
allowing players to use the system like a social networking tool - from mobile devices and apps
written to interface with the Beyond War API.
Dedication
These developments were laid out in 1996-1998 in several public meetings in Oklahoma, and are now coming to fruition
thanks in large part to the generous investment of U.S. Veterans and soldiers who seek to see this product developed
as a technology and credit to the men and women who served in World War I and II - to combat eugenics and
oppression of people on religous, racial, ethnic, or political grounds.
Beyond War is dedicated
to passing the lessons learned in fighting Genocide and its supporters to a new generation of Freedom Fighters worldwide.
Home
|

"Beyond War - XS Game Technology from Shadowdancers L.L.C. of Ada, Oklahoma - Redefining U.S. Wargaming"
Original project and game copyright © 1991 Shadowdancers Digital Press. All Rights Reserved. - - -
Website media copyright © 2007 Shadowdancers Digital Press. All Rights Reserved.
|
|
|