Chronology of what was authored in the year 2004
Writing content for shared interactive persistent virtual environments differs from narrative media such as books, stage plays, film or television due to high degree of agency available to each participant. Here, each participant engages on a more literal level than a reader or audience member would.
This interactive nature could be through the apparent simplicity of low bit-rate text adventure games or computationally intensive high-bandwidth Virtual Reality (VR) or Augmented Reality (AR).
For our purposes, changes made by any one of the simultaneous participants to a shared virtual world persists and is immediately observable to all others.
Let's walk through an example story and hypothetical virtual environment software platform called metarealm.
When a typical American thinks romantic thoughts of life in Europe, perhaps images of stylish people tooling around on quaint bicycles pop into mind.
Such bikes used by real people probably had three speeds and typically made by Raleigh, even if sold under a different brand— a staple for millions, generation after generation.
This near-silent short movie script is your booster shot of a romance for living.
Original story and screenplay written in 2004.
Riding in a car with his family, young Richard and his brother Bobby look out the window at the cyclists as they pass by.
He dreams of one day touring, himself.
His father mentions the fact that roads were initially paved due to demands of bicyclists, not automobiles.
At age six, Richard's parents bought a 3-speed, a Raleigh.
As he outgrows his own little bike, they offer the seldom used Raleigh as his next bike. But he wants his own. He wants a cool bike. He wants a racing bike.
We've all heard, "one man's trash is another's treasure." That rings true from the context of your home computer to the fender of your next new automobile.
Seemingly innocent bits of information, casually abandoned by you are very much of value to those with something to sell as well as those interested with something to buy, particularly using your identity rather than their own.
Many companies are gathering much information about each of us, and it's difficult to escape.