My Simming Memoirs

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My Simming Memoirs My Simming Memoirs The Dream, the Hope, and the Reality By Chas Hammer; President, Trek Online (Retired) Copyright 20041 Orion battling Taurus, The Symbol of Trek Online2 Dedicated to the members of Trek Online... past, present and future. 1 The first edition of my memoirs was published in 1997 to coincide with the first anniversary of Trek Online. I published a greatly expanded second edition between 2003 and 2005, which I made available on a simming website I maintained. In preparation for my retirement, I converted the web document into a pdf in 2014 so that my memoirs can be preserved after I disappear; in doing such I edited Chapters 1 through 3 to correct based on knowledge gained in subsequent years. I also edited Part 6 to reduce my ramblings. I corrected for grammar and clarity throughout the remaining chapters, but didn’t make any drastic edits beyond the first three chapters and Part 6. In this pdf version, I maintained the fonts and images used on the website, including the comic sans font. Comic sans rules! Besides, my simming adventures are somewhat like a comic – never to be taken too seriously – so it’s an appropriate font for my memoirs. 2 Uranographia by Johann Bode (1801) 1 Introduction Even after all these years, I'm fascinated by simming and the fundamental question, why do we sim? What possesses us to sit in front of a computer for hours on end and construct an imaginary world? For me, it was fun. But there was more to it. When I ran Trek Online, I was entering the adult world. Life doesn't provide young, intelligent, but socially awkward people finishing school and beginning a career with too many outlets,3 so I simmed. I used my pent up creativity and energy to create a club that brought entertainment to hundreds of people. But it almost didn't happen. When I discovered simming in December of 1994, I didn't like it. Too many rules and stuck up people. I was unlucky, I suppose, for having come across a club that didn't suit me. Fortunately, months later, I came across a free spirited band of simmers. My creativity was let loose and I was hooked. I was able to gallivant across the galaxy and play a dashing hero. Surprisingly to me, though, what I most enjoyed was the out of character aspects of simming - the unsung behind the scenes grunt work and management. There I was able to play boss, politician, and diplomat, and I learned about my talents and limitations. I soon realized I could do a better job than my simulated bosses, and after the club I was a Vice President in collapsed, I started my own club - Trek Online. Given the unfettered nature of simming, everyone's imaginations go overboard. Clubs like Trek Online became republics. Disputes become wars. Leaders engage in great power politics. I'm guilty of this, but I – and I think others – do it because it's a harmless way to explore our desires and sort out what to do with our real life. Most people who write about simming tone down these aspects to seem less crazy, but I've embraced them in my writings here. If nothing else, it makes the reading more interesting. My memoirs are a celebration our imaginations, online hobby, and the tremendous amount of work that sustains it. But above all else, I wrote these memoirs for myself. By writing, I've remembered much that I forgot and have forced myself to evaluate my strengths and weaknesses. It has helped improve my real life. As a simmer, I hope you embrace the craziness and borderline delusions of our world. Those who don't usually won't last very long. But at the same time, please don't get carried away. I've seen too many good people have their ego become dependent on simming. I was lucky because I loved to partake in the craziness, but I wasn't swept away (most of the time). 3 Unless you’re tremendously good at, say, sports or music or computer programming. 2 Because of that, I and my little band of self-described revolutionaries were able to build a great club in our day. Trek Online became renowned for its quality, professionalism, and wacky spirit. Many lasting friendships were born in that club, and even a marriage or two. We pushed the boundaries of simming by experimenting with new styles and focusing attention on the importance of management, communication, and community. We were at the forefront of the revolution that broke down the old hierarchy of rigid miltaryesque sim clubs and replaced them with open, dynamic, member run communities. We worked tirelessly to bring clubs together in the Simming League with the goal of eliminating ego trips, wars, and nasty power struggles. Today, every club that elects its leader, has a constitution of some kind, focuses on good management, encourages communication and feedback, allows its simmers to move freely from sim to sim, or enjoys a common community with wacky inside jokes and traditions is, in part, echoing the spirit of Trek Online. I hope that you'll read parts of these memoirs (I doubt anyone will read everything... but if you do, please let me know and you may win a prize), gain a new appreciation for simming, learn a thing or two, and above all else, enjoy my ramblings! We've created a fascinating imaginary world for ourselves. =/\= Admiral Chas Hammer President, Trek Online President, The Simming League Commanding Officer, USS Orion, USS Vindicator, Viper Flight, New Horizons Knowledge comes, but wisdom lingers, and I linger on the shore, And the individual withers, and the world is more and more. Alfred Lord Tennyson 3 My Simming Memoirs Part 1: The Dawn of Simming Sunrise, by Claude Monet (1872) Chapter 1: Births "There were ship subjects being mixed with government subjects being mixed with Trek Talk subjects." - Jim Midyette. Describing the early simming situation on Prodigy in 1992. The birth date of Trek Online is subject to debate. This is fitting as Trek Online’s essence was linked to debate. Trek Online came into conceptual being on August 31, 1996, was given its name on September 3, and held its first official sim on November 5. Complicating matters, the club on Prodigy – called Trek Online – merged with a club on AOL, called the UFP/SF, which also began in the summer of 1996. Regardless, Trek Online listed August 31 as its birthday because that was the day I decided to establish the club. However, as a compromise, the club always held its birthday party during the month of September. 4 Both Trek Online and the UFP/SF were born during a flurry of simming activity – a moment I term the "Lost Generation.” Not lost because it failed to produce, but lost because it never had a chance to reach its fullest form. To understand the moment is to understand the balance Trek Online sought to achieve throughout its existence. It is hard to imagine a world with computers but without the web, but that was the first half of the 1990s.4 If you wanted to go online, you were limited to bulletin board systems (BBS), internet relay chat (irc), and online services. All three required a degree of computer savvy – not to mention a computer and modem; which bordered on luxury in those days. Of the three, online services were the easiest to use – install the program from a floppy disk, create an account, and soon you were online, able to browse the message boards, chat rooms, games, and other offerings of the online service. The three main online services in the United States in the 1990s were America Online (AOL), CompuServe, and Prodigy. All charged by the hour. In 1995 for example, AOL charged, if memory serves, $20 a month for the first five hours, and a few dollars for each additional hour. That hour limitation wasn’t per individual, but per account, with each account having up to five screen names. If there were multiple family members on an account, each had to share the five hours. In other words – it quickly got expensive to be online! Based on my limited experiences during the early and mid 1990s, and talking to those who were active at the time, this economic reality – the limited time one had online – shaped simming of the era. A chat sim easily took up 4 hours of your monthly allotment. Message board and E-mail sims were not as taxing; still, it took several minutes to sign on, download the messages, sign off, and sign back on to post/send your message once you wrote it – all multiplied many times a month. E-mail too could incur its own costs – overwhelmed by the popularity of E-mail, Prodigy, for a time, limited its members to 30 free messages a month, with a five cents charge for every additional message over the monthly allotment.5 Those who simmed tended to be those who were the most serious about the hobby, and they often remained with one game for an extended period as one simply couldn’t afford to serve with multiple sims, or explore to find another game. As a result, sims were of a high quality. Players developed tight bonds. Characters were refined. Plots could take months to unfold. Yet, on the flip side, because the sim had a monopoly on a person’s online time, it could impose strict rules – and when I say rules I do not simply mean rules relating to discipline and attendance, but elaborate regulations concerning your character, your ship, your storyline, etc.
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