THE NAMELESS TIME
Almost by accident, Beyond War struck upon a highly accurate test of narcissistic personality
disorder in its design and user balance synopsis.
The fear an abuser has of an authority figure stronger than themselves who can contradict their
delusion or abusive projection, and tendency to style all such persons of power or authority as
threats, triggers Narcissistic Socialist Personalities.
It is similar to the narcissism evident in 'unity' and 'collective monotheist' extremism, in that
the presentation of a figure who wields more power than the collective tribe must be a sympathetic
figure who wants to share their knowledge with the innocent and peaceful supplicants - as if such
benefit would appear by their inclusion in exclusive power or extreme force only safe if wielded
by a parent-like figure.
Both of these issues expose a lot of family and parental dysfunction in United States civilians
and Chinese and Japanese citizens, as well as having strong roots of submissive theological
extremist submission to authority in radical Islamic and Indian history of government and law.
That a superior power would be benevolent only because it felt compassion or shared value with a
developing species, or that it would have moved beyond the conditions of war and inequality made
by high population species competition for resources, is both ignorant and child-like.
As is the projection of deep emotionally arrested insecurity and suppressed anger at child abuse
and sexual abuse evident in abusive narcissists immediate framework to place in their symbol and
language system the "over powered god-like character" as their abuser and enemy, to be challenged
and overcome - and in all ways invalidated to affirm the sustained ego injuries of serious trauma
and feelings of helplessness which were incorporated in early child sexual assault and abuse.
It was not the intent of Beyond War to do this, but a by-product of its development from Zen
and meditative non-engagement theologies - built upon the representation and respect of boundaries
and separation of self in the pursuit of enlightenment - by which this egocentric threat to the
inequality of power in Beyond War was not immediately recognized.
One party, on hearing that players could destroy cities and planets permanently while other users
were in them - exclaimed, "What would be the point if everyone just goes around killing anyone
arbitrarily at their will? That's stupid!" and proceeded to make claims of how they would personally
kill all the players in the game in typical power-gaming actions without fear of retaliation or any
Of course, there are mechanisms and consequences to such issues in Beyond War as a software product
and to manage player-abuse of other players. However, the awareness of permanents and the age level
of players are both factors which contribute to the consideration of this new type of persistent world,
envisioned in 1996 documents for "Celestial Knights", a Beyond War module.
Another party stated that it would be unfair for any player to have the kind of power that was described
because it would demoralize the entire player base, citing the conventional games of the time and concepts
like 'levels' which do not exist in Beyond War.
Again, this is a 'jump in thinking' from premise to 'presumed execution without regard for unknown factors,
by which Hegelian Dialectic Communication (G.W.F. Hegel, 1821) negates the boundary issues to impose its
own understanding and expectation of the outcome lacking all context to circumstances or features withheld
from players in a proprietary and complex automated and multi-user design, as is the M2OS (Massive Multiplayer
Operating System) framework of Beyond War. It is not enough to say "M2OS has means to moderate this", but
it is within the scope of the developers to assure the critic that their premise of how this works is clearly
not very accurate or very realistic, but obligates no disclosure of trade secrets or mechanisms that a user
is expected to discover.
What this confesses, when the Hegelian Dialectic Deflection is stripped away is the desired effect of Beyond
War as a premise and in statements to users who are involved and committed to activity in the Universe - a
sense of ordinary and reasonable 'fear'.
Fear governs ordinary human interaction. Fear of consequences, whether justified or not, is a factor in
ordinary human social behavior. And Fear as a tool in the user-to-user interaction and environmental
elements of Beyond War is a core storytelling tool, for which much of the M2OS development has been so
made over 1991-2020.
Whereby a user should see a player with this sort of power, and have no means to estimate his degree of
power, we have the same interaction that James Allen repeatedly demonstrated in live action theater and
storytelling over 1991-2020, upon which Beyond War is fully based.
To know you are in the presence of an enemy who can overcome you, is something different than conducting
yourself in the absence of such knowledge or certainty of your actions and conduct being witnessed. In
Beyond War there is no security, even in the context of mighty industry and planetary armies and fleets,
against a monster that eats stars and crushes whole galaxies with scalar weapon systems that can instantly
expand on demand to rise up and fight vast empires, or fall silent and become like ice and stone in an
instant on a single word.
To live in such a Universe, where you are forced to play your part in context to others who may be agents,
friends, or important to such powers; is to gamble your very life and the life of your entire solar system
based on a few crude words.
In context, it is the stick, to the carrot of a sandbox Universe which is designed around the ability to
play and explore in a gothic-horror deep space genre of the fragments of thousands of wars and the silence
of some undiscovered amnesty made, for which only a few small shelters were permitted to survive.
Indeed, there are entire fleets of warships - weapons armed and fully loaded for all out war - empty of
every single sign of life, drifting through space far between the stars. Signs of a cosmic blow that
killed every man, woman, and child across the span of hundreds of thousands of light years. The Universe
of Beyond War is a graveyard, and the leviathan that struck the blow is nowhere to be found.
Yet we know something of these monsters, of the things they fought, from the records left behind and the
common parts of the stories the wise men of those surviving holdouts of man and beast still tell - that
across the gulf of many galaxies speak of the same single story.
The Prayer of Blood.
Of A Man, and a Woman. But she died...
Fragments, scattered across the world like shrapnel from a great explosion - embedded in the walls of
worlds that were torn apart and left to spin away - victims of forces beyond even the great anchors
that hold the Milky Way in its place. Across the open DARK that is the sea between the stars... we
find these stories. And the M2OS engine affords that scale and that experience in a way that ordinary
spatial systems for traditional games, which define their player areas by fixed stars and maps and
'portals' and 'passes' drawn from the first documents written about these "procedural worlds" by the
team behind the M2OS, described in the mid-1990s.
It is a form of world that required a new kind of computer to support, which is why the firm in Oklahoma
began working with AMD for multiprocessor support in FX-74 and Socket L technology, culminating in the
AM4 socket for home users and sTRX4 socket for servers and workstations.
M2OS employs technology developed in context with Slicehost and Rackspace, to deploy dynamic virtual
on-demand instances of compute power themed to manage next-generation scalar adaptive network loads.
These technologies in real-world hardware afford a style of play, when combined with hardware enabled
ray-tracing technology first developed with service for Newtek LLC and later soft body dynamics with
Luxology LLC of California and Pixologic LLC modeling products, to bring Beyond War and M2OS to a
position of 3-dimensional representation and 4-dimensional modular arithmetic not ordinary in traditional
OpenGL and DirectX API applications, supporting logic and parallel distributed tasking now widely
recognized as a basis for artificial intelligence projects in scientific computing.
Because a man loved a woman, essentially, this was something made and developed for a period of time
and contrary the trending effort of major firms like Microsoft to block and disable the technology and
essential systems of our project over 2001-2020. Our entire sound system and partner products for the
high-end audio multiplexer technology were literally RIPPED out of our client platform without notice
when Windows 10 was force-deployed on U.S. customers against their will, breaking millions of computers
prior pledged a client base for our M2OS product.
Despite this, the story of Beyond War as a work of fiction did not diminish under criminal coercion to
reduce its pledge of next-generation fidelity and scale to meet console and conventional x86_64 Win64
architecture and design demands, looking to Linux and Kernel 5.x technology improvements to bear out
failure of the Microsoft Corporation to sustain support for its products and servers beyond a 5 year term.
Critics, therefore, who suspect the delays are caused by the technical difficulty of performing the
features pledged in Beyond War are grossly incompetent of the supply-chain and anti-trust aspects
combined with Microsoft Corporation acquiring a derived technology during this abuse in effort to
allege patent rights not present and previously discussed in the 1998 hiring for Beyond War, using
linear library C++ data struc and quaternion alternatives to gimbal lock which were outline by the
Beyond War API team in recruiting in the State of Texas and State of Oklahoma previews.
Without the technology in M2OS that such product claims later then incorporated during duress against
developers were so filed, the features remain difficult for developers using the competitor API to
accomplish. We have seen scale, but nothing on the order of magnitude or persistence and freedom of
movement proposed in the M2OS platform and logistics model for spatial data structures and handling.
A Universe that is, literally, big enough to get lost in - and small enough to die in - while experiencing
ordinary goals and operating with the logistics difficulty originally explained in the 1990s among player
versus player crafting and fabrication talks for confidential hire in Dallas Texas.
Unfortunately several foreign companies have attempted to implement direct adaptation of those documents,
and their solutions - while novel - are not complete or stable in analysis despite 2003-2020 operation on
inferior IBM provided dedicated blade servers, a substitution for the fully scalable architecture of
Beyond War and a single seamless vast Universe for all players. Proprietary technology in that has not
been implemented, and communications to attempt to hire and threat to sell directly adapted technology
by those firms makes their actions and those countries aiding their theft prohibited from access or
registration without state ID in the Beyond War product and its service.
The barrier, it seems, arose not from player community violence, balance, or abuse - but from real-world
efforts to duplicate and resell discoveries themed scientific plagiarism in fraud to create false patents
and false registration using Python and other languages paired with false claims of performance and
capability to deceive investors and Royal Bank of Scotland, among many defrauded in this $100 million
abuse of International law.
The support for this fraud appears to fall along Chinese Communist Party lines, with such groups and
their representation using such names openly to act in this fraud, a form of industrial espionage
dating back to 1998.
Despite this, the M2OS technology is finally reaching its equipment hardware milestone some 20 years
after initial kidnapping to perpetual concealment of family members of the developer, and moving ahead
as a part of the Great Chickasaw Nation Reservation - independent of the United States and other foreign
claims against the trade secrets there present and immune from theft or false claims of royalty or other
use by emulation and false design.
Students of copyright and C++ code abuse to seek to apply intellectual property claims to new forms of
mathematics are familiar with this form of dispute, as a serious form of investment fraud common in the
19th and 20th Century, and in fact the effort to discredit and defame Beyond War based on the offense
such empowerment of individual players and community power structure represent to socialist states and
radical countries values and religious theocracies is immediately evident.
After all, how can values regarding common work and collective labor and product mean anything when an
enemy has the resources and power to disrupt entire solar systems, shatter areas of space, and burn the
very life from a warship over light years away from its position in an instant and without warning?
Fear - is the only word that is suitable. Fear, and the empty plates and dinner settings at the captain's
table, with no trace of struggle or bodies or even the uniforms the vast crews of those fleets wore when
they disappeared where they stood at their duty stations.
Against such weapons, even the Gods of legend and myth would tremble - for they are beyond the power of
any we possess or understand now - and liken to the first atomic bomb being detonated by the United
States to religious and industrial powers that prior relied on their "blood and iron" to overcome the
enemy by numbers, will, and brutality - an empty threat against a gun that can destroy a galaxy.
The scope of Beyond War is a Universe.... spanning multiple Galaxies. This concept alone is unprecedented
and beyond the scale of traditional 'static' games. The systems, mechanisms, and player interaction tools
are - likewise - built around a cultural system whereby the players, not the developers, name the places
and systems they discover - and such information and tradition a fundamental part of the fabric of the
game community as well as subject a degree of moderation and mature character of players and very powerful
characters, similar to the administrators of tabletop roleplaying games, between whom the collective actions
of communities of non-player-characters orchestrate broad activities in an ongoing multi-layer storyline
guided by player actions.
This form of sustained supported persistent dynamic world is, on face, bigger than the biggest player threat,
until you begin to read the Prayer of Blood and realize that same thought predicated the Cataclysm written
about in 1996 by Beyond War, the event that wiped out the majority of life in the Universe.
Beyond War has been a core element, with flagrant evidence of plagiarism down to language and fashion, by
multiple corporations of foreign states. Despite this, no such act shall bar its publication or impair it
as a business enterprise whole created on Native American Reservation soil. It may have required moving
the boards of a state to make room for Beyond War in McCrist v STATE OF OKLAHOMA, but it is done.
So mote it be.
To Fear of One - You are Outnumbered by One
Where an entire alliance or player coalition may be outnumbered by a few or even one player, armed
with the weapons of Beyond War, conduct in the Universe is much different than that of predatory
populist 'recruiting-to-win' games like most console and space war persistent titles now on market.
Guilds in early games were limited in size to promote diversity, while later games permitted unlimited
guilds to make entertainment products for teens into actual 'work, recruitment, and online-job-like
competitions that had no real substance, story, or end'. Everything is a quest, a grind for status,
or a waiting game to be the best by buying the knowledge. These traits are not elements of Beyond
War and never will be.
The joy of play is from the unique value of each character an their unique abilities, which are
subject to discovery - not design - by each player. From this, we see people who are very proud
of their chosen vocation but perhaps TERRIBLE at it... and others who are unwilling in their area
of practice but supernatural in its performance. This is contrary the 'commodity' model of socialist
human resources, and admits unique value in each character created - both in its player and in its
creation. This arises from the Christian Western theology behind Beyond War, which differs from
other socialist products and services, common core education themes, and failure to understand or
admit credit for individual value in the socialist model of values and systems of community as center
to definition of value for a society.
For Beyond War, each individual life matters - and to that end, no two individuals can be replaced
by any other. Not completely. These relationships are built into the system, represented in a way
that is express and compliments players play-styles, and affords to those players such benefits as
cannot be found in class based or level-based progressive game theory, which is individual rather
To have a character in such a Universe is to be personally engaged in the presence of that online
life, and to lose that life is to lose something. For this reason, and due to the stress caused
by loss with permanence, we require our users be of at least 24 years of age - affording them some
experience in relationships in the real world and in real-world loss and consideration of other people
to participate. There are still evil characters, pirates, war lords, and hostile players. But the
requirement affirms that we need not be remorseful or considerate of minors playing in games that
permit such 'power gaming' at the expense of others or create conditions that protect the same player
from loss and penalties for being repeatedly killed over and over by other players for good cause.
Certainly, players will *hate* some notorious players, and communities will organized to destroy
and hunt down players that deserve to die. But that the nature of this interaction to specific
mission and cause motives will incentivize players who choose to be evil to be rewarded for their
role in the 'play', as well as players who choose to be 'good' in their pursuit of them, compliments
the design of Beyond War with context to the extremes and complex conditions created by its model.
Any person who has ever experienced a tabletop roleplaying game combining good and evil characters
on a quest or in a party will appreciate this very old-school approach to the tentative association
and goals of players, and may wish to also look to Steve Jackson Games 'Paranoia" for examples of
the joy and fun this style of frienemy play may bring to a small group - similar to Beyond War.
The combination of this genre, only seen in copy-cat games trying to beat the franchise to market
as an alternative selling point, does not carry the same weight in a balanced system as it does
in the supernatural scope and scale of Beyond War, but in adopting simple systems and emulation of
well known tools and models, like stock trading - impressed investors enough to ignore broken
promises and hostility which expose a simple plagiarism of the M2OS technology in side-scroller
and Wing Commander -like rip-off titles produced for over 15 years.
In many ways, these efforts show the flaws in relying on Unreal Engine 4 or other platforms to
try to deliver a similar experience, and prove we made the correct choices as a C++ developer to
focus on gcc and Linux based server technology in long-run operation for Beyond War, reliance on
Redhat Labs platform, and client software built to afford independent platform crossover API
communications for cross-platform client multiplayer joint systems.
The disappointment they have brought by gross mismanagement to such systems is expressly
clear support of the commitment to customer service and active support of a paid mature online
persistent world and 'serious games' for adults, for which online content producers and audiences
are ready to serialize and adapt into the entertainment schedule of the COVID-19 Pandemic lockdown.
The ability to see real loss and real competition, discovery, and community among users in an
interactive media, makes traditional television and trite "social justice" racially polarized
media common in content for American audiences seem tame and mundane in comparison.
To imagine when watching a program - the team that plays is not evenly matched, outnumbered,
or even reduced to one last survivor - but the technology affords them the ability to engage
in activity that can still overcome massive odds. This is the 'underdog' story we have all
been waiting for, and the mystery as to who is possibly the galactic-class monster in the small
party, watching and waiting to see if he likes anyone or save the day when no one is looking -
is itself worth the wait (1991-2020) in developing a new genre of online entertainment for
both players and audiences.