One step before Top Secret was the crew I dealt with who ran Pirate King Online, doing a stint as a forum moderator, consulting behind the scenes on the community, and a bit of GMing mixed in there. It was fun gig and they were a great bunch of people who I still talk to on occasion, though it’s been several years now. It was a fun ride and I’ve picked up a few people from then who are still in my core circle of gaming friends and contacts to date.
It was and is however, Project Top Secret that fits in the chain of events that leads from 2007 to where I am today. It’s been nearly 4 very intense, wild, and often rewarding years since that first time I posted on the PTS forums. Along the way from then to now, I have made some very close friendships, some very good contacts in the industry, and I’ve had some fabulous opportunities, and learned a helluva lot more about the industry in that amount of time.
Let me state right now, say what you will about David Perry, and I know there are strong opinions out amongst the gaming community about the man. For me however, he and Rusel DeMaria (another giant in his own right) saw something in me and several others that were worth poking a stick at and pushing us to see what we could do. I was given the chance to learn from both of them, work with and for them on Top Secret and other projects and I learned more in the “Dave Perry Crash Course” to the industry than I can begin to really explain intelligently.
That’s not to say I agreed with everything that took place over the course of PTS. There were some decisions I didn’t agree with, and I did speak out against some things. However, those were more in the nature of circumstances of the time rather than anything else and again, not really relevant to this story.
Actually let me stop right here. If you’re expecting dirt, or for me to go on a long rant about how it ended or anything, you came to the wrong piece. I’m going to recall significant events, and I’m going to give my thoughts and impressions on some of the personalities involved, though some names I am going to omit, partly because it’s not worth dredging up, or because I simply don’t remember.
Anyway, David is so wildly creative, ideas simply pour out of the man like water through a leaky bucket. He can look at something and spin ideas in rapid fire, many of them very creative and very spontaneous. This of course worked well for me as I’m the same way (sometimes I find myself carried away but I’ve learned to keep that instinct in check). Sometimes he would flood us with ideas that left us spinning and while we soldiered on there were times at the beginning when I was a tad overwhelmed. It was like working with a creative whirlwind that would spin me on my ass and leave me in brain lock for a few minutes.
Rusel on the other hand, while a very creative soul in his own right, is in my mind the perfect balance to David, probably why they’re such a good working team. He’s thoughtful, articulate, deep, yet behind that thoughtfulness there’s a very wicked sense of humour that often sent me into rolling belly chuckles during some of our IM conversations.
The third primary personality, though he was infrequently involved in the project, is Historian, I could use his real name of course, but he’d probably shoot me. He was the community manager for Acclaim and regardless of what might be said, he did genuinely care about the Acclaim community. There were times, and still to this day, that I enjoyed pulling his tail to see him bellow at me. Sorry Hist, but it’s true. I took a fair amount of amusement out of irritating you sometimes, all in good fun of course. Historian was my initial contact with the PTS staff, and it was he who extended the invitation to be a mod for the PTS forums.
That invitation came as something of a surprise to me as I didn’t really expect it and at first I sat on it for a while before I replied as I was unsure what I’d be getting myself into. Looking back at it now, I’m glad I took the time to think about it, knowing what I know now, I would have made the same choice, but I would have been better prepared for what was to come.
Now PTS for those who were living under a rock at the time, or simply didn’t care, was David’s big plan to bring together the gaming community to help design a MMO. I looked at the opportunity to perhaps do some writing, get some notice and exposure, and perhaps learn something. (Let me tell you, I really stepped in it with THAT assumption). I almost passed on it when it was announced it would be a racing title. It was a very near thing in those early days as just another forum poster nobody, but I wasn’t really doing anything interesting so I figured “What the hell”, even racing games could use some story. So I stuck around, posted some ideas, dropped some story pieces I’d written long before from my personal storyline archives, and watched this thing develop.
It was chaotic in the early days. Most of the forum posts were “I have a great idea for a game!” or “Why don’t we do this!” and things like that. Like many of the unwashed, we didn’t really know what this was going to actually entail and at first it seemed rather disorganized. Which it was. I think no one really knew how much of a response this project would get, nor did anyone outside of a few of the people who were already established indie’s or with industry experience know how much bloody work it would become. Decisions were made by popular vote, which anyone knows a committee can’t really decide what kind of toilet paper to buy, let alone game design elements.
Since we were, literally, a virtual game design community, all work was done via posts on the Project Top Secret message forums. The forum was organized with a section on “Hooks”, Art Style, Setting, and so forth. These debates got fairly heated and I watched all around me this community of the creative and the naive argue back and forth. I wrote a couple of posts for tolerance, understanding, and that many of us were hoping to get our ideas across but few could really explain them on the right level. It was pretty wild, with thousands of voices all shouting to be heard and when decisions were made (through voting) the numbers of people who stayed involved would drop so much at a time. Sometimes it was due to the direction taken, other times and quite consistently through the entirety of the project’s existence it was when people realized just how much work this would actually be.
I’m going to stop here for now; this was mostly a set up piece on a rather long story. I do want to mention, out of it all, aside from the three people I mentioned above, there are some other stand outs I want to include. Nikita and Michelle, these two along with one other, became the basic core of my friendships made during PTS. Nikita has gone on to make Iphone apps and last I heard from him, he’s doing pretty well for himself. He’s good people all the way, creative, organized, intelligent, with a keen sense of how things work and you can’t ask for a better guy who can dig deep to get something done. We worked together on some things for David outside of PTS and I am very glad to have made his acquaintance, and kept it over the years.
Michelle, well where do I begin? There are times when I wonder which of us is which. I’ve jokingly referred to her as my other self for we are very much alike, though our skills diverge in very complementary ways. We have been collaborating on projects both for David, and right up to the present. When I was pitched the idea of GameTheory digital, I knew right away who I wanted to work with and she’s now the Editor-in-Chief of the magazine. I appreciate her friendship more than I can say, and there were times during PTS when she kept me from throttling someone over some design choice, or story suggestion, and so on.
There are a few more I could name right now, but now that I’ve reached over three pages, I’ll end this here. Fear not though, I will touch on other people involved in the project, on the advisory board (which later became the producers) and some others who were big impacts on the project or on my time and work with the Project. I hope this makes a good start, there’s a lot more to write…
David "AnjelusX" Slauenwhite
Anjel Syndicate Editor-in-Chief, Gamer, Lover of Books, Conjurer of Words, Worlds, and Stories, Coffee Worshiper, and Nova Scotian. "I've been gaming since I stood on milk crates to reach the controls. New games, retro games, you name it, I probably love it."