Text:Afterlife

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This file was autogenerated from a /warp history book.

Book Metadata

Title: Afterlife

Author: thecoolkid26

Custom Name: Afterlife

Lore:

November 6th, 2019
Made before Nov 6, but published on that day

Book Content

Afterlife (1)

by: thecoolkid26

Genre: Afterlife

Notable: Established & Popularized the Afterlife Genre, began the Afterlife Boom, start of the Afterlife series
Creator: thecoolkid26

Time Period: 2018

Player Count: ??? (Possibly around 7)
Table of Contents

Proto-Afterlife...............4
End of the Beginning..9
Aftermath..........................14
Chapter 1 -

Proto-Afterlife

During the early days of RPs, there had been little variation between the types of games that existed. They all involved some sort of developmental aspect to them, which nowadays is only one of the three main
types/genres of RPs.

While games as early as UK_Countryball's were experimenting with new types of games, the first significant variation of RP games came during the Early Boom, in its later phases, as people began making something new.
These games, now known as the Proto-Afterlife games, would be simple versions of the well known Afterlife genre, involving you controlling an individual in a particular area, with two examples from thecoolkid26's memory being a school and a dungeon.
Proto-Afterlife games, while being the pioneers to the central concept of Afterlife games - namely, controlling an individual rather than a country, and not necessarily being in a position of power - highly lacked the complexity in terms of their games that are now seen in Afterlife
games. A game about you trying to escape from class is not as complex as a game about surviving the horrors of a dystopia, for example. Proto-Afterlife games could be considered as more so 'minigames,' and can definitely still exist as games today, though they'd be quite unusual.
Chapter 2 -

End of the Beginning

The Early Boom was soon drawing to a close, as less and less people were making games. The last significant game, a Proto-Afterlife game that involved a player being trapped in a dungeon,
became the main inspiration of thecoolkid26 to make his own version of these games. However, he chose to make a more in-depth game compared to the other ones, establishing the distinction between Proto-Afterlife and what would become Afterlife.
The concept was simple, and one he had been thinking of.

Afterlife 1 was set in a medieval time period, being put in a dystopian world ruled by various harsh nations, in an ugly and gray world that provided nothing but misery.
The name Afterlife came from this world, as thecoolkid26 put it: People in this world were so depressed, they would constantly think about what came in the Afterlife, and hope that it was better than this miserable world.
As miserable as the game was intended to be, it still was fun to host for thecoolkid26, and the game itself was a success.

This new game, meant only to be an experiment, but secretly under the hopes that it'd start a new seires of games, quickly popularized.
Chapter 3 -

Aftermath

The game itself saw significant amounts of progress compared to other games of its time, which usually weren't completed. Afterlife 1 did not finish, although much would happen before its death.
tylerz_world, who would end up playing, was a general who combatted and killed native tribes. When he had to cut losses, his army had forced the civilians to launch a futile charge at the tribesmen, killing some of the enemies but every single innocent man, woman, and child.
Tylerz would go on to lead a rebellion against his home kingdom, Cathagia, and become more successful as time passed on, allying with the natives he once massacred.

SherryeGaming/Jeromye led another tribe in a different part of the world, in the only
green part of the map. It was being subject to exploration from a nearby dictatorship, which was too busy with a war involving another nation to attack the tribe directly. Sherrye would assist in a rebellion, joining other players, and seize a city before
Afterlifes' end.

Another player under the name (not full name) "dimndwolf" led a pack of wolves against various groups in their area, and came to meet a mysterious woman before Afterlife ended.
There were others, but that is a general idea of what Afterlife was - making your own objective in a corrupted world, an idea that would stick onto the primary Afterlife game series as more were made.


The aftermath was clear during and after Afterlife's active period, where people made their own Afterlife games, and the popularity of these rivaled and possibly beat that of the Early Boom. The Afterlife Boom that came right after the Early Boom's end 
gave RPs a new level of popularity, although not yet server-wide. It'd also establish the Afterlife genre as one of the three fundamental genres of RPs, and it all began from a game that only took less than half an hour to make.