Hard Project: Otherland

Wastelands, teenage or otherwise.
There are a lot of things that I really like about Otherland, one of them being the simple fact that it followed the age-old trick of making the future seem real by only looking forward a little bit and making reasonable assumptions. The story doesn’t take place in the year 1999 on a space liner, is my point. Sure, VR technology didn’t become the focal point of computing for a lot of reasons, but the world put forth in the book feels plausible.
At a glance, it’d make a pretty cool game.
The Otherland MMO has shuffled developers and publishers more than once, but it always seemed like a really bizarre concept to me based off of reading the story’s setting far too literally. Not that it’s the fault of the programmers, who doubtlessly just wanted to adapt a vivid and interesting world to play in. At a glance, this seems like a no-brainer for a project; it’s only on closer examination that you realize the whole thing is damn-near impossible to pull off, and not terribly rewarding if you do.
You don’t want your characters to like what you like, usually. At least not solely. One of the joys of roleplaying is stepping into the shoes of someone different than yourself, which doesn’t work in the event that your character is basically you with a race-lift and possibly a gender shift. Since one of the things that we use to define ourselves is the existence of distinct tastes from other people.