The Dry Land
The Dry Land is a Full Experience Heightened Reality Indefinite Utility-Positive Game, classed as a Massively Multiplayer Shareworld Direct Substitution Role-Playing Game in the Dark Fantasy genre. It is one of the 5 open-world games currently hosted on Bombe. It is generally accepted that Bombe created the game, although it has been suggested that Emprinten and Nocrus played a part in its development, given the complexity of The Dry Land’s world. More radical suggestions that Way-on-Hill or Messier advised in its development are now nearly universally rejected.
The Dry Land was released on December 11 2966 worldwide on Stizostedion and was released on Naze on July 34 2970. It is accessible via a TSD blacktile-64 nullport, freely provided by Quistclose and Petromyzon, with two upgrades available from the Bombe/Nocrus platform. No official world additions have ever been released, though users (mostly Inhabiters, but also some itinerant Players) have noted that some aspects of the gameworld appear to have been modified since The Dry Land was first released.
The Dry Land takes place in an alternate universe based closely on the Kingdom, centered on Stizostedion; many colleges are replicated in The Dry Land. As is typical of Bombe’s games, the backstory and mythology of the The Dry Land is extremely difficult to piece together, although it is generally accepted that a Decontextual Happening features heavily in the relatively recent past of The Dry Land. The physical laws of The Dry Land generally follow the Canon Set, although there are certain marked divergences which have not been properly catalogued. The most well-understood divergence is the The Dry Land’s setting in a Weakless universe. Ingame observations from the EMpScI observatory on Naze confirm that the universe of The Dry Land is also relatively young, being about 6 billion years old. Many other divergences have been observed, although these are poorly understood. For example, users have reported that in certain situations angular momentum appears to operate according to a left-hand rule, which would imply a fundamental asymmetry in Neurath’s laws. Bombe has refused to comment on the game’s G-set. Certain commentators have also classed The Dry Land’s (apparent) portrayal of naked Haccieters as a modification of the Canon Set.
The Dry Land does not contain, as the Kingdom does, Allocative AIs, and the allocation of resources operates on basic anarchic-capitalist principles. Users are thus given an unusual degree of freedom in the game .The Dry Land has been of considerable interest to academics as a model for both capitalist markets and for the spread of diseases in primitive societies [see: FEHR modelling].
There is no mission-set specified for users in The Dry Land: they are free to act, subject only to ingame physics and the actions of other users. Consistent with other games Bombe has created, users cannot extend the gameworld.
The release of The Dry Land was met with both critical acclaim and, over time, increasing controversy. Game reviewers praised the extreme difficulty of the game, in particular its unforgiving attitude towards pain, and noted that despite having no mission-sets, “…The Dry Land feels entirely if menacingly purposeful. Staying alive is no easy task. But it is impossible to enter The Dry Land and want to only survive. The thrill comes from the need, invariably and keenly felt, to explore – and that is where the vastest and strangest encounters lie. It’s ur-surreal, and, as my partner pointed out, ur-real. ” A particularly glowing review in the New Journal for Massive Games noted that “while The Dry Land makes you suffer, and there were moments where the sheer what-the-fuckery of it made me regret ever having entered, it brings you into contact with beings so awe-inspiring and so strange that when the payoffs arrive you genuinely feel like you are taking part in the making of a myth. The number of impossible missions you can construct for yourself in The Dry Land is quite remarkable. I joined the Assault on Messier on my second day in. I could not help it. It’s is hard to imagine a spontaneous coordination of frankly sick aggression developing in any other gameworld. For six hours I watched people pour atomic fire onto the Lock until, of course, the thing-that-is-not-a-Hasp came out and killed us all…”
In what proved to be a prophetic review, IGV wrote in its one-month report that “… it is hard to believe this game is utility-positive. The play is deep, the atmosphere unrelentingly dark, the mythopoeia haunting, and the moments of rest utterly sublime. But the rest? Who knows. Who knows indeed. There is a lot of suffering to go through. There is a lot of it and this game might not turn out to be utility-positive but here’s the kicker: now that I’ve stopped, I keep thinking about it. And I can’t remind myself of anything but the fact that I want to enter The Dry Land, again and again. Bombe has another disturbing masterpiece. But whisper that fact.”
The Dry Land proved to be the most controversial Bombe release. It was noted from the moment Inhabitation was allowed that a surprisingly large number of individuals requested this option, despite the harsh nature of The Dry Land. The vast majority were denied by Quistclose, which expressed alarm at the number of Inhabitation requests. It was also noted by Quistclose that even Players who had spent a short amount of time in The Dry Land suffered from Expanded Personality Syndrome, although it took no rectificatory action, continuing in its longstanding policy of not interfering in FEHR games. Quistclose has also noted marked suicidal tendencies in Players who are barred from entering The Dry Land, although these are considered easily treatable and at best a trivial harm.
The Dry Land also contains a high number of Experience Gutters, most of which pertain to situations where a user is dying or in pain. Users at first complained about the fact that when wounded they did not have the ability to log out, but rapidly developed aversion tactics or purchased ingame painkilling equipment. Most experienced users of The Dry Land aggressively defend this aspect of the game, pointing out that much of the attraction of playing in The Dry Land comes from being forced to avoid Experience Gutters.
The Dry Land is also controversial for its depiction of Haccieters, which many users have criticised as unnecessary, confusing, and “even by TDR standards, needlessly horrific”, as well as its modification of important sites on Stizostedion and Naze. The latter has occasionally led to frustrating gameplay – Messier, for instance, is completely inaccessible, and users who attempt to enter are immediately killed. Since the complete death of 7 Inhabiters (and many more Players) in the ill-fated Operation Doppler [see: Operation Doppler], few players now attempt to enter Messier. Similarly, any user entering the Blueshore area on Naze is confronted by (apparently) the Lama Sabachthani and immediately killed. Nonetheless, not all modifications are extreme (e.g., the Ambassador), and some areas, most notably the Memorial for the Nameless Dead, have been left substantially unchanged.
The Dry Land also broke the longstanding tradition that Descendants and the two unclassified were not portrayed directly in art. A general feature of The Dry Land is the corruption of AIs. College AIs, for example, are rarely benevolent. However, the extension of this theme to ingame Descendants was viewed by some commentators as “crossing the line that separates punishing from hair-tearingly unfair.”
The most controversial feature of The Dry Land is its MDEs. While mass death is not unheard of in other FEHR games, it is exceptionally rare, and is either non-guttered or relatively quick and painless. A minor MDE occurred in the very first week of The Dry Land’s release, during the First Siege of Messier. However, there were no permanent deaths, and the deaths that did occur were relatively painless.
November 3rd 2971 – the “Temper-Being IMDE”: “… watching us fizz.”
On November 3rd 2971, the first controversial MDE occurred when the Temper-Being ventured beyond its usual territory and burnt to death 700,000 users of whom 114 were Inhabiters, all of whom were – unusually –deemed unretrievable. This MDE combined had several strange features, each of which would have been shocking to users on its own. Firstly, the entire sequence was guttered, and users had the experience being burnt to death. Secondly, unlike all previous MDEs, this MDE was completely unpredictable and apparently not linked to user action. Thirdly, this MDE was non-discriminatory: hunkers (users who had invested huge quantities of money into protective equipment) were killed just as easily as fleeters (completely unprotected users). The Temper-Being was the tongue-in-cheek name given to the ingame guard of the Wrecked and Full Churches. Until 2971 both Churches were inaccessible to users as the guard would stop all attempts to enter, prompting joking speculation that Bombe had not completed the Churches (they were being “Tempered”). Since logspeak for “temper” often used the flame symbol, the guard was called the “Temper-Being” due to its similarity to an open flame when viewed from a distance. The actions of the Temper-Being are not currently well-understood: Players gave fragmentary and “extravagant” accounts of what happened. Jonze’s description of the first MDE is now famous: “What happened is that Bombe made a monster. Then it sent the monster after us and the monster put Big Bangs inside each of us and watched us fizz.” The event of November 3rd 2971was classed as an Inordinate MDE or IMDE, although they are usually referred to as “burnings”, in reference to the Temper-Being event.
The causes of the 1st IMDE are not well-understood; Bombe has, as always, remained completely silent on the issue. The Temper-Being has never again appeared after the November 3rd event, and both Churches are now open. The Full Church is unaltered, but The Defence is missing from the Wrecked Church [see: The Wrecked Church (representations)]. It has been suggested that the 1st IMDE was a result of an attempt to model Alle, the second Haccieter although this suggestion has not been widely accepted. In the aftermath of the IMDE, intense scepticism of the utility-positivity of The Dry Land forced Quistclose to divulge for the first time its EUF (estimated utility function) for the game [see: The 2972 Bombe Revelation], which itself led to a sudden explosion of activity in the study of Deep Law [see: the Bezoar Mechanism or: the Double-Counting Dispute]. Close scrutiny of the EUF has led to a tentative consensus that Quistclose’s assessment of The Dry Land as utility-positive is correct, although challenges to this consensus are frequent.
April 24th 2979 – the “Dusty IMDE”
The 2nd IMDE occurred on April 24th 2979, when many users had come to believe that the 1st IMDE was a freak one-off experiment that Bombe was unlikely to repeat. User numbers, after dipping after the first IMDE, had more than recovered by this time; indeed, participation rates had nearly doubled.
 P. Ampiere and D. Green, “Bombe Does Not Lie, But…”, Northern Link Herald, January 20 2983.
 J. Fuern, “Imagining The Dry Land: A New Way In”, Journal of Alternate History 2993, vol.2, p.404.
 T. Hasegawa, H. Lemmerl, J. Tulkser, R. Dove, “The G-Set of The Dry Land”, World Studies 2969 vol.1 p.78.
 F. Katye, “Problematic Observations”, General Exploration in Hypothetical Models, Issue 82
 D. Bromley, “Review: The Dry Land”, New Gaming, Issue 347, p.3
 Anon., “Something Altogether Different”, New Journal for Massive Games, Issue 99
 “One Month In: The Dry Land”, IGV 4288, p.25
 Log: D/D/TDR/InHb/2230
 The Dry Land Forum, threat: “Guttering and Glory”
 F. Kinn and R. Cope, “Gameworld Leakage: An Overview,” World Studies 2893 vol.3, p.11
 T. Andrew, “The Idea of Reward,” Play, Issue 230, p.4
 H. Hiber, “Memory Modification by Bombe”, Journal for Massive Games, Issue 141, p.30
 “Unstoppable” Inquirer, published November 5 2971
 A thorough discussion of the significance of this can be found in: R. Setzer, “The Defence”, Emblematicisms and Action 2972, vol.4, p. 183.
 See e.g.: P. Somas and R. Setzer, “Fear and Trembling in The Dry Land”, Player Investigations 2973 vol.1, p. 78, D. Hefstomerk, “How To Burn”, New Journal for Massive Games, Issue 150, pp. 2-8, and D. Tridimas, “Eyewitness Accounts of the 1st IMDE: A Systematic Review”, Journal for Massive Games, Issue 259, pp. 65-123.
 See among many others D. Seller, H. Turner and V. Kramnik (eds), “Explaining The Dry Land,” Full Patent and Fence of Inkper College, 2999, S. Drake, “Modelling the Temper-Being,” Investigations Into Rules 2977, vol. 5, p.1, V. Kramnik, “A Response to Somas: Removing H2”, The Standard Model 2973 vol.3, p. 44, E. Fry, “Records of Peculiar Electromagnetic Interactions in The Dry Land”, General Empirical Studies of Basic Forces 2984, vol.1, p.4
See among many others F. Helfgott, “The Dry Land is Not Utility-Positive”, Welfare and Social Design 2974, vol.2, p.34, G. E. Itirades, “Double-Counting Yet Again,” Journal of Economic Studies 2975, vol.3, p.1, A. Lomer, “Unbalanced Weighting in The Dry Land’s Utility Counting Functions: Implications for Intermediate EUF Derivatives”, Making Utility Work Issue 21839, p.64, A. Pinker, C. Radosch, and P. Urdos (eds) “The Measure of The Dry Land”, Full Patent and Fence of the Faculty for Welfare Studies, 2984.