Vidal Tripsa plays some of Second Life's most promising games
Title: The Pot Healer Adventure
Released: 2005
Rating: *** (out of 5)
Genre: Role-play
Summary: Explore the abandoned and serene island of Numbakulla in a quest to unearth the mysteries of its people.
Price to Play: Free
Estimated Play Time: N/A
Where to Play: Numbakulla (direct SLURL teleport)
Developers: Ratt Foo, Cierrah Blair, Sky Everett, Baron Grayson, Caliandris Pendragon, Moopf Murray, Ambyance2 Anubis, Lost Therian, Selador Cellardor and Zapoteth Zaius
Web Resources: None
Sadly I have forgotten who it was sent me on to Numbakulla Island in order to embark on the Pot Healer Adventure, but I'm thankful for a quite extraordinary, relaxing experience. Since it is a project which opened as far back as 2005, the metaverse has me feeling like I'm rather late in arrival, but to my joy that age seems to have no noticeable impact upon the tranquil ruins. The work of dedicated and passionate volunteers, Numbakulla presents a labyrinthine gaming world to which there seems no end, nor no haste to get there. Arrival at the island shows you to be surrounded by shipwrecks and flotsam; rummage around for whatever may be useful, taking care not to forget your essential notebook, and your exploration of this island may begin.
From this shipwreck beach I was led gently around winding rocky paths and hanging branches to a glade, in which I first had use of my items. The aforementioned notebook is what acts as the game's inventory, and to its real credit this appears to be the only physical object we need to play with. Rather than having to fish through my irrelevant outfits and building projects for in-game keys, I could safely leave my other digital lives be and immerse in this world.
So, gentle wonder took me past eerily abandoned huts in the main township on the island. A glance inside revealed a frozen part of the natives' lives, as in the floral glade with its massed potteries, only here tables lie discarded and broken, with forgotten hides still tanning outdoors. Past this impressive and 'real' place lies the water pump, and it's here that I met my first puzzle.
This pump appears typical of a need to be alert to detail in this village, but settled enough within Numbukulla's narrative world to understand its logic. For example, the pump is clearly an ornate device and a focal point for the villagers, and so it may have some significance to me in finding out more about the place. Indeed as I explored its surroundings and overcame an unfortunately (and unintentionally) broken lift, I happened across the underground turbines - an impressive array of machines with a Myst-like air of magical engineering about them. I also found an unexpected challenge here, set in place by the sim's estate mangers.
Numbakulla is a no-fly zone, meaning that players must obey the laws of gravity. I for one am thrilled by environments such as these, as it allows the designer some opportunities like the platform challenges in The Pot Healer. It's not simply cunning that will get you by in Numbakulla, as there is a little physicality involved. There's no getting around it either, as in order to interact with objects you must be within arm's reach. Thus I felt really connected with the environment, until the unfortunate bouts of broken scripting reared their head.
In a perverse way it may actually fit that some lifts fail, or objects may not fit where they're supposed to, however the illusion is broken somewhat when we see bright red teleport boxes alongside a non-functional lift button. It can also be a little hard to know where the intentional red herrings lay and where the bugs begin, and be it an accidental side effect or no there comes a time when options simply run out. I believe Numbakulla to have some real charm to it, but as a game there are some hurdles which, according to a friendly guide I met, may even prevent folks from unravelling its complete mystery. As a stage for which to explore a writer's narrative creation at your own pace however, Numbakulla is very likely unrivalled even four years since its opening.
Vidal is the Extropian author of Vidal's Dolly Realm, and is keen to explore games out on the Second Life Grid. If you have a suggested game for her, please send an SLURL and brief outline of the game to [email protected].
It is good to hear that folks still visit the island, which I and others helped to save from its own 'Great Erase' in late 2005.
As for its bugs, there have been problems going as far back as the initial development (I've had pics sent to me regarding the old 'prim drift' server bugs that frustrated 'Cali to no end). These are, of course, related to the various changes made to SL itself over time - and the fact that this is (sort of) free.
I think today it should be seen more as a symbol of how much can be done with SL's older features - which were cutting-edge at the time. But I do agree on the rating - as a game. As an environment to behold, I believe it holds its own with other places that get shown here.
--Timothy Kimball
aka/inSL: Alan Kiesler
co-owner, Numbakulla island
Posted by: T_S_Kimball | Sunday, January 18, 2009 at 11:42 PM
I visited the island for the first time just a week or so ago, and while a few things could be updated with sculpted prims etc, I think the build still holds its own pretty well against even the new stuff. The texture work particularly has not really dated.
http://numbakulla.weblog.com/ is a nice wander about the island with pictures.
Posted by: Mavromichali Szondi | Monday, January 18, 2010 at 06:52 AM
Numbakulla is closing March 2011, this is very sad =(
Posted by: Ener Hax | Tuesday, March 01, 2011 at 07:43 PM