The Creation of the ISL
In the year 2040, events conspired to bring about the beginnings of Shock. Two wealthy industrialists, Michael Jenkins and Thomas Snyder, both life-long fans of football, attempted to join the ranks of the team-owners in football. They were fully snubbed by the team-owners and the association as upstarts and undesirables. After the initial reaction, Mr. Jenkins and Mr. Snyder set out to investigate their options.
After much undirected and fairly idle analysis of current trends in spectator sports, the two gentlemen discovered that sports were rapidly losing the interest of the ticket-purchasing, bar-going public. By 2041, they had come together and were both of the opinion that baseball, football, soccer, hockey, lacrosse, cricket, rugby, basketball, and all manner of other professional spectator sports were steadily losing the interest of a jaded and over-stimulated public, and had been doing so for quite some time. They saw a potential opening and decided to investigate the possibilities.
Not men to waste any time, within a year a prototype Modular Arena had been built in semi-secrecy for experimentation and research on a not-fully-formed idea they had conceived. Later this arena would be scrapped completely, as it was built differently from the many arenas to come, the better to support complete changes of its internal structure and features. But for the next 4 years it would be the scene of a great deal of work, so much so that Jenkins and Snyder arranged their other involvements into silent partnerships so as to have all their time passionately devoted to a seemingly more and more valid alternative sport.
Contacts within defence contractors, major high-tech companies, and experimental technology companies all netted the pair serious technological benefits for the sport that was only beginning to form itself. Early on, the two decided to rely on several key technologies: teleportation, musculature-boosters, capacitors, energy- and physical-reactive polymers, mass-produced super-conductors, miniaturised induction matrices, accelerators/collimators, and real-time high-power dedicated processors. The game that would come to fruition in the end would be a distinct contrast from the fairly conservative and humanistic spectator sports up to that time -- Shock would be a game that could not be played on a dust-field anywhere in the world; rather it would be for solvent people of affluent countries; and this was not a problem for the two, as they knew it would set their game apart.
In 2042, experimentation had commenced and a beginning rule-set was proposed by several "experts" hired to study the possibilities. Diverse sports writers and journalists, sports equipment manufacturers, and even some players being courted were brought in for their opinions. In keeping with an effort to make the resultant game as simulatedly brutal and free-form as possible, the fundamental impression of its having "no rules" was focused on and all the "rules" were hidden in subtle but rigidly enforced environmental characteristics. It was decided that players would be forced into situations and given no choice as to whether to obey or not; there would be no referees; and anything left unregulated was thus left completely open to interpretation and a "free-market-style" rules structure would result. As long as it was not allowed to permanently injure players, who would not agree to play in such a situation, it was fair game.
By 2044, the rules, the technology, and the first two non-prototypical Modular Arenas were all shaping up. Marketing studies and experiments began at this point in earnest and the markets of the first arenas planned to be built were tapped, analysed, sponsored, and primed. Players were poached from other "similar" spectator sports such as hockey, football, lacrosse, and soccer. Training began, franchises were sold, and the International Shockball League (ISL) was formally created.
And in 2046, bar-goers and ticket-buyers were confronted with the first season of Shock...
After much undirected and fairly idle analysis of current trends in spectator sports, the two gentlemen discovered that sports were rapidly losing the interest of the ticket-purchasing, bar-going public. By 2041, they had come together and were both of the opinion that baseball, football, soccer, hockey, lacrosse, cricket, rugby, basketball, and all manner of other professional spectator sports were steadily losing the interest of a jaded and over-stimulated public, and had been doing so for quite some time. They saw a potential opening and decided to investigate the possibilities.
Not men to waste any time, within a year a prototype Modular Arena had been built in semi-secrecy for experimentation and research on a not-fully-formed idea they had conceived. Later this arena would be scrapped completely, as it was built differently from the many arenas to come, the better to support complete changes of its internal structure and features. But for the next 4 years it would be the scene of a great deal of work, so much so that Jenkins and Snyder arranged their other involvements into silent partnerships so as to have all their time passionately devoted to a seemingly more and more valid alternative sport.
Contacts within defence contractors, major high-tech companies, and experimental technology companies all netted the pair serious technological benefits for the sport that was only beginning to form itself. Early on, the two decided to rely on several key technologies: teleportation, musculature-boosters, capacitors, energy- and physical-reactive polymers, mass-produced super-conductors, miniaturised induction matrices, accelerators/collimators, and real-time high-power dedicated processors. The game that would come to fruition in the end would be a distinct contrast from the fairly conservative and humanistic spectator sports up to that time -- Shock would be a game that could not be played on a dust-field anywhere in the world; rather it would be for solvent people of affluent countries; and this was not a problem for the two, as they knew it would set their game apart.
In 2042, experimentation had commenced and a beginning rule-set was proposed by several "experts" hired to study the possibilities. Diverse sports writers and journalists, sports equipment manufacturers, and even some players being courted were brought in for their opinions. In keeping with an effort to make the resultant game as simulatedly brutal and free-form as possible, the fundamental impression of its having "no rules" was focused on and all the "rules" were hidden in subtle but rigidly enforced environmental characteristics. It was decided that players would be forced into situations and given no choice as to whether to obey or not; there would be no referees; and anything left unregulated was thus left completely open to interpretation and a "free-market-style" rules structure would result. As long as it was not allowed to permanently injure players, who would not agree to play in such a situation, it was fair game.
By 2044, the rules, the technology, and the first two non-prototypical Modular Arenas were all shaping up. Marketing studies and experiments began at this point in earnest and the markets of the first arenas planned to be built were tapped, analysed, sponsored, and primed. Players were poached from other "similar" spectator sports such as hockey, football, lacrosse, and soccer. Training began, franchises were sold, and the International Shockball League (ISL) was formally created.
And in 2046, bar-goers and ticket-buyers were confronted with the first season of Shock...

