Now I'm trying to decide on a story. There are three stereotypical variations:
Background Story 1:The Great King [KingName] the [First, Second, Third] of [Dynasty Name] has hired you and several other warlords to protect the kingdom from increasing monster attacks and investigate their cause.
Background Story 2:The ruthless tyran rules this land, taxing poor people to no end. Can you put an end to his rule? Beware of king's still loyal generals.
Background Story 3:The king of this land has died, leaving no heirs. Now it is up to local warlords to fight for the throne. You're one of these warlords.
Well, as Carmack said story is very secondary to the game, and all three variations are very similar, but story could have various cosmetic nuances affecting gameplay and driving it forward (i.e. what competing forces player will have and how he/she will compete with them). Obviously the best solution would be picking one randomly at the start of the game, or letting player to pick the setting. Yet that will require some time to polish and playtest, so the best idea for now is to implement some single story. Then adding some other possibilities.
Were you "anonimous" (note the "i", not "y")? Did you register in 1999 or get the account later? (People are making bets...) Were you "logicoop1"? (If yes, punched tape was invented in 1725, 2 centuries before Zuse.)
Probably more true than you think. As far as I know, he's been working on this project since mid-2000s to test his unorthodox ideas about programming and language design. He's kinda Terrence Andrew Davis of game design, but atheist and self-taught.
That is untrue.