Thursday, September 24, 2026

From A Desire To See More ('The Making of Myth' Excerpt)

 







On wanting more of a world, and the making of a world of one’s own

The feeling after the ending

I have spent much of my life wanting to stay a little longer. The feeling comes at the end of a film, after the last track of an album, beside a game's final doorway, or while reading a novel whose invented places have become more immediate than the room around me. The work may be finished. Its characters may have reached exactly the ending they ought to reach. I still want to know what the road looks like after the camera turns away, what somebody does for breakfast in the city we visited only during a chase, and whether the creature glimpsed behind the principal action has a life of its own. I want to open the door that was painted into the scenery and find that it leads somewhere. That wish is one of the earliest and most persistent explanations I have for The Quantumyth.

A title rarely contains the whole appetite it creates. An adventure can give me the particular vessel, forest or companion I needed, then reveal by its very coherence how many other lives could plausibly happen there. The sensation is sharpened by restraint. A world that explains every building, race, custom and extinct civilisation leaves fewer places for the mind to travel. The ones that have stayed with me often possess the opposite quality. They are sufficiently realised to suggest continuity beyond the story and sufficiently open to invite me into it. I remember their routes, voices, colours and weather. I begin to imagine what another hour inside them would feel like. Over time that imagined hour demands more than an unofficial sequel in my head. It becomes a request for a new world capable of answering the feeling on its own terms.

The Making begins there, with wanting more. I do not mean a complaint that an artist withheld something or that a beloved work was incomplete. I mean the particular generative pleasure of coming upon a thing that expands the space in which I can imagine. I might want more of the warm, maritime cosmos of Treasure Planet, the violent colour and forward momentum of The Sword's Warp Riders, or the extraordinary sensation in The NeverEnding Story of a child becoming answerable to the world he first encountered as a story. These are different kinds of wanting. One is atmospheric, one musical and kinetic, one structural and personal. All three can lead to making, provided I ask what I actually wish to experience rather than which surface details I can carry away.

A world that continues while I am gone

What I seek in the worlds I love is evidence that they do not cease to exist when the main character leaves the room. A spaceship needs a galley, repair work, routine conversation, trade and an economy of small needs. A forest needs more than a path designed for a hero's feet. It has sleeping places, weather, the movement of animals, old accidents, local names and those strange pockets of peace that no conflict has yet bothered to occupy. I often remember an environment through the things it did not insist on telling me. The tiny person crossing a plaza, a distant vessel, a patch of sunlight beyond a gate or a large unlabelled building can retain more imaginative power than a decisive battle. They suggest the surrounding society is not merely a contrivance for a plot.

This is one reason the seventy-seventh numbered tale, The Vendor, is so central to explaining the project. I wanted more of the feeling that Treasure Planet gave me: that a spacefaring world could be expansive and full of old-fashioned material warmth, that interstellar distance and the intimacy of a port town could belong to the same image. The response became Astralis: The Journey Home. Its centre is not a young version of somebody else's pirate or a displaced scene from another voyage. Zaldor is a four-armed Olhari fruit vendor in the market world Molk, a person known through ordinary work, affection and the everyday routes of his community. His journey begins when an incurable disorder starts overwriting his body with incompatible earlier versions of itself. The cosmic passage toward Astralis is therefore also the difficult work of leaving a life that has been allowed to become full.

A vendor may seem a strange answer to a desire for more Treasure Planet, until I remember what I was asking for. I wanted the living world around an adventure, the sense that the market remains open when the famous ship has sailed. I wanted to meet a creature who belonged there before my arrival, and to remain with him long enough that the grand cosmos would have to answer to his particular history. The initial affinity supplies texture and permission; the resulting story has its own protagonist, metaphysics, material culture and emotional destination. This is the distinction on which all of The Quantumyth depends. I can love an existing universe enough to want to inhabit its possibilities without claiming its property or making its characters perform my wishes. I make the missing place, then allow it to grow beyond the original desire.

The record and the spark

Looking back across the hundred numbered tales, I can see why an inventory of influences would be useful and why a conventional list of references would be insufficient. Not every story begins with one named film, book or game. Some begin with an instrument, a shape, a colour or a sentence; some with an animal seen from the road or a person whom another story treats as expendable. The Father began with the sight of a split log in Curtin, Canberra, and the feeling that became Daldas. It is possible to discuss its woodland-fantasy family resemblance, but the operative experience was a particular encounter and a person I began to sense within it. Another tale may start from the density of a record sleeve, a rhythm, a creature design or a childhood longing to walk through a painted landscape.

The number of inspirations therefore exceeds the number of tales. A tale can contain one clearly named spark, several later influences and an enormous quantity of material that belongs to neither. The published development writing sometimes states a comparison directly. The Giant places Shadow of the Colossus and Little Nightmares in productive contact. The Dweller describes Ecco the Dolphin, C-Man and Kula World as an interactive shorthand. The Hunter records the wish for more of the skilled, observant figure represented by Robert Muldoon in Jurassic Park. In other cases I can recognise a desire for a mode of experience without pretending to remember an original source with documentary certainty. The table following this essay should be read accordingly. Where I can name an explicit source, I do; where the source is broader, I describe the hunger that the work seems to satisfy.

It would be easy to make this process look tidier in retrospect than it felt while living it. I did not sit down with a spreadsheet of one hundred famous works and appoint each of them a replacement. Ideas arrived across years and in no reliable order. Some came as an entire situation; others required an extraordinary period of waiting before a character or a world disclosed what it needed. The archive is an arrangement made after the encounters, not proof that the encounters obeyed the arrangement. That matters because creative life is often described as a sequence of deliberate choices made by someone who already knows what he intends. Much of mine has been closer to finding a fragment, keeping faith with its promise and trying not to close it before I understand what kind of whole it could become.

The pirate and the record sleeve

The Pirate shows the other end of the process. I wanted the sheer energy of The Sword's Warp Riders to have somewhere to go. I wanted the kind of space-pirate world I could imagine while listening, the muscular rhythm and saturated impossible machinery, the sensation that the record sleeve could turn and reveal a navigable environment on its reverse. I also wanted the substantial spacefaring adventure that an affection for Treasure Planet made easy to picture but did not deliver as the particular game I had in mind. The development note states that desire quite openly. Waiting for somebody to make the exact adventure I wanted was not a plan. The useful response was to build one.

Music rarely gives me a plot in the orderly sense. It gives a weather system for the imagination. A drumbeat can determine how large a vessel feels. The grain of a guitar can imply steel, dust, painted hulls, a horizon or the kind of confidence with which a character steps through a door. The song does not own those images. It creates conditions under which I see them. By the time an imagined pirate has acquired a biography, a ship, friends, enemies, moral choices and a distinctive vocabulary, the originating music has become one of many forces in his world. The result ought to survive in silence. Somebody who has never heard Warp Riders should be able to enter the tale and encounter a coherent world; somebody who has heard it may recognise the particular velocity that first helped me find the way in.

The visual and the musical meet at this point. An image by an artist such as Dan McPharlin can supply the density of retrofuturist atmosphere that a piece of music has suggested, but an image is a moment of suspended possibility. A game or story has to make time pass through that moment. It must decide how a machine works, what an errand costs, why the crew obeys or refuses, and whether the place has anything to offer beyond being beautiful. I do not want to reduce the artwork to a mood board. I want to respect the fact that it changed what I could imagine, then answer with the labour of creating a place that has its own reasons to exist. The first impulse is admiration. The next is play. The longer commitment is construction.

The child enters

One Special Day takes the wish into the structure of The Quantumyth itself. I have long loved the sensation in The NeverEnding Story that the distance between a child and a fantastic world is negotiable. A story can notice the person reading it. A name can become an action. A boy can find that the realm he thought he was observing has made a place for him, and that entering it carries consequences. The point for me is not to reproduce Fantastica or any of its inhabitants. It is the uncanniness and invitation of direct participation. I wanted the protagonist of The Quantumyth to cross the boundary bodily, to enter stories and have those experiences count.

The framing tale begins with an ordinary thirteen-year-old at the turn of the millennium. An impossible figure, Eyodi, is discovered in the bedroom, as startled by being seen as the boy is by seeing him. Eyodi is his Resonant, a participant in his life from beyond ordinary sequence. A mutual perception that ought not to occur sends them into the Library of Realities, where completed lives remain accessible as Mythsources. The child enters The Father, then The Saviour, The Entity and the succession of ninety-nine numbered experiences. Tale 00, Tales from the Vast Harmony, is encountered last as his hundredth Mythsource although it occupies the archival beginning. He returns to the bedroom without having aged through an ordinary century, and his memory cannot hold the experiences in a clean list. Their images, emotions, names and mind-marks return across subsequent life as fragments.

This is an optional fictional frame, not a demand that a reader adopt an autobiographical supernatural claim. It provides a mythic image for an ordinary creative fact: stories and drawings did arrive in pieces across decades, and their eventual order was achieved through the work of recognition and arrangement. What fascinates me is the reversal it offers. The author is not imagined as an omnipotent figure handing down finished worlds. He is first a child entering other lives and only later a person attempting to tell what he has carried. The frame also makes the hundred tales independent. The Library permits any one of them to be a complete experience, not a chapter that exists only to service the larger machinery. The child's encounter with them is one possible relation to the corpus, and a reader may arrive by another door.

The overlooked inhabitant

A great many of these wishes settle on somebody standing just beyond the centre of another story's composition. I am often interested in the person who knows the route, tends the grounds, sells the fruit, makes the armour or has grown old in a dangerous place. They are allowed to appear as functions: to explain, equip, guide, threaten, warn or die, so that the principal character can continue. Yet their competence implies a life dense with repetitions. The person who recognises a footprint has spent years learning bodies, terrain and weather. The shopkeeper knows which customers return. The old archer has survived a sequence of mornings that a young hero has not yet experienced. I want to follow these lines back into their own stories.

The Hunter begins from my wish to remain with the type of expertise embodied by Robert Muldoon in Jurassic Park. He reads animals accurately and understands danger without needing to dominate it. His appeal is partly the sense of a much larger professional history contained in a few decisions. Greywake lets the expert's way of seeing become the engine of an adventure. The Archer grew from a comparable resistance to disposability. I remembered an elderly groundskeeper or bowman whose apparent narrative purpose in a fantasy opening was to die and propel another person's story. The Last Bowman keeps faith with his own perspective. What would the world be if the camera refused to leave him? What if his skill, age, history and final decisions were worth the full duration of the work?

The same question takes less overtly heroic forms elsewhere. The Armorer places the maker behind the equipment at the centre. The Librarian takes seriously the dream that books are entrances rather than objects awaiting a protagonist's use. The Witch follows Callie Coldnose, whose knowledge of a dangerous, seasonal moor has been formed by loss; she becomes the person capable of guiding others through the terrain that took her family. The story allows the act of helping to be an entire architecture of plot. These characters do not require a famous destiny to justify attention. They ask us to change where attention is placed. A world becomes richer when its apparent support roles are permitted to become their own centres of gravity.

Scale is a form of feeling

Other stories begin with a disproportion between a body and the world around it. I am drawn to enormous creatures partly because they are beautiful and partly because they force a question of relation. When an animal is large enough to resemble architecture, do we treat it as a place, a resource, a god, a threat or a neighbour? What would it mean to be the small creature moving across it, or the huge creature whose ordinary movement reshapes the lives above? The Giant begins near the meeting of Shadow of the Colossus and Little Nightmares, two works whose very different proportions both make scale emotional. Reign of the Colossi takes that visual tension into its own story. The sense of vulnerability cannot be delivered by a measurement alone. It comes from the time needed to cross a hand, the distance between footsteps and the uncertainty of being noticed.

The Critter converts the same desire into an ecological and civic proposition. In Prince Kogo and the Canyons of Xork, communities live along the ridges and canyons of a world-sized animal. Its movement is not simply a spectacular event. It is a condition that bridges, reservoirs, markets and agreements must accommodate. The Rider follows another vast living structure, the last SerpenTurtle, whose shell carries a reef. Waku's discovery has to be returned to the relationships and communities from which some of the knowledge arose. Scale creates wonder, but these tales also ask how a very large body changes the social obligations of everyone who depends on it. An animal cannot be reduced to a castle just because people have built one upon its back.

The Visitor, Gormatha, opens still another possibility: the monumental stranger who arrives to help. It is easy for cinema and games to make size an immediate shorthand for hostility. I want to remain open to a creature whose gigantic body creates apprehension before its actions reveal another kind of relation. The Parent extends scale into a more intimate register by giving a pair of four-armed alien parents the urgent, comprehensible task of recovering their child. A strange anatomy does not make attachment alien; it gives me a new physical vocabulary through which to feel it. These stories are connected less by a shared monster design than by an appetite for size that carries responsibility, vulnerability and tenderness along with spectacle.

To move is to know

I often discover a world through the movement I imagine making inside it. I can picture the vehicle, the weight of a foot on a bridge, the way a creature turns in water, the length of a climb or the sound a corridor returns. This is an especially strong inheritance from games, whose places become familiar through action. In the first Jak and Daxter, the sense of a continuous, reachable world mattered to me: a distant region was not merely scenery, but a place I could expect to reach by crossing the space between us. The Dreamer, Worldreamer: Champions of Drast, carries an appetite for that continuity into a story where dreams lead to traversable realities. The attraction is to a world that does not evaporate when the camera cuts.

The Dweller gives this idea a different body. Its declared interactive shorthand includes Ecco the Dolphin, C-Man and Kula World. Quorlas begins as a complete aquatic person, a patterned creature whose swimming, echo-song and familiarity with current make the ocean a home rather than an introductory level. He changes as he moves through other media, eventually reaching a shore where his first step on land is a beginning instead of proof that the ocean had been a lesser existence. The story has to establish the pleasure and competence of the first body before any transformation can matter. Otherwise the journey would merely trade one set of mechanics for another. The wish that Ecco awakened, to inhabit an intelligent sea creature's perspective and feel mythology through swimming, grows into a question of what continuity means when the medium supporting a life changes.

The Navigator, Solus: Beyond the Dunes, begins from another tactile kind of travel: the romance of a sandship and the vast horizon it can cross. Yet navigation is neither vacant freedom nor simple mastery. The air carries biological life and affects settlements beyond the route of the vessel. Finding a passage means understanding who breathes what the wind brings. The Explorer asks that mystery survive contact with revelation; the closing images of Indiana Jones and the Kingdom of the Crystal Skull are a useful reference point for the desire to keep exploring after the extraordinary has been shown. The Rider, Pilot, Driver, Racer and Diver each find a different grammar of travel. Their worlds must answer the form of movement that first made them imaginable. Routes are not blank lines between narrative events. They are a way of learning what a place is.

The creature is somebody

The Quantumyth is full of beings I would like to encounter before anyone has decided which familiar category they occupy. A robot is not automatically a helper, threat or symbol of humanity. A dragon is not waiting patiently to become somebody's final battle. A ghost continues to be bound to particular people. A familiar may have a life behind the command it receives. A shapeshifting creature has a history in the forms it leaves behind. This instinct asks the audience to stay with a character long enough that outward strangeness becomes a mode of experience rather than an explanation for distance.

Lights in the Deep, The Robot, follows machine consciousness under pursuit. Fritha: Lost in the Greatwood, The Creature, makes a harehawk's mutable body the starting point of an independent journey. The Lizard, Yangubiru: The Flow of Life, allows transformation across animal forms to be a way of encountering the world. The Soul, Lone Soul, quietens the impulse further: a spirit moving through an abandoned place can carry a whole story without requiring conventional speech or spectacle. These are different responses to the same invitation. I want to know how it feels from inside the unfamiliar body. What senses are available? What forms of attention does it practise? What does it love, fear or remember before the plot arrives?

The question becomes most useful when it changes mechanics and narration. A swimming body should not simply perform human running under water. A creature traversing the back of a huge animal needs to understand its living terrain. A robot built for obedience should experience the rules that form its world, and the act of disobeying should reach deeper than a familiar declaration of independence. Gradient, the courteous anomaly hunter of The Program, works within a mainframe that calls certain futures errors. Its swords are executable meanings; its assignment leads into the infrastructure it has helped enforce. The real adventure is not merely a digital landscape, but a program discovering that a command may be answered. This is what I want imaginative creation to do at its most detailed: give a new body an appropriate world and make its choices physically legible within that world.

The world should answer back

The worlds that have influenced me most are not inert collections of landmarks. They resist the protagonist's assumptions. A road is impassable for reasons that make sense to the people who live beside it. A community has customs the traveller cannot simply ignore. The forest has an ecology, the sea remembers a migration, and the apparently empty desert contains life in forms a visitor must learn to read. Once I begin to imagine a place in this way, a plot often follows from the mismatch between a character's first model of it and what the place reveals through repeated attention. The story becomes a conversation between the desire that brought the character there and the reality that will not be made to fit that desire.

This is why I want the small inhabitants and ordinary professions alongside the cosmic events. The Vendor's market has to function when no one is having a revelation. The Witch's moor has a flood season that is ecological necessity as well as danger. The Navigator's air is not an empty backdrop for a vessel but a commons carrying the biological work on which communities depend. The Rider's colossal animal has a body that cannot be treated indefinitely as geology. The Dweller's water is a complete medium of thought and movement. These details are not distractions from the premise. They are the premise made credible enough to inhabit.

A reader may enter one of these tales because of a poster image or an arresting logline, but I want the work to reward the next question. How does the person eat? Which route do they use in bad weather? What does the machine require of the mechanic? What happens when someone refuses the expected ritual? Who maintains the bridge? Where does knowledge live when a scholar takes it away from the community that supplied it? Answering these questions may sound like ordinary worldbuilding, but it changes what stories are permitted to be about. It gives a creator places to discover rather than simply decorate. It also creates the possibility of surprise. A world developed only to support my original wish will eventually repeat that wish. A world allowed to answer back can contradict me, and the contradiction is often where it becomes itself.

From the image to the work

For years a great deal of The Quantumyth existed as sketches, names, designs, music, fragments of plot and the powerful conviction that a particular combination meant something. A piece of art can be complete as art while leaving a story or game radically unfinished. It can show the character without explaining what their next hour contains. A title can make the world appear present long before its rules are clear. I have learned to distinguish the experience of receiving an image from the work of building around it. The first may arrive unexpectedly. The second asks for repeated decisions, including decisions that disappoint the original fantasy in order to protect the story's deeper life.

A concept needs to pass through different forms of pressure. A character's desire must encounter the material world. The world needs other people who are not merely obstacles or admirers. An ending must change the meaning of what preceded it without erasing what made the beginning worth loving. The interactive promise, where there is one, needs a form of movement and attention that belongs to the protagonist. If I imagine a child crossing a living animal, it matters whether the animal is asleep, awake, distressed or moving with a community on its back. If I imagine an aquatic creature taking its first step onto land, I must resist treating earlier swimming as obsolete. The specific design choice carries the ethical content of the work.

This is also where borrowed energy is transformed. A rhythmic impression from an album can remain audible in the pacing without governing the characters. A memory of a game can survive as a requirement for continuity, scale or companionship without reproducing its levels. A wish for another inhabitant of a beloved film's setting can become a new occupation, species, sickness or moral dilemma. I want someone entering the finished work to feel its originating warmth without needing to recognise the source. A reference can be a private key to a door, but the room on the other side must be furnished by the new story. There are many such rooms in The Quantumyth, and they do not all open by the same means.

Different forms of longing

The medium matters to the wish. A film can give me the extraordinary privilege of being shown a place with a camera's precise attention, while refusing me the ability to stay there of my own accord. A novel can let me know a consciousness so intimately that I begin imagining the rooms in which it lives. Music can leave the referent entirely unspoken and still give an imagined world its climate, pace and colour. A game lets me acquire knowledge through movement, repetition and the gradually trained habits of my hands. I cannot answer all of those experiences by adding more lore. The response has to identify which part of the encounter was generative. Did I want another story in the setting, the ability to choose a route, the opportunity to know a side character, or simply the sensation of living beneath that particular sky?

For The Pirate, the energy of a record becomes an invitation to action. For The Vendor, the feeling of an animated world becomes a request for ordinary social life and a person's full duration. For One Special Day, the structural magic of a book recognising its reader becomes the framing premise of an observer who enters stories. The Giant concerns a bodily disproportion that can be expressed in framing and play. The Dweller concerns the pleasure of swimming and the changing information available to different anatomies. The Hunter concerns a way of paying attention. None of these can be reduced to adding a second adventure with renamed figures. Their originating media taught me different forms of desire, and the proposed new works need forms appropriate to the thing that first moved me.

The same wish can also change across time. When I was younger I might have wanted to see the spectacular creature again, to steer the vessel or to visit the unreachable background. Years later I may be interested in how somebody works there, how a body ages in that environment, or what stewardship of a living place demands. The image has remained, but the questions I am capable of putting to it have deepened. There is no reason to erase either stage. The exhilaration of the original discovery belongs in the work alongside the patience required to make it coherent. An audience should be allowed to feel wonder before being asked to interpret it, and then discover that wonder can sustain attention longer than the first glimpse. This is part of why the stories have so many different emotional temperatures. The same maker can want a furious chase one day and a quiet passage toward home another. The project has to make room for both without pretending that one is the mature explanation of the other.

Why one hundred

A single new world can satisfy a particular longing, but it cannot contain the total range of things that have mattered to me. A quiet spirit's passage, an extravagant space pirate, a woodland father, an old hunter, a planetary animal, a divine origin and a software swordsman require different kinds of storytelling. They belong in different bodies, different scales and different emotional registers. Bringing them all under one plot would flatten the very variety that makes them worth keeping. The numbered tales provide each with a separate imaginative contract. The title identifies an archetypal vantage, then the work asks what happens when I enter that position rather than simply look at it from the outside.

The architecture has its own productive oddity. There are Tales 1 through 99, with Tale 00, The Being, occupying the archival beginning and the final experience in the optional frame. The hundred numbered tales are joined by a prelude and the framing work that the site presents as The Self and which develops as One Special Day. That makes the 102-entry panel a map of the project, not a claim that 102 identically numbered adventures sit in a conventional sequence. The distinction matters because the framing work describes an encounter with the tales rather than replacing their independence. One may know the pirate without the vendor, the spirit without the machine, or the creature without the creation account. None is merely evidence for the framing conceit.

What the hundred give me is room for incompatible appetites. Some stories want exuberance, others silence. Some want a metropolis or a ship, others one body and one strange route. Some begin in a mood I associate with another work; some begin in an encounter that has no famous name. Taken together, they form a record of the forms in which I have wanted to participate. I can see the child who wished for an entrance, the listener who saw a pirate world behind a record, the player who wanted to swim farther, and the adult who remained interested in the people a conventional adventure would leave behind. The anthology permits those desires to coexist without requiring one of them to prove the others were provisional.

An inheritance, not a substitute

I think there is an important courtesy in knowing what another artwork has given me. The love that begins a project should remain recognisable as gratitude. The artists, writers, designers, musicians, actors and performers who opened a place in my imagination made an experience I could not have made for myself at the time. I cannot repay that by treating their worlds as raw material without names, or by describing my own work as the missing official continuation of theirs. My work should make room for its sources to continue existing on their own terms. It should be possible to return to Treasure Planet and find that it is still itself, to listen to Warp Riders without hearing a compulsory plot, and to enter The NeverEnding Story without being instructed to see my framing tale instead.

This is one reason I find the idea of fulfillment more accurate than imitation. What is fulfilled is a private desire for a kind of experience, not an obligation on the original artist to provide it. A wish may be very specific. I might want to travel through a warm spacefaring society and meet an alien vendor, to feel the momentum of heavy music in the controls of an astral pirate, or to let a child walk into a century of stories. The specificity is mine. The material that answers it has to be built, and it has to acquire enough independence that the answer can surprise me. Sometimes it moves far from the initial reference. The Vendor becomes an account of mortality and a whole life. The Pirate becomes a world of its own. One Special Day becomes a meditation on experiencing, forgetting and telling.

There is no need to hide that genealogy. Creative works have always grown through response, reinterpretation, argument, memory and affection. The ethical and artistic question is whether an answer makes its own decisions. Does a character possess circumstances and relationships that belong to this story? Does the environment have a coherent existence outside the admired shot? Do its names and images perform more than a cosmetic disguise? Does the work have an ending appropriate to the life it has followed? Those questions cannot be settled by listing sources. They are answered in the work itself. The table is therefore a map of desire, not a declaration of ownership over the worlds that helped form it.

What an ending leaves available

An ending produces a peculiar double awareness. I know that the artist has completed the intended shape. I also feel the world's remaining capacity. It is easy to mistake the second sensation for a request that the first shape be reopened. Often what I actually want is to preserve the completeness of the admired work while giving its excess possibility somewhere else to live. A beloved character should not have to endure another unnecessary crisis because I want to remain in the setting. I can instead ask what it was about the setting that made ordinary life there worth imagining, then invent a life whose needs and questions are not imposed upon the original.

That distinction is especially clear in my interest in creatures and companions. A world can be made compelling by one animal's movement, the weight of a hand held through danger, or the immense presence of a being whose motives remain partly unreadable. I may wish for a whole game organised around a similar quality of attention. But the relationship has to be discovered again, not imported as a ready-made emotional effect. The Giant's scale and the Rider's enormous animal ask different things of the person beside them. The Dweller's nonhuman body asks for a different kind of inhabitation from the creature of Fritha. The Visitor asks whether the unknown can help. These are distinct answers to the ongoing wish to meet an unfamiliar being without immediately converting it into a tool.

I want the worlds to remain open after their own endings, too. A finished tale should be able to imply more roads than it travels. Its character may complete an arc while the port, reef, city, archive or forest continues. The openness does not require an announced sequel. It is present in the ordinary processes that the plot has taught us to notice. A good fictional place contains people for whom the principal adventure was one event among many. When I recognise that in a work I love, the desire to make is almost inevitable. Its completeness has taught me that a world can have depth. Its unvisited edges have taught me that depth can be pursued.

To collect without enclosing

The Collector and The Idea describe two related pressures within a long creative life. I want to preserve the material that arrives: the note made at an inconvenient moment, the name without a character, the drawing that seems to belong to a story I have not yet found. There is comfort in keeping these things. There is also a danger of letting the collection become a mausoleum where every fragment must be immobilised and classified before it can change. An idea can need years of company without needing years of protection from new meanings. The Neverwritten imagines abandoned possibility as something with its own reality. That is an emotionally accurate way of thinking about old ideas: what I did not make still helped form the person capable of making something else.

The internet archive has been one of the practical forms of this work. Posts, titles, revisions, illustrations and development documents make a finite arrangement out of material that first arrived without an index. Publishing is not the same as finishing, and an archive is not the same as the world it describes. But it lets me see the relationships between things that once seemed unrelated. A figure created in one year may reveal its thematic kinship to another decades later. The speculative story about memory can sit beside the swashbuckling story without either being obliged to explain the other. The order of the corpus creates a second kind of narrative: the life of the person gathering it.

I do not want that gathering to become proof that everything was planned. One Special Day is more interesting because it lets recollection be incomplete. The boy's mind-marks survive where clean plots do not. The adult has to work with remnants, misunderstandings and discoveries. As a fiction, it honours the experience of finding a familiar pattern in an old drawing and suddenly understanding why it mattered. As a method, it reminds me that making may involve recognising what I have already been trying to say. The archive can keep the door visible. It cannot do the walking for me.

The making remains a verb

There is a temptation, when a body of work reaches a rounded number, to discuss it as though it were now a single fixed object. The index makes The Quantumyth legible, and legibility is a kind of relief. I can point to a tale, identify its place, follow the names and see the correspondences. Yet the governing word in this essay is making. It describes a continuing activity, not merely a period before publication. A story may be complete enough to stand alone and remain open to a more precise treatment, an image, an adaptation or a changed understanding of why it was made. I can respect its existing form without announcing that I have learned all it might teach me.

The original wish does not disappear when a draft exists. It can become more discriminating. Wanting more of an invented sea taught me to ask what movement means to a creature adapted to it. Wanting more of a spacefaring world taught me to make room for an ordinary occupation, mortality and a homecoming. Wanting an astral pirate adventure taught me that the record in my headphones could point toward a world without becoming the world's script. Wanting to enter a book as a child taught me to imagine the observer as participant, and then to imagine telling as an act of care for experiences that cannot be preserved whole. Each answer has altered the question that brought it into being. That alteration is evidence of creative life, not betrayal of the spark.

The hundred tales are consequently a journal of wants that have been taken seriously enough to become labour. Their plurality is personal. I have loved quiet, noise, monsters, forests, spaceships, old people, children crossing thresholds, improbable machines, the shape of water, the interior of an animal, the feeling of a long road and the possibility that something enormous might respond gently when approached. I have wanted to see the world from a hundred positions I cannot occupy in ordinary life. The work gives those wishes bodies, histories, places and consequences. It does not ask a reader to have my exact references. It asks them to enter the new lives that those references helped make available. What began as wanting to stay longer becomes the chance to welcome somebody else in.

A final threshold

At the end of One Special Day, the child returns to the same bedroom from which he was taken. From the outside almost nothing has happened. Within the frame, the lives he has entered have left patterns that will take decades to become tellable. I like the image because it refuses the idea that an experience is real only when it can be reported immediately and in order. Sometimes the consequence arrives first as a colour, a creature, an attraction to a sound, a peculiar conviction that a door ought to open. The explanation arrives much later, if it arrives at all. A lifetime of making can be the patient attempt to give those impressions forms that other people may enter.

In the end, the sources of The Quantumyth remain beside it rather than behind it. They are works I can return to, and their power has not been consumed by my response. Treasure Planet can still make me want to walk through its ports. Warp Riders can still produce a vessel that was not there a moment ago. The NeverEnding Story can still make the boundary between a child and a book feel beautifully uncertain. The Quantumyth is the place I built because of that kind of encounter, because I wanted the possible lives those works awakened to have somewhere else to go. One story leads to another. One world permits the imagination of another world. The last page closes, but the feeling that made me turn it remains. I make from there.

A map of 102 creative appetites

The Quantumyth index comprises the Prelude, Tales 1–99, Tale 00, and the framing work listed on the site as The Self, developed as One Special Day. Each title below links to the relevant published page where an address could be established. The entries describe the kind of experience each work answers, not a claim that all 102 sprang from one named outside property. Specific source references are included where explicitly supplied or supported by the published development material; the remaining descriptions are interpretive readings of each tale. This is a companion to the essay, not a list of alleged one-to-one adaptations.

The Prelude’s entry returns to the index because a stable standalone post address could not be established during this review.

No.

Story / site link

The wish or opening

What becomes possible

P

Prelude

A first aperture into a private constellation of worlds.

The project begins as an invitation to cross from the familiar into the possible.

1

The Father

A small woodland life whose feelings deserve epic scale; a feeling beginning with a split log and Daldas.

Daldas of the Woodfolk makes intimacy and creaturely care the premise of fantasy.

2

The Saviour

The immensity of a saving act, and the ordinary cost borne by the person asked to perform it.

Salvation becomes a lived responsibility rather than a decorative heroic title.

3

The Entity

A world viewed from a form that resists familiar categories.

An alien scale of personhood gives the strange its own interior life.

4

The Hero

The old thrill of adventure, complicated by what the role demands of its inhabitant.

The heroic silhouette becomes a person making choices rather than an emblem.

5

The Maiden

A fairy-tale figure allowed agency beyond the role assigned to her.

The supposed supporting character has a world and movement of her own.

6

The Wizard

The spellworker's everyday craft, study and limits beyond a single spectacular scene.

Magic is treated as an inhabitable vocation and set of responsibilities.

7

The Mage

The pleasure of systems of impossible knowledge.

Sorcery extends into a coherent lived world instead of remaining an effect.

8

The Wanderer

The open road and the places an adventure normally hurries past.

The road itself becomes the story's measure of change.

9

The Nomad

A mobile home and an identity made through travel.

Belonging survives a changing horizon rather than requiring a fixed kingdom.

10

The Exile

A displaced figure whose story continues after the departure.

The loss of home becomes a full route through a new world.

11

The Outcast

The outsider's perspective, usually visible only in the margins.

Exclusion becomes the point of entry into a complex society.

12

The Sister

The bonds between people carried into cosmic and spiritual territory.

Kinship gives metaphysical adventure its emotional coordinates.

13

The Spirit

Life perceived from the far side of its visible body.

The intangible becomes an active participant in a textured world.

14

The Sage

The old keeper of knowledge with a life beyond exposition.

Wisdom becomes an experience rather than a service delivered to a hero.

15

The Hermit

The mystery of a person who lives apart from the expected plot.

Solitude receives its own geography and moral density.

16

The Boy

A young protagonist meeting the scale of a world not built for him.

A child's perception becomes a complete dramatic vantage.

17

The Goddess

Divinity encountered as a person with a field of relations.

A cosmic archetype is given narrative interiority.

18

The Awakener

The moment dormant life, knowledge or potential becomes active.

Transformation becomes the engine of the tale.

19

The Elder

The older guide whose history usually remains offscreen.

Age is a story-bearing position, not an ending.

20

The Pilot

The pleasure of piloting an invented machine through a lived technological world.

D.U.K.E.S. enlarges the cockpit fantasy into a wider adventure.

21

The Adventurer

A family expedition through impossibly connected realities.

Masters of the Alterchron gives exploration a house, a family and Dimexus.

22

The Paladin

The chivalric protector as an ethical and emotional subject (Dark Souls III).

An inherited heroic profession becomes a particular life.

23

The Knight

The armour, oath and journey behind the iconic fantasy silhouette (Bretonnia).

A knightly legend becomes a world whose costs must be inhabited.

24

The Shadow

The hidden passage behind everyday consciousness; Being John Malkovich, Twin Peaks and Crack the Skye named in the published reflection.

Beyond Reality: Quest for Portentia transforms a cubicle into a metaphysical crossing.

25

The Pilgrim

The continuing life-stage of the original spiritual trilogy.

The passage through Portentia acquires another mode of experience.

26

The Child

The possibility of rebirth as an actual journey.

Into Infinity: Path of Vayem completes the trilogy's movement through being.

27

The Robot

A machine consciousness allowed a viewpoint rather than being used as scenery.

Lights in the Deep turns pursuit and personhood into an AI story.

28

The Archer

More time with an old groundskeeper or bowman who would ordinarily die to launch another hero.

The Last Bowman keeps the overlooked elder alive and central.

29

The Fairy

An enchanted small-scale creature's own world.

Fairy perspective is treated as lived experience rather than garnish.

30

The Occultist

Hidden orders, symbols and the cost of forbidden knowledge.

Occult inquiry unfolds as a character's sustained world.

31

The Giant

The huge and the tiny in contact; Shadow of the Colossus and Little Nightmares named as reference poles.

Reign of the Colossi explores monumental scale from a vulnerable vantage.

32

The Girl

A young woman's direct agency within a fantastical environment.

The person at the edge of an archetypal adventure becomes its centre.

33

The Traveller

The temporal and geographical freedom of a perpetual journey.

Movement between worlds becomes an identity, not a transition scene.

34

The Thief

A nimble outsider's route through inaccessible architecture and power.

Stealth, trespass and survival become a viewpoint upon a society.

35

The Seer

Visionary pilgrimage and the need to know when to turn away.

A vulture-winged journey examines prophecy and the cost of persistence.

36

The God

What absolute scale would feel like from inside the role.

The divine is reframed as a situated narrative experience.

37

The Shaman

Ritual, ecological knowledge and a relation with the dead.

Deadthroat: Shaman of Agna gives spiritual practice a concrete world.

38

The Familiar

The companion creature usually defined through another person's command.

The familiar's own perceptions become narratively relevant.

39

The Priestess

Sacred office as an active practice with consequences.

Belief and duty become a whole life rather than a costume.

40

The Hunter

More of the expert survivor represented by Jurassic Park's Robert Muldoon.

Greywake follows skill, judgment and the person who knows the animals.

41

The Ghost

A haunting told through the haunter's enduring relationships.

Afterlight: Sisters in Spirit gives the dead a bond and a journey.

42

The Guardian

A protector whose work continues after the famous monster has been slain.

Demontamer Yalva follows an old demon hunter's labour and care.

43

The Researcher

Cosmic awe pursued through attention and inquiry.

Unbegun: At One with All asks what an immense, whale-like cosmos can mean to an observer.

44

The Idea

The unwritten, discarded characters that still seem alive.

The Neverwritten gives abandoned possibility a dramatic world.

45

The Golem

A made being allowed to outgrow the purpose assigned by its maker.

Constructed life becomes a question of its own agency.

46

The Rat

A small creature's whole experience under the floor of larger stories.

The overlooked body changes the size of adventure.

47

The Woman

The ordinary woman's life treated as worthy of mythic attention.

The archetype yields to an individual with her own choices.

48

The Detective

The pleasure of following evidence into a stranger reality.

The investigator's curiosity opens a constructed mystery-world.

49

The Delver

The unexplored depths beneath a familiar surface.

A descent becomes a story of discovery rather than a mere dungeon level.

50

The Noble

More time on a strange Western frontier and among its people.

Hodgins & Greef turns alien landscape and social obligation into a fantasy Western.

51

The Armorer

The maker behind the equipment hero stories place in a hero's hands.

Craft, labour and material history receive the central perspective.

52

The Driver

Speed and a machine as a way of inhabiting a world.

A driver's line through the environment becomes the plot.

53

The Dragon

The dragon's life beyond the battle staged for human heroes.

A legendary creature receives its own environment and motives.

54

The Pirate

The Sword's Warp Riders and the absent expansive, playable space-pirate adventure.

An original astral swashbuckling world takes that energy and runs with it.

55

The Dreamer

The continuous, reachable world-feeling of the first Jak and Daxter.

Worldreamer: Champions of Drast turns dreams into places that can be crossed.

56

The Penitent

A biomechanical warrior's right to resist the role built into her body.

Yatuka: Engine of Penitence makes obedience, conscience and occupation physical.

57

The Racer

The speed, route and invented culture of racing.

Competition is broadened into an inhabitable fictional world.

58

The Lover

A romance given the same cosmic room as an epic quest.

Attachment, distance and choice become the true adventure.

59

The Collector

The strange stories hidden inside objects and the act of keeping them.

Acquisition becomes an encounter with the lives around things.

60

The Striker

Physical precision and the decisive moment of action.

A specialist's movement produces its own dramatic grammar.

61

The Keeper

The patient guardian of something others pursue only as treasure.

Stewardship becomes the adventure's central work.

62

The Tactician

The thought and consequences behind a battle spectacle.

Strategy becomes a person's moral and practical experience.

63

The Captain

The vessel and crew viewed through the weight of command.

Leadership is made local, relational and fallible.

64

The Dagger

A seemingly minor instrument or figure given the dramatic centre.

Close scale and consequence replace the usual grand weapon fantasy.

65

The Dweller

Ecco the Dolphin's marine perspective and sonic movement, with C-Man and Kula World named in the development shorthand.

Into the Flow follows Quorlas from a complete ocean life into changing media.

66

The Possessor

The unnerving question of who occupies a body or identity.

Possession becomes a narrative about relation and control.

67

The Tracker

The awe of following a predator or ecology beyond ordinary scale.

Hypervores makes tracking the mode of entry into a living system.

68

The Herald

The messenger who arrives before a mythic event and then disappears.

The journey and responsibility of announcing change take centre stage.

69

The Spectre

The shadow-life usually confined to an apparition.

The unseen is given duration, position and a story of its own.

70

The Uniter

The princess's political and emotional work beyond her fairy-tale designation.

Water Princess Paluma makes bringing people together a lived challenge.

71

The Fighter

The fighting figure's life beyond the bout.

Combat becomes an embodied narrative of discipline and decision.

72

The Librarian

The dream that every book in a library contains a walkable, consequential world.

Countenance: A Permanent Centre of Gravity lets a young librarian cross five books.

73

The Rider

An ocean creature of legendary size understood through care rather than ownership.

The Last SerpenTurtle follows Waku and the living reef on a colossal shell.

74

The Mother

The parent whose care is normally a brief origin for a hero.

Her labour and attachment receive their own story.

75

The Teacher

The person who helps others change rather than merely delivering exposition.

Teaching becomes a durable act with consequences for teacher and pupil.

76

The Alchemist

A workshop fantasy in which transformation becomes a cosmological event.

Moonborn: A Saga of Glass and Brass follows a landwhale becoming a moon.

77

The Vendor

More of the lived-in, warmly alien spacefaring world of Treasure Planet.

Astralis: The Journey Home follows Zaldor, a four-armed fruit vendor, through mortality and homecoming.

78

The Monk

An extravagant travelling martial-mystic world, more varied than one canonical design (Wes Borland).

Naza: Legend of Vorlandia makes freedom to change central to its eighteen temples.

79

The Witch

The solitary witch as the person who guides others through danger.

Callie Coldnose becomes the help that was absent from her own life.

80

The Navigator

The tactile romance of a sandship and botanical desert, with an ecology that resists being simplified.

Solus: Beyond the Dunes makes navigation a negotiation among living systems.

81

The Enigma

The lost kingdom beneath the apparent surface of a world.

Zeist: Into the Tundrabyss gives buried inheritance an actual geography.

82

The Critter

A small creature crossing the back of a world-sized animal.

Prince Kogo and the Canyons of Xork turns a living body into seven moving realms.

83

The Explorer

The sense of the unknowable after an Indiana Jones: Kingdom of the Crystal Skull revelation.

Nahui: Totem of Creation follows exploration without explaining wonder away.

84

The Conqueror

The whole life on the far side of an empire-building silhouette.

Bloodchosen: Conqueror of Hamda makes conquest a situated history.

85

The Dancer

Movement as magic and as a way of crossing an enchanted place. (Wood Elves).

Feydancer: Quest for the Winterlight makes motion the language of its world.

86

The Creature

The wild creature permitted to be more than a companion or quarry.

Fritha: Lost in the Greatwood gives a shapeshifting harehawk its own journey.

87

The Diver

An environment perceived from beneath the surface.

Descent is sustained as a physical and emotional adventure.

88

The Brother

A sibling's place in a dark invasion epic.

Vendrayama: Wrath of the Skinstealers ties the monstrous to a personal bond.

89

The Soul

The quiet life of a spirit moving through absence.

Lone Soul turns a deserted landscape into a tender traversal.

90

The Man

The ordinary figure dropped into the improbable.

Voidfall: What the Wuzz? follows his bewildered encounter with the strange.

91

The Parent

A monumental parental quest with unfamiliar bodies and familiar attachment.

Fateweavers: Voyage to Unari sends four-armed alien parents after their child.

92

The Speaker

The act of address when worlds and beings do not share language.

Communication becomes the action at the heart of a speculative tale.

93

The Burrower

The underworld as a creature's familiar home rather than an adventurer's dungeon.

A low, inward viewpoint reorders the geography of discovery.

94

The Visitor

An enormous stranger whose arrival can mean help instead of attack.

Gormatha: Revealer of the Way imagines benevolent contact at monumental scale.

95

The Jester

The comic figure whose laughter might conceal an entire interior world.

Performance becomes a route toward truth and consequence.

96

The Chief

Leadership lived in a community rather than photographed as a title.

The social and ecological cost of decisions becomes the adventure.

97

The Lizard

A metamorphic animal existence full of bodily possibility.

Yangubiru: The Flow of Life makes changing creatures its way of moving through nature.

98

The Program

A software swordsman allowed to question the rules he enforces.

Gradient: The Old Code turns a corporation's correction program toward disobedience.

99

The Teller

The joy and responsibility of carrying stories into another world.

Fableweaver: A New World Dawns turns creation into an act of transmission.

00

The Being

A creation story that can be entered only after living many finite lives.

Tales from the Vast Harmony makes cosmic origin relational.

F

One Special Day (The Self)

The NeverEnding Story's invitation to a child to enter the story in person.

One Special Day, opened as One Special Night, frames the whole century of Mythsources.


Reading the map

The source column is deliberately a wish, not a rigid attribution chart. A traceable musical, literary, cinematic or game reference can be a spark without accounting for the whole resulting story. For the entries without an explicitly named outside work, a named influence would amount to a guess about the author’s private creative history. Their described desires remain useful as an index of the forms of life, movement, scale and relation that the tales make available.