Worldbuilding 101 Part 2
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
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"The unexamined life is not worth living."
-Socrates
"Question everything. Especially Landfish."
-Matt
I don''t remember myself the different names and periods, but at least, mentions to homo erectus (when we started standing, erectus = standing), homo nehandertalus (when we started digging graves), homo sapiens CroMagnon man (when we started the gathering/hunting lifestyle). It''s interesting to note that according to really recent discoveries, CroMagnn had some pretty good abilities in Herbalism, Medicine, and even Surgery.
Then you could go on with the Iron Age (we were at the Stone Age so far), and the sedentarisation (or is it settling in english ?) of the nomads. Bronze Age, Empire, DArk Ages, Middle Ages, Rennaissance, and after that, I guess it''s a bit too different, so maybe stick with someting you know
The first part about how to make the world view be passed to the players is interesting. That''s the way I am investigating with my own writings, BTW
Don''t you think you should make several articles ?
quote: Original post by ahw
Errr. .. I am kindof disturbed by the last parts. It''s going too fast without enough details. I mean, if you are really gonna talk about the different phases of how we came to be homo sapiens sapiens, you should be a bit more careful at the way you describe all this.
I don''t remember myself the different names and periods, but at least, mentions to homo erectus (when we started standing, erectus = standing), homo nehandertalus (when we started digging graves), homo sapiens CroMagnon man (when we started the gathering/hunting lifestyle). It''s interesting to note that according to really recent discoveries, CroMagnn had some pretty good abilities in Herbalism, Medicine, and even Surgery.
Then you could go on with the Iron Age (we were at the Stone Age so far), and the sedentarisation (or is it settling in english ?) of the nomads. Bronze Age, Empire, DArk Ages, Middle Ages, Rennaissance, and after that, I guess it''s a bit too different, so maybe stick with someting you know
The first part about how to make the world view be passed to the players is interesting. That''s the way I am investigating with my own writings, BTW
Don''t you think you should make several articles ?
The stone/iron/bronze age terms are used by people studying technological evolution. The ones I am using are a parallel set of terms used by people studying cultural evolution. I was just doing cultural evolution and the few technological advances that are inextricably tied with it here, because you could create a society where different inventions occurred in different ages or didn''t occur at all. I was going to do a different section on technological advances, maybe with a chart like they have those big wall charts .
I do see the problem about going to fast with too few details. The question is, how can I write about details if they might be different for any society you invent? What would you suggest?
I don''t see that there''s any functional difference between a lot of small articles and a big article with a lot of subsections. I thought it would be better to write one big article simply to keep formatting, tone, and terms consistent, and to allow hyperlinking between the parts.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
It''s funny, I used the terms about Stone/Iron/Bronze age only to refer to the cultural evolution they created.
I think it''s a bit hard to talk of cultural evolution without mentioning the technical improvements ... in the case of the homo sapiens sapiens at least.
I don''t thikn there is anything wrong in doing a case study. It''s always better (IMHO) to give real and clearly explained basics (with lotsa links to big dusty books !!!) and let the people imagination go wild and extrapolate from there.
Usually Bronze is the "invention" that triggered the start of real wars, as it was now easier to make durable and strong weaponry. But what if you are on an alien world, and that your species is biotechnologic ???
I think what''s important is to show the evolution, the way one thing trigger another.
I love the Chomsky pyramid (is it Chomsky ... I have a doubt, yet again), where the basic need is survival/safety, then feeding, then shelter, then it goes higher and higher, up to self accomplishment.
It goes nicely with the evolution of men, first you get cavemen that hunt and hide wherever they can. Later, they learn to do gardens so they don''t have to be nomadic, and they can be sure they have a source of food, as weel, at this stage, they learn how to build shelters, etc...
I think if you take it that way, it becomes easier to extrapolate to non-human civilizations.
As for creating a culture ... I am not sure where to start.
My idea is to look for defining events.
The conversion of Clovis to the Christianism made France the ''elder sister of Christianity'' (it''s the Vatican who said that). And that was like 1500 years ago.
The guys that wrote the Bible created a massive phenomenon as well...
For Japan, the arrival of the portuges changed the Art of War (because of the arival of guns), and their culture (arrival of Christianism, the "white man" effect).
Christoph Colombus changed the perception of the world for his contemporaries.
Galileo (or was it Copernicus...ah the shame!) tried to change the culture but failed ...
Especially in the modern era, you just can''t ignore the influence of science on the world, and probably in the mentalities as well. I guess this is not as cultural as talking about art and literature, but everyday life is probably as important as the intelligenstia of a society.
god, that''s SUCH a vast subject I love it !
quote: Original post by ahw
I love the Chomsky pyramid (is it Chomsky ... I have a doubt, yet again), where the basic need is survival/safety, then feeding, then shelter, then it goes higher and higher, up to self accomplishment.
That''s Maslow''s Hierarchy of Needs. Chomsky did Transformational Generative Grammar and some political stuff.
I agree about the defining events and how big an impact one culture''s intrusion can have on another culture''s development. I''ll try my best to communicate that.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
thx sunandshadow
And keep those articles coming it''s nice to see all this stuff, I hope the criticisms are helping you a bit ?
CP
"Can't you see it's only life! We can laugh about it!" - Seal
Science and technology do NOT change people; no thing can change a person. People change themselves -- artifacts and methods are invented to suit the needs of a changing people. As desires change, so do perceived needs, and so then new ways and tools are created to satisfy the new needs.
For example, GameDev.Net was not created to make people form a community of game developers. It was created out of the desire for an already existing, and growing, community of game developers.
And by the way, the book I mentioned above really is very interesting, and I highly reccommend it. It really gets into a very unique look at what''s been discussed here.
Okay, that''s my two cents...
CP
"Can't you see it's only life! We can laugh about it!" - Seal
For humans, the Tools are a way to expand the limited functions our different body parts can perform (sword = claw, plane = wings, submarine=aquatic breathing, computer = mathematic brain).
So I think it''s a bit of a mix really. A constant feedback loop, where some new tool/idea will create a new function (discovery of Fire), and some need will generate, after much trial and errors, a new tool (abachus turned into mechanic calculator, turned into computer).
Sunandshadow : there is one thing I can''t stop wondering about : what do you mean by sociobiology ?
Are you saying something like Ethnoanthropology ? (study of ethnical and physical evolution of humans ... mmm, something like that )
youpla :-P