It's free to join Gamasutra!|Have a question? Want to know who runs this site? Here you go.|Targeting the game development market with your product or service? Get info on advertising here.||For altering your contact information or changing email subscription preferences.
Registered members can log in here.Back to the home page.

Search articles, jobs, buyers guide, and more.

by Ethan Watrall
Gamasutra
May 31, 2000

Printer Friendly Version
   
Discuss this Article

Letters to the Editor:
Write a letter
View all letters


Features

 

Contents

Introduction:
Business in Nekhen

Nutrition and Life Expectancy

Willingness to Bear Risk

Geography

Path Dependency

Geography

The level of impact that geography, either physical or cultural, has on the process of technological innovation and creativity is a point of much dispute. Few environmental factors are either absolutely necessary or completely sufficient for technological creativity. Rather, most geographic conditions act simply to focus and direct the level of creativity that exist in a given society. It's arguable, then, that geographic factors are far more permissive than they are causative.

In Egypt, for example, a great deal of technological development, such as shipbuilding and agriculture, was intimately coupled with the Nile. The vast majority of common Egyptians lived their entire lives according the seasonal fluctuations of the Nile. Some scholars have even speculated that the presence and nature of the Nile itself was an irreproducible component in the development of Egyptian civilization.

Much of the unit construction in Ensemble Studios' Age of Kings, as well as many other god games, is dominated by geographic constraints.

Most God Games at least pay superficial attention to the effects of geography on technological innovation. In Ensemble's Age of Empires series, the player's ability to gather resources, and therefore the types of technology they can develop, is determined by their geographical surroundings. Likewise, in Impression Game's Pharaoh (one of my particular favorites at the moment), players are unable to engage in mining activities if there isn't anything around to mine. One of the most common effects that geography has on technological innovation has to do with building space. Players can't build something on unsuitable land (rocks, marsh, etc).

This kind of approach really doesn't do justice to the effects that geography has on technology. If a player overcomes the lack of either suitable building land or immediately available resources, they are free to encourage the same sort of technological innovations available to them in other scenarios. Geography has almost no effect on the technological path (something that will be talked about shortly) that a society takes. The tech tree of a scenario that takes place in the desert is usually identical to one that takes place in a river valley.

So, what's the alternative? Well, for each scenario that a player has access to, there should be a predetermined path of technological possibilities that is partially controlled by geographic setting. For civilizations that reside in river valleys or close to the ocean, the technological path could include maritime trade, the waterwheel, shipbuilding, and hydroelectricity. For civilizations where population centers are widely dispersed, the path could include long distance trade, communication devices, and high-speed travel. The pace and manifestation of this technological path would in turn be influenced and affected by a suite of other variables (like those discussed in this article). Granted, the civilization wouldn't be limited to that one specific technological path. It would, however, serve as a base upon which the civilization's technological character would be founded. Perhaps some sort of bonus would be available to the players who develop technology that lies along their civilization's base technological path.

________________________________________________________

Path Dependency


join | contact us | advertise | write | my profile
news | features | companies | jobs | resumes | education | product guide | projects | store



Copyright © 2003 CMP Media LLC

privacy policy
| terms of service