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Path Dependency In traditional processual story based strategy titles, path dependency is probably one of the most often used variables that influences in-game technological development. You know the story, once you develop gunpowder, you gain access to firearms and explosives. Basically, path dependency means that that technological change and innovation depends on its own past. There
are two basic components to path dependency. The first is something
called spillover effect. A good example is the technological innovations
that were associated with mining activities. Mining, of course, was
located wherever some desirable mineral resource was located. The often
inhospitable and remote mining locations forced miners, who often struggled
to get water, to develop better pumps. This in turn led to the development
of more accurate boring machines and better tools. The result of this
was the eventual development of the mechanisms involved with steam and
waterpower. Granted, the line between mining and steam-powered mechanisms
isn't a completely straight one. However, without the technological
innovations that derived from mining, steam power probably would have
taken a radically different form. However, it's difficult to predict where a given technological path will lead. What appears at one time to be a marvelous example of technological creativity may prove to be a dead end. A great example of this is the story of the potato and Ireland. During the 18th Century, Ireland adopted the potato as a staple crop. Because the potato yielded more than three times the amount of calories per acre planted than grain, the idea seemed a reasonable one at the time. However, as most people are well aware, the results of potato monocropping were absolutely devastating on Ireland and the Irish people. Between the years of 1816 and 1842, there were been fourteen full or partial potato famines. The height of the potato famine happened between 1845 and 1847 when a new type of fungus, Phytophthora infestons, reduced the entire crop to rotting compost. As a result, between 1840 and 1911, the population of Ireland decreased from 8.2 million to a staggering 4.4 million due to disease, starvation and emigration. Path dependency is a tricky thing to talk about in relation to God Games. Most designers would probably say that path dependency is in full effect in their games. Well, it is and it isn't. The tech tree (which is the most obvious manifestation of path dependency) really only limits the pace at which technology can be developed. There is little or no outside influence on the tech tree. Given the proper resources (gold, population, etc.) players can tear through it without even a passing nod to realistic cultural processes. Perhaps the most important thing that designers must realize is that a given technological path neither exists within a vacuum nor is a fixed object. They are organic systems that change the way they play out in relation to a host of variables (some of which we're taking about in this article). On a more practical level, designers can certainly incorporate both the spillover and bottleneck effects into their technological paths. Each technological innovation (be it a stone tool or a microchip) needs to be placed on a path in relation to every other technological innovation within the game. The influences on a technological path need to be clearly defined well in advance. For example, designers can start with a base technological path that is defined by the geographic environment in which the scenario is going to be played out, the level of technological sophistication (probably something set by the back-story), and pre-defined parameters of the technological path (what innovations are available to the player). Next, all the available innovations need to be laid out in relation to one another (much like is done on a traditional tech tree). Now, comes the hard part. The effects of all in-game variables (like those outlined in this article) need to be hammered out. Examples of these affects are found throughout this article. I know this doesn't provide a whole heck of a lot of insight into the act of creating realistic technological paths. But what is important is that designers need to realize that technological paths are not necessarily something that can be adequately represented in a simple flowchart. They are composed of sets of relationships between in-game variables and technological innovations. 'Nuff said. At this point we'll step back, take a deep breath, shake off the glazed look in our eyes, and leave the exploration of the remaining variables to the second installment of the article. In the meantime and in-between time, as always, I'm open to all sorts of email if you want to share your feedback. In any case, be sure to tune in soon when we'll talk about what technology and science, religion, values, property rights and institutions, resistance to innovation, politics and the state, and war have on technological innovation and development. Same Gama time, same Gama place. Click
Here for Part 2 of this article Ethan Watrall, an archaeologist by training, is currently doing his PhD at Indiana University. He spends most of his time either sitting at his computer wishing he were in Egypt or working in the Egyptian desert wishing he had a computer. Any suggestions to his eternal dilemma can be sent to ecwatral@indiana.edu. Discuss this article in a Gamasutra discussion forum. ________________________________________________________ |
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