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Author's
Note: In the previous installment of this article, I mistakingly referred
to the City Builder series as the Sierra City Builder
Series when it is infact the Impression Games City Builder Series.
My apologies and thanks to Chris Beatrice at Impressions Games for gently
pointing out my mistake.
Welcome
back to my look at technological linearity in God Games. If you're just
tuning in and didn't get the chance to read the first
installment of this article, let me re-cap. Basically, the crux
of the article was that when designers create processual story based
strategy titles (my fancy shmancy name for god games like Pharaoh
and the Civilization series), a very simple approach to technological
innovation and development is taken.
Generally
speaking, designers really don't have a firm grasp of the process of
social change. As a result, most games depend on a skewed view of human
culture change that most often translates into the infamous tech tree.
Consequently, despite their often-intricate nature, most processual
story based strategy titles are terribly predictable and simple.
In light
of this, the point of this article is to look at some variables that
influence technological innovations and development. In addition, I
look at the way some God Games approach these variables, look at how
and why they go awry, and (hopefully) provide some useful constructive
suggestions for creating more realistic gameplay based on actual cultural
processes. In the first installment
of the article, I looked at nutrition, life expectancy, willingness
to bear risk, geography, and path dependency. In this installment, I'll
dive into technology and science, religion, values, property rights
and institutions, resistance to innovation, politics and the state,
and war.
If you'd
like to read the first part of
this article before reading on, go ahead; there's a link at the
end of it that will bring you back to here. Otherwise, let's get down
to it.
Technology
and Science
One of
the most common mistakes made by designers is the assumption that science
and technology are synonymous. There's no doubt that, historically speaking,
science and technology are intricately linked. However, they are two
very different things. Science is a method of comprehension, while technology
is a method of implementation. With this in mind, the question that
pops up is whether scientific ideas constrain and guide the creation
(and implementation) of new technology.
A body
of knowledge exists from which technology, either consciously or subconsciously,
draws inspiration. For the most part, this body of knowledge, which
is called metatechnology, is generated by purely scientific endeavors.
Anyone who's familiar with Francis Bacon's distinction between inventions
that depend on a state of knowledge (scientific or otherwise) and inventions
that could have been made anytime will recognize this idea.
Most scholars
agree that the pool of metatechnological knowledge, as well as the amount
that inventors drew upon that pool, increased through time after the
Scientific Revolution. Initially, in the West at least, science taught
engineers the process of breaking problems into their component parts
for analysis. Later, especially during the European Industrial Revolution,
scientists taught engineers a rational faith in the orderliness of natural
phenomena and physical processes. More importantly, they learned an
appreciation of the importance of accurate measurement and control in
experimentation, the logical difference between cause and correlation,
and a healthy respect for quantification. In many cases, scientific
knowledge directly contributed to (and maybe even made possible) technological
development.
In all
honesty, the distinction between science and technology isn't made that
often in God Games. Granted, both terms are used, but they really mean
the same thing in an in-game context. The intellectual institutions
essential in developing technological innovations are almost always
the same as the industrial infrastructure necessary to implement those
innovations. There are, however, some notable exceptions. In Activision's
Civilization: Call to Power, a number of institutions exist,
including the university and the computer center, which are strictly
designed to encourage science and increase a civilization's ability
to research technological advances. While this is definitely a step
in the right direction, there needs to be augmented focus on the fundamental
differences between science and technology.
So, how
could this be accomplished? Well, first, there needs to be an increase
in "units" which generate and focus scientific knowledge.
These units, like everything else, need to have a specific path of development
that is affected by other variables within the game. For instance, scientific
societies (which were responsible for the generation of much scientific
knowledge in Victorian Europe) were only made possible by a class of
citizens which were secure enough financially that they could spend
a great deal of their time pondering the mysteries of the world around
them. If a player wished to encourage the development of scientific
societies within their civilization, they would need to make sure that
economic conditions were favorable enough to allow the development of
an upper middle class whose wealth was derived from merchant activities
or industrial undertakings. Like most things, this level of economic
prosperity would have to be arbitrarily chosen by the designer. However,
a civilization's ability to reach that level of prosperity would be
determined by a host of other economic variables including trade, industrialization,
level of natural resources, and internal political stability.
Further,
the development of many of such units would increase a civilization's
ability to generate scientific knowledge. As the player encouraged the
development of these types of units, their "science rating"
would increase. It would also be interesting to create research institutions
(like universities) that would focus their energies towards a specific
area of science such as engineering, physics, biology, or history. This
would allow the player to more directly affect the path that their scientific
endeavors would take.
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