4.09.2004
Confessions of a Technocrat: Part 2
(Ok, I admit that "technocrat" might just be a fancy way of saying "techno-geek").
We left off yesterday with a discussion of alignments. This was just to give the average reader, who hasn't ever experienced D&D an idea of how complex it gets. Much of the character's traits are numeric, they are randomly generated and fit into a complex set of mathematical formulas rolled by dice (ah yes, the "good old days," when I had a marble bag full of dice). Dice make really decent random number generators, so long as they don't roll off the table. Programming a computer to generate random numbers is really easy, (and a computer is drastically less likely to roll off the table). The other nice thing about modern computers is found in adding graphics and sound to the experience.
In the old PnP world, the player had to rely on a Dungeon Master (DM) to act as a guide and intermediary, essentially setting the rules, the tempo, and being an omniscient force that reveals and withholds according to the player's choices. The game centered around a "campaign" or module, which was either created professionally and purchased, or designed by the DM themselves. In the New World Order of things, software often assumes the role of DM, events and mysteries unfold as the player chooses direction, strategy, attacks, and actions. The original modules for the computer were completely written by game developers, who mostly got permission to base their creations on the old PnP modules themselves. Turn-based RPG games were churned out for every imaginable platform available. The computer could handle all the numbers. It could be programmed and scripted to show the action graphically, it removed some sense of imagination and replaced it with something else.
This is not to say that there aren't any dedicated PnP players out there, people still play D&D the "old fashioned way," but they've had to make room for computer-based versions that owe their existence (and popularity) to the original. I am certain there are "purists" out there who believe that these new RPG's aren't the same thing as PnP, and they are right to a certain extent. For computer-generated RPG's to reach an acceptable level of complex, plot-driven adventure that is possible in the PnP versions, it takes a great deal of skill, patience, and determination.
The unique and exciting thing about Neverwinter Nights is that the adventure does not end with the Original Campaign, nor does it end whether the player chooses to play it by themselves (solo), or online with friends (multiplayer). The truly amazing thing about this game is the Aurora Toolset, which allows anyone who has the full software to build their own custom mods. This greatly extends the appeal of the game, because the game never really ends. There are always more modules being created and shared online. All a player with the game need do is download them. One of the more active places to do so is The Neverwinter Vault, sponsored by IGN Games. A whole community of people around the world contributing games, files, pictures, and other ideas to further enhance and develop the gameplay. The development company, Bioware, has made a significant portion of how the game itself was developed known, so more advanced builders and developers have been able to add custom content to the modules. One of the more ambitious endeavors is called the Community Expansion Pack, or (CEP). This adds new monster types, new character types, and all sorts of new objects and items that were not originally included with the game.
Originally, builders were essentially "stuck" using the same objects, maps, monsters, and other items that were created by the original design team from Bioware. Many were able to use this original content with great skill and ease. People are never satisfied. Some of the more advanced builders started slowly creating their own custom content for their mods. Soon this became very popular with builders and players alike. It became possible to download much of this custom content in files called "hak packs." As the community outcry for custom content grew, it became difficult to keep all these files in order. It also meant to play one module, a player often had to download more than one file, let alone know which folder to put the files in so the mod would run correctly. It was a great big hassle. So you've got a lot of whiny nerdlings crying for more custom modules to play, and also whining that they've got to download and place all these additional files in different game folders. The idea to centralize the "best of the best" into a single download is a sound one.
As you can see this whole RPG scene is an incredibly complex one, and I've barely scratched the surface as far as the computer gaming world goes. I could go on forever with the details, but it is best to leave things simple. The idea is to give the reader a taste of "Technocratic culture," not make them feel inferior before a completely alien language and society that exists all around them. People feel disassociated enough these days. I consider much of the apathy in our society today to be a direct symptom of feeling that there is too much to keep up with, too much to do, and not enough time to do it all, so we start to try and simplify. We retreat back into ourselves until we no longer notice (or care) that there is anything or anyone around us of value. We lose touch, we lose a sense of connection, and we lose something of ourselves without even knowing it. This is why it is important to look under the surface of the mirror, deeper than just the reflection. The Technocratic Revolution has already been decided. The Technocrat society is already here. Many people have no idea they are members, still many more can't see it at all (and probably don't want to).
© 2004, J.S.Brown
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We left off yesterday with a discussion of alignments. This was just to give the average reader, who hasn't ever experienced D&D an idea of how complex it gets. Much of the character's traits are numeric, they are randomly generated and fit into a complex set of mathematical formulas rolled by dice (ah yes, the "good old days," when I had a marble bag full of dice). Dice make really decent random number generators, so long as they don't roll off the table. Programming a computer to generate random numbers is really easy, (and a computer is drastically less likely to roll off the table). The other nice thing about modern computers is found in adding graphics and sound to the experience.
In the old PnP world, the player had to rely on a Dungeon Master (DM) to act as a guide and intermediary, essentially setting the rules, the tempo, and being an omniscient force that reveals and withholds according to the player's choices. The game centered around a "campaign" or module, which was either created professionally and purchased, or designed by the DM themselves. In the New World Order of things, software often assumes the role of DM, events and mysteries unfold as the player chooses direction, strategy, attacks, and actions. The original modules for the computer were completely written by game developers, who mostly got permission to base their creations on the old PnP modules themselves. Turn-based RPG games were churned out for every imaginable platform available. The computer could handle all the numbers. It could be programmed and scripted to show the action graphically, it removed some sense of imagination and replaced it with something else.
This is not to say that there aren't any dedicated PnP players out there, people still play D&D the "old fashioned way," but they've had to make room for computer-based versions that owe their existence (and popularity) to the original. I am certain there are "purists" out there who believe that these new RPG's aren't the same thing as PnP, and they are right to a certain extent. For computer-generated RPG's to reach an acceptable level of complex, plot-driven adventure that is possible in the PnP versions, it takes a great deal of skill, patience, and determination.
The unique and exciting thing about Neverwinter Nights is that the adventure does not end with the Original Campaign, nor does it end whether the player chooses to play it by themselves (solo), or online with friends (multiplayer). The truly amazing thing about this game is the Aurora Toolset, which allows anyone who has the full software to build their own custom mods. This greatly extends the appeal of the game, because the game never really ends. There are always more modules being created and shared online. All a player with the game need do is download them. One of the more active places to do so is The Neverwinter Vault, sponsored by IGN Games. A whole community of people around the world contributing games, files, pictures, and other ideas to further enhance and develop the gameplay. The development company, Bioware, has made a significant portion of how the game itself was developed known, so more advanced builders and developers have been able to add custom content to the modules. One of the more ambitious endeavors is called the Community Expansion Pack, or (CEP). This adds new monster types, new character types, and all sorts of new objects and items that were not originally included with the game.
Originally, builders were essentially "stuck" using the same objects, maps, monsters, and other items that were created by the original design team from Bioware. Many were able to use this original content with great skill and ease. People are never satisfied. Some of the more advanced builders started slowly creating their own custom content for their mods. Soon this became very popular with builders and players alike. It became possible to download much of this custom content in files called "hak packs." As the community outcry for custom content grew, it became difficult to keep all these files in order. It also meant to play one module, a player often had to download more than one file, let alone know which folder to put the files in so the mod would run correctly. It was a great big hassle. So you've got a lot of whiny nerdlings crying for more custom modules to play, and also whining that they've got to download and place all these additional files in different game folders. The idea to centralize the "best of the best" into a single download is a sound one.
As you can see this whole RPG scene is an incredibly complex one, and I've barely scratched the surface as far as the computer gaming world goes. I could go on forever with the details, but it is best to leave things simple. The idea is to give the reader a taste of "Technocratic culture," not make them feel inferior before a completely alien language and society that exists all around them. People feel disassociated enough these days. I consider much of the apathy in our society today to be a direct symptom of feeling that there is too much to keep up with, too much to do, and not enough time to do it all, so we start to try and simplify. We retreat back into ourselves until we no longer notice (or care) that there is anything or anyone around us of value. We lose touch, we lose a sense of connection, and we lose something of ourselves without even knowing it. This is why it is important to look under the surface of the mirror, deeper than just the reflection. The Technocratic Revolution has already been decided. The Technocrat society is already here. Many people have no idea they are members, still many more can't see it at all (and probably don't want to).
TANSTAAFL!
© 2004, J.S.Brown
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