Informal Survey On Design Curriculum

You've now officially given me permission to bug you. Eventually.

Speaking of which, it's not a deadline, but I'd like to get as many responses as possible before March 12, since I'll be including preliminary results in a presentation.

This survey was announced in the other C&C forums, with links to this thread. But so far not much response. Any of you that post elsewhere get extra thanks if you help nudge someone this way.
 
You can help by telling me about what subject areas contribute to designing your worlds/scenarios. These may be subjects you studied in school or learned more informally.

Hey Blue Monkey. Good luck with your new career in Anthropology. It sounds exciting and fun.

These are the subjects that influence my designs the most: History, Geography, Humanities, Literature, Art, Religion, and Culture.

Literature - I love putting folk heroes in the game like King Arthur, Prince Arjuna, and Joan of Arc. I think the special folk stories behind the leaders make the game more exciting to play because it makes you feel like you are in a story.

Art - I think all modders are artists ... and art can range from realism to surrealism. I tend to lean towards surrealism. And I love to add symbolism in the game. For example, instead of showing a picture of Budda to represent Buddhism, I will show a picture of a lotus flower.

For the record, I have a J.D. in law and B.A. in Psychology and a minor in Philosophy. But I ended up being a C# programmer. But it is strange ... my favorite subjects have always been English and History.


I am interested in learning what you consider helpful to designing the world/scenario itself rather than game mechanics.

What I find most helpful is Wikipedia. I browse/read Wikipedia articles on a daily basis. It's really an easy and fun way to learn about different cultures, etc.

Also, it is pretty much imperative to learn these applications and tools: notepad++, Paint Shop Pro, Animation Shop, GIMP, 7 zip, and Excel.

I hope this helps you. Good luck with your presentation.
 
But I am more interested in learning what you consider helpful to designing the world/scenario itself rather than the game mechanics.


A simple list of subjects important to you as a world/scenario creator is what I'm looking for. You are welcome to post any additional comments appropriate to the survey topic. Questions about the survey or overall project are welcome as well.​


Probably the some of the most helpful things to me are a knowledge of the history of technology and when things were developed, and also a knowledge of climate, weather and ocean current patterns, agricultural yields, and biomes with accompanying animal and plant resources.​
 
1. What subjects have you studied in the past or are studying now that help you in creating the worlds/scenarios you are interested in?
Hi. I'm no longer there very often, but I could answer.

1. Mostly history and geography. I have some special interest for the Napoleonic era period, and with WWII (my old time playing Advanced Squad Leader for that), but when I worked on my CivIII mod, I studied all the time period, and all the geographical area (Africa, Asia, America, Europe). With focus on uniforms/armies (not surprising since I used to paint figurines), but also succession of states and monarchs (for an "evolutive" civilization, like Gauls --> Franks --> French).
Programming too (C# for me), to be able to create my editor to help with modding.
Beside this, Excel, Notepad or FrontPage. These could be seen as mere tools, but I think the important concept behind is : "learning to get Organized". When you make a very large overhaul mod, you need to be very Organized, design in advance what you plan to do, keep track of what you did / had done, and also design some work methodology that is efficient. For example, with experience I so that editing the PediaIcons with copy/past in notepad was for me much faster than using any of the editors available, providing I reorganized stuff to get things grouped as I needed

Now, I no longer mod CivIII, but mod Napoleon Total War. Here again history studies are importants. I already had a strong background, but I had to go in much more details for the uniforms/army organization of all the small factions. And finding information for some countries like Sweden is difficult. Or Sardinia!
Beside History, I had to studies Gimp and textures editing. And later mesh editing, and sound editing (for voices).
I didn't make any complex program (just a small one to help check references). But here again, I'd like to stress the importance of being very organized, with the use of many Excel files (NTW is much more complex to mod than CivIII) and the need of t design methodology.



2. What subjects do you feel you don't know enough about that would make creating the kind of worlds/scenarios you are interested in easier or more rewarding?
In my time with CivIII, definitely how to create models and animate them. I never finished my mod and more or less quite for two reasons:
- Firaxis "brutal" refusal to go forwared with my idea of source transfer, after an initial positive start, with no explanation. I think it was a strong hit on moral.
- Some "gaps" in the unit lines. May I was too ambitious, trying to make detailed evolutive civilizations, and all the civilizaitons. But it means some civ had big holes in their unit lines. I was dependant on other modders to release the units I missed, and since some never came, I suppose I got demotivated at some points.
Lack of time due to start of NTW modding is also an issue. But maybe if I have been able to make my own units to fill the gaps, I may have finished the mod. And maybe still be modding it. And for sure, if tomorrow Firaxis contacts me and says "here is the source code", I'd be back immediately.

As for NTW modding, I started with a partner in crime who did the texture editing. But I learnt how to do that quickly, and now I'm alone on the mod, and so I can do everything alone (table editing, but also the graphics). If there is something missing, it would be to go into "reverse engineering" and be able to decipher some of the file formats the game is using (like the map), so I could go further and propose a new map for exemple. But I don't have time to go down this road.
I'd say what is really missing is not personnal skills, it's more a good colaboration with the game editor. And that's unfortunately something you cannot learn.
 
I'm very much alive, but I'm quite busy with Napoleonic Total Wars. Doing this kind of things.

Pavlosk1812.jpg


Russia_1812.jpg


Sorry for the small Off topic. If you want to know more, PM me
 
I should comment that Project Gutenberg has quite a lot of information on the development of technology up to about 1920 or so, and is very useful in that respect.
 
I came across your sticky and thought I'd offer up my own modest thoughts to your study:
1. What subjects have you studied in the past or are studying now that help you in creating the worlds/scenarios you are interested in?
I mod to take me away from complex industrial processes that are my career and university background. I have always been very keen on historical study, but my expetise is all about fluid handling and process control.

2. What subjects do you feel you don't know enough about that would make creating the kind of worlds/scenarios you are interested in easier or more rewarding?
modding is a hobby. There is no timeline and as I devote time to the process, I expand my skills. I think it's important to say that modding is a diversion for me and not everything I make gets shared and open to critics. It is a personal hobby and outside feedback isn't always appriciated.
 
Is this still on?

I've done world-building in 3 contexts:

  • Civilization mods, usually in a generic sense of "world"
  • Civcraft, a political Minecraft server where societies emerge organically
  • a perpetual "novel writing" project where I mostly just work out the setting instead of writing anything

1. It depends on the context, but the most common elements are high-level world history, economics, and geography. Civ mods require more thought on technological development, military history, and a closer look at specific cultures and states. Civcraft involves more economic and political theory, game theory, and (since my first "civ" was based on Tolkien's Gondolin) other fictional worlds. Geology and climatology come into play with my writing project because the physical world is a transformed Earth, in addition to all of the above to a lesser extent.

My formal education is in engineering with no more than a few college survey courses in humanities, so the large majority of what I've learned has been through self study (Wikipedia and such) or things I've picked up in communities like this one. Studying other worlds (ie, reading speculative fiction) is always helpful too.

2. Anthropology, archaeology, and mythology would help me with my writing project, as it deals with early civilizations and their own "ancient history". Further study of economic and political theory would make for a more interesting Civcraft experience, even though the game itself is too abstract (for now anyway) to simulate much beyond broad types of social organization. I have a handful of specific resources on my to-read list: Joseph Campbell's The Hero With a Thousand Faces, Jared Diamond's Guns, Germs, and Steel and Collapse, and some Greco-Roman classics for example.

btw if you're looking for responses from other communities I'm sure you could find more at www.reddit.com/r/worldbuilding

edit: to give you some more concrete examples of things I've studied or am still learning:

Civ: the historical development of technologies, specifically related to exploiting natural resources and machinery, and how they led to further development

Civcraft: socio-political schools of thought (particularly minarchism and anarcho-capitalism), how states and communities can incentivize positive behavior, social contract and the legitimacy of government, polycentric and contract law, social organization

writing: ice age climates, the Zanclean Flood and other geological theories, classical Mediterranean/European cultures and technologies, post-human decay, the rise of large civilizations and empires, private societies
 
Unfortunately, there are not enough responses so far for this to be reportable (too anecdotal). OTOH, there are still a couple weeks before I have to turn in the whole packet of this semester's write-ups. So please add to the comments if you haven't yet.
 
I've been a bad, bad lizard! Been meaning to respond, but I haven't had the hour or so I would need to put together a meaningful, thought out response, so what I will do for you here is start putting together a Word Document, and keep adding\revising\tweaking it, and in the next week or so post it.

I'll bullet point the answers first, then dive deeper after, so you have the quick answers and the subtext. Like a business presentation. :)

Just a thought, if you don't mind poring through a lot of unrelated stuff, you could also get some of these answers you seek by poring through the Meet The Modders thread. Would hate to see your report work be for naught, and I am still upset about missing the March deadline....
 
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