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Earth-like worlds in fantasy games

Started by Wysardry, April 28, 2005, 12:36:35 AM

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Mike Holmes

Tough topic.

I think it comes down to two considerations that are not linked particularly. First, is it actually easier to create the topology of the game using real world data? If it is, great, then use it. Otherwise, I say don't use it. Because...

The other consideration is whether or not to say that the landscape is a parallel of some real earth place. I don't think these are linked, because I'm guessing that even if you have the real world data that how a computer displays it will not convince anyone that it's more "real world" than made up data. A perfectly rendered forest matching a real one is no more convincing than a perfectly rendered forest made from scratch in terms of how the computer can display each. Or, to the extent that there is a difference, I don't think that anyone will understand that the difference is that you're using a real place. Even if you tell them, I think the impact will be negligible. I mean, it's not the hills and dales that make a place interesting but the buildings and people. Sans that matching reality, I don't see the point.

So, use the data for the real world if and only if it's actually easier to do. Call it earth if and only if you think that has more appeal than not doing so thematically. Make the decisions separately and move on.

Mike
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Wysardry

Quote from: contracycleI mean, I think there is good precedent for counter-factual or secret history type games and/or stories.  But I'm increasingly less clear what the point of all this is apart from relocating to a new setting with new rules.  To use such to justify magic powers, creatures and whatnot also has a lot of precedent.
The main premise is that at least some of the old myths and fairy tales were true, and some of the historical documents were inaccurate (possibly deliberately).

It would aid credibility to provide a plausible explanation for the lack of archaeological evidence supporting the existence of mythological creatures. Fortunately, Celtic mythology mentions travel to and from other worlds, at least one of which is home to fae creatures, so they need not be native to Earth.  

QuoteYes, it would be possible to have a parallell universe in which Earth has no humans, but is otherwise the same.  Is that what you meant by reference documents, things like maps and rainfall patterns?  Sure that would fly, and IMO would be more interesting then yet another wholly fictional world.  Its just that dealing with our real world raises problems around magic as Mike suggested (frex, didn't the romans get magic from their gods too?  Or were the celts the only ones?)
If the physical properties were exactly like those of Earth, then yes, I would like to use existing maps, weather patterns etc. as a reference. If the land masses were different I was hoping to use documents explaining how they would form, taking into consideration factors such as erosion.

Either way I would like to use reference material to find out facts such as how much a cubic metre of iron would weigh, how many people an acre of farmland can feed, how to calculate tides, maximum population density for different terrain types...

Fairly obviously, I could look most of this up directly if our planet was like Earth, but would need to perform additional calculations if it was unlike Earth. For example, if the gravity was half that of Earth, I would need to divide Earth weights by two.

QuoteAlternately, as you said, you could simply contrive some counter-factual reason to eliminate the Roman empire and tackle Celtic culture as it existed, exploring how it (anf others) deal with the power vaccuum.
That would allow the Celtic culture to thrive, but would not explain why there is no archaeological evidence of mythological creatures.

Quote from: Mike HolmesI think it comes down to two considerations that are not linked particularly. First, is it actually easier to create the topology of the game using real world data? If it is, great, then use it. Otherwise, I say don't use it. Because...
For me personally, it probably would be easier to use real map data, as I'm not an artist, have no experience of using mapping software and have little idea of what causes land to form in the way it does. However, I may be able to find someone else to create the maps.

I'm not only concerned with geography, I'm also concerned with the physical properties of the planet as a whole (size, rotation speed, tilt, mass, gravity, ratio of water to land, weather patterns, atmosphere density/composition etc.)

Mike Holmes

QuoteI'm not only concerned with geography, I'm also concerned with the physical properties of the planet as a whole (size, rotation speed, tilt, mass, gravity, ratio of water to land, weather patterns, atmosphere density/composition etc.)
Sure, but you'd base this on Earth or something close to it, even if you didn't do it on Earth. I mean, even if it's not Earth, you want it to be "earthlike," sure. But, again, close approximations are fine for RPGs. That is, if it rains slightly more often or less often in the game than in the real world, nobody's going to notice.

Mike
Member of Indie Netgaming
-Get your indie game fix online.

Wysardry

The next set of world-building questions is divided into two categories (only one of which is supposed to be answered): "Alternate Earth" and "Not Earth At All", so that's the real distinction we need to make at this point.