Back in the day, I played World of Warcraft. All obvious assumptions or interpretations aside, I lost myself in a fantasy world much more fulfilling than whatever else I might have been doing at that time. In hindsight, it filled a gap left by the inability to find adventure in my life.
Mostly, I found myself taking up guide roles as either a healer or a tank. Even though I was reluctant to do these things, I found that I was not only really good at them, but my retention of knowledge within the game allowed me to expedite many processes that were otherwise deliberately designed to take up lots of time.
During the golden era of player versus player combat (approx. right before the first expansion and for a good while until the end of the third expansion) my usefulness found its pinnacle with mid-range "twinking." Twinking involved taking an alternate character, leveling them to the maximum within a bracket, and finding the best possible armor and weapons available for that range. For example, my warrior, Dalwyn, was one of only a few characters capable of defeating another twinked rogue (whose name now escapes me, unfortunately) in both the 30-39 and 40-49 level brackets.
For the first time in my life, I was not only fulfilling a definite purpose, but I also had a definite rival. Now, in retrospect, I wish I had communicated more with that rogue and feel slightly disappointed in myself that I did not turn it into some kind of oddly forged friendship.
Another one of my characters, Kynaro, was a max level druid (a hybrid role, and thus my favorite). Mostly, I played the hand dealt to me, and usually filled the role that the talent points were strongest for. Sometimes the best was healing, sometimes more geared for tanking. The best, undeniably most fun role to fill as a druid was what was known as a "boomkin." Basically, a moonkin was an owl beast that utilized the power of the moon's light to blast enemies, and thus, boomkin. The boomkin's main ability was wrath; a ball of green light that was similar to a semi-automatic moon rifle. I specifically remember competing in raids for the top damage per second spot with other dedicated damage-dealing classes, such as the rogue, mage, or hunter.
Speaking of hunters, I should mention that my first character, Kusaris, was a hunter. Admittedly, I followed a stereotype where new players typically played hunters, and when they were at max level, served a limited use due to low skill and therefore low damage output. I didn't realize that I was more or less wasting my time until the second expansion, after I had spent many days worth of time in-game running through a place called Dire Maul. Outfitting in World of Warcraft was key to "skill." In other words, the gear you had told people up front whether or not you could be trusted to fill your role appropriately. In other words, my hunter could fill no role, except maybe meat shield.
I think the point of all this is to remind myself that despite of its slanted perception and the sheer amount of time dedicated, playing these games during their prime defines who I am as a person, and helped form my demeanor and principles to what they are now. Despite the observable lack of friends produced by playing online games like WoW, I feel that even now, many years later, and after having abandoned what at the time were more or less "bad habits," the things I accomplished in virtual worlds - with hardly anyone to prove it - were still enough for me to find joy in my life.
Monday, April 28, 2014
Wednesday, April 23, 2014
Spaaaaaace!
Screenshots from my adventures in survival mode 1-1-1 in Space Engineers. The lone platform got turned into a hangar open on one side and with a piston-driven door on the other. The small green ship in the first image is a mining drill, the winged ship is a pirate craft designed to either attack other ships and/or to remove the contents of their storage, and the giant ship in the forth picture is actually just a really big vacuum cleaner. Gravity cleaner to be more exact - it uses five gravity generators to pull mining debris into the funnel and into its cargo bay. At no point has this game been in creative mode! It makes me feel accomplished.
Tertiary Societal Needs
- Recreation / Nature
Although it is arguable that greenspace is a secondary or even primary human need, our history tends to show us that cities and societies in general do not prioritize nature. It is still important, however, and the lack of space for parks, recreational activities (such as festivals, marathons or concerts), and oxygen-producing plants creates problems that are not easily measurable or fixable. Going stir-crazy is a good example of one problem.
- Shopping / Trade
Consumerism goes hand-in-hand with capitalism, which is the form of trade principle most western societies embrace today. That being said, when designing commercial districts it is beneficial to combine recreational space and nature with a nearby or connected shopping or trade space. The same goes for distribution centers.
- Transportation
In terms of societies, transportation is a vital tertiary need. The idea of transportation also includes the principles of traffic flow and dedicated use, which means that buses are not an effective catch-all of transportation. Highways are built with cars in mind, not large trucks, not buses, and not with any other mass-transit option. In other words, societies should be designed with dedicated passenger railways, streetcars, subways, light rail, monorail, etc. as their primary methods of transportation second only to walking. When an urban area is designed with walking in mind, it flourishes.
- Communication
Societal intercommunication means that no ideas are isolated from the rest of the world. Basically, this means that societies should include internet infrastructures and other telecommunications into the basic layouts in order for people to stay connected over long distances.
- Healthcare
Societies without healthcare tend to wane after a few years of high rates of death, injury, and illness. Like many things in any society, healthcare needs to be decentralized and simple to access. It also needs effective principles regarding how to treat people who cannot afford treatment, how to handle malpractice and price gouging, and how to make innovations to current inefficient treatments.
- Safety and Regulation
Theoretically, a society left totally without police enforcement will work just as well as a society with heavy police enforcement. Crime and injustice is contextually high in both scenarios. Laws regarding safety and regulation should be designed to help guide society towards minimizing the detriments of individual bad choices. Without enforcement, however, many laws will fall unheeded. Logically, it is good to have an effective system of enforcement and rehabilitation, but these systems should be highly reserved. Passive methods of enforcement are desirable.
- Company
This idea stems from people's inherent shyness and loneliness when living in a large, dense group of people. The best way of preventing or alleviating this interesting side-effect is to entice individuals into scenarios where they need to interact with others (in similar mindsets) to achieve some goal. Playing games or building something together, for example, are ways for people to find good company without being alienated by societal expectations.
- Religion
Another time-proven method of allowing people to find good company is religion. Indeed, it's one of religion's main purposes. From a societal standpoint, religion is necessary in the sense that it is a unifying force with a positive message. In other words, religion allows people to organize around weak points within a society in order to try and fill or fix them. Albeit, most religions have trouble with solving issues without creating more, but it is important to be an inclusive society, not an exclusive one.
- Education
Arguably the most progressive method of creating effective societies is the openness and inundation of information. Effective education programs mean unbiased teaching of a wide variety of (optional) subjects to people of all ages. Teachers should need to be certified that they know about what they want to teach, and then paid accordingly with a number of enticing compensation options. Young people should also be enticed, not forced, to attend schools which focus on various subjects. Societal placement should be a priority. In other words, it is in the entire society's best interest to find out what young people want to learn, and what they want to do with their lives. When they don't know, the best option is to simply have many available paths for them to try.
- Creative Outlets / The Arts
Akin to recreation and exercise, creative outlets allow people to relax through a form of work. Dance, music, painting, sculpting, writing, singing, etc. - these actions need to be backed by the whole of society and, just like education, need to be options for everyone to try. Without art, society quickly devolves and begins to phase out other societal needs, such as recreation and nature and entertainment, and other needs begin to suffer because of it.
- Risk
A substantial number of people in any society need to feel the adrenaline of risk. Without the ability to take risks and potentially reap rewards from said risk, these people begin to bite the hands that feed them. Good examples can be found in teen behavior. Doing risky things often involves breaking laws, making people upset, and generally being a nuisance to society. Like many other things, however, embracing this predictable behavior eventually results in quelling it. Casinos offer people the risk of losing all their money in return for possible gaining much more, and areas with casinos see drastic increases in crime. Having these institutions, however, centralizes the problem to a containable district instead of allowing it to rise up (unregulated and untaxed) in less governable areas.
Wednesday, April 16, 2014
Secondary Societal Needs - Pt. 2
- Sewage Treatment
- Work or Purpose
- Entertainment
- Electricity
Tuesday, April 15, 2014
Secondary Societal Needs - Pt. 1
- Clothing
- Sunlight
- Exercise
- Solid Trash Pickup / Recycling
Saturday, April 5, 2014
Primary Societal Needs
- Air
21% Oxygen
5% Water Vapor (max)
0.934% Argon
0.04% Carbon Dioxide
0.001818% Neon
0.000524% Helium
0.00018% Methane
Temperatures must range between -50 and 130 degrees Fahrenheit. The temperature of the air must remain at moderate levels (between 55 and 88 degrees) for at a minimum of 3 months out of a 12 month year in order to grow crops. More drastic temperature changes, or consistently high or low temperatures prevent societies from expanding in those areas. Atmospheric pressure provides that most societies cannot exist more than 12,500 ft. above sea level.
- Water
- Food
- Shelter
Thursday, April 3, 2014
Societal Needs - Categories
Primary - each primary need must be available as an easily accessible, unpolluted, and temperate function of life.
- Air
- Water
- Food
- Shelter
- Clothing
- Sunlight
- Exercise
- Solid Trash Pickup / Recycling
- Sewage Treatment
- Work or Purpose
- Entertainment
- Electricity
- Recreation / Nature
- Shopping / Trade
- Transportation
- Communication
- Healthcare
- Safety and Regulation
- Company
- Religion
- Education
- Creative Outlets / The Arts
- Risk
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