[MUD-Dev] Locations vs Social Spaces (was: I Want to Forge Swords)
Bruce
bruce at puremagic.com
Sat May 12 22:58:57 CEST 2001
Sie Ming wrote:
> Auli wrote:
>> Going back to my original point, limiting travel to encourage a
>> sense of vastness to a world simply does not encourage people to
>> settle down and call one spot home.
> I suppose my statement, "If popping from location to location is too
> easy, then people will not settle down and call one location home."
> was not substantiated in any way. What I probably should have
> written was something like, "If popping from location to location is
> too easy, then there will not really be any separate locations.
> It was not my intention to suggest that travel should be limited in
> order to make the world seem bigger. I was suggesting that if you
> want to have the phrase "different locations" have any real meaning
> in a game then travel between those locations can not be instant.
In a totally different context today, I came across this paper:
THE AUTOMOBILE CULTURE IN CANADA: CHOICE OR ALBATROSS?
http://www.flora.org/afo/albatros.html
Sections of this were interesting in light of this thread, like the
excerpt below (although the paper over-demonizes the automobile and
probably plays a bit loose with facts):
=== begin quote ===
The implications and repercussions of urban sprawl
are numerous. It can create social isolation, and
a lack of sense of place. With the automobile, the
conquering of physical space became possible. If one
owned a car, distance was no longer an important
consideration in deciding where to live. However, a
sense of public space was lost. As Peter Freund and
George Martin explain in The Ecology of the Automobile:
"The spread of the auto as the primary mode of
transportation has catalyzed the deterioration of
vital public space. The accomodation of space to
motion in an enclosed capsule has contributed to a
loss of meaning for public spaces: "The technology
of modern motion replaces being in the street with
a desire to erase the constraints of geography."
Public space is no longer seen as a place in which
to do many things but as essentially meaningless,
except as something to pass through."48 Essentially,
the automobile improved the speed and distance one
could travel between destinations but weakened the
spaces in between, rendering them dead public spaces.
Ultimately, we are left with isolated, disjointed
destinations scattered across a huge urban terrain
sustained by an indispensable road system which
serves as their lifeline.
Urban sprawl has also contributed to a human-scale
loss in our lives. In the words of Marshall McLuhan:
"There is a growing uneasiness about the degree to
which cars have become the real population of our
cities, with a resulting loss of human scale, both
in power and in distance."49 Perhaps this can best
be seen in the many spin-off industries of the
automobile introduced in the twentieth century that
have nothing to with transport and only serve to
strengthen dependency on the car. For example,
drive-in movies started 50 years ago in New Jersey,
and their numbers have increased to nearly 3,000
across the United States.50 According to authors
Peter Marsh and Peter Collett, drive-in movies
encourage pychological dependence on the car for
people who can transport their living room on wheels;
the film simply provides the rationale to engage in
social activities in cars.51 We can also note motels,
drive-in restaurants, drive-through bank tellers,
and drive-up telephone booths as familiar features
of the ever omnipresent car culture. The automobile
succeeded in creating a fragmented and clustered
society; a society in which the car does the
"walking" for you to the bank, to school, to work
and to the park because the distances are just to
great for your humble feet to bear.
The importance attributed to the automobile is also
seen in the physical design of private homes.
Designs of private homes changed drastically when
the garage door replaced the front porch, and was
prominently placed next to the entrance door for
convenience and to protect the family car, treated
as a family jewel, from "stranger danger." This has
social implications. Few homes now display front
porches in their design. Once an integral feature
of the family home, porches and verandahs contribute
to a sense of neighbourliness and provide public
spheres where citizens can converse and children
can play with little danger. With so much emphasis
on car ownership, our society has essentially
eliminated any kind of street life where pedestrians
are the central features. With increasing traffic,
inevitably street life declines. According to
studies carried out by Donald Appleyard in San
Franciso, residents residing on streets with
light-flow traffic (2,000 vehicles per day) had
three friends and six acquaintances on that same
street; on the other hand, those residents living
on heavy-flow traffic streets (16,000 vehicles
per day), had only 0.9 friends and three
acquaintances.52 In contemporary North American
cities, it has become the norm to not know one's
neighbour.
Ironically, by disassociating oneself from one's
immediate physical environment, public safety is
undermined, not enhanced. Author Jane Jacobs
advanced the notion that, by providing "eyes on
the street," people-filled areas become less
vulnerable to crime.53 By extending the amount
of time one spends in his or her car, danger to
oneself and to others increases greatly.
=== end quote ===
Actually, I think that was the only part of the paper that was
interesting in relation to this thread. :)
I don't know how well do the ideas of urban planning or the writings
of people such as Jane Jacobs apply to the design of spaces within
virtual worlds. It isn't really my field at all, but it seems
interesting.
At the least, it could make the case for looking at means of travel,
travel times, and such in terms of not just how they impact perception
of world size, but also how the impact the culture living in the
virtual world based upon similar things in the real world.
An old post by Jon Lambert
http://www.kanga.nu/archives/MUD-Dev-L/1998Q2/msg00122.php
indicates that Will Wright became familiar with the writings of Jane
Jacobs while working on SimCity.
- Bruce
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