Wednesday 20 July 2011

Technology in Fantasy

This is a huge bugbear of mine.  Many Fantasy settings do the whole mechanical / technological thing.  Two notable examples being WoW's goblin mechanics and again in Rift we see the whole of the Defiant nation's prowess, hinged upon technology.

It just always strikes me as incongruous, how a world filled with magick, where so many feats can be achieved from the mundane to the marvelous, through spells, why would serious technology even exist?  Okay, I can see the humble villager requiring a cart.  Simple technologies, blacksmithing, cartwrighting and so on, these are reasonable developments one would expect in any pseudo-medieval setting.  But engines which power great striding machines and technologies which head toward robotics in their application and intricacy seems extremely unlikely when the wielders of magick can do the job, probably more easily.

Moreover, I'd say that it is reasonable to presume that in a world that exhibits magick and a nation that producers sorcerers, a magicracy is bound to arise sooner rather than later, and that mages will attempt to maintain their power by quashing any serious displays of technology as ultimately only technology is a true threat to magick, and those who wield it.

This is why in my P&P game world, by the 3rd Age, sorcerers have seized control of the state (after a brief and violent uprising against the nobility) and fairly shortly thereafter, with mages in control, the world becomes a better place.... Well, the closer to the centre's of mage-influence you are, the better, with their weather controlling, disease-stifling, crop-rearing capabilities.  The average peasant's life is made significantly easier under the aegis of the sorcerers.

I even see a magically influenced pseudo-technological advancement.  With mages warping stone to quickly raise secure structures.  And warping animals to perform their tasks more ably.

In my P&P game-world, travel between major cities, and in some cases by private individuals is performed by giant insects, warped by magick, and large enough to carry a small basket beneath for half a dozen passengers or so.  It is essentially a living airship created by magick and tended to by commonfolk.  And something that can actually breed.  Thus we see a highly specialised form of magick which becomes a useful, self-propagating tool.

It is the uses of magick considered in this way I'd like to see in a AAA MMO.  Not the same old, hackneyed, over-used and ultimately incongruous notion of sophisticated technology in a magickal-fantasy setting.

There, I said it!  :-)

2 comments:

  1. Techno-fantasy (or steampunk, if you're an arse) is perfectly valid, as long as the setting backs it up:

    Castle Falkenstein's Seelie cultivated technology in early humans for thousands of years in an attempt to protect them from the Adversary ...

    Arcanum's setting posits a world where technology and magic are at odds...and effectively able to negate each other...
    Both mixes of tech and magic create the conflict which frames the actions of the characters...

    I think what you're complaining about is lazy developers making bad games...trying to cram as many half-baked ideas into a single template as possible in order to attract as many dimbos as possible...of course, no character type can be more powerful than any other, because that would affect game-balance, so firing a gun by pressing the 1 key has exactly the same effect as casting magic missile by pressing the 1 key...Anything else would affect game balance, which is apparently THE MOST IMPORTANT THING.
    I could go on ( and i did until I deleted it) about creating interesting settings which inform gameplay, and making games primarily for fun, rather than (solely) for profit but i guess if i want to do that, i should start my own blog!

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  2. I have no issue with Steampunk at all. Love the genre in fact. But to my knowledge Steampunk doesn't really include magic.

    My post is precisely about a world in which advanced technology co-exists and evolves alongside magick. This seems incredibly unlikely to me. In a typical fantasy setting, where magick is a staple of the world make-up, I don't imagine sorcerers allowing the development of a technology which can challenge their own power, they would attempt to quash it before it ever became a problem. Or vice versa.

    Arcanum works precisely because of the very fact these powers are opposed and developed independently.

    My point is that its in fantasy settings where technology coexists, as if in harmony alongside magick, I have a problem with.

    Once one begins to develop a pseudo-medieval setting and evolve it through ages and provide it with a convincing historicity the cogency of a magick and tech harmony begins to rapidly break down.

    I have no issue with magick and tech in conflict with each other, but one or the other would likely become dominant before too long.

    A magic-tech conflict that is approximately evenly matched I would suggest would have to span worlds or dimensions, and would have to have been separated by such gulfs for much of their evolution / development.

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