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7/28/11 5:07:44 PM#41
Originally posted by MustaphaMond To be fair you were backing up my argument (thank you for that), and admittedly I haven't read it, but I think I probably know what you wrote, and I am sure it was correct. Because you have the inclination to write/ read walls of text written by (no offence) non-academics doesn't mean we all necessarily have to. Edit: wrote that in a pique, sorry shouldn't have sent the flippant response. Chins |
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7/28/11 5:17:07 PM#42
Originally posted by MustaphaMond sorry for the somewhat off-topic but aside from that one link, are there any other books you'd recommend on the subject? and thanks for the post very interesting. and for everyone else, prehistory means no writin - suck it "Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga |
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7/28/11 6:12:35 PM#43
*snip*
Books can be difficult to come by since this line of thought is fairly recent. A lot of the stuff I am writing about comes from journal articles and textbooks that cite very recent articles. Most of these claims are based on new developments in neurobiology, which have yielded stunning new insights into language which were thought of only in a theoretical light just 20 years ago. Plus, in all honesty, my background is applied linguistics and I only have a very superficial familiarity with this topic. Still, maybe these will help point you in the right direction of better resources:
1) Steven Pinker's The Language Instinct: How the Mind Creates Language is a good introduction to the topic, though dated. 2) Another book that does a decent job describing the likely co-evolution of the brain and species is The Symbolic Species: The Co-evolution of Language and the Brain (Terrence W. Deacon). This is somewhat dated too considering recent developments... And his dismissal of Chomsky's Universal Grammar is rather unconvincing (there are detractors to Chomsky who dispute some of his claims, but a lot of his theories are still supported by current research in linguistics) 3) A fairly succinct overview of the general debate about the issue can be found here: http://findarticles.com/p/articles/mi_m1200/is_n24_v145/ai_15517386/ 4) An intro to a rather interesting series of videos that tend to approach the topic from a "late origin" perspective. You might be able to find this DVD on Netflix or at your local library: http://www.youtube.com/watch?v=OuUAPVFFCRQ 5) This gives a very quick and easy treatment of the paleoanthropological aspects of language, namely the study of the physical "speech" structures of early hominids: http://en.wikibooks.org/wiki/Introduction_to_Paleoanthropology/Origin_of_Language#Origins_of_language Finally, if you would like an academic overview of the two major camps, then this would be useful: http://www.sciencedirect.com/science/article/pii/S1364661303001360 (an interesting book I forgot about): Grooming, Gossip, and the Evolution of Language (Robin Dunbar)
I must be honest that most of the links I include above (and am familiar with) tend to support an innatist view of language (versus the social-interactionist model that is also popular). It is a very complicated/complex topic, and I shouldn't have been so heavy-handed in explaining it earlier. In truth, nobody will ever know unless we can invent a time machine and go back and see what early hominids were all about. Anyway, I hope those are interesting resources for you and I am glad you find the topic worthy of more study. I apologize to OP for going horribly OT (and also to thebigchin11 for deluging him and others with so much jargon). Regardless, I really love this idea for an MMO. I think devs could do some great things and it would make for an excellent sandbox. But, I fear gamers just don't have the patience for something of that nature. Still, it is a cool setting for a game. There are a lot of possibilities, even stuff that borders on the prehistoric tribes having to deal with technologically superior overloards a la "Chariot of the Gods" / "Stargate". If gamers could just get away from the "kill 10 rats" themepark style of gameplay, a setting like what is described by some in this thread could be amazing. Despite my rambling and OT posts, this is one of the best threads I've seen on this forum in a long time. Lots of cool ideas. I should have let the literature/language thing slide, tbh. Anyway.... Later^^ |
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Wrender
Apprentice Member
Joined: 2/03/04
The truth shall set you free! |
7/28/11 6:16:04 PM#44
We already have one. Well, the closet thing to it anyways. Ryzom ! |
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7/28/11 6:40:06 PM#45
I can just imagine it now. "Hey Player! Go fetch me X number of dino teeth" or "I need you to kill X number of T-rex's" Sigh. This genre needs a major overhaul, otherwise the theme and setting doesn't matter.. |
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7/28/11 6:42:47 PM#46
Originally posted by observer Oh God, please can we accept the point that dino's and humanoids never co-existed. Conversation would be 'Ugh ugh ugh' 'ugh?' 'Thats right him over there' 'Stop talking you prat' 'ugh?' Chins |
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7/28/11 6:53:00 PM#47
Originally posted by Karesh I think I would go a different way. I would have a human colony ship crash onto an earth like planet which is still in its prehistoric development phase, setting it not on earth opens up scope for a lot more imho. Such as: - I could have human & maybe a genetically modified/engineered race to choose from. - I could have psionics or mind powers to replace standad magic systems or use a mutations system similar to fallen earths. - I can draw upon all the prehistoric knowledge of earth as well as add alien prehistoric creatures, plants etc giving me scope to make things up. - I can have a prehistoric alien race/races if I so choose. - I can still have some technology from the crashed ship but I can limit its use if I choose to & maybe restrict lower level equipment to more primitive things like wood & stone weapons, flint spears, knives, bows, hide armor etc and later on maybe through crafting allow more advanced weapons & armour. - Survival can be a fun part of the challenge & exploration can be a large part of the game since it is an unknown planet. Obviously it would still have all the cool things of prehistoric earth without the limitations holding it back and leaving a lot of scope for expansion content, new races etc later on. |
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7/28/11 6:55:02 PM#48
Originally posted by TheCrow2k I like it but please no magic or magic pretence, ruins almost every game for me. Is risable. Chins |
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7/28/11 7:00:21 PM#49
Originally posted by thebigchin11 Actually for psionics I was thinking more along the lines of buff enhancements & pet class. IE: as your psionics gets stronger you can mentally dominate stronger and stronger creatures to do your bidding. not so much pew pew magic. Just a thought anyway and games that launch without some form of "magic" seem to do poorly. Personally I like "low magic games/worlds" and was a bit dissapointed AoC had as much magic as it did. |
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7/28/11 7:01:31 PM#50
Originally posted by TheCrow2k kinda like the horse whisperer, I like that idea. Chins |
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7/28/11 7:20:51 PM#51
now this would be an mmo that could literaly live without story (theres an ongoing thread bout that). ok how would i do it: 1. huge map 1 a. 4 seasons 2. lots of salvaging and refining for each area , for example north map holds different minerals ...so does south map specialised miners and researchers in geography who provide crafters with materials 3. crafters providing everyone with the necessary tools , gaining schematics through craftexpirience. 4. tribe leadership and survival depending on pvp and pve, diplomacy and politics 5. interactive changeable landscape that helps to shape save enviroments(with penaltys of overharvesting) 6. random world desasters, destoying everything 7 divine interventions (GM wise) bringin destruction amongst a society |
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7/28/11 7:23:09 PM#52
small map but lots of interactivity between levels? Chins |
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7/28/11 8:51:19 PM#53
I would also have timed & offline crafting like in Fallen Earth & similar vehicles & mounts system with fuel/food. |
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7/28/11 8:53:00 PM#54
Originally posted by TheCrow2k Generally or as a caveman? Would you kill sabre-tooths or Tyrannesauras? Chins |
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7/28/11 8:56:50 PM#55
Originally posted by thebigchin11 Sorry I was expanding on my earlier idea of Human colonists stranded on a prehistoric earth-like planet. Well since I would not have to follow the rules of Earth's prehistoric timeline I could make tyran and sabre-tooths co-exist in the world at the same time & therefore kill both and make a bitchin helmet with a T-Rex skull and a cool fur cloak with the sabre-tooth skin :) :) |
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7/28/11 8:58:13 PM#56
fair enough. But if a new world why not let your imagination run wild? Chins |
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7/28/11 9:03:31 PM#57
Originally posted by Homitu Not if it happened before a certain "mass extinction" that wiped out all of the records. You could easily work lore into the game, it would just be on the brink of utter devastation in a million years or so. |
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7/28/11 9:05:25 PM#58
you mean why not long term future after all records of us are gone? Chins |
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7/28/11 9:12:29 PM#59
Originally posted by thebigchin11
Oh dont worry it would, I wanted the prehistoric world to seem familiar but alien as well. Keep that "cool, look there are dinosaurs" feel while still offering plenty of "what the hell is that" moments. I already know my first expansion would probably be an area were hostile aliens have landed ships to rape & pillage the planets natural resources and intend to destroy the planet in the process. Since its your new home you would need to stop them. Alternatively this could be in at launch with factional sides for players to choose human or alien. |
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7/28/11 9:14:18 PM#60
Originally posted by TheCrow2k I assume you would have genetically engineered humans full of Nano's friendly or otherwise? Chins |
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