Yet despite all the buzz about a colony
on Mars, NASA is also very seriously considering a colony on, believe
it or not, Venus! Before you scoff and declare that impossible, don't
worry, NASA has thought this one through a bit. There are insanely
harsh surface conditions on our neighboring planet--it's almost 860
degrees Fahrenheit on the surface with over 92 times Earth's sea
level pressure, with an unbreathable atmosphere of CO2 and nitrogen,
not to mention the corrosive clouds of sulfuric acid! NASA isn't
actually considering a colony on the planet of Venus—that would be
ludicrous—but instead, they are talking about a colony above the
planet, floating above the clouds! The gravity above cloud level is
only slightly lower than Earth's, and the atmospheric pressure is
similar. Plus, the aerospace provides adequate protection against
solar radiation. NASA has proposed designing floating airships that
could later become more permanent floating cities. Venus has even
been considered as a pre-Mars mission, to be used as “practice”
for sustaining a colony beyond Earth. Venus is, after all, a little
closer than Mars, 16.6 million kilometers closer, in fact! I'm still
not sure 38 million kilometers should be considered “close to
home,” however. If we need to practice colonization, how about we
try the moon first, guys?
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Wednesday, December 31, 2014
Tuesday, December 30, 2014
Colonizing Planets (part 2)
The Mars One colony mission was
announced in May 2012, with the goal of sending humans to Mars in
2023. However, there is no plan for the these pioneers to return to
Earth—they are meant to be permanent colonists. The colonists will
be sent in groups of four, the first group with two men and two
women, originating from different continents. Anyone over the age of
18 is a viable candidate. The response has been astounding—over
200,000 people have applied for the one-way trip to Mars! Several
questions arise from all this: What would we gain from a colony on
Mars? Like so many other (expensive) space endeavors, are we doing
this just to say we did? And why are people so eager to die on Mars?
Are they thrill seekers, or do they expect they will be honored as
courageous pioneers and that they will make history? While all that
may be the case, it often seems to be our nature to explore and try
to test our endurance in harsh conditions. Without people willing to
take these risks, it might be impossible to develop the technology
and techniques necessary to support an off-world colony.
Monday, December 29, 2014
Colonizing Planets (part 1)
For many years now, NASA has been
looking at other planets in our solar system for potential
colonization. Why is the space organization so interested in this
venture? We've never tried to colonize the moon, and it is the
closest, most realistic endeavor considering the low cost when
compared with the distance of Mars, for example. Yet NASA continues
to eye planets like Mars and Venus (yes, Venus! More on that later
this week) for setting up a human colony. The argument can be made
that we will eventually deplete the resources of this planet, or that
we might destroy ourselves someday in any number of ways, so starting
a colony on another planet would serve as a way to preserve the human
race. As astronomers are continually searching the cosmos for other
earth-like planets, NASA's endeavor to colonize begins to make a
little more sense—colonizing a planet in our own solar system might
just be practice—preparation for the day we may actually discover
another earth out there, just waiting for us!
Saturday, December 27, 2014
The Future of Privacy (part 5)
Though there has been some outrage and
opposition to government and corporate information gathering
practices, are we becoming too complacent with our right to privacy?
Social media and other technologies have resulted in a gradual
unraveling of our privacy, and we're collectively beginning to accept
it as the “norm.” Government, corporations, and hackers alike
have all been seizing upon the opportunity afforded to them to invade
our privacy—we are far too open and trusting with technology these
days. Computers, smart phones, game consoles, tablets, etc. are all
programmed to jump on the nearest internet signal they can find,
which means that anyone that wants your information has an open door
to it. The current system isn't sustainable if we continue to place
ourselves out in the open as targets for information gatherers. In
Solar Echoes, I envision a future where the internet has become far
less connected—many “intra-nets” of separated systems—all
designed to protect the public against a powerful foe that uses
digital information to subjugate and control. Perhaps we might
eventually have to follow the same path?
Friday, December 26, 2014
The Future of Privacy (part 4)
If you're concerned about your privacy,
what can you do? We all want to protect ourselves from hackers, so
there are a few simple methods we can use to minimize problems,
though keep in mind, these solutions are about as effective as car
alarms—they might deter total amateurs, but they won't guarantee
much beyond that. Expensive security products like McAfee or Norton
are solid programs and are recommended if you don't mind constant
updates and notifications. AVG Antivirus has a free product that is
decent, and I'd also recommend a script blocker, like the free
NoScript, which gives you the option to allow or forbid certain
scripts from running with each webpage you visit. If you don't want
your searches online to be in Google's archives, there are other
alternatives. DuckDuckGo is a search engine that claims no records
of your searches are kept. Other things you can do: regularly clear
your browser's cookies and change your passwords, and never click any
links or download any attachments from emails unless you trust the
source. Even then, I've seen emails sent to me with odd links from
family members who didn't even know their account had been hacked. Do
your best to be careful, but there's no guarantee. The only surefire way to maintain privacy is to
keep what you want private away from technology!
Tuesday, December 23, 2014
The Future of Privacy (part 3)
While you may think that your online
activity is private, Google is watching. With just about every site
you visit, a script is running in the background called
googleanalytics or googletagservices. It's a process similar to when
you visit Amazon, look up Dr. Who DVD's, and then see suggestions
from Amazon about other various Dr. Who items that you also might be
interested in. Though this is nothing new (little programs called
“cookies” that record this information, in addition to your login
info, can be cleared manually or automatically, depending on your
browser's security settings), are you comfortable with Google
analyzing everywhere you visit online? I admit, I've sometimes been a
little nervous about some of the online research for Solar Echoes
that I've done, looking at info for various weapons and explosives so
that I could accurately detail them in the game—after all, players
play the game as “Union Guard” agents, which are sort of like
interstellar CIA agents. It wouldn't surprise me if my online
activity has been more closely looked at considering some of the
searches I've done!
The Future of Privacy (part 2)
Not only are we at risk from rogue
hackers, but our own government has been exposed by Edward
Snowden—the NSA has been listening. The government required Verizon
on an “ongoing, daily basis” to hand over information on all
telephone calls in its systems in the US. The communications of
millions of US citizens were being collected indiscriminately,
regardless of whether they were suspected of any wrong doing. Other
private information, such as a government list of gun owners, was
published in a New York newspaper—this database was legally
obtained from the county clerks' offices through the Freedom of
Information Act. Mysterious fake cell phone towers have been
discovered across the country, intercepting calls all over the US.
Whether the government or a private group is behind this, it is a
safe bet that your phone conversations are not just between you and
the other person on the line!
Sunday, December 21, 2014
The Future of Privacy (part 1)
Last year on Black Friday, shoppers
innocently used their credit cards at Target, only to discover later
that Target had been hacked and those credit card numbers were
stolen. I was one of them. Thankfully, I managed to cancel my card
before anyone used it, but others were not so lucky. From August
through September this year, the same thing happened at Staples.
Where can we shop safely these days with our credit cards? Must we
begin to carry around wads of cash again? Our way of life is being
frequently threatened by hackers. They steal our credit card numbers,
they can get into our email, and they can destroy our computers.
Security is not keeping up with this growing threat—for every
security measure taken to protect against hackers, the hackers work
tirelessly to thwart it. Prevention is almost always achieved in
response to an incident, rarely in anticipation of one. What does the
future hold for us?
Friday, December 19, 2014
Extending Our Existence (part 5)
Cloning is another avenue towards
extending our existence. Already, the option to have your pet cloned
exists, and people are paying to have it done. Although human cloning
is still an ethical concern, it almost seems inevitable considering
the current state of ethical decline in our societies. If these
clones could be infused with our digital AI alter-egos, then we
really might be able to essentially “live forever.” In Solar
Echoes, cloning is our answer to character death, with DNA and
“neural mapping” samples providing the information necessary to
replicate a deceased character. However, with each successive clone
(copies made from copies), the clone begins to degenerate. Abilities
and skills may be lost or altered, and eventually, entirely new
personalities will take form. By the 9th generation of
cloning your character, you will be certifiably insane, and no
further cloning is permitted. Though it may seem like your character
has “9 lives,” it is highly recommended that you avoid death to
avoid the cumulative cloning penalties!
Thursday, December 18, 2014
Extending Our Existence (part 4)
It is not a stretch to imagine what the
next step might be to having left an AI representation of ourselves
behind. Loved ones, or possibly even someone new that meets our
digital-self online, may become so involved with the AI that they
look to a physical manifestation of the AI. Most businesses are built
around serving a popular need, and if such a need is expressed, we
may one day see robots that bear our digital personalities,
performing with the AI we originally seeded with our information. A
new generation of robotic avatars may come into existence, where
loved ones are now back, “in the flesh.” What rights will we
afford these robotic mirrors of our former selves? Humanity will most
certainly one day have to decide where AI fits within our society,
especially considering that the singularity (the moment when computer
AI exceeds collective human intelligence) is predicted to occur well
within the next 50 years, with some saying it may happen as early as
2027.
Wednesday, December 17, 2014
Extending Our Existence (part 3)
If you've seen the movie “Her,” the
implications of a digital version of yourself start to become
slightly clearer. In the movie (no spoilers—this is just from the
plot description of the movie) a man falls in love with his
computer's AI. Now imagine what would happen if we left a digital
version of ourselves behind that acted just like us? Not only would
it be difficult for loved ones to move on from their grief, but some
might be so attached that they go to extremes. Marriage to computer
AI might sound ridiculous now, but feelings run deep and it is likely
that some may move this direction. In the movie “Strange Days,” a
“drug dealer” sold digital experiences—the memories of others.
The drug dealer himself was incredibly addicted to his own product,
spending hours every day replaying memories of a former girlfriend.
With technology like this, will we ever be able to heal and move on,
or will we become prisoners of our past?
Tuesday, December 16, 2014
Extending Our Existence (part 2)
If you decide to sign up at Eterni.me, the system aggregates digital data that you have spread across the internet about yourself through sites like Facebook, Twitter, Google, and even through your emails, location history, and photos. All of this data will then be coalesced into an artificial intelligence, which results in a digital version of your personality. This AI personality will be able to interact with and offer information and advice to your family and friends, after you've passed away. The AI personality will use an online avatar, designed to emulate your looks and replicate your personality. Imagine, a digital version of yourself on the internet that looks and acts just like you! (Am I the only one that is totally creeped out by this?)
Sunday, December 14, 2014
Extending Our Existence (part 1)
Medicine has advanced to prolong our
life expectancies, but physical immortality seems something of
fantasy more than science fiction. It is still very unrealistic to
hope that, in our lifetimes, a discovery will be made that would
allow us to live hundreds of years long. Faced with this knowledge,
many people are looking to leave something of themselves behind that
might live on long after they are gone. A new tech company is
currently working on creating a 3D “digital alter ego” of
yourself who will talk to your family and friends long after you've
died. It seems that the concept has won quite a crowd because so far,
over 25,000 people have signed up on the website, Eterni.me, hoping
to immortalize themselves.
Friday, December 12, 2014
Discovering Alien Life in an Unexpected Form (part 5)
The concept of aliens uploading their
consciousness to a computer isn't a new one. In fact, back when we
wrote Solar Echoes from 2010 to 2012, I designed one of the game's
main villains, and they have done just that. Without divulging too
much about this terrifying foe (you can read more in the Mission
Controller's Guide if you'd like—we prefer to let players be
surprised as they discover information about them in the game),
suffice it to say that they are a race of machines. The aliens saw
the benefits of existing in a digital form and the entire race has
been uploaded. The history surrounding this event is something for
players to discover, as are the aliens' methods and goals. If we
consider the path that we are already on with technology these days,
it is easy to conclude that we may one day extend our lives by
integrating ourselves with computers and robotics. If there is an
advanced alien civilization out there in space somewhere, it is even
more likely that they have already done so!
Thursday, December 11, 2014
Discovering Alien Life in an Unexpected Form (part 4)
One of the advantages an alien race
might have integrating their minds with computers is that a machine
is much more durable than a biological form. Space travel is
currently limited by distance, as we have not achieved the speeds to
make travel to other galaxies possible within someone's lifetime.
Suspended animation is currently being considered for people to make
the long journey more plausible. However, if an alien race was
essentially uploaded as a computer intelligence into a machine, the
physical limitations of a biological body no longer need to be
considered. This would be an advantage not only for space travel, but
for surviving harsh conditions on a planet that may be otherwise
uninhabitable due to pollution or natural causes. Perhaps the UFO's
that people claim to have sighted around the world are not piloted by
biological aliens at all, but by an alien artificial intelligence. If
that is the case, calling it “artificial” doesn't quite seem
appropriate!
Wednesday, December 10, 2014
Discovering Alien Life in an Unexpected Form (part 3)
Technology has been progressing forward at tremendous speed over the last 50 years. We have moved from radios to thinking machines in this short time, so consider where we might be in another 50 years! If this trend is representative of the path an advanced alien race might follow, then it is safe for us to assume that alien culture may have already developed into a non-biological state, or at the very least, into something that could be considered a bio-machine. The limitations of our brains are their size and vulnerability—our brain is limited by the size of our skull, but a computer can be the size of a city or an entire world. It may be a logical step to upload our consciousness to a computer to bypass the detriments and limitations of an aging physical body.
Tuesday, December 9, 2014
Discovering Alien Life in an Unexpected Form (part 2)
Perhaps we are already moving down the
same path with our technology, as we are developing advanced
Artificial Intelligence to handle many aspects of our lives. We have
been integrating our daily lives with computer usage and the internet
so much that it is not a stretch to imagine humanity looking for a
quicker, and more permanent, way to connect with an information and
communication network. Advanced robotics are constantly in stages of
development, and we've not only seen robotic prosthetic arms and legs
in use, but robotic exo-suits are emerging as attractive tools for a
variety of jobs and for the military. Silicon is faster than the
human brain, and research has been proving that neuro-prosthetics can
make us smarter. Consider all this when looking to the future—it is
likely that humanity may someday become “more machine than man.”
Monday, December 8, 2014
Discovering Alien Life in an Unexpected Form (part 1)
It has been suggested that we are most
likely to discover alien life by finding either microbes in our solar
system, signals from an alien intelligence, or organisms in the
atmosphere of an exoplanet. The most profound impact would likely be
discovering evidence of an alien intelligence, but our current
expectations might not be aligned with how advanced that intelligence
might be. We often assume things based on what we are familiar with,
but consider how the human race is currently advancing with
technology. Some speculate that we may soon wire our brains to the
internet, and many are predicting that Artificial Intelligence might
surpass our own within the next fifty years. A new theory about
discovering alien life suggests that we'll find something far
different from little green men--we may discover aliens have advanced
themselves to exist as a form of artificial intelligence.
Friday, December 5, 2014
Space Opera and Science-Fiction (part 5)
So which do you prefer? Space Opera,
Hard sci-fi, or a mixture of both? Hard sci-fi can fall into the trap
of becoming too realistic, where much of the time is spent detailing
things in order to give them realistic legitimacy. A similar problem
in Space Opera is the tendency to spend time explaining things to
justify the absurdities. However, with Space Opera, it is easier to
let things go and let the imagination run wild, as long as a fair
level of consistency is maintained throughout. Hard sci-fi is less
forgiving, for fans of the genre may have extreme difficulty getting
past even a small inconsistency. While we tried to maintain realistic
consistency in some areas of Solar Echoes (weapon damage, wounds
penalties from suffered damage, armor, vehicle and robot degradation
when damaged, etc.) we also took a few liberties in other areas that
we felt balanced the game more towards fun (healing nanites can
remove some wound penalties, cloning can give your character another
chance if your character dies, etc.) In the end, we wanted Solar
Echoes to feel realistic and fair, but to encourage fun adventures
and creative tactical choices.
Thursday, December 4, 2014
Space Opera and Science-Fiction (part 4)
Though Solar Echoes certainly does fall
into the space opera genre, it is interesting to note that much of
the game was designed with realism in mind—we even have an
Astronomy appendix entry in the Mission Controller's Guide with
details on actual science and how it compares with the universe we
created. We detail the various types of worlds that exist in the
universe, the types of stars, and what current science indicates
about the likelihood of extra-terrestrial life. To quote, “Since we
have yet to find a habitable world around another star, all we can do
at this point is base our game world upon the best knowledge we have
at the current time. Someday, hopefully we will be able to find
another Earth-like world out there, and what we learn from that
experience will change our understanding of the whole universe.”
Wednesday, December 3, 2014
Space Opera and Science-Fiction (part 3)
What is “hard sci-fi,” then? If
Solar Echoes is considered to be a space opera, what about it
prevents classification as hard science fiction? Hard sci-fi involves
an emphasis on scientific accuracy and technical detail, but there is
some flexibility in how much the story can stray from established
science. For instance, faster-than-light travel (FTL) is something
many hard sci-fi authors avoid, though sometimes it has been used as
a necessary plot device. In such cases, the story must be rigorously
consistent and detailed with regard to how an FTL society would be
realistically depicted. The “hardness” of the genre is often
measured by how practical and theoretically plausible the scenarios
are.
Tuesday, December 2, 2014
Space Opera and Science-Fiction (part 2)
Another defining characteristic of
space opera is its almost cinematic feel, with starship dogfights,
laser gun battles, and dramatic adventure. Colorful characters are
central and heroic in a space opera, and the plots usually involve
large-scale action with war, piracy, and the military. Commonly, the
setting has an optimistic tone and is written with characters that
are sympathetic. The stakes in the plots of space operas are often
very large, and quite often involve “saving the universe.” All of
these characteristics can certainly be applied to Solar Echoes, just
as they are obviously applicable to Star Wars. Though we didn't set
out to write in a specific sci-fi sub-genre, Solar Echoes fits quite
well into the category of space opera!
Monday, December 1, 2014
Space Opera and Science-Fiction (part 1)
I had an interesting discussion this
weekend with a friend after we watched the new Star Wars trailer.
Cheesy and impractical light-saber hand-guards aside, we talked about
how Star Wars falls squarely in the “Space Opera” genre. Then I
asked my friend if Solar Echoes should be considered a space opera,
and I wondered what defined the genre and set it apart from “hard
sci-fi.” I had thought that Solar Echoes was kind of a mix of the
two, but it turns out, it really does fall into the genre. I had
mistakenly believed that one of the main factors that qualified Star
Wars as a space opera was the presence of the magical ability known
as “the force.” I thought that space operas involved fantasy
elements, so whether we label the force as psychic powers or as
something derived from intelligent, microscopic midichlorians that
live in our cells, to me it all seemed to be fantasy and not science
fiction. It turns out that fantasy elements are not the defining
element of a space opera at all!
Friday, November 28, 2014
Societal Implications of Alien Contact (part 5)
One of the biggest effects alien
contact would have on humanity is religious. Many believe that
discovering alien life would throw some religions into chaos, with
people questioning their origins and wondering if the aliens
themselves might have created them. This would also lead to new
religions forming, with people worshiping the aliens. We've already
seen a number of cults, including Scientologists and Raelists, who
believe aliens are a form of angel or supernatural being deserving of
worship, so imagine what would happen if alien contact was
established! However, to those that think the existence of alien life
challenges belief in God, the question remains: who, then, created
the aliens?
Thursday, November 27, 2014
Societal Implications of Alien Contact (part 4)
Alien science may be light-years ahead
of ours, literally—it is likely that if we encounter intelligent
alien life, they have traveled the stars at faster-than-light (FTL)
speeds. If this knowledge was shared, the immense shift in our space
programs would be staggering to imagine. Planetary colonization on
distant worlds would no longer be out of reach, mining operations on
asteroids and other planets might yield more abundant resources, and
a new age of exploration would begin. Alien science might also
improve our understanding of energy, and hopefully clean energy could
replace fossil fuels. Medical science might extend our lifespans,
eradicate disease, and possibly even eradicate genetic disorders. Yet
with all of this new information, we might also head down a path that
would challenge our morals and ethics. Aliens may not regard life as
we do, and their views may not align with ours!
Wednesday, November 26, 2014
Societal Implications of Alien Contact (part 3)
Another situation that is very likely
to develop if we establish contact with aliens is related to disease.
Consider how people from one nation migrating to another have brought
with them foreign diseases that natives are unprepared for. While the
carriers might have built up an immunity to the disease, others might
become deathly ill from the same pathogen. Aliens from another world
are likely to bring with them new diseases, and could potentially
endanger the entire human race. However, alien medical technology
might also be so far advanced that humanity could benefit. Perhaps
the aliens have discovered a cure for cancer, or a way to prevent
infections from viruses. Ultimately, though, we might be exchanging
one problem for another—Ebola and cancer might be no match for
alien medical technology, but what about diseases they haven't been
able to cure, and have brought with them?
Tuesday, November 25, 2014
Societal Implications of Alien Contact (part 2)
If we discovered that we were not alone in the universe, the military implications of this knowledge would be tremendous. Even if intelligent alien life communicated friendly intent, there would be a great amount of distrust as we tried to discern their motives. The military would have to be ready for the worst case scenario and remain prepared in case a benevolent introduction to the aliens was just a ruse. If aliens did evidence intentions of aggressive conquest, the military might be the only hope we have of standing against an alien attack. On the other end of the spectrum, the military might also be necessary to protect the aliens from us—fear of the unknown might cause some of us to exhibit hate and racism against the aliens, and the military might be necessary to keep order. The introduction of alien beings might also create mass panic, considering the results of the 1938 radio broadcast of Orson Wells's “The War of the Worlds,” an alien invasion story produced in a manner to seem realistic, with unexpected results—people panicked, thinking the earth was really being invaded by aliens. Some even jumped off buildings to their deaths in fear of the alien invasion!
Monday, November 24, 2014
Societal Implications of Alien Contact (part 1)
Lately, there have been more apparent
sightings of UFO activity than ever before, and it seems that almost
every week there is a new claim on some website that a rock on Mars
is something significant: a skull, a statue, or even a rat! What if
there really is intelligent life out there--are we prepared for the
changes contact with aliens would bring? If contact was made, it is
likely (considering all the UFO sightings) that aliens have
technology superior to our own. If this technology was shared,
imagine how our society would change! Consider the change that the
internet brought about in society, or the development of the smart
phone—we can communicate anywhere in the world instantly, we have
access to a wealth of information on any topic, people can share
videos in moments with millions of people, the list goes on. There
have been staggering changes in our society in the last twenty years
alone with these technologies, but what impact would even more
advanced alien technology have upon our lives? We may be teleporting
instantly to any place on the globe, communicating with our thoughts,
or possibly uploading our consciousnesses to an advanced form of the
internet. And that's just what we can currently conceive within our
own paradigm of reality! History has shown—when an advanced culture
meets with a simpler culture, the advanced culture eventually
overrides the other.
Friday, November 21, 2014
Solar Echoes Comics (part 11)
(click to enlarge)
This is the last of our comics for now. I hope you enjoyed them over the past two weeks! Think of this last one as a "Happy Thanksgiving" comic!Thursday, November 20, 2014
Wednesday, November 19, 2014
Tuesday, November 18, 2014
Monday, November 17, 2014
Solar Echoes Comics (part 7)
I have a few more comics to share this week. We're actually in talks
with an artist right now who is interested in doing a comic series for
Solar Echoes! I'll keep you posted. In the meantime, enjoy today's comic
(click to enlarge)
Friday, November 14, 2014
Thursday, November 13, 2014
Wednesday, November 12, 2014
Tuesday, November 11, 2014
Monday, November 10, 2014
Sunday, November 9, 2014
Solar Echoes Comics (part 1)
I made a few comics a while ago, using artwork designed to look like it was done by a 5 year-old. (I think the artist did a nice job of capturing that look!) The backdrop space art was done by Matthew Hannum. I'll put up a few more comics this week. Enjoy!
(click to enlarge)
Friday, November 7, 2014
Developing Technology (part 5)
Though there are concerns that robots
might someday take over the world, we can at least enjoy some of the
benefits of a robot-integrated society until they do. Robots can
perform jobs we aren't willing to do, and do jobs that are extremely
dangerous. Already, robots are being considered for the medical work,
and not just surgery or medicine delivery: robots could deal with
Ebola patients. They could run diagnostic tests on infected patients,
clean hospital rooms, and even bury the dead. As long as we don't
plug robots with advanced artificial intelligence into our defense
systems, maybe we can co-exist with them. They may even help the
human race survive!
Thursday, November 6, 2014
Developing Technology (part 4)
3D-printing is set to totally change
the way we live in the future. We thought that Amazon delivering
packages by drones flying to our doorsteps was the wave of the
future, but 3D printing may make many drone deliveries entirely
unnecessary. Imagine logging into Amazon and placing your order,
paying, and then clicking “print.” Your 3D printer hums to life
and prints out the object you just paid for! This is not at all
far-fetched, or even that far away—we can already scan objects with
3D scanners and send the digital information to a 3D printer on the
other side of the world to be printed out. However, what are the
implications of this technology upon our society? Some items that are
not so easily attained (such as weapons) might be available through
illicit websites. Already, people have been experimenting with
printing 3D guns, and although police say that firing a 3D gun is
more dangerous to the user than the person he's aiming at, people are
finding ways around this...
Wednesday, November 5, 2014
Developing Technology (part 3)
Are we finally entering the age of
laser guns? The Navy has high-powere laser technology, known as LaWS
(Laser Weapons System), which it has successfully used to take down
airborne targets. China also has laser weapons, which it has tested
with a 100% hit rate in shooting down drones. The U.S. Army is
testing the High Energy Laser Mobile Demonstrator (HEL MD) and has
successfully shot down 150 mortar shells and small UAVs during tests.
Both the HEL MD and the Chinese laser currently uses a 10kW laser,
though Army has plans to upgrade to more powerful lasers in the
future. Are we going to be seeing portable laser guns next? They
won't look like the laser blasters in Star Wars, however—lasers
fire at the speed of light, which is too fast for the human eye to
see.
Tuesday, November 4, 2014
Developing Technology (part 2)
In the recent sci-fi movie, “Edge of
Tomorrow,” soldiers wear robotic suits that give them enhanced
strength and mobility, not to mention integrated weaponry. South
Korean shipyard workers are already using “exo-suits” that allow
them increased strength, though these suits are still in their very
early stages. Imagine what we could do with this technology if
developed further! Risks to workers could be reduced with the use of
exo-suits, new athletic events could emerge, and of course the
military will find ways for exo-suits to enhance our soldiers .
Instead of handing over all of our jobs to robots in the future, we
can utilize exo-suit technology to perform some of the same tasks,
but with human operators making human decisions. Exo-suits could
potentially save countless jobs, plus, producing the exo-suits
themselves would create even more jobs. A lot of doomsayers are
predicting that robots will take over 1/3 of our jobs in the future,
but perhaps we can cut that number down significantly with exo-suits?
Monday, November 3, 2014
Developing Technology (part 1)
Check out the article (and video)
below, this is an interesting device! It wasn't mentioned, but I was
thinking about the implications of something like this being
developed further along in the future.
This motion capture glove device
transfers the movements of your hand into computer language that can
move a robotic hand, and it even provides haptic feedback so you can
physically sense virtual objects you "touch" with the hand
in virtual reality. Think about how this could be used further: we
could record the precise hand movements of, say, a surgeon or
musician. Then, someone could put on the glove, and "play"
the recording so that it moves their hand in the same way. This
device could be used to teach hand movements and help refine them. A
guitarist could play a tremelo on the guitar with one on, and record
that movement. Then, the device could put it on a student and play
the movement back, allowing the student to learn the movements
through repetitive sensation. This concept could be applied on a
larger scale, too--if we can do this with a glove, we can do the same
thing with a larger, robotic body suit. Dancing, martial arts, and
other physical disciplines could be taught through such a device.
Friday, October 31, 2014
Which Solar Echoes alien race are you most like? (part 4)
What do you typically do when something
breaks? An Erwani would of course study it carefully, and then try to
fix it himself, but some of us (myself included), like the Krissethi,
would rather pay someone else to deal with it. The Chiraktis would
immediately set to work, convinced that he could fix it by himself
without any help. Omuls would jump at the chance to replace it with
something new, excited by another opportunity for change. Find out
what alien race you have the most in common with by answering five
questions from Monday's Solar Echoes quiz:
Thursday, October 30, 2014
Which Solar Echoes alien race are you most like? (part 3)
If one of the Solar Echoes aliens was
invited to play a sport or a game, the competitive Krissethi would be
the first to jump in, eager to show off. Erwani love strategic games
involving many hours of thought (they consider chess to be too slow!)
while Omuls love the chaos of games based on pure chance. Reln and
humans both enjoy gambling to a degree, but Archaeloids are ready to
try anything to prove themselves. The stoic Chiraktis drones,
however, consider games to be a complete waste of time—after all,
there's work to be done!
Wednesday, October 29, 2014
Which Solar Echoes alien race are you most like? (part 2)
The second quiz question asks how you
would respond to a situation where you have to talk to someone you
don't know. Some of us are confident that we can keep a conversation
going, just like the very social Reln, but like the Chiraktis, some
of us might feel that we'd prefer to let our actions speak for us
instead. Omuls are the absolute worst at social encounters, so they
will probably try to get out of this situation and get someone else
to talk for them (of course, it's entirely possible that the uncouth
Omul might not be aware of his lack of social graces and
communication skills, which can make for a comical character!)
Despite the intimidating appearance of the mighty Archaeloids, they
actually are quite shy and nervous in social situations.
Tuesday, October 28, 2014
Which Solar Echoes alien race are you most like? (part 1)
Our first quiz question asked what you
do when presented with a job or task. A Chiraktis immediately focuses
on a task with intensity and does not look up until it is complete—it
is the nature of insect drones to behave this way. The reptilian
Krissethi will likely achieve the same results of the Chiraktis, but
their motivations are entirely different, because Krissethi are
extremely competitive and live in a society where status is
everything. The analytical Erwani might take a while before
starting—they are information-gatherers and want to be certain they
fully understand something before attempting to work at it.
Monday, October 27, 2014
What will you be?
Take a short, 5-question personality quiz at Facebook and discover which alien race you are most like in Solar Echoes!
https://apps.facebook.com/quizmaker/quiz.php?quizid=118131&fromresult=1
https://apps.facebook.com/quizmaker/quiz.php?quizid=118131&fromresult=1
Friday, October 24, 2014
Writing a Mission for Solar Echoes (part 5)
A final consideration for mission
design involves player rewards. If players have put themselves at
risk and worked hard to achieve mission goals, they need to know how
well they did. At the end of every mission, I review all the
challenges and decide if any of them are significant enough to
deserve an experience (XP) point. Usually, an average mission will
yield 10 to 15 XP. In Solar Echoes, characters level up every 20 XP,
so these points aren't given out for every single thing that is done.
We usually don't award XP for killing anything, unless the mission
was an assassination mission. XP rewards are sometimes in the
negative, too. For instance, if the players' characters didn't bother
to question an important non-player character (NPC) and just killed
him outright, then they will earn -1 or -2 XP points! In other
situations, if players managed to avoid a fight with a dangerous foe
and bypassed or defeated him in another way, there might be an extra
XP point or two awarded for their creative approach. Another
important consideration with player rewards is loot—players should
find interesting items, weapons, and armor during the course of the
mission. Also, at the end of the mission, players should be awarded
with several thousand credits for doing their job. The UG typically
awards 2,000 to 5,000 credits per mission at beginning character
levels. I want the players to be excited about the things they find
during a mission, and to have enough money to start making long-term
plans for their characters—buying better equipment, cyberware
prosthetics, or even their very own starship!
Thursday, October 23, 2014
Writing a Mission for Solar Echoes (part 4)
I've written my basic plot, I know
generally how I want things to proceed, but the problem is one I'm
faced with every time I sit down to start working on a new mission.
That problem is that this game is so open-ended: the players can do
anything. That is the strength of table-top role-playing games,
because there are no pre-programmed parameters (like in a video game)
that restrict a player from choices. However, it is also one of the
biggest challenges I face, because I have a story I want told and yet
I don't want to railroad the players along. Giving players specific
mission goals helps, and the experience point system revolves around
objectives completed, so that does make things easier. Yet it is
difficult to avoid trying to anticipate every player choice and write
if/then scenarios for every imagined instance. The thing that has
worked best for me is to set forth how each person they encounter
will function according to preset motivations. If a bad-guy is
fanatically committed to his cause, I'll indicate in the mission that
no amount of persuasion will deter him, and that he will do whatever
he must to achieve his goals. Then, I leave the rest to the MC—he'll
just have to play out that personality in every situation the players
generate.
Wednesday, October 22, 2014
Writing a Mission for Solar Echoes (part 3)
An important aspect of designing a
mission is making sure that there is a variety of challenges within
each of the challenge types (squad combat, vehicle combat, hacking
and dialogue.) For instance, rather than just another gunfight, throw
in some environmental changes that would make the fight more
interesting--low gravity could allow for long distance jumps, and
extreme weather could make it difficult to see and hear. Another way
to vary combat is to introduce unusual weapons that the characters
don't see every day, or combos of weapons that might be more
challenging when used together, such as the stun gun and tormenter (a
gun that does cumulative damage, the longer it is aimed at you. If
you're stunned and not moving...) New enemy abilities are also an
exciting challenge, and even specialized combinations of talents can
be thrilling, though remember, clever players can turn all this
around eventually and use the same tactics themselves!
Tuesday, October 21, 2014
Writing a Mission for Solar Echoes (part 2)
The second thing I try to consider for
a mission is still related to the plot—what types of gameplay will
characters experience? I like to have a good balance between squad
combat, vehicle combat, dialogue encounters, and hacking. I've found
that missions that are almost exclusively combat-oriented aren't as
fun for some players, because it doesn't give them much of an
opportunity to role-play their characters and feel like they are part
of developing the story. Players really want to feel like their
decisions made a difference in the larger scheme of things, so giving
them options to steer the story in different directions really
creates a memorable experience where they can say that they affected
the course of history. Combat is essential too, because without it,
players will walk away feeling unskilled and the lack of action
results in less exciting stories of heroism to be told later. Players
like to feel the danger of risk for their characters, and the sense
of accomplishment and pride that comes from surviving against extreme
odds.
Monday, October 20, 2014
Writing a Mission for Solar Echoes (part 1)
Designing a mission is an involved
process, but that is because it requires several elements to work
well. This week, I plan to spend some time putting together a new
mission, and I thought I'd walk through my process a little as I do
it. The starting point should be the plot, though that also has to be
considered within the context of the character levels you're aiming
for. This is important because you don't want to send low level
characters into a plot that involves some of the deadliest aliens in
the game, for instance. Some things are better saved for later
levels, not just because of difficulty, but because of realism—a
low level team would not be sent on a mission requiring high levels
of security clearance.
Friday, October 17, 2014
Mission Recap (part 5)
Kray and Kashyr traveled aboard the Starliner for 15 days, and during their trip, they talked to various people aboard the ship. One of the people they talked to was a Krissethi loan shark looking for an Erwani with a bad gambling habit that owed him a lot of money. The characters later bumped into this Erwani, and tricked him to follow them to have drinks with "a friend." They promptly turned the Erwani over to the loan shark and in doing so, gained a contact they hoped to use later for information. What happened to the poor Erwani, though, seemed to not concern the players...
When the starliner finally arrived at Ourea, the characters noticed that the Starshine Foods crates were being unloaded and transferred to a Starshine Foods truck. They spoke with the workers and decided to follow them on their delivery route, using a car they borrowed from an Ourea Security officer. During the route, the truck broke down, and it was discovered that the recently-replaced drive belt had broken. The workers called in and a second truck was sent to pick up the goods and continue the route to keep the delivery schedule. The characters decided to set up an ambush inside the truck, suspecting that the second truck would be smugglers.
Yet when the truck arrived, the people unloading the truck appeared to simply be more Starshine Foods employees. The characters were getting frustrated, but were suspicious. Despite questioning the workers, nothing seemed suspicious--the workers were on a schedule to deliver the food, including the Kethsa eggs crates that the players knew contained the illegal Chiraktis eggs. The characters decided to follow the second delivery truck on its route. After only a few minutes on the road, however, they noticed two skimcars fast approaching from behind, and these cars were decked out with weapons!
The two skimcars closed quickly on the characters' skimcar and began shooting. The characters sped up to get closer to the Starshine Foods truck, but suddenly the truck's passengers--the supposed Starshine Foods employees--were leaning out the windows firing automatic weapons at the characters. When one of the skimcars fired a nano-flak canon, which created an obstacle right in front of the characters' car, the characters skidded and stopped their already badly-damaged vehicle and watched the truck speed away with one of the skimcars. The other skimcar stopped a distance away, waiting to see if the characters were going to try following. When they didn't, it eventually left them standing alone in the road with their smoking car.
When the starliner finally arrived at Ourea, the characters noticed that the Starshine Foods crates were being unloaded and transferred to a Starshine Foods truck. They spoke with the workers and decided to follow them on their delivery route, using a car they borrowed from an Ourea Security officer. During the route, the truck broke down, and it was discovered that the recently-replaced drive belt had broken. The workers called in and a second truck was sent to pick up the goods and continue the route to keep the delivery schedule. The characters decided to set up an ambush inside the truck, suspecting that the second truck would be smugglers.
Yet when the truck arrived, the people unloading the truck appeared to simply be more Starshine Foods employees. The characters were getting frustrated, but were suspicious. Despite questioning the workers, nothing seemed suspicious--the workers were on a schedule to deliver the food, including the Kethsa eggs crates that the players knew contained the illegal Chiraktis eggs. The characters decided to follow the second delivery truck on its route. After only a few minutes on the road, however, they noticed two skimcars fast approaching from behind, and these cars were decked out with weapons!
The two skimcars closed quickly on the characters' skimcar and began shooting. The characters sped up to get closer to the Starshine Foods truck, but suddenly the truck's passengers--the supposed Starshine Foods employees--were leaning out the windows firing automatic weapons at the characters. When one of the skimcars fired a nano-flak canon, which created an obstacle right in front of the characters' car, the characters skidded and stopped their already badly-damaged vehicle and watched the truck speed away with one of the skimcars. The other skimcar stopped a distance away, waiting to see if the characters were going to try following. When they didn't, it eventually left them standing alone in the road with their smoking car.
Thursday, October 16, 2014
Mission Recap (part 4)
The characters went back to their starship and waited for the Krissethi smuggler to arrive. He was the next link in the smuggling ring, and the characters were supposed to hand over the cargo of their ship, posing as smugglers themselves. The characters were undercover, hoping to learn where the contraband was headed by leaving things in play. The Krissethi and his crew arrived and began unloading the cargo from the starship.
Everything was going smoothly, and the characters noticed that some of the Starshine foods crates, labeled "Kethsa Eggs" (a favorite Krissethi delicacy), were being scanned with a bioscanner by the Krissethi's crew. The players' suspicions were correct--the Chiraktis eggs were hidden among the Kethsa eggs. After moving the crates from the starship onto his loading vehicles, the Krissethi pulled out his MPC to transfer payment. All would have gone well if Kray had thought to bring along the smuggler captain's MPC for the transfer, but instead, he pulled out his own--a UG-issued MPC!
The Krissethi immediately recognized the UG protocol on Kray's MPC and attacked--the characters' cover was blown! The Krissethi pulled out a customized energy blade with the fire augment, and his flaming sword cut through Kray's armor, seriously injuring him and lighting him on fire! Kashyr, however, was quick to fire his rifle at the Krissethi, and the smuggler went down. His crew fired a few shots as they jumped in the loading vehicles and sped away with the cargo.
Kray was able to put out the fire, and Kashyr injected Kray with some healing nanites to stabilize him. The team turned their attention to the critically wounded Krissethi, and demanded to know where the cargo--specifically the Chiraktis eggs--was headed. The Krissethi told them the shipment was going to the Epsilus 54 Starliner, headed for the Ourea colony. Kray and Kashyr notified starport security about the captured smuggler, and the Krissethi was arrested. The team had to find out where those eggs were heading in Ourea, so they could shut down that end of the smuggling operation. It was time for Kray and Kashyr to do a little traveling, on a 15-day flight aboard a civilian Starliner!
Everything was going smoothly, and the characters noticed that some of the Starshine foods crates, labeled "Kethsa Eggs" (a favorite Krissethi delicacy), were being scanned with a bioscanner by the Krissethi's crew. The players' suspicions were correct--the Chiraktis eggs were hidden among the Kethsa eggs. After moving the crates from the starship onto his loading vehicles, the Krissethi pulled out his MPC to transfer payment. All would have gone well if Kray had thought to bring along the smuggler captain's MPC for the transfer, but instead, he pulled out his own--a UG-issued MPC!
The Krissethi immediately recognized the UG protocol on Kray's MPC and attacked--the characters' cover was blown! The Krissethi pulled out a customized energy blade with the fire augment, and his flaming sword cut through Kray's armor, seriously injuring him and lighting him on fire! Kashyr, however, was quick to fire his rifle at the Krissethi, and the smuggler went down. His crew fired a few shots as they jumped in the loading vehicles and sped away with the cargo.
Kray was able to put out the fire, and Kashyr injected Kray with some healing nanites to stabilize him. The team turned their attention to the critically wounded Krissethi, and demanded to know where the cargo--specifically the Chiraktis eggs--was headed. The Krissethi told them the shipment was going to the Epsilus 54 Starliner, headed for the Ourea colony. Kray and Kashyr notified starport security about the captured smuggler, and the Krissethi was arrested. The team had to find out where those eggs were heading in Ourea, so they could shut down that end of the smuggling operation. It was time for Kray and Kashyr to do a little traveling, on a 15-day flight aboard a civilian Starliner!
Wednesday, October 15, 2014
Mission Recap (part 3)
We left off yesterday with the characters, Kray and Kashyr, confused about how to meet the smuggler contact, since the smuggler captain had lied to them about the secret conversational exchange they needed to have with the bartender at the Star Wrangler Bar. They left the bar and called up the crew on the UG ship that was flying the captured smuggler captain back to UG headquarters. The smuggler captain was smug, but finally gave them another set of exchanges to say to the bartender.
The second attempt was met with confusion by the bartender again, so the characters angrily stepped out of the bar and called their crew back. This time (after yelling at the indignant smuggler), they asked their crew to look at the smuggler's MPC (micro-personal computer). After a little hacking, they managed to access the smuggler's emails. There was the answer--the exact exchange that needed to be spoken with the bartender. With the new information, the characters went back to the bartender to try a third time...
The exchange worked, and the bartender finally pointed them to a Krissethi sitting in the back of the bar. At this point, the Krissethi was a little suspicious, considering how many attempts the characters made, but he still conducted his business with them. They made an arrangement to meet at a dock later to transfer the cargo to the Krissethi. With a little free time, the characters checked out the shops on the Starport, and even met with a black-market salesman, though they decided not to buy any of the mysterious items he was selling for fear of being ripped off. Plus, it was almost time to meet the Krissethi smuggler at the dock...
The second attempt was met with confusion by the bartender again, so the characters angrily stepped out of the bar and called their crew back. This time (after yelling at the indignant smuggler), they asked their crew to look at the smuggler's MPC (micro-personal computer). After a little hacking, they managed to access the smuggler's emails. There was the answer--the exact exchange that needed to be spoken with the bartender. With the new information, the characters went back to the bartender to try a third time...
The exchange worked, and the bartender finally pointed them to a Krissethi sitting in the back of the bar. At this point, the Krissethi was a little suspicious, considering how many attempts the characters made, but he still conducted his business with them. They made an arrangement to meet at a dock later to transfer the cargo to the Krissethi. With a little free time, the characters checked out the shops on the Starport, and even met with a black-market salesman, though they decided not to buy any of the mysterious items he was selling for fear of being ripped off. Plus, it was almost time to meet the Krissethi smuggler at the dock...
Tuesday, October 14, 2014
Mission Recap (part 2)
We left off yesterday with our Union Guard characters hacking the smuggler's communications under the guise of repair techs. Once they had shut down communications to stop the smuggler's from sending out an alert, the team sprang to action. Even though they were outnumbered on the ship's bridge, 3 to 2, they had the element of surprise!
Kraykalon, the Union Guard Archaeloid, first attacked the human female, and knocked her out cold using his steel staff (which he'd brought on board, passing it off as a walking stick.) Kashyr, the Union Guard Reln, attacked the smuggler near him (green) and the battle continued. In the end, although Kray was seriously wounded, the smuggler captain's crew was defeated and the captain himself was critically wounded.
Kray and Kashyr then interrogated the captain, asking him to reveal who his contact was. The captain confessed that he didn't even know his contact--the Chiraktis kept their operation very compartmentalized--and all he knew was that he was supposed to meet his contact in the Star Wrangler Bar at the Hemera Starport. He handed over his MPC (micro-personal computer) and the characters transferred him to the brig on their ship, then took the smuggler's ship and flew to Hemera.
When they arrived at the bar, Kray spoke the code phrase given to him by the smuggler captain: "The weather sure is nice in Hemera, this time of year." The bartender, however, looked puzzled, and replied differently than they'd been told he would, saying, "Weather? What are you talking about, we're on a space station!" Kray was perplexed, and leaned over to Kashyr and whispered, "It's not worrrrking!" It was then that they realized the smuggler captain had lied to them!
Kraykalon, the Union Guard Archaeloid, first attacked the human female, and knocked her out cold using his steel staff (which he'd brought on board, passing it off as a walking stick.) Kashyr, the Union Guard Reln, attacked the smuggler near him (green) and the battle continued. In the end, although Kray was seriously wounded, the smuggler captain's crew was defeated and the captain himself was critically wounded.
Kray and Kashyr then interrogated the captain, asking him to reveal who his contact was. The captain confessed that he didn't even know his contact--the Chiraktis kept their operation very compartmentalized--and all he knew was that he was supposed to meet his contact in the Star Wrangler Bar at the Hemera Starport. He handed over his MPC (micro-personal computer) and the characters transferred him to the brig on their ship, then took the smuggler's ship and flew to Hemera.
When they arrived at the bar, Kray spoke the code phrase given to him by the smuggler captain: "The weather sure is nice in Hemera, this time of year." The bartender, however, looked puzzled, and replied differently than they'd been told he would, saying, "Weather? What are you talking about, we're on a space station!" Kray was perplexed, and leaned over to Kashyr and whispered, "It's not worrrrking!" It was then that they realized the smuggler captain had lied to them!
Monday, October 13, 2014
Mission Recap (part 1)
I have a few snapshots of a recent
Solar Echoes game, where we ran the “Egg Drop” Mission for the
players. The goal was to stop a criminal operation that involved
smuggling the insectoid Chiraktis eggs into various colonies, where
the Chiraktis could establish a strong foothold and influence colony
governments by increasing the Chiraktis population. Find out
more...
The first part of the mission involved
the player's characters intercepting the smuggling ship that had
recently left Chiraktis space. The characters had to conceal their
identities and avoid revealing that they were Union Guard agents, or
the smugglers might have sent a transmission ahead to warn their contacts that
the UG was on to them.
The
players managed to convince the
smugglers to allow them to board their ship, indicating that they
were an emergency maintenance crew that had been dispatched to
contact the smugglers. The characters succeeded at their persuasion
check, and the smugglers
allowed the characters to board their ship to “fix” a problem
that had supposedly been detected when the smugglers passed the last
starship checkpoint, though the smugglers were still a little suspicious
and the characters were told, at gunpoint, to leave behind any weapons
they had.
The characters had to make sure that the smugglers couldn't transmit a warning, so they continued their ruse and logged in to the smugglers' communications array, explaining that they had to run a diagnostics test. The smugglers waited patiently for the characters to "fix" the problem, but the characters proceeded to hack the array while in cyberspace, shutting down security nodes so they could take control of the system. Once they had crippled communications on the smugglers' starship, they were ready to move to the next phase of their plan...
Friday, October 10, 2014
Uplifting Neuro Enhancement (part 5)
Neuro-prosthetics may be a new stage
for humankind, and incredible advancements are on the horizon. Greater memory capacity could be
achieved, and new information could be learned quickly, such as in
the movie, “The Matrix” and through “Talent Chips” in Solar
Echoes. Eyesight could be restored in some cases, as well as hearing,
motor-control, and other physical functions. Beyond restoration, such
physical functions could also be potentially enhanced far above
normal human capacity. Neural implants could also allow for the
control of complex machinery with a mere thought, producing greater
accuracy and also providing safety for the users by allowing them to
remotely operate machinery in hazardous environments. Implants could
assist the user in focusing, stabilize mood, and allow for other
mental functions that might not be normally possible for
brain-damaged patients. We could even potentially communicate
telepathically through neural implants! Of course, potential
downsides exist for neural implants as well—imagine the problems
that could arise if these implants could be hacked, monitored, or
even used as a mechanism to influence or control the user!
Thursday, October 9, 2014
Uplifting Neuro Enhancement (part 4)
Tuesday, October 7, 2014
Uplifting Neuro Enhancement (part 3)
Have you ever heard of “neural
prosthetics?” Normally, we consider prosthetics to be replacements
for lost arms or legs, but neural prosthetics are brain implants
designed to monitor and correct the function of neurons in the brain.
An experiment was done in 2011 where five monkeys were used to study
the factors that influence people with mentally degenerative diseases
like Alzheimer's. The monkeys were trained to identify images and
symbols in a learning test, were tested and scored, and then were
given doses of cocaine. As a result, their dulled intelligence
produced poor results when the test was repeated (don't do drugs!)
However, the same monkeys were then surgically implanted with neural
prosthetics. These implants successfully restored brain functions to
the monkeys. Even more impressive, however, was that when different
monkeys (after having undergone the same training and then taking the
test) were given the implants without ever being drugged, the
monkeys' performance was beyond the original test results! Even
though the intention of these implants was to restore brain function,
it was proven that neural prosthetics can make monkeys smarter!
Uplifting Neuro Enhancement (part 2)
If we haven't
learned anything from stories like "The Rats if NIMH" or
the recent "Planet of the Apes," we ought to. In the NIMH
series, lab rats at the National Institute of Mental Health (NIMH)
have had their intelligence enhanced, and as a result, the rats
escape and formulate plans to end their dependence on human society
and to form their own. In "Planet of the Apes," researches
improved the intelligence of apes in their attempts to find a cure
for Alzheimer's. The apes quickly decide humans are a threat and an
enemy, and begin an aggressive revolt against humanity. Yet despite
the fairly logical conclusions these movies suggest will occur when
"uplifting" animal intelligence, there are people like
George Dvorsky (of the Institute for Ethics and Emerging
Technologies) who state that it is our "ethical imperative to
uplift," and that "As
the stewards of this planet, it is our moral imperative to not just
remove ourselves from the Darwinian paradigm, but all the creatures
on Earth as well. Our journey to a post-biological, post-Darwinian
state will be a mutual one."
Monday, October 6, 2014
Uplifting Neuro Enhancement (part 1)
We humans are
quite accustomed to being the highest form of intelligent life on
planet Earth. Human intellect rivals other intelligent creatures on
this planet, such as monkeys, dolphins, whales, and octopi. However,
scientists at MIT are discovering methods to increase the
intelligence of animals. Mice have been genetically engineered, using
a human gene known to be associated with learning capacity and speech
in humans. These mentally enhanced mice distinctly out-performed
normal mice when placed in mazes with rewards at the end. The process
of improving mental function and capacity in animals is known as
"uplifting," and the looming question is: Can we engineer
sentient animals with intelligence that could possibly rival our own?
In my opinion, the bigger question the science community needs to
answer first is: Should we?
Friday, October 3, 2014
Notes from a Mission Controller (part 5)
In some of the games I've played, the
players were all bent on proving to the GM that he couldn't stop them
or hurt them, and the GM was bent on proving otherwise, with the game
rules being the only arbiter. However, I am convinced that the role
of the GM (the MC in Solar Echoes) is to try to keep the players'
characters alive—to create a challenging and exciting experience
where the players end up feeling like heroes, with stories they'll be
talking about for weeks, possibly years later. The MC, in my opinion,
should strive to provide the characters with the means to survive and
not place them in an impossible situation. However, I think the MC is
absolved of this responsibility if players deliberately do something
deserving a serious consequence, like throwing a grenade to land near
an ally, or walking out into the open when they know several thugs
with machine guns are waiting in ambush. In cases like those, well,
the rules are the rules, right?
Wednesday, October 1, 2014
Notes from a Mission Controller (part 4)
It is really the MC's responsibility to
actively adjust the difficulty level of the game. If the players are
having too easy of a time at everything, though they might be having
fun at it for a while, they will start to feel like their success is
coming to them for free, without cost. We tend to not value things we
get for free as much as those that we paid for in some way. Games
without a challenge lose their reward, and players are likely to move
on to something else that feels more difficult. Yet overwhelming
difficulty is discouraging, too, so an MC should keep a healthy
balance running throughout the game. As an example, in a recent game
I ran, the enemies the players faced were generally level 1, but the
players were level 2, which gave them a solid advantage over most of
the enemies. However, by using terrain, advanced tactics and
outnumbering the players, I was able to make the encounters difficult
for the players--there were certainly moments when things looked very
dire for them! Still, while I was conducting these encounters, I was
careful not to overdo it. I know how it feels to have a Game Master
out to kill you, and this just builds resentment between the players
and the GM.
Notes from a Mission Controller (part 3)
A feeling of utter helplessness can be
extremely discouraging, especially in an RPG. It is easy to question
the decisions you've made when developing your character, and to
worry that perhaps you may have invested in the “wrong build” for
your character. In Solar Echoes, sometimes there are moments where a
team will realize that they are missing a vital skill to move
forward. Or so it seems—it is the MC's job to make sure that there
are always other options, though perhaps some of those options won't
be so desirable. As with the situation I mentioned yesterday
involving the enemy sniper team, the players finally had to choose an
option they weren't very happy with—they realized they had to allow
their devoted NPC ally to serve as a decoy (he was willing to make
that sacrifice), knowing that their new friend might not survive. It
was a tough choice, but thankfully, their ally survived (barely) and
the players' characters managed to take out the sniper team.
Tuesday, September 30, 2014
Notes from a Mission Controller (part 2)
When confronted with an experience in a
game that seems almost impossible to surmount, I realize that for me,
it really depends whether I'm going to enjoy the challenge or not.
I'm not too into puzzle games, because I have very limited time to
play games in the first place, so I need to feel like I'm making
progress. Challenging puzzles sometimes require many long minutes or
even a few hours to solve, and though some people feel incredible
elation at finally solving a puzzle and consider their time
well-spent, I become annoyed and irritated, feeling like I wasted my
time. Most video games and table-top RPG's like Solar Echoes are
designed to feed the player a continually developing experience—we
players love to see our character's skills and appearance develop and
feel the story progress. Yet sometimes, if we are met with a
challenge that halts this momentum, it can potentially spoil the
experience for us...
Monday, September 29, 2014
Notes from a Mission Controller (part 1)
I've run countless Solar Echoes games,
and each time I run another one, I notice new things. It is difficult
to predict the mileage each person will get out of different
experiences in the game. There is an aspect of these experiences that
needs to be carefully measured: difficulty. This is managed by the
MC, and there are several approaches one can take. It is easy to
strictly follow the mission as written, regardless of the
circumstances the players might have placed themselves in, but in my
opinion, it is the job of the MC to keep things challenging,
sometimes even right at the edge of seemingly impossible, but to
still make sure the players have a chance to succeed. It's much more
fun for players to feel like almost all hope is lost but then emerge
later with success—this is what makes them feel heroic. Yet one
recent scenario in Solar Echoes was received differently by two
players. The situation was that the two had taken cover inside a dark
cave because somewhere outside, hidden among the rocks, were two very
accurate and deadly snipers that had already managed to critically
injure one of the team with a single shot. There was a point where
the players felt helpless and trapped—they knew that poking their
head outside was suicide. Yet through discussion and a plan of
desperation, they managed to use a distraction, run quickly for
cover, and locate the snipers during the process as they were shot
at. The team was able to kill the sniper team, and, though the
players' characters were injured from the encounter, they survived.
The reaction to this experience from the players was very
informative: one loved it, but the other felt it was too difficult,
perhaps even unbalanced.
Friday, September 26, 2014
Battle Tactics (part 5)
Planning a strategy is crucial for
success in Solar Echoes. Unlike other RPG's, walking straight into a
battle without taking advantage of tactical opportunities can get you
and your team killed fast. Solar Echoes is designed for you to care
about your team member's injuries, and your own, because with each
injury after the first, you start to suffer penalties. These
penalties not only affect you, but the effectiveness of your entire
team as a whole. An injured teammate can give your opponents a
distinct advantage. This goes the other way, too, of course—injuring
an enemy can bring down the overall effectiveness of their team as
well. In a recent game of Solar Echoes, a group of smugglers were
trying to escape the players' characters at a Starport. One of the
characters managed to shoot one of the smugglers just before he
boarded his starship. The players' team had to board a UG starship to
chase after them, but they were more successful in the starship
battle because the smuggler that they had wounded earlier was the
smuggler team's pilot! The smuggler pilot's wound penalties affected
his piloting checks, giving the players' team the advantage.
Protecting your team members is one of the most vital strategies in
Solar Echoes—think of your team as one big character, with each
player performing different functions for the entire unit to function
effectively.
Wednesday, September 24, 2014
Battle Tactics (part 4)
Sometimes well-laid plans can go awry,
and tactics collapse into utter hilarity. During last weekend's game,
it was all I could do to keep a straight face as the players prepared
for their next mission. One of the players decided to spend his money
on tear gas grenades, reasoning with his teammate that during their
previous mission, they had only encountered one robot and many
“organics” that would have been affected by tear gas. As soon as
they began their next mission and were informed that they needed to
stop a bunch of malfunctioning, rampaging robots, the other player
smiled and looked at his friend smugly, saying sarcastically, “Tear
Gas Grenades!” Later in the same mission, a player's character was
attacked by an alien dog, which locked its jaws onto his leg before
being killed. Removing the dog from his leg would be impossible
without causing damage, and the player's character was already
critically wounded-—it would have killed him to take the dead dog
off. So, the player limped around for the next few hours with a dog
attached to his leg, even during a tense interrogation where the
target finally had the courage to ask, “What's the deal with your
dog?”
Battle Tactics (part 3)
Great planning and foresight can go a
long way in Solar Echoes. One of our players had served in the Navy,
and his careful planning and excellent tactics resulted in zero
injuries to his team and a complete capture of all the enemies. This
player utilized almost every resource available to him, and one of
his most effective tactics was positioning his team's squad car near
the garage of the warehouse, aiming the car's rotary canon at the
door. When one of the criminals attempted to speed away in his car,
the rotary canon made short work of the vehicle and the criminal was
brought to a screeching halt. Just this last weekend, another team of
players had the idea to sprinkle magnetic caltrops around the waiting
skimcar of their target. They first studied the four cars in the
parking lot and noticed that one was facing out, positioned so that
it would be ready to drive away quickly. They reasoned that this must
be their target, and judged correctly, because when some of the
criminals managed to get past the players' characters and jump into
their skimcar, the magnetic caltrops the team had sprinkled around it
were suddenly sucked into the anti-grav system when the car was
started. Though the team jumped into their own car to pursue the
criminals, it was a very short chase—after only two rounds, the
anti-grav system malfunctioned and the skimcar crashed into the
ground. The criminals were quickly captured.
Tuesday, September 23, 2014
Battle Tactics (part 2)
Sometimes players make tactical errors,
or the situation unfolds unexpectedly and they have to improvise.
Just last week in the warehouse scenario, a team of players realized
that their Archaeloid character—who was attempting to crawl through
an air duct--wasn't stealthy enough. The enemies heard him and were
suspicious, but just as his location was about to be filled with
bullets, another team member burst in the side door, pretending to be
a confused drunk. It was just enough distraction for the Archaeloid
to get out of the ductwork and drop down to attack. I've seen another
scenario where a player decided to send his female Reln (an alien
race that excels at word-play) right into the warehouse to the
criminals to flirt and distract them while a second team member moved
into flanking position. In yet another situation, the team was
supposed to apprehend a gang leader but he managed to get into his
car and began to race away. Before he could pull away, though, one
quick-thinking player threw a smoke grenade through the window of the
car. Even though the gang leader managed to race away, it wasn't long
before his car filled with smoke and he crashed, enabling the
players' characters to catch up to him and apprehend him.
Monday, September 22, 2014
Battle Tactics (part 1)
I've seen quite a variety of strategies
in Solar Echoes games, and the different tactics that were used to
carry out these strategies ranged from impressive to comical. I
usually refrain from detailing these approaches until after people
have experienced a scenario themselves and come up with their own
ideas, since it's easy to borrow from others. However, much like in
football, military strategies are often reviewed to develop them even
further. Consider this scenario, taken from a Solar Echoes mission:
your team needs to get inside a warehouse occupied by enemies and
there are several options. There is a closed garage, a door on the
side of the warehouse, and an opening into an air duct system on the
roof. With just these three options, I've seen people open the garage
door and start attacking right away, but I've also seen people use
stealth to slip inside the warehouse, unseen, through the side door.
Sometimes, brave players will even send their character into the air
duct system, though this is one of the riskiest approaches if they
are heard moving around. One team of teenage players decided to drive
their car through the garage door, breaking through with guns
blazing. Another time, a team decided to use a fork lift they found
nearby, hoist up a shipping container, and ram it into the garage
while storming in through the side door during the distraction. I can
honestly say, the same scenario has never played out the same way,
not even once in the countless times I've run the demo!
Friday, September 19, 2014
Will humans be different by 2050? (part 5)
Military applications in the future may
also see a change in humanity. As robot soldiers become an
increasingly viable option, human soldiers may need to integrate
their bodies with technology to both keep up with robots and to
coordinate with them. Smartphones and tablet computers may be fully
integrated into the body, with subcutaneous phones and ocular
overlays. Targeting, nightvision, visual analysis, and other options
may become available to a soldier in the future. Quicker reflexes,
faster running speed, and possibly even greater strength and jumping
distances could all be the results of implanted technology. Direct
interface and coordination with remote, flying drones through thought
alone could produce enormous differences with future military
tactics. In Solar Echoes, players have the option to spend money on
upgrading their characters with “cyberware” that affords the very
same options. However, there are limits to the amount of cyberware a
person can have installed without adverse effects. The question is,
how much is too much, and when are we no longer human?
Thursday, September 18, 2014
Will humans be different by 2050? (part 4)
Technology is advancing so quickly and
being embraced so immediately that we humans are generally rather
unaware of how it is changing us. Technological integration with our
physical bodies is predicted to become a standard form of
self-advancement in the future. The competition for work with robots
and AI may result in humans choosing to have implants surgically
grafted into our brains for increased mental processing power. We may
even seek other biological upgrades so that we can better compete
with robots, such as bionic implants in our hands or legs that enable
us to perform as quickly as a robot. Ocular implants may not only be chosen
to improve eyesight, but may also project menus and videos into our
vision, and allow us to take pictures or record videos just by
looking. This technology already exists with “Google Glass,” and
though it is undergoing a challenge with social acceptance, we may
see this same technology re-emerge in other ways. If technological
implants enable us to do our jobs better and to compete with the
growing robot work-force, human cyborgs may not be as uncommon in the
future as we might think right now. Becoming a cyborg may even be a
necessity to survive the demands of future society, and we may see
that the biggest earners in the future are those that have decided to
invest in “upgrading” their bodies.
Wednesday, September 17, 2014
Will humans be different by 2050? (part 3)
Humans may spend far less time in
contact with each other in the future, if current trends continue.
There is some speculation that we may live out much of our lives in
virtual reality environments. Already, people are working from home
more and more--telecommuting has already allowed for an incredibly
wide range of jobs to be conducted remotely. When was the last time
you had a lengthy conversation over the phone? We are already
preferring quick texts to email, email to voicemail, and voicemal to
actual conversation. As we continue to separate ourselves from other
humans, we may turn to other sources for interaction. Virtual reality
environments may afford us leisurely “getaways” and pseudo-social
interaction with artificially intelligent people. The Japanese are
already developing programs for the VR headset—the Oculus
Rift--that involve an animated woman who wants to talk with you while
your head rests on her lap. The movie “Her” suggests that a man
can form an emotional bond with an AI program. We are becoming
increasingly disconnected from reality and genuine human interaction
and experience!
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