Contact with aliens doesn't always work
out, if we're to learn anything from science fiction. While programs
like SETI (Search for Extra-Terrestrial Intelligence) are intended to
listen for signals in space, are we really prepared for what might
happen if we do come into contact with an alien intelligence? In the
movie, Species, SETI detected signals from an alien source, first
with information about a clean-burning fuel, and then a second signal
with an alien DNA code and friendly instructions on how to combine it
with humans. The results? A dominant alien species with the potential
to wipe us out. Other movies and TV shows have taught us that aliens
who show up in big spaceships and park over major cities probably
don't have our best interests in mind. Sometimes, they're here for
our resources or the planet itself, other times, they intend to
enslave us or use us for food (Independence Day, V, Falling Skies,
etc.) Sometimes they just want to get inside our heads or they intend
to clone us. Other reasons include: terra-forming our planet to suit
alien needs, biologically altering our children to become aliens,
stealing our water, or even going on a joyride to destroy everything
for fun. I'm sure I've missed a few, but science fiction has
presented a large variety of reasons why we shouldn't be so eager to
make contact with an alien species. Have we really considered and
planned for the possibility that their reason for contacting us might
not be friendly?
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, April 30, 2014
Tuesday, April 29, 2014
What have we learned from sci-fi? (part 2)
Time travel can get very messy! Is time travel possible, though? Discussing that here would require volumes of information, and we would still walk away wondering, as there are many confusing theories on this topic. However, many do think that time travel is plausible—time dilation, a predicted result of Einstein's theory of general relativity—might be a very realistic result when moving across spacetime. Countless sci-fi movies and TV shows involve time travel, but each one can be seen as a warning: time travel will result in a massive mess. Back to the Future shows how traveling back in time could potentially erase your own existence. Continuum, a TV show currently in its third season, becomes more convoluted with each passing week, demonstrating that multiple timelines, paradoxes, and collapsing realities await even a careful time traveler. Dr. Who, a “time lord,” demonstrates the burden of a time-traveler, constantly trying to fix the universe and prevent major catastrophes. In The Butterfly Effect, even the smallest deviation can erupt in massive changes. And in 12 Monkeys, a man sent back in time to prevent the release of a deadly virus may have inadvertently caused the release of the virus by traveling back in time. If all this isn't enough to make your head spin, one thing should at least be clear—time travel is extremely dangerous!
Monday, April 28, 2014
What have we learned from sci-fi? (part 1)
Be afraid of AI and robots! Isaac
Asimov's story, “I, Robot” showed us that, despite programming
efforts to encode a set of laws, AI can find a way. “The
Terminator” showed us that Skynet, an artificial intelligence
defense system, was first built as a "Global Digital Defense
Network" and given command over all computerized military
hardware and systems. Skynet eventually concluded all humans were a
threat, not just those it was programmed to protect, and sent its
robots out to destroy the entire human race. In “The Matrix,” the
human race has already been subdued by an AI system and forced into
unconscious slavery. Yet despite all these and many other great
stories and movies, we are still moving steadily ahead on the same
path, giving our military drones more and more autonomy, developing
AI's to conduct warfare for us, and developing towards the point that
AI will become more intelligent than humans by 2029. Haven't we
learned anything from sci-fi? We'd better, before it's too late...
Friday, April 25, 2014
What concepts from science fiction are becoming reality? (part 5)
A few other concepts-become-reality:
Minority Report's face scanner is now common tech on smartphones and
tablet computers. Biometric scans are commonplace today--fingerprint
scanners and face recognition technology can be found from the Apple
i-phone to Sony's PS4. Most of us are familiar with the “replicators”
in the Star Trek series—devices that could generate items out of
thin air. Yet today, this isn't as far from reality as we might
think, considering the 3D-printing revolution. Just buy the plans for
an object online, and your personal 3D-printer can produce the item
for you in minutes. Would you like to send a copy of your child's
clay sculpture to her grandparents that live on the other side of the
country? Just place the object on a scanner, scan, and send the data
to their 3D printer. They'll have a physical copy in just minutes.
Even houses are being built by 3D printers, and complex objects, like
firearms, can also be printed as parts to be assembled. Just imagine
what the pirating problem will be like in the future when everyone
has one of these!
Thursday, April 24, 2014
What concepts from science fiction are becoming reality? (part 4)
In the movie, Prometheus, the ship's
crew tosses a few robotic orbs into the corridors of an ancient alien
ship. The robotic drones fly through the ship scanning the area to
produce a detailed, holographic map. Today, Google has essentially
been doing the same thing with Google Street View, sending out cars,
bikes, and even snowmobiles to geo-map as much as possible. These
images are tied to GPS coordinates, and Google has even mapped the
interior of some buildings. However, the movie Prometheus was
released after this technology had already been developed, but the
concept of geo-mapping robotic drones is still sci-fi, only because
it hasn't been done yet with robots. The lasers emitted from the
drones in the movie suggest something similar to the lidar used by
current satellites to map the topography of glaciers. Essentially,
the drones in Prometheus aren't much of a stretch considering current
technology, but sci-fi has a way of taking current tech and advancing
it just a bit further.
Wednesday, April 23, 2014
What concepts from science fiction are becoming reality? (part 3)
In “The Avengers,” Iron Man
manipulates a number of holographic computer displays with just a few
movements of his hand. We also saw this type of technology in
“Minority Report.” Today, this technology is being developed, and
motion controls already exist through Microsoft's Kinect or Sony's
PS-Eye. With the 2012 BMW 3-series, you can see your speed, the
posted speed, and an arrow pointing the way for navigation, all
displayed on your windshield as a sort of “Heads Up Display”
(HUD). HUD's are already used on many fighter planes. To experience
personal augmented-reality, Google Glass is the current option—a
hands-free smartphone designed as a pair of glasses which responds to
voice commands.
Tuesday, April 22, 2014
What concepts from science fiction are becoming reality? (part 2)
A sci-fi short-story that I wrote back
in high school, over 20 years ago, featured a device I called the
“PS-TV,” short for “Plexi-Screen TV.” Imagine a fruit roll-up
(if you remember those from the 80's) or a thin piece of flexible
plastic you could roll easily into a tube. The piece of plastic would
actually be a digital display, and in my story, people unrolled the
screens to watch TV, then rolled them back up and stuck them in their
pockets when finished. This technology has been developed during the
last few years--just look up “flexible screen TV's,” “flexible
OLED,” or “Willow Glass.” Before high-school in the early 80's,
I remember making notes about an idea I had for a 1st-person video
game where you could look around you, see your own hands gripping a
sword and shield, and embark on an epic adventure from this
viewpoint. Today, such things are finally being explored in the video
game industry through the Oculus Rift and Sony's Project Morpheus.
Monday, April 21, 2014
What concepts from science fiction are becoming reality? (part 1)
One of the main reasons I love reading
and writing sci-fi is because, in most cases, it is tied to reality
and foretells a plausible future. Many ideas from sci-fi works have
already become reality—in 1865, Jules Verne's novel, “From the
Earth to the Moon,” tells the story of three people being launched
by a “space gun” to arrive on the moon. For his time, Verne's
vision was quite impressive, and even his actual calculations weren't
far off from reality. In 1990, Paul Verhoven's film, “Total
Recall,” featured robotaxis, but today, fully automated taxis exist
in Masdar City in the United Arab Emirates, and Google is working
hard on developing self-driving cars. Science fiction is often an
exciting view at what is to come, and I know that when I write (for
Solar Echoes or for other sci-fi works,) I often spend a lot of time
researching what is being developed and what might become reality.
Friday, April 18, 2014
The Influence of Anime on Solar Echoes (part 5)
Bodacious Space Pirates is not exactly
an anime title you'd want to brag about watching (regarding the poor
title), considering I still get odd looks when mentioning “Cowboy
Bebop” to non-otaku. Despite the odd name, though, Bodacious Space
Pirates was probably the most realistic space-anime I've seen to
date, regarding the extreme attention to details. Though I've read
reviews where people actually complained about this, I was actually
incredibly immersed in the show because of the realism—the feeling
of being out in the expanse of space hunted by an enemy ship that is
beyond radar range, the creeping dread of electronic warfare as a
rival ship's hacker attempted to blind and disable the ship, and the
fear of misjudging just how much thrust is needed to propel a
starship properly into docking position. I loved it, and though I saw
this anime after Solar Echoes had already released, I was happy when
I realized that we had managed to incorporate some of the same
elements into our game. Ultimately, during the design phase of Solar
Echoes, we often referred to sci-fi or action anime, TV shows, and
movies that we liked and said, “That's awesome, let's make sure we
can do that in the game!”
Thursday, April 17, 2014
The Influence of Anime on Solar Echoes (part 4)
Serial Experiments Lain, Texhnolyze,
and Ergo Proxy are some of the darker anime shows that I've seen, and
concepts from all of these have filtered into Solar Echoes in some
way or another. An integrated internet, cyberware as limb
replacement, and corruptible robot AI's are all present in the Solar
Echoes universe. Hackers and those that assist them must tap into the
“Stream” using a neural relay device. Prosthetic, robotic limbs
can afford cyber-enhanced individuals greater speed or strength.
Robotic specializations can allow skilled engineering-types to defeat
robots by sending infectious code across a network to create a
personalized, robot army. Though I can't say these concepts were
directly taken from the aforementioned anime shows, these worlds aren't entirely disparate.
Great sci-fi anime, if nothing else, certainly resonates with similar
themes.
Wednesday, April 16, 2014
The Influence of Anime on Solar Echoes (part 3)
Outlaw Star was probably the next
sci-fi anime I watched after Cowboy Bebop, and though it wasn't as
good in my opinion, I still enjoyed it and I believe it also
influenced some of my design preferences for Solar Echoes. Not only
did it share the same technological approach as Cowboy Bebop (tech
was present, but old-world tech was still common as well), it also
involved something mysterious: the “caster.” The main character,
Gene Starwind, carries this weapon, a gun similar to a shotgun that
uses caster-shells for projectiles. The caster gun was a rare antique
and the powerful projectiles it fired released magical spells upon
impact. While magic spells don't exist in Solar Echoes, the concept
of rare and powerful lost technology is something that I've always
found very intriguing. Though it was not intentional, one could
probably draw a parallel between this concept and the technological
relics that can be found in the Voidsea in Solar Echoes. These relics
are from a lost race that used powerful technology to violate the
known laws of physics. It's not magic, but you might feel a bit like
Gene Starwind if you manage to acquire one of the rare Voidsea
artifacts in Solar Echoes!
Tuesday, April 15, 2014
The Influence of Anime on Solar Echoes (part 2)
Another feature of several sci-fi anime
that probably influenced our preferences in Solar Echoes was the
approach to technology. While Solar Echoes technology is advanced
(starships travel at FTL speeds, after all!) it is not pristine and
unblemished, nor is it prevalent across all worlds. Some worlds in
Solar Echoes are very behind-the-times, where fossil-fuels and
battered, mechanical systems are still in wide-spread use. Though
laser guns exist, many people still carry ballistic firearms, and
some even prefer the simple weapons of old—a good katana or
throwing knife can be as effective in battle as ever. The world of
Solar Echoes is a mixture of futuristic, modern, and even ancient,
which made the most sense to us during the design phase of the game.
Colonists trying to establish a civilization on a new planet might
not have the resources or financial backing to do much more than
subsist at first, so a reliance on simple tools and weapons would be
much more likely. Anime like Cowboy Bebop involves a similar
approach, and this style makes it easier to accept the universe—it
isn't such a far stretch from our own reality.
Monday, April 14, 2014
The Influence of Anime on Solar Echoes (part 1)
A variety of anime and other TV shows,
as well as several movies, had a definite influence upon Solar
Echoes. Long before I first started thinking about designing an RPG,
I had just started to get into anime. I remember during my childhood
when "Voltron" was on TV, and I assumed all anime was the
same. I'd tried "Akira," and though I thought it was
impressive, the anime bug still hadn't bitten me. A fellow
role-playing gamer, convinced I had too narrow a perspective on
anime, introduced me to "Cowboy Bebop," and I was suddenly
hooked! Many years later, I've watched more anime series than I can
count, and I can look back at a few that had a definite influence on
the direction of Solar Echoes. Consider the anime Cowboy Bebop, where
criminals had more influence than police forces. It always made sense
to me that the more we expand across space, the more difficult it
would be to govern and police. Though Cowboy Bebop focused on crime
fighters that were actually bounty hunters, the concept of a force
that operated a little outside the law was appealing, especially when
the intent was to stop crime using whatever means necessary. The
Union Guard of Solar Echoes are not bounty hunters, but the methods
of this special force aren't entirely different—they just have
government funding to back them as well.
Friday, April 11, 2014
RPG's and MMORPG's (part 5)
What is the difference between an RPG
and an MMORPG? Both are about designing and customizing your own
character, from physical appearance to skill choices. However, RPG's
typically emphasize deeper character development in regards to
personality, background history, dialogue interaction with other
players or characters, and the effect your character can have upon
the story. In an MMORPG, few players take the time to act out a
personality beyond a few simple emotes—it's almost all about the
perpetual loot cycle, moving through the quests/chores as quickly as
possible to level up faster so that better loot can be gained. As I
played Final Fantasy XIV this past weekend, the best time I had was
designing my characters during the initial creation stage: I read
about and chose the part of the world they came from, the details of
their classes, their racial background, and even spent a lot of time
designing their physical appearances. But as soon as I entered the
immense game world, I recognized the same conventions I've seen in
other MMORPG's. Run and run and run to get from here to there (I have
jokingly referred to WOW as a “running simulator” when I played
it), watch as other players flit about and rarely stop to talk to
anyone, and slog through the uninspired, repetitive combat with
skills that seem to be recycled from other character classes,
differentiated only by sound and graphical effects. I really wanted
to like Final Fantasy XIV, but once again, it's clear that MMORPG's
are just not for me. I hope those of you that enjoy it have a great
experience, and I'm honestly a little jealous that it's fun for you—I
really was looking forward to experiencing another Final Fantasy
world again. With great disappointment, though, I deleted the demo
from my hard drive and won't be buying the game.
Thursday, April 10, 2014
RPG's and MMORPG's (part 4)
But who am I to question a formula that
has been incredibly successful? This formula has worked so well that
some people have actually lost their jobs because they missed work
for WOW, and very sadly, a few people have even died because of their
obsessive addiction to this formula (they sat in front of their
computers so long that they became severely malnourished and
sleep-deprived.) This formula is based upon the carrot-on-a-stick
principle, where just one more accomplishment in game will lead you
to the next. The success of video games can partly be attributed to
this concept: you feel like you've achieved something after expending
your effort, and when the game is balanced well, it will feel like
just the right amount of effort was made to earn the reward. Everyone
likes to feel like they are making progress at something, and video
games often provide that satisfaction when perhaps real life is in a
holding pattern. However, if too much effort is required, the gamer
will become frustrated, give up, and find something else to do,
possibly giving up on the game altogether. Too little effort won't
satisfy most gamers because we want to believe that we've become
skilled at something. MMORPG's feed these (narcissistic?) tendencies.
The more time and effort one sinks into an MMORPG, the more visible
rewards he achieves for others in the game to observe. I'll admit, I
wanted to adorn my character with better clothing and more
impressive-looking weaponry, and seeing other players ride around on
different mounts (horses, giant cats, and weird creatures) was
enticing—especially since so much running around is involved in the
game. Customizing or crafting your own equipment sounds exciting in
theory, though you must slog through countless repetitive chores to
avail these options. In the end, though, all of this is mostly
cosmetic appeal.
Wednesday, April 9, 2014
RPG's and MMORPG's (part 3)
I love a good story, and I really love
the way that Square Enix crafts their worlds. I can lose myself in
their ideas, the way they make their game worlds feel huge and
involved, with ongoing plots that seem to sweep your seemingly
insignificant character up into them until you realize you've become
the hero. The series is filled with memorable characters, great
dialogue, bizarre adversaries, and something almost magical that just
grabs you and never lets go, even long after the game has finished.
Great video game stories are about experiences and characters that
stay with you and cause you to remember them alongside your real-life
memories as if they really happened to you. However, in an MMORPG, I
don't feel like I'm really part of the immediate experience. Instead,
the game is more of a setting, though the story does supposedly
develop slowly once you've completed countless repetitive chores
(they're called quests in the game, but kill X amount of Y, or
deliver this to so-and-so, etc. amounts to being a chore, in my
opinion.) Honestly, though, the story is peripheral to the main
objective in an MMORPG: gain more money, possessions, and power so
that you can do longer and more difficult chores, and even team up
with your friends to do the repetitive chores together! While
fighting monsters together can be exhilarating in some games,
MMORPG's tend to remove the emphasis on strategy and skillful button
combinations, instead reducing the experience to waiting for certain
skills to recharge before pressing a single button again, with some
running around in between. Perhaps at higher levels strategic choices
can be made for which skills to use, but often the choices are
obvious—higher level versions of previous skills are all you need.
Tuesday, April 8, 2014
RPG's and MMORPG's (part 2)
Right away, I'm certain that MMORPG
fans would key into my statement that I only spent a few hours with
the Final Fantasy XIV beta, and tell me that I need to spend more
time for it to really grab me. Yet I remember hearing the same thing
when I was trying to like World of Warcraft—I got into the beta and
played it for a month before it was released, and then bought it with
the hope that if I just spent more time with it, I'd like it. After
the first month of owning the game and spending countless hours to
level my character up to level 27, I finally canceled my subscription
and deleted the game from my computer. People kept saying things
like, “It gets really good after level 10,” “It gets better
after level 15,” or was it level 20? I kept trying, I kept hoping,
but it never changed enough from its design to keep me going. I've
concluded that I just don't like, or maybe I just don't get,
MMORPG's. Yet I still keep trying to like them—I spent several
hours on the Final Fantasy XIV beta and loved the creative and
colorful world they created, the unique creatures, modes of
transportation, and character choices available for designing my
avatar. For those of you that like MMORPG's, Final Fantasy looks like
it has all the characteristics of the most popular offerings on the
market today, with the added special blend of world-design that only
Square Enix seems to have.
Monday, April 7, 2014
RPG's and MMORPG's (part 1)
Playing games used to be done around a
table with a board game or a pack of cards, but gaming has undergone
rapid changes in only a single generation. Before video games,
table-top role-playing games (RPG's) were in their infancy in the
late 1970's, with emerging giants like Dungeons and Dragons taking
the lead for almost two straight decades. Many years later, table-top
gaming is still alive and well, though statistics show that D&D's
new rival, Pathfinder, has been consistently more popular in recent
years. Computer and gaming console versions of RPG's have done well
in the past, but none so well as their Massive Multiplayer Online
iterations (MMORPG for short.) Early MMORPG's such as Everquest were
immensely popular and extremely addictive, but the current reigning
champion, for several undisputed years, is World of Warcraft. (WOW.)
Just this weekend, a new contender has reared its head and entered
the ring, at least in beta form: Final Fantasy XIV: A Realm Reborn.
It will soon be available on PC's, gaming consoles, and will even
have dedicated apps for smartphones. What is it about MMORPG's that
makes them so addictive and, as a result, so immensely successful?
This week I'll share my experience from my weekend and the few hours
I spent with the Final Fantasy XIV beta.
Friday, April 4, 2014
Space Travel (part 5)
Although we have not officially proven
their existence, wormholes (also called Einstein-Rosen bridges) are
hypothetical shortcuts through spacetime. Visualize a flat,
two-dimensional surface like a piece of paper, where the openings of
the wormhole are on opposite ends of the paper. While it would be an
immense distance to traverse (in space) between the two points,
imagine the paper being folded in half so the two openings align on
top of each other. Traveling through a wormhole would be a nearly
instantaneous way to travel a great distance. Though researches
currently have no observational evidence for wormholes, equations of
the theory of general relativity have solid solutions which point to
the existence of wormholes. If we were to discover a wormhole nearby,
it would be possible to catapult a starship a vast distance, allowing
us to avoid years of listening to the kids in the back seat asking,
“Are we there yet?”
Thursday, April 3, 2014
Space Travel (part 4)
Obviously, the barrier to interstellar travel is the amount of time it would take to travel such great distances. This is all assuming that we must travel slower than light speed. Faster than light (FTL) speed, however, is said to be a theoretical impossibility, based upon the concept of Special Relativity. This theory was developed by Einstein, and is based on the assumption that the speed of light in a vacuum is a constant. It is also based on the assumption that the laws of physics do not vary in all inertial systems. Basically, we are being told that the speed of light is a permanent speed limit! Yet some dispute exists about the assumptions inherent within Special Relativity, and unexpected lower decay rates in the muon decay experiment suggest that conclusions about time dilation might be incorrect--FTL speeds might actually be possible! In the Solar Echoes universe, it was necessary for FTL speeds to exist for many reasons, though the origin of this technology is of great interest to historians--each of the alien races "discovered" this technology within only 100 years of each other!
Wednesday, April 2, 2014
Space Travel (part 3)
Nuclear propulsion is a theoretical
possibility for traveling much faster than ion propulsion or
gravitational slingshotting. Project Orion began in 1958, inspired
during the early stages of development of the atomic bomb.
Interplanetary space travel utilizing the power of pulsed nuclear
explosions would provide a huge thrust with a very high specific
impulse. Maximum energy could be extracted from a starship's fuel to
minimize the cost and maximize the range. This would produce a speed
of about 5% the speed of light. Using nuclear propulsion, a starship
could travel the 4.3 light year distance from earth to Proxima
Centauri in only 85 years! However, Project Orion was canceled when
considering that huge amounts of radioactive waste would be pumped
into space.
Tuesday, April 1, 2014
Space Travel (part 2)
What if we really are confined to using
ion propulsion or gravitational slingshotting? Obviously, this would
seem a dead end because no one would live long enough to experience
more than a very small fraction of the journey. Perhaps that is the
problem itself, so why not sleep through the entire trip? Cryo-sleep,
hyper-sleep, stasis, or suspended animation are sci-fi terms used to
describe the concept of slowing down the body to a near-death state,
only to resuscitate and restore full functionality at a later date.
Currently, experiments are already being performed for medical
science, and doctors term “suspended animation” as “emergency
preservation and resuscitation.” Basically, the patient's blood is
replaced by a cold saline which stops most cellular activity. The body is later thawed by replacing the saline with blood again. So far, this
has been successfully tested on pigs and it will soon be tested on 10
human patients that have suffered cardiac arrest due to a traumatic
injury. If it works and if the period of suspension can be increased
far beyond the current 2 hours, we might be looking at the
possibility of interstellar travel. Of course, it's quite possible
the space travelers might wake up 19,000 years in the future as the only
remnants of the human race!
http://www.extremetech.com/extreme/179296-humans-will-be-kept-between-life-and-death-in-the-first-suspended-animation-trials
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