If you're still able to read this, then
it isn't too late—robots, Artificial Intelligence, and the
technocrats haven't yet taken complete hold! But in all seriousness,
many of the characteristics of a technocracy have become evident in
present-day society. Our culture has been developing towards a
technocracy for years already, and some could argue it even began
with the advent of the internet itself. We keep our smartphones with
us everywhere we go, including our bedside tables, so we are
constantly plugged in to the internet, subject to those who mold and
shape the internet for us. The tech giants influence our search
results, display what they think we want to read (and what they want
us to read), and they monitor our social media posts. Some have
questioned the ever-increasing amount of influence and power of
certain big-tech companies in this country, and across the world.
Considering that the most popular landscape humanity enjoys occupying
is the internet, it makes sense that corporations would aggressively
invest in something so profitable. But the massive success of some
companies has given rise to the technocrat. While they police and
monitor us, though, who polices and monitors them?

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, September 19, 2018
Tuesday, September 18, 2018
Is a Technocracy in our Future? (part 2)
Whether we like or dislike our elected
leaders and representatives, they are the result of our democratic
system. The protected rights we have that are set forth by the
constitution and other founding documents are the gifts of our
republic. But in a technocracy, the technical elite would make the
decisions—not us. In a technocracy, people heading gigantic tech
corporations would be deciding what we are allowed to know, and what
we should never know. They would be deciding who should be punished
and who should be allowed to act freely. They would be monitoring us
and policing us, sometimes overtly, and sometimes from the shadows.
In a technocracy, information would be controlled by the technical
elite, and we would be fed only what they wanted us to think. In a
technocratic future, maybe even the cars we drive would be monitored
and controlled ostensibly through AI programs--programs designed by
the technical elite. The technocrats might listen in on our
conversations through various technological means, track our
movements and purchases, and archive everything we do online. If any
of this sounds familiar, then it's possible a technocracy is already
rising...
Monday, September 17, 2018
Is a Technocracy in our Future? (part 1)
My posts this week are not politically
motivated: today, a technocracy is still considered a science fiction
term for a type of government based on technology. I am discussing
technocracy because it is the fictional form of government that the
Solar Echoes aliens, the Erwani, are using, and as I have read more
about this fictional form of government, I began to wonder if we may
already have a technocracy forming here in America. A technocracy is
a government where the decision-making officials are those that are
members of a powerful technical elite. Technical experts would make
decisions instead of elected representatives, and these experts or
professionals would perform individual government functions and
design the laws. A technocracy shares similarities with a
meritocracy, which is a form of government where the most capable and
skilled people are in charge. Is it possible, then, that with the
technological developments we see happening today, we may someday
become a technocracy? Why would we ever allow ourselves to be
governed by technical experts instead of by elected officials? The
answer might not be science fiction...
Saturday, September 15, 2018
Dragon Quest XI Review (part 6)
In RPG's, one of the big problems for
me is that I can't get to them every single day. Depending on my work
schedule and family, I might go for days before I can sit down and
play again. Because of this, it is very important to me that an RPG
have a quest system that lets me know what's next and what my goals
are. DQXI does a great job at this! Every time I load up my game,
there is a little summary I can read about recent events, keeping me
up to date and immersing me in the story immediately before the game
even starts! I can also select a party member to talk with
individually, and that party member will mention our goals. Plus,
when I pull up the map, there is a little text window where it gives
me a short explanation about where I need to head to next. Other
elements if DQXI I enjoy include amazing character and monster
animation (the monsters are quite hilarious!), the ability to run,
and the option to call my horse on most overland maps and ride
quickly to my next destination. I only have a few minor complaints
about the game—one is that each character has limited inventory
space and I need to spend time sorting things once in a while, but so
far, it seems my item bag and equipment bag might have unlimited
space? It also would have been nice to have the option to group
select items, rather than having to do one at a time, going through a
couple different menu confirmations to get things where I want them.
One last, minor complaint is save points—I've never liked this
system and prefer a “save anywhere” feature because of the
randomness of my personal lifestyle. Save points are fairly frequent
and well-placed throughout DQXI, though, so I can't complain too
much. Those are my only complaints, though! I haven't mentioned other
aspects of the game like the fun skill system, the crafting system,
Pep Powers, and much more, but suffice it to say that I felt like
almost every aspect of this game far exceeded my expectations and
really put DQXI among the best RPG's I've ever played!
Friday, September 14, 2018
Dragon Quest XI Review (part 5)
The gameplay of an RPG can really kill a great game for me. I have a number of games in my library that make me cringe with guilt and frustration because, though I really like the games, there is some element in the gameplay that ruins it enough for me to put the game down. For example, when it first released, Bethesda's Skyrim was amazing, but after putting many long hours into the game, I just couldn't tolerate the long load times anymore, moving between indoor and outdoor environments. Thankfully, Skyrim VR on the PS4 is much better and load times are fast, but the point is, things like that can ruin a game for me. I remember Dragon Quest VIII, and it had an element of gameplay that nearly killed the game for me, and that was the frequent, invisible, unavoidable random encounters. This is a staple of older RPG's, but I've always hated it, because I don't want to be in battle every 10 seconds of movement—I want to advance the story and not feel punished for exploring! Thankfully, Dragon Quest XI has done away with the random, unavoidable encounters, and instead there are little animated monsters that move around the landscape. You can run past them if you choose, and though you may occasionally get “caught” by a monster, most encounters are totally by choice. Like DQVIII, DQXI encounters are amazingly fun and bursting with character. The battle system has an added option to allow you to move your character around, and even though it is only aesthetic and has no bearing on the fight, it's a nice touch. I would have liked to see a monster/character order indicated so I can better strategize during battle, but in a way, the lack of it creates more tension: will I have time to heal my character before he/she is attacked again?! There are a few more nice elements of gameplay I'd like to mention...
Thursday, September 13, 2018
Dragon Quest XI Review (part 4)
The story, characters, and gameplay of
an RPG are really the factors that make or break a game for me. If
the story is predictable or the characters are all stereotypical
cliches, I end up focusing on other aspects of the game to find
redeeming value. But DQXI delivers on every level, and the story and
characters exceed expectations just like every other aspect of the
game. I've played a LOT of RPG's, trust me, but even when I was only
10 hours into the game I was already surprised by some unusual twists
and turns in the plot and character behavior. The story is engaging
in an unpretentious way—it has a quality to it that feels like it
was taken straight out of a classic, time-tested fairy tale. Although
there are certainly a few elements that you'll be familiar with, it
feels like a new story is being told and this is one of the reasons
the game keeps me going: I can't wait to find out what happens next!
The characters in DQXI are likeable and fun. For example, I found
myself wishing I had an adventurous friend like Erik to hang out with
in real life—someone curious to see what might be up on that roof
or behind that locked door, and daring enough to figure out a way to
discover the truth. Each character has his or her own, distinct
personality, and the dynamic of the party changes with each new
addition to the group. I almost feel like I have a group of online
friends waiting on standby to continue adventuring with me! But how
is the gameplay in DQXI...?
Wednesday, September 12, 2018
Dragon Quest XI Review (part 3)
The sound effects in DQ were fantastic.
I don't normally take much note of sound effects, because they are
usually the type of standard effects you would expect in any game.
However, the sound effects in DQ further enhance the cartoon-like
fantasy nature of the game, appropriately exaggerated just the right
amount. The swipe of a sword felt a little bigger than you'd expect,
and the swoosh of a boomerang gave it a bold presence. The sound
effects even drew my eyes more quickly to the action, such as a
moment when my character blocked an incoming attack with his
shield—the “Konk!” sound caused me to notice his successful
deflection and made me want to see it again just because it all felt
so cool. The sounds of the monsters were equally exaggerated and very
distinct. Whether it was the sound of electronics and grinding gears
in a robotic chicken, the hollow, echoing laughter of evil clouds, or
the deep, bellowing thumps of enemy taiko-like drummers, everything
felt fun with distinct presence and personality. The background music
also has lots of character, and familiar DQ orchestral themes
returned along with some themes that were very effective for
establishing and enhancing the mood for a scene. The voice-acting was
excellent and embellished the text with character and nuance far
beyond the written word. People from different towns and status
levels in society even had different accents and expressions, which
further enhanced their fun caricatures. The sound design of DQXI made
the game even more enjoyable!
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