Technology Tree

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Technology Tree

Technology Tree

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Technological trees are evolutionary tree diagrams that determine the progress of technology in historical strategic games. Thanks to the double function of representation of the history of technology, while it is the basic mechanism in the game itself, the technical tree plays an important role in the overall design of games. This article applies to the question of how the technical tree determines the possibilities of representing the history of technology in historical strategic games using the concept of technology of determinism. This is trying to bridge the field of STS and game studios. I discuss and compare four important games in the genre (Age of Empires, Empire Earth, the rise of nations and civilization IV); And introduce the knowledge of conversations with the main designer of every game.

Technical trees are supplied in the shape of linear roads of improvements or wine structures and fulfillment of various strategic and narrative functions in games. Technological determinism is present on technological trees in three forms: forcing established sequences by influencing social changes in history and characterization (determining) periods and civilization. At the level of individual technologies, it is clear that in addition to the wide concept of technology, there is a lot of freedom in how technical trees are filled. Choosing the technologies and effects they attribute to them and allow four interesting case studies. The conclusion explains how technical trees determine technological history in general, but there are many ways that designers and players interpret history in their own way.

Here Is The Civilization V Tech Tree

In historical strategic games in which a player controls a nation that progresses throughout history, developers have implemented a technological tree that helps simulate the progress of stone tool technology after nanotechnology. The technological tree or “technical tree” can be freely defined as a “structure that controls the procedure from one technology for better technology, allowing the player to create better equipment or stronger units” (Morris & Hartas, 2004, p. 141). It is a set of rules of certain spaces that need to be met to unlock technology, which then has certain consequences, often, including unlocking the path to newer technologies. Few have been published on the topic of technological trees, although their technological determinist aspects attracted some scientific attention (Macdougall, 2009). Despite the loss of a loan in the academic world, the idea that technological innovations lead to social progress and follow the necessary course can still be found in popular culture (Wyatt, 2008), including digital games. Although science and technological scientists are aware of this presence, they have not yet had bridges in fields such as game studies to see how determinism works in specific cultural artifacts such as video games.

Determinism is more than pitfalls in historical thinking when it is embodied in a mechanism such as a technical tree, it can form a scenario that affects the design and content of popular culture. This article applies to the question of how the technical tree determines the possibilities of representing the history of technology in historical strategic games. The technological tree plays a double role in these games: first it is a mechanism or technology that acts as a system of improvement in the game. Second, the technological tree represents technological and technological history. Using the Salen & Zimmerman terminology (2004, p. 6), I look at the technological tree at the level of “rules” and “culture”, which is important for how the game is designed. This article is not focused on players or “game” and focuses more on design and production than to accept the games concerned. It shows how at least three forms of technological determinism are present in the structure of technological trees, but there is still a great freedom for historical interpretation at the level of individual technologies. 

I compare four iconic historical strategic games: Age of Empires (Ensemble Studios, 1997), Empire Earth (Studios of Stainless steel, 2001), Rise of Nations (Big Huge Games, 2003) and Civilization IV Sid Meier’s Civilization IV (Firaxis, 2005) . The first reason for comparing several titles is that it expands the discussion with historical strategic games as a genre instead of one case. The second reason is that it allows many interesting comparisons, including the difference in which technologies are selected to appear in technological trees. I used the following criteria to select my four titles: 1) The game must be a progress of history in several periods of time; 2) complexity and importance of the technological tree; 3) Popularity and importance for genre history (all selected games are “bestsellers”). I focus on offline game experience. Four titles can be sorted in many different ways such as Age of Empires (AOE), Rise of Nations (RON) and Empire Earth (EE) are real time games (RTS) when it comes to playing the game while civilization IV (Civ4 ( Civ4) is a strategic game -based game that tends to simulate history (Civ4, ron) counting historical management mechanisms (alternative) history and games that tend to reopen specifically, historical events (AOE, EE) are simulations to some extent .

Technology Tree

For this research, I drew two important sources in addition to general literature in the background on the design of games and the history of technology. The first source is my own extensive analysis of the games themselves by playing offline (a total of 160 hours) and studying the structure of the technology tree. The second source consists of e-mail interviews with leading designers of the relevant games. In the chronological order I spoke: Soren Johnson, who was the chief designer of civilization IV (2005) in Firaxis; Rick Goodman, chief designer Empire Earth (2001) in Studios made of stainless steel and Age of Empires (1997) in Ensemble Studios, which was specially interviews for each game; Bruce Shelley, who worked on many great strategic titles, was an interview in connection with his co -founder Aoe (with Goodman); And Brian Reynolds, who leads the design of the nations (2003) in large huge games.

Tech Tree Interface

This research has a reconnaissance character as a result of its object: little has not been published outside the blogosphere and nothing to combine technological trees in strategic games and technological history. The studies closest to the above -mentioned survey are studies on the educational value of games (such as the civilization series) as a simulation of Makrofer (Burns, 2002; Squire & Jenkins, 2003; Squire, 2004). Further research examines a number of civilization from an ideological point of view; For example, his imperialist ideology was criticized