Great beginning to our Ages discussion, gang.
Fracture: This is a completely different way of thinking of Ages than I had preloaded into my brain. It definitely is not what we originally seemed to be discussing with the "logical progression of technology" comments, but it actually does a great job of encapsulating, in my mind, at least, the complete lack of Ages in vM. When all one can really point to is the impact that technology has on your choice to wander or build, then there does seem to be a key breakdown in the design structure of the game. I think vM fails here to provide that structure - and I've already established my opinion on the need for structure with relation to useful creativity. Just because a game pursues a sandbox style of play doesn't mean its developers can use a sandbox style of design philosophy. In fact, I'd argue that it takes
more intentional design on the part of the developers to create a quality sandbox design than it does to create a solid linear gameplay design.
As for your comment on BTW Ages, I'll tie in my response to that a bit further down.
Creepig: Great first post, mate! I love the obvious time you put into reading the thread and coming up with a great response. Always happy to add a new substantive contributor to the thread!
As for your breakdown of Ages, I find the overlap to be interesting. I was originally envisioning these Ages as a part of the earlier logical progression discussion and thus saw only an area for a linear overlap. But your breakdown is stretching me to think of them a bit more broadly than that, which is always good! As for your specific ages, I'm not sure I agree with an actual Age of Redstone. I feel like there's too little in the game to justify redstone as its own Age. If I were to use your Ages, I'd probably fold redstone into the Age of Automation.
I am curious though. Are these the Ages you see in vM only or do they flow into what you see in BTW?
SterlingRed: I find I really like the bottleneck idea of technological progression as well. It's at the core of what I meant when I talked about learning curves back here -
viewtopic.php?p=496#p496. And it does seem to fit well as a method for defining Ages, at least in BTW.
If we were using the bottleneck test to measure an age, I do think I'd add another age to vM, however. I agree that Iron gets you everything you need to find the rest of the regular world game in vM, but the ability to create diamond pickaxe and use that to get obsidian is what opens up the Nether. Yes, technically, you can create lava blocks and flood them to do it with iron, but that's a bit of a workaround in my mind. The use of diamond is your final bottleneck to reach the last Age in vM, which would be an Age of Exploration (going back to Triskelli's use of it here -
viewtopic.php?p=159#p159).
Danyo: Hmm, I can see using the "stages" term to try and move away from the implied rigidity of "Ages" - but I think if we define our "Ages" to be inherently organic, as FlowerChild clearly indicated they are to him, then there shouldn't be any confusion on the issue in this forum. I might be more inclined to change the term if we were stuck back on the official forums, but even here on sargunster's, I'm willing to bet the group of us that is going to engage in these discussions is a pretty small part of the general readership.
James_Past: Another new contributor! Glad to have you! Portal is definitely a good example of learning curve theory. You quickly get to the point in that game where you have to be able to pull off previous concepts almost instinctively, or you won't be able to progress.
As for your take on Ages, I think there's a difference between defining Ages from the perspective of the player and from the developer. Your description of goal-driven Ages is valid, but I see it as distinct from a discussion of developer-driven design (how's that for alliteration!). The player can get by with much less explicit thought about an Age because he's simply employing the technological opportunities made available to him to progress through the tech tree. The developer has to design that tech tree, design the method for accessing new pieces of it, design the actual effect of the technology, and design the radical shift that will come when a new Age is encountered. And I'm sure we could flesh out even more that should go into the design of an Age from a developer's perspective if we chose to put our minds to it.
This again is where I see a failing in vM. I feel like there hasn't been the thought given to the design of technological progression that BTW offers with a few very simple additions to the vM code.
It is also interesting that James brought us back to the 4X discussion. Is it enough to identify the Ages as they fit within the 4X context and go from there? Should there be a separate idea of technological progression beyond the traditional strategy game paradigm?
Triskelli: I like that the dictionary identifies both "real and mythical" characteristics as part of distinguishing Ages. I do like the idea of "use and mastery" as a defining term. It fits with my feeling that the player should be so comfortable using a particular resource that when he switches to the next Age, he doesn't have to stop and think about how to do a certain action with the resource that defined the previous Age.
Ooh, I got this nifty little notice saying "at least one new post has been made to this topic. You may want to review your answer in light of this." Ninja Protection! Sweet!
Battlecat: I think you're directly on point with the dependency statement. The idea of learning curves is key here and I think we can add that to the list of future topics for discussion. Your review of vM Ages matches my feeling as well. I'd simply add that all of the vM discussion points out the obvious gaps (at best - one could argue they are worse than gaps and actually fall into the flaws category) in Mojang's current design philosophy.
Now for my own take. I think I've made clear my feelings on vM's use of Ages - ie: they don't exist. Or at least, they don't exist in any meaningful way when discussing design theory.
As for trying to define an Age as we'd like to see it in BTW and eventually vM, here goes.
I think an Age needs to have a clearly identifiable beginning and end point. Again, this is from the developer's perspective, not the player's. I also think it needs to have a clear resource attached to it (though this doesn't exclude the use of other resources during that Age, obviously), and a bottleneck towards the end to allow for the learning curve theory to be implemented. Let's take FlowerChild's clearly identified Age of Wood as an example.
Others pointed towards hemp as the beginning of the Age of Wood, but I disagree. I see that as the crafting table (CT). Sure, the table is used far beyond the Age of Wood, but it makes sense, I believe, to have your first Age kick off with a monumental shift in the way the player interacts with the environment. And the CT does that. Think about it, prior to the CT, you have the ability to craft, but it's extremely limited. The CT opens the floodgates (now literally!) for crafting design. It also serves to root you to a space. Yes, it's deconstructable and movable, but you are still tied to a location, even if just for a few minutes. And that changes your interaction with the world around you.
The CT gets you access to basic tools, which in turn gets you access to your basic resource of the Age - wood. And the CT, through the hoe, gives you access to hemp as well. With these three things (CT, wood, and hemp), you have the basic tools needed to progress through the Age of Wood. If we accept the "use and mastery" argument of an Age, then we have to look at what defines mastery over the Age of Wood. I see this as the saw. Once you have a piece of equipment that allows you to make the aesthetic elements in panels, moldings, and corners, then you've arrived at a mastery over the resource of that Age.
Personally, I'd also like to see the saw be used as the bottleneck into the next Age, which I think it seems to be, given some of FlowerChild's statements. He's said that dung is going to have a much larger use in the future (so get your dung farms going, people!) and since you can't make a saw without belts, which require straps, which require tanned leather, which requires dung, well, you see where it's going.
I have to cut off there, as my lunch break is almost over. I'm DMing tonight, but I'll log back on before I crash to catch up on what people have been saying.
Great discussion so far, everyone!