My research most recently has been about pinning down the development of a number of societal concepts for the purpose of narrative recreation – I’ve been bouncing back and forth between the stone age and iron age looking for common threads and trying to establish a vague timeline for design purposes.
Looking at that first paragraph, I’m not sure what I was trying to say.
I’ve written about the concept of “scope” and how it applies to characters and affiliations and such, and while searching for “historical geographical catastrophes,” I came across an interesting article on Wikipedia called “Risks to civilization, humans, and planet Earth.” Not quite what I was looking for, but interesting nonetheless.
What amused me most of course, was the chart of scope/intensity just after the table of contents. Imperceptible, Endurable, Terminal, and so on, to “Hellish” on the intensity side, and Personal, Local, Global, Trans-Generational, and up to “Cosmic.” The table got me thinking about how I might categorize effects in a similar manner.
I don’t know if I necessarily agree with the vertical scope presented in the wiki article from the time/space perspective (from a gaming perspective) if only because I think most gamers will have difficulty comprehending concepts on a spatial and temporal basis simultaneously. This isn’t necessarily a case of “The Viewers Are Morons.”
Instead, I would hope it would be taken more as a LEGO-type building experience. Consider that the more diverse the elementary parts, the more complex the final construct can be. I’m not sure what that would be called.
Somewhere in there, I figure “human extinction” would appear at the “regional” level in terms of how widespread humanity is, and later in the timeline, “global” would be more appropriate. I suppose what I’m looking for is a bottleneck to use as a point of reference. Individual extinction versus species-wide extinction.
I’m getting all over the place in this post. This requires more thought.