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What is Unique About
A Clash of Cultures?
Big and Beautiful
Historically Accurate with a Touch of Fantasy Supportive and Socially Conscious Icon Deep GUI Some of Your Favorite Things
Note that A Clash of Cultures is tied to research on the development of compassion. Click the compassion button -> ->
The Fertile Crescent covers a large geographic area. In our research we discovered that some stories include terrain (like Mt. Ararat), and some necessary resources (like tin and iron) on lands just outside the fringes of the Fertile Crescent. These lands were added resulting in a map stretching from modern day Turkey over to Egypt, down to Sudan and up to the Persian Gulf. It is a big world to explore. It is also meant to be beautiful. The experience will be like taking a vacation and seeing, hearing, interacting with, the wonders of nature. Around every corner, across every mountain top, will be a new beautiful site to fill your heart with joy. All of the vegetation will be modelled on native plants. Just the experience of walking and exploring will be magical. In addition to exploring the natural surroundings there will be cultures growing, hidden mysteries, and "live" interactive people. They also will be scattered across this large region.
We have attempted to be true to the history of the cutures in the region whenever possible. City names(assigned to ruins which are the focal points where towns start) will be the ancient names. The equipment and tools mirror what archeologists and anthropologists have discovered about these places and times, and thus, technology will follow a course approximately similar to the history in the region. Perhaps most important is resources will be limited to certain regions for historical accuracy. As an example, the Phoenecians had a purple dye and some rare fragrance, Egyptians had papyrus, and the hills of Turkey had tin. There is a long list of these geographic specific resources and CoC has taken the liberty to expand their occurrences to enhance the "clash" aspect of this simulation. Then there are myths, legends, cultural lore. Every cuture had them. These will be incorporated into CoC but there will be an element of fantasy added. The fantasy element adds joy to the exploration.
In cyber-world it is clear that social dynamics that are important. CoC will have a special set of social communication mechanisms built into the simulation. Even more than communication, CoC will have a system "behind the scenes" that encourages positive and pro-social behavior, while at the same time discouraging anti-social behavior: with one exception - the role of Thief, who has a special function in the CoC world. Too often simulated worlds can taken over by "gangs" of sword yielding thugs with no social skills. It can lead to an unpleasant experience in a cyber or gaming experience, with the end result of little social value. CoC is designed quite differently as it incorporates many of the global problems we face today.
GUI, or Graphical User Interface, is the link between the player in the real world and your avatar inside the CoC world. Too often the GUI in simulations is complicated with scattered mini screens and pop-up written messages, or even vocal messages. The GUI in CoC is designed based on a new idea that will allow the interface to not only be accessed by many different age groups but also by many different languages across the globe in an effort to reach many players throughout the world. It is designed to be very easy to play but also very hard to master.
Not everything is new in CoC. There are some elements in the simulation that will be familiar; like empire building, intense crafting, trade economy, and role playing. In CoC, these will be blended together in a way that has never been seen before in virtual reality. CoC is based on geographic and historical accuracy (with a touch of fantasy) that will add the joy of discovery and learning for all ages.
It is not enough to just think about the violence in the world, you must also practice doing something about it and receive feedback on how to improve. This can initally be done in a virtual world as preparation for acting in the real world. We can be part of learning, improving, helping others to decrease violence in our society.
Great Market Potential
Website and art work by W. David Hoisington, Ph. D. - see also discussion of rationale and objectives
Because this virtual world is basically non-violent, and mostly historically accurate, it can be used in homes and schools around the world. It also has a long market "shelf life" because history and conflict resolution can be taught using this simulation year after year to each new incoming class. This is also a virtual world that will appeal to two large untapped markets - the older population and the female population, while simultaneously providing a challenge for active game enthusiasts. Extensive Documentation and Background Research
There is a 150 page document that took over 3 years to complete. It contains historically accurate information as well as a details on how the virtual simulation will work to present conflicts, and the options to resolve them. There are 15 cultures, each with their own "home region", their own cultural traits and their own technology contributions.
This is a very large and complex project. If you would like to volunteer, or if you would like to fund its development, then click on the email button and contact us. A Clash of Cultures is a development project in connection with the "Mind Awakening Institute" - a 501 3c organization whose main purpose is to help awaken the compassionate mind thus contributing to global harmony.
This project is in need of financial support
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