-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- (04-16-94) | Marik's Building Memo | Dune 1.1 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- OBJECTIVE What is the objective of making MUSH spaces resemble physical spaces? That this tendancy exists cannot be denied, since most all rooms on the MUSH (some OOC spaces aside) are "desced" with some degree of "human scale" in mind. GOOD CITY FORM ON A MUSH For me, the "best" rooms are ones which create simultaneously a mood and a sense of space. Both are necessary to trigger the imagination. "You are in an ornately decourated room" is somehow less appealing than "You have entered a cavernous space, coloured with ghastly, red-hewn tile facades", although both are ornately decourated. TELLING A STORY But it is more than that. Groups of rooms must somehow make sense as they go together. They should tell a story. Moving through a hideous slum a la Giedi, where shadows seem to jump out at you, and where you EXPECT to be mugged, into the relative but tacky serenity of an upper income district, filled not with muggers but with heavy-chested securities, carrying truncheons to keep out undersirables, tells a story which gives essential clues about the nature of Harkonnen society. Similarly, a walk down Madison Avenue, from 106th to 86th tells a similar story. Such "stories" give meaning to physical spaces, communicating essential "facts" about a time and place. That is, they convey a since of realism. Similarly, one can wander through the bucolic, garden-like streets of Seril (on Tupile), finally coming onto a public bulletin board. You notice workers painting over the graffiti, and dangerous zombie-like securities standing around, bayonets in hand. This contrast gives new meaning, and an urgent realism to what otherwise seems like a type of "paradise".... furthermore, as you wander through the complex, you receive "clues" about other spaces, underneath or above the ones you are in. Are there penthouses in which a few live in hedonistic luxury above? Is the peace of the main levels contrasted by the squalor of unseen dungeons below? Is the enforced conformity of the place a sign that something is hidden beneath the surface? Discontent? Sedition? Defiance? These questions, prompted by inferred physical attributes of those rooms, create the basis of the story -- they allow the imagination to work for itself. CHRONICLING AN ADVENTURE OR A HISTORY Spaces may take on intertemporal meaning as well. A decaying building on Kaitain may indicate "Imperial decline" as it becomes grayer and its denizens more decadent over time. A slum might become cleaner year to year, or dirtier, and this too reveals a story that some observant players will apprehend. The mechanisms here are the same as those a writer might use: metonymy, irony, metaphor, allusion, etc. Thus, house heads should considering modifying spaces from time to time. It's true that most players won't consciously notice, but the mood will stick and grow on visitors. Vectors of change lend further to the imagination, and thus reinforce a sense of realism. CHRONICLING A CIVILISATION Contrast and meaning can take other, more dramatic forms as well. A "society" of Dune cannot be understood by studying Kaitain by itself, Tupile by itself, or Arrakis by itself. Meaning is apprehended only as the visitor moves from one planet to another, and comes to understand that the slums of Giedi, the filament spires of Tupile, the sewers and metallic rooms of Tleilax, the dusty sietches of Arrakis, and the baroque mansions of Ktain, collectively tell the "story" of the structure of Dunian civilisation. MAKING SURE NOT TO CHONICLE SUBURBAN AMERICA This story, once told, must, in order to be successful, be "interesting". The natural propensity is to place a number of House mansions on a street on Kaitain, each with a gate in front of it. One for each house.... and have ruthless securities patrol the streets, looking for deviants to round up and beat up. This does, indeed, tell a story... of a stratified society where some people live in privilege, hiding behind high walls from those without. But, is this Dunian civilisation we're talking about, or is it 20th Century America? Indeed, as I have remarked numerous times, this story can be seen, easily enough, in any of a large number of American upper-SES suburbs. Indeed, Kaitain looks rather like: Short Hills, NJ Bel Air, CA Chestnut Hill, PA Atherton, CA Marblehead, MA Millbrook, NY Rancho Santa Fe, CA And countless others My objective in logging onto a MUSH is not to feel that I ARRIVED back in my teenage years on the Western Slope of Mount Soledad in beautiful La Jolla, CA.... frankly, the worst years of my life.....! A RL EXAMPLE I remember reading the other day a newspaper account written by a friend, based on interviews with another acquaintance. The "story" began on the plant-covered the balcony of a yacht club, in North America, filled with hardwood furniture, where a young lady, our heroine, is trying not to burst out laughing at her own debutante tea, as she is forced to sit demurely while grandparents tell embarassing stories. In the background, one hears the crashing of waves. This scene "evokes" some emotions and images, to be sure, of comfortable tradition, peace, and order. But it does not evoke change or transformation. Now the scene shifts several months forward. The same young lady is being driven across a desolate industrial wasteland - a context in which she looks very much out-of-place - in the back seat of an air-conditioned Lincoln (again an Americanised emblem of success, security, and order, only now there is something wrong.. the desolate industrial context hints at idled plants, redundant workers.. the story beings to unfold). Then the car comes to a halt in heavy traffic. There's a howling to one side, and the driver quickly locks the doors with the click of a button. All of a sudden, a man in rags (and of a different skin colour) begins pounding on a windshield.. for the lady, a terrifying apparition... outside, the sky is brownish-pink from pollution. A story is beginning to form, as the first and second images interact and contrast, creating a sense of dissonance. Moments later, the scene shifts again. Now we are again in the midst of a modern city of shining sky scrapers, except the signs which ring them, are in some foreign language. The lady is here too, surrounded by people of a different skin colour than herself, but unlike the homeless man in the last seen, prosperous and well-dressed. They are carrying banners of protest. Then we begin to notice the problems of the scene. Helocopter gunships swoop loudly overhead. Shock troops, wearing arm-bands which identify them as shock troops of the 38th Army, their heads hidden by Star-Wars like riot helmets, are positioning heavy artillary facing up a large, skyscraper-ringed avenue, pointed away from a large public square filled with traditional, grandious government buildings at one end. They seem to be indifferent to the young protestors, focusing on an approaching threat. All of a sudden, shots are heard... mortars fired from tanks. The shock troops turn and flee and the students flee, killing each other in a stampede. The woman, forced into an alley, looks out toward the street, as an armoured column passes by, guns blazing, mortars fired into the thickest part of the civilian crowd. Blood and body parts seem to be everywhere. As the tanks burst into the square, which has become a free-fire zone, the girl smells burning flesh. New soldiers arrive, and begin to drag away many of her friends from the now packed alley. They are in riot gear as well, but they are taller. Different. This is the 38th Mechanised Army of the PLA High Command. Abrutly, the writer shifts scene, several years forward. Sand. Flies everywhere. Dark-skinned bodies, twisted in agony are being laid out by men in white with red-crossed arm-bands. In the background, a large chemical plant is belching flames and eerily red-orange gas. An explosion has taken place here. A tropical forest surrounds, bayoneted soldiers in khakis standing guard, guns aimed at the wounded and their caretakers alike. The lady is again here. She is one of the caregivers... a red-cross on her white armband, over her white, scratchy polyester nurse's uniform. There has been an explosion in this jungle chemical plant. Or maybe it is a coal coking facility. A village lies in ruins around the facility. An old man curses the foreign companies that built the plant. He speaks Spanish. By themselves, these images mean quite a lot. A scene of blissful domesticity on the beach of a southern california resort, far from troubles of any type save the social threat of relatives and friends. Another scene, of a stratified society, where the basis of communication between the rich and poor, privileged and homeless have been removed, separated by tinted windows and auto-lockable doors. Studying abroad, the same heroine is caught in another drama. A protest for democracy in a society newly prosperous, but driven nearly insane by its rapid ascendacy to relative affluence, and the drama of rapid social transformation. Years later, in an Episcopal Mission working in Latin America, the same woman experiences the dark side of modernisation -- environmental degradation and callous corporate disregard for human life. Put together, these images of ROOMS, of times and places, are juxtaposed by the writer against each other to tell a story. And the story transcends the meaning of each of these spaces. The story is, of course, the drama of the last decade of the 20th Century, where blissful domesticity is recast as a form of stagnation, hidden behind expensive security systems from "Others" that would cast a shadow over it. Across the sea, another civilisation stirs, experiencing for the first time in a century of genocidal the war, a collective consciousness for a civilisation ascendant. Here the same icons of modernity that signify decline in the second scene becomes a battleground between the forces of tradition and the forces of change. The tension that is suppressed in La Jolla, or on a Southern California city street explodes onto Tiananmen Square. Finally, we move to a scene of people trying to survive in a hellish landscape, far away >From all the conveniences of modernity. Here, in a developing company, the industries that produce the materials to build the tanks in the third scene, the tint on the windows in the second, and the lacy cocktail dress in the first make life unbearable for others, that live in the shadow of the great changes propelling one civilisation into decline, and another into a violent quest for world prestige. Each of these images give meaning to one another, reinforcing each other... to giave vital clues about the civilisation that we live in.. in all its small pleasures, its ironies, its power and drama and in all of its squalor and tragedy. It also suggests a vector of change which could (?) bring the tanks, the homeless man, and the exploding chemical plant to trouble even the yacht club, in a confrontation of forces driven by inequality. BUILDING LESSONS DRAWN This for me, is what we shold aim for as we begin to think about how different MUSH spaces should be constructed, and how they interact with others around them. The "Story" they tell must be just as dramatic as the one that the journalist tells in his four-part overview of episodes from his sister's friend's life. ... the story of an Emperor ascendant, who threatens to shake civilisation out of 10,000 years of Orange Catholic fanaticism (with another form of religious fanaticism) and feudal tyranny. Posed against him are the forces of stagnation, rot and decay (as splendourous and comfortable as these might seem... the Landsraad with their parties and palaces and chiffon gowns). Off to the sides, are even more sinister forces, eager to emerge from the shadows to seize power for themselves (the Guild, the Tleilax, the Bene Gesserit). Well.. just my two cents. As you can tell, I'm trained as an architect and I now work with numbers. I make a lousy writer. But I hope this gives some food for thought as all these new planets come online. AND ABOVE ALL, DON'T BUILD CITIES TO RESEMBLE CLEVELAND! Two other building considerations: (1) CONFLICT This is SUPPOSED to be a feudal universe. According to the Dune Encyclopaedia, this is an abusive system where most people are repressed and in desperate poverty. Members of the Great Houses and presumably the planet-bound entrepreneurial case (houses minor, etc.) live in immense luxury... with servants... and slaves... Yes, Slavery would be an integral part of imperial society... to cater to their every whims. They live in immense palaces, filled with objets d'art and surrounded by broad gardens.. the sort of spaces you are all very adept at building...... These spaces would be filled with opportunities for enjoyment, leisure and sport.... hedonistic palaces for the few.... But there's a flip side to this culture... outside the palace walls, on most any Landsraad planet... are the putrid slums, hovels, and public housing estates of the masses... There, the planet bound Pyon Caste (to use Herbert's reference.. ).. a caste of near slaves.... perhaps consisting of 90-99%% the population of any Landsraad world.. would live, eeking out an existance on a few solari each year.... Characteristics of this caste would vary from world to world. On richer planets, they might live in depressing, automated consumer societies... sort of like the zombies that would people an industrial suburb of North America, except with even less variety and no hope..... On your average landsraad planet, however, these people live in far more marginal conditions, with the State providing only the barest of necessities... malnutrition, abuse, corruption, unhygienic habitats, ec. would be the rule, not the exception. On rural worlds these places might resemble migrant worker camps in the American Southeast or desolate farming colonies in Bolivia. On urbanised worlds, they would like the slums of Calcutta, Jakarta, Sao Paulo... take your pick... Progressive governments would strive to improve living conditions for these unfortunates, but as the Enclyclopaedia noted, progressive houses are rare indeed. Most simply use, abuse, and discard these people at will (although not necessarily with the callousness of a Harkonnen)... Either that or they largely ignore them, as long as they remain productive contributors to the labour force, removing the occasional labour organiser or dissident. Conscripts can pretty much be recruited from this rabble, at will. Some despotic rulers may even try to keep large segments of their populations in drug-bestupoured or drunken states, so as to keep them subdued. (2) FEAR But in such an unpleasant system, there is a price paid by the pampered elite. They live in fear. Of assassination by other elites, of invasion by the Imperium or the Sardauker, of duels and kanly, of many forms of poison, of murder or abuse by their superiors on the flimsiest of charges, of murder or rape by inferiors, and the rabble, for the flimsiest of provocations.. of subversion by strange Ixian technologies, by the black witches of the sisterhoods, their craft little-understood but universally despised, by the monsters of the Bene Tleilax, who are almost completely mysterious, by the hidden rulers of the Guild, who have the power to make or break economies and hence social stability. Physically, such a world is filled with guards, poison snoopers, locked gates. An heir to a great house would be kept cloistered, like Paul was before the transfer to Arrakis. Servants are required for everything from bathing to dressing to dining; however, these are also perpetually under suspicion. Perhaps some have even been chemically altered to insure a degree of loyalty.. or docility. The hangouts of the rich .. whether they be a yacht club (as on Regulus), a hotel (as on Wallach), or a restaurant (as on Caladan) would be secured places... heavily guarded, with perhaps the unfortunate masses falling over each other to get a peak through steel grates and barbed wire. Anyway, JUST SOME SUGGESTIONS ABOUT FACETS OF DUNE SOCIETY you might want to try to capture as you build or rebuild your worlds. I think many of the planets we have so far are by far too pleasant. - Marik/Al New York City -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- --- Riv