Printable Version of Topic

Click here to view this topic in its original format

Project Wish _ Project Wish General _ How long should a day be

Posted by: Pandra Apr 14 2007, 02:48 PM

There's alot of diffrent games out there and they each have differing amounts of time that consitute a day in game. Personally I like an acctual 24 hour game day, but I'd like to know what other people's prefrences are on a 'day'.

Posted by: jaminben Apr 14 2007, 03:54 PM

I think maybe every 2 or 3 hours could be a day because then it would seem long, but days would still go by. The biggest reason why I wouldnt want actual 24 hours to be one day in game is that some people who log on at about the same time when they play could end up only seeing the world at night, i think that would be kinda wierd. Also, if you have some quests better done at night (easier to sneak around, people are asleep) you dont want to wait 5 hours just so you can do that. Maybe 4 hours per day, 2 hrs night, 2 hrs day?

Posted by: glibdud Apr 14 2007, 04:20 PM

Yeah, I think that's the basic question... do you think people who play at the same time every day want to play in the same game time every day?

I'd say make it a 11 hour day. Then at X o'clock every real-time day, the game-time will be two hours later. Casual players will get to play the full range of morning, mid-day, evening, and night every week or so.

Posted by: greendots Apr 14 2007, 07:19 PM

I think a shorter time works out better in a game. About 2 or 3 hours for a full day. Also we should keep in mind that just becouse earth has about even times of night and day it doesnt mean we have to have it that way. There could be two suns or more to provide light all except 30 minutes of those 2 or 3 hours.

Alternatively we could use the day/night cycle to spawn different or special mobs at certain times of the day. This should also have short timed days because it wouldn't be realistic for some one to wait until midnight or so just to kill a mob to complete thier quest.

Posted by: echorev Apr 14 2007, 07:35 PM

http://www.projectwish.com/index.php?showtopic=2843&hl=

Posted by: Minthos Apr 15 2007, 04:45 AM

Uneven day/night distribution is a good idea, because playing when it's dark ingame sucks. If nights aren't dark, there's no point having nights at all, so nights should be short and days should be long.

Too short nights is bad, same with too short days. A normal raid (be it pvp or pve) often takes 2-5 hours, sometimes more, so I think our night should be long enough for it to be possible to conduct a full raid in complete darkness. That means about 5 hours of night. If Wish's 3:1 distribution is anything to go by, that means 15 hours of day. Total time for day/night cycle: 20 hours. Someone who plays at the same time every day will experience 4.8 ingame hours of rotation.

20 24
40 48
60 72
80 96
100 120
120

5 RL days become 6 ingame days. 7 RL days become 8 ingame days and 9.6 ingame hours, so someone who plays only on a specific weekday at a specific time, will experience 9.6 ingame hours of rotation.

I think the best way to do this is to make one ingame minute equal to one RL minute and one ingame hour contain only 50 minutes (or vice versa with minutes/seconds). Instead of accelerating time during night. Let the night start at 2200 game time and end at 0400 game time (daylight saving time :p).

Posted by: glibdud Apr 15 2007, 07:57 AM

I don't really see any reason why playing at in-game nighttime has to suck. I personally would enjoy a 1:1 day:night distribution. Or something close to it.

Posted by: Dwilf Apr 15 2007, 11:23 AM

We need a decent length night for nocturnals to do their stuff.
We need time to pass fast enough for crops to grow, stuff to get built and characters to grow older and die and stuff.

Do:
A 10 "real hour" "game day", with 4 hours of dark and 6 of light (favor the normal law abiding folk)
A 12 "game day" "game season". (months are a culture thing, season are "real")
A 4 "game season" "game year". (it seems to work on earth so why not?)

We get:
2.4 game days per real day.
17.75 game years per real year.

A game season lasts 5 real days so crops would take about 5 real days to grow.
A game year lasts 20 real days so completing a big building (fort, guild hall, etc)will take long enough to give a real sense of achievment.

I think this sort of a setup would be pretty good for both the sort term and long term.
The website and launcher could easily tell you the game Date and Time, even have little icons for what season we're in and if its light or dark out there in our world.

Posted by: Minthos Apr 16 2007, 06:04 AM

QUOTE(glibdud @ Apr 15 2007, 03:57 PM) *

I don't really see any reason why playing at in-game nighttime has to suck. I personally would enjoy a 1:1 day:night distribution. Or something close to it.

Night is dark. Players don't like darkness because they don't see anything. There's a reason why humans generally sleep when it's dark and are awake when it's bright.

If we want to make ingame nights bright, there's no real point discussing night at all imo, since it will only be cosmetic.

Posted by: glibdud Apr 16 2007, 06:46 AM

QUOTE(Minthos @ Apr 16 2007, 08:04 AM) *

Night is dark. Players don't like darkness because they don't see anything.


I don't think that sentiment necessarily speaks for everyone, that's the point I was making. People who go out at night make sure they have a light source with them. (Plus, perhaps some races have better vision at night.) And since dynamics change at night, there are things you can do/see then that you can't see in daylight. If you brush off nighttime as an annoyance, you leave the nocturnal characters out in the cold.

Mulling it over some more, I guess a 2:1 or 3:1 day:night distribution could make sense, though. As long as the days aren't so short that there's less than 3 hours or so of night.

EDIT:
Of course, there's no reason why you couldn't give the players their choice of more light/more dark. If the land mass is large enough, you could simulate an axis tilt such that some of the world (probably the more heavily populated portion) has more day than night, while near the other "pole" there's more nigth than day.

Posted by: Pandra Apr 16 2007, 07:28 AM

Well we all know how awake my sorry behind is during 'daylight' hours. Some players are nocturnal by nature, I think instead of looking at night as a hendrence we need to look at a way to make it add to game play.

Otherwise, excellent discussion thus far <3 please keep going.

Posted by: Minthos Apr 16 2007, 07:55 AM

QUOTE(Pandra @ Apr 16 2007, 03:28 PM) *
Well we all know how awake my sorry behind is during 'daylight' hours. Some players are nocturnal by nature, I think instead of looking at night as a hendrence we need to look at a way to make it add to game play.
And yet you don't sit in utter darkness and you usually stay indoors when it's dark outside.

I'm nocturnal myself, I love the night, I want long, pitch black nights in the game, but from previous experience with dark games (Doom 1/2/3, Quake 4, S.T.A.L.K.E.R.), I know that too much darkness gets really tiresome and annoying in the long run. Which is why I suggested the 20 hour day with 5 hours night and 15 hours day.

If I get my way, the servers will limit view distance at night-time, so even if players turn up their monitor brightness to the max, they just won't get any info about creatures outside their view radius (unless those creatures are illuminated [torch, fireball, etc]). The players would then be encouraged to carry torches/lanterns or use light spells at night and inside dungeons, to increase their view radius beyond a few meters. For added realism and creepiness, the server could tell the client to play sounds but not exactly where the sounds come from.

QUOTE
If the land mass is large enough, you could simulate an axis tilt such that some of the world (probably the more heavily populated portion) has more day than night, while near the other "pole" there's more nigth than day.
I like that idea :)

Posted by: glibdud Apr 16 2007, 08:15 AM

QUOTE(Minthos @ Apr 16 2007, 09:55 AM) *

If I get my way, the servers will limit view distance at night-time, so even if players turn up their monitor brightness to the max, they just won't get any info about creatures outside their view radius (unless those creatures are illuminated [torch, fireball, etc]).


Careful with that, though. Under some conditions (open plain, clear sky, full moon) visibility could be just about as good at night as during the day. Depends on the cosmos in this universe. I like the idea of being able to hunt the nocturnal animals. Definitely wouldn't want to announce your presence with a torch in that case.

Of course, in a forest or under cloud cover, light sources will definitely be needed to get around.

Posted by: echorev Apr 16 2007, 10:29 AM

I think a day and night should be less than a normal day, but long enough that the passage of time is real, and that I'll be able to go to a lunar carnival every 6 months I play, and unique things that people can look forward to. As for how dark it should be or how far someone can see (maybe I hear an eyesight skill? tongue.gif) that should really be relative to the area the person is playing in. While a dense forest will really afford no light, unless there are certain plants that light up, an open plain with a full moon, as glibdud said, wouldn't be much darker than a really, really cloudy day.

Posted by: greendots Apr 16 2007, 08:25 PM

I think some type of vision skill would be a good idea echo. We do have to cut off rendering of stuff after a certain distance but we could have something that tricks the user into thinking an object is something else? At midnight a the far away tree stump looks almost like a bear or something. Also using a fog type thing like minthos said is a good idea to go along with the skill. Certain peoples who like to play at night (in game) will create a player that is more adept to the night. examples: vision, sneeking, hiding, stealing, pick-pocketing, ambush, etc....

Posted by: Honis Apr 17 2007, 11:40 AM

Has anyone concidered time zones yet?

I know the world map land mass is very up and down in terms of its foot print. But the mountains in the west could have a sunrise later that the east coast. (or have the sun go from top to bottom OMG).

So far I don't know of an MMO that does this (maybe I just never noticed).

In FFXI I was annoyed how 3 continents, hundreds of miles across each, had the same sunrise, time of day and sunset.

Only disadvantage I can think of is the early time zone could get into shops faster than the west coast, and depending on the mounts that make it into the game, could effect the economy. (Fly from store that just opened to store that is going to open and buy out expensive items.

A quest challege could be to see the sunrise in x different places in one day.

/end rambling

Posted by: Maxwell Apr 26 2007, 10:38 AM

I like the timezone idea and the world on an axis idea. There is not much more I can add to this except that is seems to be opening up a whole bunch of new Ideas. So another question has roused me, what about the nocturnal in the day light. Is everything going to seem blindingly bright and then they are going to need some kind of tinted goggles, or are they still going to be seeing things like normal.

Personally I think the nocturnal need some of that down time. Which brings me around full circle. If this is put into play how long should the night and day be. 1:1 or are the nocturnal players going to suffer. Or am I just rambling to much?

Posted by: joshpurple Apr 26 2007, 11:41 AM

This is cool, and an excellent thought on the nocturnal in the day light Maxwell smile.gif .

It makes me think of only certain animals, or monsters, that would travel only by day, or by night. Maybe even certain fields of magic would only work in daylight, or in darkness?

And Dwilf has a nice lay-out for game day times, I like the sound of the;

"A 10 "real hour" "game day", with 4 hours of dark and 6 of light (favor the normal law abiding folk)

Posted by: RicoSuave Apr 26 2007, 02:52 PM

I like the idea too. Only Fable used this acceptably imo, and only on a small-scale at that. I would love to see it here.


However...
We need to realize that many, many people out there will not have high-end computers and the components necessary to make the effect we intend with this. Are we going to make it so people can simply "turn it off?" Are we going to just make a $10,000 computer mandatory? Are we going to impede and hinder players if real-life makes them unable to play except at certain times?

Above all, I want this game to be fun. If realism needs to suffer a bit, so be it! The reason I play games is to do the things I can't, or sometimes shouldn't do in real life. I play for the fantastical-part, not to live just another gruling life... my life is boring enough as it is. sad.gif
J/K


I would hope for something a bit different. Let's consider the majority of the expected player base for a moment. How often and for how many hours do we expect them to play?
My ideas are thus:
Hardcore (kids and virgins): Everyday -- 10+ hours daily
Serious (mostly teenagers): Nearly everyday -- 6-10 hours
Moderate (college students): 3-4 days/week -- 3-4 hours
Casual (familyman/woman just relaxing): Occasionally -- 1-4 hours
Light (geriatrics): Only when asked to cover for the Hardcore during a 'Bio.'

I expect (perhaps I'm wrong) somewhat of a standard deviation here:
5% - Hardcore
15% - Serious
60% - Moderate
15% - Casual
5% - Light

If we consider when the majority will be on and how it will affect them, I think we'll come up with a different solution. More to come, I hope.

Posted by: joshpurple Apr 26 2007, 04:13 PM

Yup, Excellent point(s) Rico!

I agree that, "If realism needs to suffer a bit, so be it!"

I see it as a project that will continue to develop in stages. As the stages of the game get developed, I think this aspect will get more and more defined.

For example, having our characters in-game, on the world map, -and able to move. Once we have PW at that stage, we will have an idea of how resources are getting used & at what 'minimum system requirements' we will want to list for PW. And the speed of the moving character in-game will most likely be a strong influence on how far a character can travel in a day?

So, here's a guess smile.gif

At a default I'd say for Minimum System Requirements: (just for the very fist PW ver. 1.0)

Supported Operating Systems: Windows 2000/Windows XP
CPU: 1.4 GHz Pentium III or AMD Athlon (2.5 GHz Pentium IV or AMD recommended)
RAM: 256 MB (512 MB recommended)
Video Card: 64 MB DirectX 9.0c-compliant
Sound Card: 16-bit DirectX 9.0c-compliant sound card
DirectX Version: DirectX 9.0c
CD-ROM: n/a Downloadable
Hard Drive Space: 1.5 GB
Multiplay: Broadband with 64 Kbps upstream (128 Kbps recommended)

With... maybe... "TEEN" (Violence, Strong Language), -ESRB Content Rating ( http://www.esrb.org ).

Remember, that's a complete guess & I could be completely wrong biggrin.gif
But, and I'll see if I can remember and find my source, I believe according to Ubisoft ( ~2005 ), the above stats were considered "within reasonable market demographics" for retail PC Games at $19.95

Please DO feel free to rip any of that! I take no offense smile.gif .

Posted by: njpaul Apr 26 2007, 08:17 PM

QUOTE(RicoSuave @ Apr 26 2007, 04:52 PM) *

Moderate (college students): 3-4 days/week -- 3-4 hours


I sure wish I, as a soon to be former college student, had 9-16 hours free a week to play games. I'm lucky to get 3 hours on Saturday nights.

Posted by: RicoSuave Apr 27 2007, 09:36 AM

I know... it was a weak example. I was just ballpark'ing it (I guess I'm used to playing in bigger parks smile.gif)

I also noticed I seemed to categorize them according to age. That was unintentional. I was just using my experience that I seemed to have played more video games as a child and am having far less time with my hobby nowadays. Raising a family has become my focus these last few years and will probably remain so from here on out until retirement. blink.gif

For those that have read many of my previous postings, you can probably extrapolate that I'm in the Moderate/Casual category... but I do enjoy playing games, a lot! Which is why I liked Wish so much. I could immediately jump into the action without the required "Grind" that all MMORPGs seem to have these days.

It's going to be extremely difficult to conceptually design PW such that we are able to have a game where the learning curve isn't too steep or shallow, where grinding is done away with yet advanced players can excel, where 'challenge' is as much of a part of the game as 'adventure,' and where a "Brains bests Brawn" mentality will hopefully deminish overseas farming affects. Yes, it will be very difficult.

However, I'm more than just hopeful that we can succeed. As we take a look around at our community here on the forums, we see a myriad of ideas, desires, and expertise. We have great Project and Team Leads that are pulling us together and guiding us to ever-approaching milestones. We have experience and sense. We have the drive and the skills...

Now, if only we had the time!!! laugh.gif

Posted by: Pandra Apr 27 2007, 12:33 PM

Someone pointeed out that Dwilf's game years didn't add up to a full 365 days that we commonly associate a year with.

Our game year doesn't necissarily need to equal 365 days. Now personally I don't want to go more than 5-7 game years in a real years time, I'm not sure what the day lenght break down on that would be. But 10+ games years starts feeling a bit rushed to me, like I gotta hurry up and get x done before my character ages too much. We want a design that gives people opertunities to play in diffrent periods of light and darkness but we don't want them to feel time crunched while playing.

Posted by: Dwilf Apr 28 2007, 10:28 AM

There are a ton of ways to mess with the numbers in my previous post.
This day/night cycle and the passing of seasons and years is something that will probly need altering and messing with during the testing phase when we can get a real idea of how it plays.

Having world tilt and location on surface affecting light and dark periods would be very cool.

Here is another set of figures, with slightly longer days and seasons, that result in less game years per real year:

An 11 "real hour" "game day", 5.5 hour light/dark split at the equator smile.gif
A 24 "game day" "game season".
A 4 "game season" "game year".

We get:
2.2 game days per real day.
8.07 game years per real year.

A game season lasts 11 real days.
A game year lasts 44 real days.

Posted by: Alexander May 18 2007, 03:18 AM

Seems to me that everybody is fixed on the illusion you'd need days in a game...

Haven't you ever imagined a world without day and night? Or a planet that has three sons where it is only dark underground. Or perhaps a world where the sun sits at a fixed place and the world doesn't turn, one side will be forever dark and the other forever light. What about a world in perpetual darkness where the only light comes from magic? What about an inward turned world where the big light source is in the middle of the planet and we live on the inside of this hollowed out space, would be cool to see other people walking around up there on the other side.

Though I'd love to have real time days and night just for the fun of pissing some people off that only get to play during the night and hate it. I'd love to see that happen, wouldn't have a problem with it myself.

Posted by: Jerky May 21 2007, 02:34 PM

No, Alexander, again don't flatter yourself. Don't think you are the only one who has ever thought of ideas like that. We all have. The reason why we aren't discussing it already mentioned in your own post.

a) It would tick players off. That may sound fun to you, so its a good thing you aren't making this game.

b)Perpetual light or dark is boring. It severely limits what we could do if we had a day/night cycle. Graphic-wise, quest-wise, world-wise, its just limiting; ergo stupid.

Posted by: Alexander May 21 2007, 04:05 PM

Bollocks! Standard days and nights are boring, use your imagination and fantasy for once Jerky.

Posted by: Minthos May 21 2007, 04:09 PM

Do not mistake good judgment for lack of imagination or fantasy.

Posted by: Jerky May 21 2007, 04:18 PM

Who said anything about "Standard" day-night cycles? Not I. All I was saying is you aren't the first to think like that, so quit acting like you are. Second of all, quit making judgements based on nothing. Most people who come here don't think they know more about the game than the devs do. You seem to be the first.

Just because I argue against your idea doesn't mean it doesn't have any merit. You stated in your own post that it would tick players off. That is true. So propose a way of doing it that wouldn't tick them off. Answer the question: why would it tick them off? You need to help us follow your line of thinking if we are going to listen to it.

Posted by: John May 21 2007, 04:18 PM

Yeah... erm... About as imaginative as not having days and nights really, Alexander.

And the no night thing.. Yeah, I've played Guildwars, the lack of something really didn't seem to me to boast of a powerful imaginative mind at work... Then theres Arx Fatalis, great game, under ground in caves and dungeons! - how non-cliched. Awesome for a first person rpg though working inside technical limitations.

Theres a lot of depth to this subject thats yet to be touched on, it'd be nice to see something valuable added soon, rather than nay-saying and spare of the moment comments that lack objective analysis.

Posted by: RicoSuave May 22 2007, 09:21 AM

Perhaps we can use some of Alex's ideas still. Most of us have probably heard of Moses and Pharoah and some of the plagues that befell the Egyptians. Darkness in one area and light in the other isn't that hard to imagine and doesn't necessarily have to be caused by magic or some mysterious force... maybe just something in or out of NPCs' comprehension.

We could have anything from a volcano perpetually spewing forth ash blocking out light from whatever source fancies us, to some type of shift in the world's magnetic field causing extra, blinding light in certain areas.
Those are some ideas for perpetual Light/Darkness.


I wouldn't mind at all having an entire section of the map be underground. TSR used Drow living their entire lives underground, right? *Reminisces about Baldur's Gate* We can make many different types of land, but I believe we should stick with a changing light environment (having days & nights).

I work with way too many nay-sayers at work to do so here as well. Let's see how many ways we can actually say Yes to something... to find ways to make it work.

Posted by: Jaramar May 22 2007, 12:55 PM

I've noticed a lot of talk about 4 and 6 hour days and have to say I'm against it. You see, while days like those are convenient it also means that anyone who can log in only between 4-5PM every day will end up ALWAYS playing at the same time of day in game. I would actually suggest we use a 7 or 9 hour day (day being a 24 hour day and night) instead so that days are a decent length and also so that people will be able to log in to different times of the day ingame even if they are stuck to one certain log in time in RL.

Posted by: Alexander May 22 2007, 01:03 PM

*sigh* Pretty much everything everyone has ever thought up has already bin thought up by others Jerky, nothing is really new, some stuff is just more popular and well known. And just like the original Wish some ideas don't make it the first time. My acting is all in your head Jerky, go play with it in your fantasy.

As why it would tick some players off? Easy, you can't make everybody happy, it’s the simple truth that some people will always hate what you make no matter what you do. Just as some people will be whiners over always having to carry torches with them just to be able to see (in case they have no darkvision.) Basically people start to whine when something is taken away from them because they can’t see what is actually given instead. In other words, people are generally whiners, losers, and dim-witted idiots. But that’s just my opinion, one that is surprisingly shared by just about anyone I’ve ever met… Do I run with the wrong crowd or is it also a quality of people to say bad of others, even though they know less to nothing about those they insult? But Jerky, do you really need to ask me for answers you already know? Don’t answer that one.

But enough of boring rants, My stolen (DUH!) world examples:

Myriad Cosmology

The world is a immense chain of lose islands floating in midair. They are the only ground for below as far as the eye can see there are only more islands both big and small descending down darker and darker as the upper islands block more and more the light falling from the sky above. Not that the light has a source, the sky above continues endlessly and fewer islands exist there until nothing but sky and eventually only clouds can be discerned, light falls from the sky as if it was part of its very essence, part of the air and the clouds like rain it falls endlessly and unfailing blessing all life with its magical warmth.

Actually above the great deck of clouds lies the rift of creation, from it falls existence in its brilliance just as far below the islands the rift of destruction eats away at all that exists. The Cosmology in any other direction goes on for infinity and none have ever seen the end. Still myth tells of a god wall that surrounds all that is from all that lies beyond it, here the gods themselves have their seat and look upon their creation to judge and observe.

Though the sky is beautify to behold for all its colours know that these are the very elements of creation that must one day come to rain their power upon us. From the rift of creation all matter is spewed forth and just as soon the rift of destruction grabs its strangling hold, all is doomed from birth, all must end just as all must begin anew. Element storms are common on the top islands and all others not protected by those larger and higher flying islands. Fire (both small bolts and exploding balls, Water (rain or entire large lakes of water and even acid), Earth (mostly debris but also entirely new islands) and Air (including suffocating dust clouds and poisons gasses.)

The lower you go the darker it becomes until no light penetrates from above at all, now you come close to the rift of destruction and falling in is an actual danger. The lower you go the more life and its positive energies are drained from you and the surroundings, here the mockeries of life ‘live’ and negative energies run rampant giving second birth to the strangest monstrosities.

In the Myriad Cosmology you have no day and night cycles yet light and darkness exist.

The Realm of Dreams

Ever wondered what it’s like, that land of dreams? But what if you where unable to wake, an exile from the real forced to dream endlessly? What would you discover in this new realm if you had all the time of your life?

All dreams are but soup bobbles flouting and drifting on who knows what essence that is the aired foundation of dreamstuff. Once you can escape your own dreamscape learning that gravity only has grip on dreamers if they believe in it you join the dreamscapes in their eternal drift around the storm that is the dreamheart. Like soup bobbles glowing brightly or dimly like planets forming their own small galaxy. While the only features of the realm of dream are its airy dreamstuff and the formed dreamscapes there is a third, the dreamheart. The largest cluster of dreamscapes storm violently amongst volatile energy of dream like an infinitely large spiralling vortex which is perhaps the only discernable feature of the plane that can serve as a point of orientation, the very centre of the plane and none know what lies at the heart of its heart.

But the capable dreamer is able to enter those dreamscapes of others but what lies in them is known only to those that dare treat them for each dreamscape is the landscape and world of the dreamer who dreams it. And alto it may seem as real as the world you once called your waking world know that this is the realm of dream and nothing here is what it is, the dreamer, any dreamer, can take charge of the dream and make it to his liking. Beware then a hostile dreamer for his small world is the embodiment of its will and your enemy.

Yup the ream of dream, truly a place of possibility where everything can happen and the next world is but a dream away.

The Plane of Mirrors

Simple concept. Two worlds, almost free travel between them in the form of permanent ancient portals and simple magic. Both follow the same day and night cycle but are always at the opposite end of the other. This way players can choose to play in the light or dark at pretty much any time they want. And cool stuff can happen like if one builds a house on one side a duplicate one is placed on the exact same spot on the other world but opposite like Rich/Poor or Big/Small or New/Old (on one world a house ages reverse, getting newer as the other gets older then suddenly crumbing altogether as the original is finally destroyed.)

The Inverted Planet (already named but now with extras)

The planet can be covered in three layers; the inner world of light layer, the middle layer of stone and dirt tunnels without any light, and the outer surface of the planet which is not seen as the hell of the world, the lowest side of the outerdark, a realm of deadly elements.

The inner world is the safest place as this side is where the largest colonies of the livers in the light are build and maintained. Sure there are wild forests and beasts but at least the elements are calm compared to what lies over their doorstep. Where the light comes from can be either known or unknown, perhaps the magic of their world is infused in the very air and no shadows exists. In the middle layer the magic strays to far from its centre source and light grows dimmer until there is only darkness, utterly complete darkness and tunnels endless caves until finally the outer crust is breached. There on the crust no atmosphere protects this poor planet, the rays of its far to close sun scorn the planet so severely that its skin explodes in heat. (Try the movie “The chronicles of Riddick”, the prison planet is a good example) This realm of fire, explosions and pure heat is everlasting where the rays of the sun burn the surface and so slowly moves over its entire hide. But so as heat is unbearable on its light side the cold of the night is equally unbearable. Everything freezes to near zero in mare minutes after the light of the sun has passed but even in those two conditions there is life. The water in the little atmosphere that does exist falls quickly in form of huge hail storms forming glaciers. But where the hail touches the burned surface it melts again and heats but remains trapped by the thick upper ice. Here in this ever moving ocean, life can exist. Just as Couatl beings immune to the heat of day fly between the ash clouded sky and the fire spewing ground without fatigue. However harsh the elements life prevails and ground can be crossed.

Who knows why people live within and why the outside is extreme? Who knows the history of the provider orb at the very centre of the inner realm from where magic and light flow abundantly? (the inner world need not be completely free from shadow or weather, you can easily add clouds and rain and storms if you want)

The Less Extreme World

So why not vary rapid days? With multiple suns and moons? Absurd cycles!

Basicaly you can have one sun that runs along the sky on our humble speed, a day is a day. Add to that one that runs twice that speed and a third that runs three times the normal speed. Throw in a whole lot of moons that cross with the path’s of the suns lots of times both long and short.

For one it would be a real spectacle and would sure make for an interesting sky. Downside is that only a computer simulation can tell you the day and night periods and their length without going mad with calculations. Cool thing is that you can be pretty sure nobody will even have to worry of only seeing either light or dark nor can they predict how long it will last. If you tinker long enough with the numbers and cycles you can figure out which you like best, one that offers the most for both light and dark.

Posted by: greendots May 22 2007, 01:32 PM

holy crap!

Posted by: Pandra May 22 2007, 01:51 PM

you took the words right out of my mouth Green.

Posted by: Alexander May 22 2007, 02:44 PM

What... Now that's an response I really can't do anything with.