Difference between revisions of "UC MUD Languages"

From UtterChaos
Jump to: navigation, search
(Created page with "* Different language for each sentient race? Or at least for each sentient racial group? * Common language * Guild languages * Ancient languages UC_MUD_World_Planning")
 
(Effects of fluency)
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
==What languages exist?==
 
* Different language for each sentient race? Or at least for each sentient racial group?  
 
* Different language for each sentient race? Or at least for each sentient racial group?  
 
* Common language
 
* Common language
 
* Guild languages
 
* Guild languages
 
* Ancient languages
 
* Ancient languages
 +
 +
==Language relationships==
 +
* degrees of separation between languages
 +
* language family tree (LFT)
 +
* different LFTs could be related due to geographical proximity
 +
* history of world has large impact on languages. A race has a common ancestor and location so their languages are all in common, but due to movement, natural disasters, and colonization/war, the languages change as the different races change.
 +
** History needs to be developed in parallel with LFTs.
 +
 +
==How to learn==
 +
* speaking to other speakers
 +
** full immersion
 +
** teacher vs class
 +
* studying
 +
* steps to fluency
 +
* Number of languages already known increases learning rate
 +
* Number of sister/family tree languages already known increases learning rate, cumulative with number of languages known
 +
 +
==Effects of fluency==
 +
* model fluency on a numeric scale (0-100?)
 +
* unknown languages are a 0
 +
* Hearing an unknown language spoken gets no details.
 +
** Character will not be able to identify exact language unless the character knows another language on the family tree.
 +
** Sister languages will count as low fluency
 +
** Unknown language may be generified as most common language in family tree, or as "racial" language
 +
* Level of fluency determines how much of language is understood when spoken
 +
* Spoken language is assumed to be plain English (with maybe some interesting idioms used) and parsed by an NLP
 +
** If character is not 100% fluent, words may be replaced by gobbledygook (exact sounds based on language) or phrases reordered, depending on level of fluency
 +
** Different languages will have different homophones that can be misinterpreted as a function of fluency. "There/they're/their" in English might be "Orange/story/his parakeet" in another.
 +
 +
==Easter Eggs==
 +
The gobbledygook fields can be place to put in random in-jokes
 +
 +
* have one language have the same word for healer and warrior, and it sounds like doctor
 +
* slang from various sci fi shows in different languages (Firefly, I'm looking at you.)
 +
* metaphors in gobbledygook, including "Darmok and Jalad at Tanagra"
 +
* "Elves do too have a word for heterosexual"
 +
* Dwarves have 30 words for beer and 100 for rock
  
 
[[UC_MUD_World_Planning]]
 
[[UC_MUD_World_Planning]]

Latest revision as of 15:08, 26 October 2011

What languages exist?

  • Different language for each sentient race? Or at least for each sentient racial group?
  • Common language
  • Guild languages
  • Ancient languages

Language relationships

  • degrees of separation between languages
  • language family tree (LFT)
  • different LFTs could be related due to geographical proximity
  • history of world has large impact on languages. A race has a common ancestor and location so their languages are all in common, but due to movement, natural disasters, and colonization/war, the languages change as the different races change.
    • History needs to be developed in parallel with LFTs.

How to learn

  • speaking to other speakers
    • full immersion
    • teacher vs class
  • studying
  • steps to fluency
  • Number of languages already known increases learning rate
  • Number of sister/family tree languages already known increases learning rate, cumulative with number of languages known

Effects of fluency

  • model fluency on a numeric scale (0-100?)
  • unknown languages are a 0
  • Hearing an unknown language spoken gets no details.
    • Character will not be able to identify exact language unless the character knows another language on the family tree.
    • Sister languages will count as low fluency
    • Unknown language may be generified as most common language in family tree, or as "racial" language
  • Level of fluency determines how much of language is understood when spoken
  • Spoken language is assumed to be plain English (with maybe some interesting idioms used) and parsed by an NLP
    • If character is not 100% fluent, words may be replaced by gobbledygook (exact sounds based on language) or phrases reordered, depending on level of fluency
    • Different languages will have different homophones that can be misinterpreted as a function of fluency. "There/they're/their" in English might be "Orange/story/his parakeet" in another.

Easter Eggs

The gobbledygook fields can be place to put in random in-jokes

  • have one language have the same word for healer and warrior, and it sounds like doctor
  • slang from various sci fi shows in different languages (Firefly, I'm looking at you.)
  • metaphors in gobbledygook, including "Darmok and Jalad at Tanagra"
  • "Elves do too have a word for heterosexual"
  • Dwarves have 30 words for beer and 100 for rock

UC_MUD_World_Planning