» Fri Feb 18, 2011 8:24 pm
To the OP: your question actually has a real answer, which has not yet been given. What you are essentially asking is, with presumably a thousand or more years of continuous study of magic (the Mages Guild has, to the best of my knowledge, an unbroken line of existence that predates even the Akavari Potentate), why does Tamrielic society not display more examples of magic in daily life? As presented in-game, teleporters seem to be limited to transporting an individual and as much as he can carry; soldiers seem ill-equipped in a world in which magic weapons and armor are potentially cheap and plentiful; manufacturing and agriculture, which could ostensibly benefit greatly from magical assistance, seem to be done using only the crudest and rudimentary of methods. Magic seems to be limited to traditional "wizard" roles, when, in fact, it could probably do so much more.
The first, most obvious answer, is that, being an adventure game, the game implementation is limited to things that would be of interest to the average adventurer: ie. combat and personal transport. However, I believe certain features of Imperial society suggest that, in fact, economic development in general (which is what you seem to be asking for) would be limited to marginal growth. Entrepreneurship, the act of introducing new methods and organizational models which affect people's very ways of life, is a thing that is, in most societies, restrained by authority.
The activity of an entrepreneur (such as a man who invents and markets a new farm implement which utilizes alteration magic to speed plant growth, or an engine that cleverly uses destruction magic to turn a turbine) benefits society in the long term. This innovation spurs others, freeing laborers from more menial tasks to higher tasks. Society ends up awash in new products and services, most of which are within reach of the expanding middle class that results from this process, many of which are available to the poorest. The standard of living of ALL is raised, in the long term.
In the short term, however, while those who use the new machines either before or better benefit from the innovation, those who continue with traditional methods... ie. society's formerly well placed skilled workers, are displaced from their positions, generally falling into the category of an unskilled laborer if they are unwilling or unable to adapt to the new methods. Between this and the fact that mechanization can provide motive power previously provided by men working at a level little higher than animals, the unskilled laborers are also displaced. If all this happens too quickly, and a large, self-conscious underclass of unlanded, unemployed proletariats develops before the inevitable newer, more productive jobs appear, the advances can be completely undone, even undermined for as long as the memory can last, by violent revolution. Without an outlet for people who would otherwise be displaced in the meantime (such as an entire continent to explore and colonize), most cultures develop institutions designed to discourage entrepreneurship for precisely this reason.
Such institutions include a network of crafts guilds which will, when necessary, oppose (even violently) the establishment of new methods which could threaten existing stakeholders. In-game, we see that even adventurers have a network of guilds which institutionalize the methods of adventurers: The Fighters' Guild, the Mages Guild... even thieves and assassins have guilds designed to protect the interests of their members by enforcing a comfortable status quo. Witness the immediate suspicion of the Blackwater Company, which dares to compete with the monoply of the Guild.
There are, however, snippets in the lore that suggest that even the most modest of craftsmen have their guilds, and the Imperial patronage of Zenithar's order suggests a culture which regards labor as a virtue in and of itself, independent of the fruits thereof. The generally Anuic stance of the official Imperial cults suggests a preference for the conservation of existing institutions over the establishment of new ones. In other words, the Empire has a tightly integrated system of guilds and professional and religious organizations designed to defend established interests, and the expense of emerging interests.
In addition, trade in any materials that could destabilize is also regulated by Imperial power... through the chartering of any new corporations. This includes trade in ebony and glass (materials that if put to industrial use could presage all kinds of new, better devices)... but of particular interest is trade in Dwemer artifacts. If it were legal for these to be traded around in impunity, the recovery of some of the less explicitly mythopoeic methods by would-be inventors (reverse engineering) could turn the Empire's economy upside-down, threatening the welfare of established interests (up to and including Imperial rule, itself). To prevent this, the Empire requires that you ask for permission before doing anything outside the guild structure.
In short, in a well established society such as that of the Empire of Tamriel, the institutions necessary to entrench established interests by preventing innovation would be (and appear to be) quite mature at this point. The Empire has been politically and militarily unified for some time, with no external threats, meaning even innovation at the military level likely stopped centuries ago.
I am thinking of how to represent the concept of "creative destruction" (the destruction of old institutions via displacement by new ones... see Joseph Schumpeter for details) using Tamriel's mythic structure, and I'm thinking the only one that really applies is Lorkhan himself, who made something new that destroyed the old ways. Not quite Daedra who generally focus on directly undermining existing institutions, nor Aedra, who generally focus on maintaining existing institutions, Lorkhan's tale is the tale of one who had an idea, had the means to bring it about, but was destroyed when his helpers learned the new order would benefit them personally less than the old order... regardless of potential benefits to society's future heirs.