Posts Tagged OM NOM NOM NOM
Here’s a new type of post: analysing the behavior of Species: trying to work out why things are happening the way they are, and using what we learn to improve the mechanics for the future.
Eventually, I’d like to integrate this sort of questioning into the game mechanics themselves: make science itself a game mechanic. As an example: say you want to know what a specific gene does. The game could require you to earn a certain amount of “data points”, or something equally abstract, and then spend them on that gene to discover it’s function. And that would make for a decent game mechanic, encouraging you to earn data points, which I assume you’d get by performing actions like creature sampling. But it wouldn’t be science, it’d be economics. And no offence to economists and EVE Online players, but unless your entire country is falling into disrepair because of too many short-term investments and cuts by the rich and powerful, economics is boring.
Alternatively, you could take a creatures genome, apply heavy mutation to that gene specifically (via a targetable radiation gun or something equally awesome), then clone a creature from that genome and see what’s changed. You could then go back and label the gene. Observation, hypothesis, experimentation and conclusion: that’s science, turned into a gameplay mechanic. And best of all, the reward is the logical result of the experiment: you can now target that feature specifically when you manipulate genetics.
Of course, the game can take care of some of the slower bits: for instance, an ‘autocompare’ between parent and child, which detects and names the heavily mutated gene for you, would keep the game moving better than if the player had to visually inspect for differences, and then go back and type in the function of the mutated gene themselves. Afterall, I’m not interested in data entry, I’m interested in science. (On the other hand, if naming gene functions is your thing, this would tie in well with the ‘naturalist mode’ idea that Reprieve suggested)
Anyway, I’ve managed to go off track before I even got on the track in the first place. I don’t even think I ever even [i]saw[/i] the track: I’ve been doing donuts in the carpark this whole time. Shorter me: I’ll be looking for any opportunity I can to integrate science and gameplay. In the meantime, I can still do science on the game out here in meta-space.
And what I want to know today is: why aren’t carnivores evolving?
Play the game for a bit and the best you’ll probably get are omnivores, despite all the giant piles of delicious meat lying around. Something’s going on: hunting and scavenging should be viable strategies, so why don’t carnivores survive?
Part of this is simply the power of stupid. Creatures are often too dumb to seek out plants, let alone other creatures, let along dead other creatures. Rest assured I’m working on this for 0.4.1, and future versions will have significant AI improvements on top of it.
But it’s not just that. You may have noticed that probably the most viable strategy among the creatures is to find a large tree and just sit there eating it, staying at max energy and pumping out 10 or more babbies until it’s gone, like the Quiverful movement’s vision of the ideal woman.
So why doesn’t this work for carnivores?
Is it just simple math? I’ve been meaning to check the math for this post, but haven’t gotten around to it (and I don’t have the game in front of me right now durn it), but I’m pretty sure it isn’t: meat energy is highly dependant on the life of the dead creature, but everything they eat during their life is converted to meat, so there should be loads of it in each meat pile.
But there’s another factor. You see, creatures have an ‘eat rate’ value, which differs between vegetation and meat. The malleable, delicious, high-protein meat can be consumed much more rapidly than the tough, horrible, inefficient plants.
In theory, this serves as a reward: unlike grazing, creatures can get a lot of energy in a short amount of time from meat. In practice, it became the opposite: the above strategy, where creatures maintain their energy at max by eating from one source until it’s completely consumed, works for only as long as the source lasts. And meat doesn’t last much time at all.
This is an interesting phenomenamnicon in it’s own right: the ecosystem actually encourages slow-eating creatures, which is the opposite of my expectations. But it makes the game less interesting and actually discourages evolution, so I believe a few changes are in order.
There are two approaches I could take to this:
– The balancing approach. Consuming meat faster is preventing carnivores from developing, so I’ll make them consume meat slower. I’m not going to take this approach, partly because it’s illogical, but mainly because it utterly and unforgivably violates my primary design goal. I’m developing the environment, not the evolution: I shouldn’t be ‘balancing’ selection pressures to make the things that I find interesting develop. That’s not what the game is about! Aargh!
– The expanding approach. It’s not consuming meat faster that’s preventing carnivores from developing: it’s that I’ve failed to model the animals eating behavior correctly. It’s logically impossible for them to continue to eat when their stomach’s completely full, so why are they doing so? I need to fix that fundamental bug, rather than working within it to achieve outcomes I percieve as desirous.
Of course, I probably won’t be able to fix it immediately. Making them make a new decision when full is a relatively simple thing to implement, but it will lead to a whole bunch of new bugs to test for, and will have significant implications for their survival (making it much harder on the early, blind creatures, and much easier on the sighted random creatures). So I’ll probably hold off implementing it until 0.5.0, which will also implement grazing, a feeding strategy that doesn’t depend on sight and so makes it easier on the starting creatures.
(EDIT) Actually, you know what guys? Screw everything I just said, I’m implementing it anyway. I might as well: it’s not like I’m not fixing AI bugs already, and with those fixes I’ve already completely screwed over the game balance.
(EDIT Mk2) What the flip. The blind starting creatures are surviving better now? How are they… I don’t even… what is this? What the hell even is this? YOUR GOD DEMANDS TO KNOW.
(EDIT Mk3) Okay, it looks like this might be one of those hilariously unintuitive results the Anthropomorphic Personification Of Evolution is so fond of. I could explain what I think is causing it, but that would deprive you guys of the challenge of working it out yourself. So come on: tell me in the comments why they’re reproducing better now that they leave tree’s alone when they’re full! I’ll post what I think is the answer a few days from now.
“Phenomenon”: singular. “Phenomena”: plural. And the “Phenomenamnicon” is a book used to summon a particularly vague eldritch abomination. Geez, it’s not that hard to remember!