What is our general plan for filling specific important niches for organisms in the later stages?
I see two different ways that our audience will want to play Thrive:
The player will begin a game without a set strategy in mind, and come up with what they want to do gradually over time. They will adapt to the environment more, and take advantage of the existing environment as it develops.
Or, the player will start a game with a specific goal or strategy in mind that they want to enact. This goal could be as simple as creating a herbivore that eats whatever flora exists on land. Or, it could be as complex as creating a flying âdragonâ that hunts âwhalesâ when they surface for air. Not only would a complex strategy like that depend on the playerâs skills at designing an organism that would have success in that role, but it also requires auto-evo to have created an organism that is similar enough to the niche and behavior of a whale. (And assuming that it is theoretically possible to do this in Thrive at all, but that is not the question here)
A player can also switch between the two ways over time, perhaps they come up with a different idea halfway through the game. Still, the question remains: will a player be able to rely on specific niches or specific [real life animal]-clone existing in their game? If so, is it that auto-evo will âusuallyâ create it, or will it be 100% guaranteed? And what will the boundary be, between the organisms you can rely on existing and the ones you cannot?
For the previous example, expecting auto-evo to have created a âwhaleâ analogue might not be something we would want to guarantee. But, expecting there to be a âgrassâ or âtreeâ equivalent is something that would be expected in any reasonably earth-like scenario.
This mainly is a question of what we want the default or close to default settings to produce in the environment.
On the one hand, I expect most players will want to create Earth-like creatures and have success and they will expect that the environment will support their goals. I can imagine a common example to be a lot of players wanting to create a dinosaur, perhaps wanting to get a race of T-Rex to space for example. Should the player expect to be able to have a T-Rex organism âjust workâ in a normal game of Thrive? Would auto-evo be guaranteed to create and sustain a population of large herbivores or other suitable prey organisms? I expect most playerâs organisms would be at the Apex of the food pyramid by the time they reach Awakening, so the rest of the environment is basically under the complete direction of the auto-evo system here. If the player is wanting to create a huge carnivore and auto-evo randomly happens to not create any suitable prey, then the player will likely be very frustrated and would have failed through no fault of their own. I am of course assuming that the player has done everything right, and isnât playing on a too difficult mode or going for an atypical strategy.
On the other hand, if you just force auto-evo to always converge on the same fixed set of organisms every time, with basically cosmetic differences from Earth, then the potential for interesting auto-evo generated environments will be made minimal. Do we want every single game to include an âalien cowâ? And how important will it be for the player to adapt to the environment given to them, as opposed to the one they would have wanted?
I know that from the implementation side here, consistency seems more preferable. It also seems like it would be preferable from a game balance standpoint. But, we donât want to make the gameâs environment be too identical across different playthroughs. And depending on how the player wants to play the game they might want a more standard environment they can rely on knowing and planning for in advance, or they might want a completely unique environment to adapt to for a challenge or for a random experience.
I donât expect us to have a final answer for this question yet, but I think it is important to figure out as we are approaching the next phase of development of the later stages.
This is already becoming relevant for my developing of the World Generator, as I would like to know what the expected properties will be of the flora typically generated, âgrassâ and âtreeâ equivalents especially. I have a separate post asking about that question at Flora Generation Constraints as it is more specific.