I want to contest this, because in the situation I stated, which is a single editor + gameplay cycle, you are facing a relatively static situation. That’s a procedurally generated level, but a static level still.
This also does not fit the situation I gave so I believe you may have missed that part?
Okay, because I indeed was getting that impression previously.
Note that if a random event can in any situation be insurmountable, that situation can occur any number of times (so also more times than you have lives). So this still needs the same safeguards of ensuring a single-generation change can always be overcome by the player.
In other words, this does nothing to “allow” more severe changes in my opinion.
I am pretty sure that losing the progress they made on their chosen progression path will always feel sufficiently damaging to players, regardless of whether it can eventually lead to a game-over screen.
I want to re-emphasise again that my entire argument rests on reloading just to the start of the latest editor session. So, it’s not giving you any chance to avoid the problem, just letting you try a different solution for the same problem.
So this is kind of what I feared you were thinking, which is why I am hammering so much on not making “you can always switch to a different species” an assumption we are completely relying on. Because the above is in my opinion a failed game design result.
If you decide to go big, disaster striking when you are big is a complete chance event. The same goes for any disaster striking that undermines any number of other things you were relying on, which may not even look anywhere near as risky as “growing very large.” If those situations are ever truly impossible, then a lot of people are going to be very upset with that and complain about it *forever." They will rightfully say they were killed by RNG, and were therefore forced to take control of some other species with 5 generations of AI edits. Many people are not going to care about continuing in the same world, because they were entirely focused on what they were doing with their species.
So I think any disastrous event has to be survivable just by trying several different solutions in the editor, and then surviving the gameplay environment with difficulty. That does not mean it has to be easy, and it does not mean that disaster events have to be minor. The player just needs to have enough tools in the editor (and this would obviously involve the player abandoning anything they were planning to do and instead focus all MP on adapting to the new situation), and the gameplay environment, while very different, should still provide its own opportunities to continue.
If you’re switching to a different species, it’s at the same point in time, and it’s already been edited by auto-evo for this generation. So really, we’re relying very heavily on auto-evo here to make sure it designed something that can survive the situation.
So, like I said, we have no choice but to make it work, or people are going to hate it regardless. Because not everyone is going to see switching to a potentially very different species as a valid “continuation”.
It’s funny you mention the shrinking, because that’s exactly what I was thinking of regarding “emergency adapatations.” After all, species shrinking can go at least 10 times faster than growing in size.
So, to summarize:
- We better find a way to make major environmental events surmountable with difficulty by any species that was doing perfectly fine beforehand(hopefully without defanging them), or I promise you players will not accept it.
- I believe you are missing many choices beyond your three, such as:
- Ensure the player has enough option choice to adapt to large changes.
- Make sure that large environmental changes don’t just take things away, but also provide new opportunities.
Following your example, without weakening starvation or the environmental change itself, we can still ensure that with skill and knowledge the player can survive this. By shrinking a lot, increasing hibernation, tapping into a different food source, etc. Of course, if you were already small, there are probably other things to do instead. So with possible emergency adjustments depending on both your existing design as well as the exact situation, I don’t think that reduces re-playability at all.
In-gameplay the human player is also much more capable than the average animal, so I think that’s another factor that makes it reasonable for the player species to survive things the species otherwise would not.
So again, I am personally rather in favour of having species switching as an option. But I don’t want that assumption to blind us from the way many players will want to experience the game. And I already saw evidence of just that happening in this thread.
With recent changes to the game seeds affecting events, isn’t this supposed to already be the case?
I thought of the very same example! In the microbe stage the events being rather tame isn‘t as immersion- and realism-breaking as it‘s hard to know which microbes might have survived such events. With macroscopic creatures though, we know with certainty from the fossil record that the really big extinction events inadvertently wiped out most megafauna every time. I‘m sure there are possibilites to account for this other than either making these events toothless or basically soft-disallowing players to become that big through the threat of unavoidable game over through extinction.
And like I said earlier, realistic or not, large size = guaranteed extinction is a terrible player experience precisely because these events can happen randomly at any time.
So yes, we should make it more difficult, but not anywhere near impossible.
P.S.
Part of the reason I asked before about whether “we need proper failure modes” is truly a factual statement is that plenty of games also do not have a permanent failure state at all.
I know that “unlimited species switching (without lives limit)” combined with enthusiastic encouragement of "reload your previous save) essentially means "you will never actually get a final game-over screen. But that can be an entirely valid way to design a game, with only the lost progress/setback being the punishment. To name another famous example, Pokemon. Yes, another static world, but that’s not directly relevant to “does there need to be a final loss state”. And the fact that are games that tend to take a long time to play through, with a lot of things you do not want to permanently lose, I think the comparison is quite apt.