I do think part of that will represent a balancing act between specialization and being more of a generalist. Ideally, specialization gives you dominance over a specific niche/playstyle, but ties your fate more strongly to whatever it is you are specialized in. Generalization gives you some resilience, but often requires more “expensive” adaptations and has the risk of being outcompeted in various parts of your strategy.
I am a bit less strict on the whole “a certain amount of time must pass in between each editor trip” conversation - if we take this too literarily, than basically every extinction event in Earth’s history would be skipped over if we have a 10 MY time-jump (it took around 10 MY for biodiversity to recover from the Permian Extinction, for example). So in interest of representing these events, we would either need to reduce the amount of time passed during environmental events, or generally accept that Thrivian environmental events stretch out for much longer.
Though I will say that I don’t think climate change should occur within a player’s lifetime (barring seasons, or very specific events if we are able to represent) - the world the player spawns into should generally stay consistent for as long as they play it, and change upon entering the editor in my opinion. Unless I misunderstood what you were saying.
Agree here. I would think some level of dynamism here would be cool here - some editor trips might be 10 MY, others might be 5 MY, etc. I previously thought it would be cool to attach that to the amount of MP spent in an editor trip, but that doesn’t account for quick radiations or living fossils.
Another option is to have the amount of years passing slow down in climate events since evolution tends to happen quickly there. So if the planet experienced a meteor collapse, the next few editor jumps will represent 500,000 years instead of 10 MY. Not essential, but nice for flavoring.
I’d agree that these should be their own topic - it would be great to focus on the core gameplay actions, ensuring they are fun, intuitive, and dynamic. If we play our cards right, just the act of moving or eating could be interesting and engaging.
I am starting to convince myself that would be an ideal way to organize distinct phases of the game - have some baseline that is stable throughout an era, and then dramatically change that baseline through a traumatic event, inducing a new baseline. There would of course be changes throughout each era - patches can still change due to vegetation levels, some temperature and geological changes - but these events will represent significant, changes. The Mesozoic had a lot of climate variety because of its timespan, but it was generally much warmer than our current world, and more moist than the Permian which preceded it.
I think what would be useful is to separate what volatility we think is appropriate just as a continuous part of change throughout the game, and what aspect of the game should be volatile and expressed through these era changes.
This could be an important benefit if we make extinction events genuinely difficult. I feel like there’s some other interesting bonus we can provide as well, but nothing is coming to mind as of now.
Leaving this here: How Difficult Should Thrive Be? - #5 by Deus
But the basic gist of that conversation is the idea that species switching should be a more significant part of the gameplay loop, perhaps through a “lives” mechanic that gives you a limited number of chances to switch to maintain challenge. So you’d start off with 2 switches (lives) in the Microbe Stage, gain a life every time you progress to a different stage, and lose only if you run out of switches. Rathalos had an interpretation of not limiting this switching at all, and just allowing players to switch upon every extinction.
A really fun part about many sandbox games, like KSP or Crusader Kings, is seeing everything blow up and trying again after. The issue with Thrive is that if everything blows up, you’re done. Not only does this limit player creativity, but it also limits the problems we ask the player to solve - if extinction means the entire game ends, then we can’t ever really throw a challenge that is immensely difficult for the player to work through. So our conversation of making environment/extinction events really difficult would not fly at all.
Beyond just gameplay and realism - a playthrough in Thrive is going to be really long. I can’t imagine playing through a 6 hour playthrough, reaching the macroscopic stage, and losing all those 6 hours because you made one wrong decision and entered a death loop. The two potential solutions would be to make sure that players can recover from anything by making events much less scary, or to give them chances to try and solve a difficult problem again. And I’d much prefer the latter.
That was my main issue with just having the “switch upon extinction” feature be enabled for everything, and the idea behind having some sort of “lives” feature attached to extinction and switching. Going back to my favorite (desired) analogue for Thrive, KSP - you crash a lot, but in the career mode, you have limited amount of funds/resources/whatever so that you aren’t just willing to throw rockets against the wall. You may have a safety net, but you genuinely do need something to work eventually.
That way - you have margin of safety for experimentation and for trying out new things, but you do need to succeed eventually. You have a lose condition to be mindful of.
Linking this as well since it’s been mentioned as context a few times this conversation: Changing Role of the Environment in the Macroscopic Stages