A bit late to the party, but I’ll comment on some things.
This sounds very much like the perfect thing to accomplish with Organelle Upgrades
I don’t think this is a good idea, as a complementary method this would be fine, but if this is the primary method playthroughs after the first one will be too annoying as the player likely knows what kind of playthrough they want to go for next. So if the organelles you get is too random it’s going to feel terrible.
This is similar to the endosymbiosis idea where there wouldn’t really be premade organelles (or the eukaryotic organelles wouldn’t exist), instead the player goes around engulfing bacteria to unlock placing them in their cell.
Wouldn’t it be much simpler to just use an idea some community member suggested: make placing the first organelle of its type cost way more, and subsequent copies much cheaper.
@tjwhale’s philosophy is (was) to balance the game so that if you add useless organelles, you’ll die due to lack of energy.
Some randomness is good for replayability, but I think that randomness that really messes with the player are not good. For example if someone wants to do a “plant run” next, but doesn’t end up unlocking the random organelles they need, they are screwed.
I’ve seen a lot of complaints and let’s plays on 0.5.0 and 0.5.1 where the player simply doesn’t find any needed compounds for 5 minutes, that’s not fun. But that doesn’t really like happen to me. So the randomness in the spawn system makes it so that some players randomly have a terrible experience with Thrive and might drop playing the game before getting through it.
I’m all for adding unlock conditions for most of the organelles, so that the first few generations the player would only have like 4 choices of organelles.
It would be so easy to turn this system into lootboxes
I don’t think this example really is fully the same. With the coal example and other kind of industry resource, you can work towards it. In the microbe protein case it’s literally just rolling dice and praying to RNG Jesus. No way for the player to have agency.
Based on the latest agent discussions I would like to go the route that you first get a basic agent, and then you can improve it gradually by spending MP in the direction you want. So that wouldn’t be random either.
A big part of Thrive is that the player is like an intelligent designer trying to beat evolution…
Have you read that organelle upgrades discussion I linked. It seems to be a pretty popular idea. One that I’d much prefer to added randomness.
Except if the player already has a specific run in mind.
From reading things posted in the Thrive community it already seems to be a thing that players recommend specific “runs” to each other, like “have you tried an iron run yet?” encouraging each other to experiment.
Randomness would make that a problem if you already have the general build in mind when starting a new game.
Good example of how organelle upgrades is a popular feature with a lot of suggested upgrade paths already.
You seem to be saying here that by having organelle upgrades and endosymbiosis, we wouldn’t need the randomness suggested in this thread after all?