I think this is the first dedicated topic to this idea. It has been brought up multiple times in the past, and there’s even an implementation PR now. So I wanted to put my thoughts into a single post.
Basically Thrive has for a long time now kept the player’s immediate surroundings between generations to make sure the previous life of the player actually mattered and to increase the “smoothness” between generations. So this design has two benefits I see: players have to consider when to go to the editor. For example if they are next to a resource cloud they can tactically go to the editor to get a good start for the next generation. Or by slowly accumulating compounds if there isn’t a good resource cloud the player can prepare their next life to be more useful. And finally if there’s hostile predators or some other threat the player needs to consider trying to get away before reproducing as otherwise they’ll still face the same threat in the next generation.
The second benefit is that it increases the fluidity and cohesion of the game. I do not want Thrive to be like S***e where the player just teleports ahead in stages with huge jumps and no cohesion between the steps. So I don’t want Thrive to experience the same problem of feeling like just disconnected minigames.
So after multiple years of people arguing for the other position (resetting things between generations so that they are disconnected). I’ve come to the acceptance that I would accept such an option in Thrive. This is based on the reasoning that scientifically it doesn’t make sense that the immediate surroundings of the player get teleported along them 100 50 million years into the future. So while I want the game to have continuity between generations, I can also accept the opinion that we should make it more realistic as the player is a great great great great great… offspring of their previous self and has no direct connection. It’s not too bad to have two modes: continuity and world resetting as both would need balance and gameplay testing often.
With the general topic introduced and out of the way, I wanted to also discuss a problem that has come up with that PR trying to implement this option.
The problem is related to keeping some of the stuff from previous generation, which I don’t really like. Because the whole point of this idea is that as you are teleported into the future none of the previous stuff matters. But the implementation, as I understood it right now (I haven’t read the code yet), will take into account compounds from the previous life. It doesn’t make sense that one particular facet of the player is kept across the time jump. I think it should be all reset or none of it reset (I know the problem of switching patches, but that’s a gameplay concession due to players not understanding the ability to stock up on resources, which is something I don’t want to get bogged down by in this discussion).
Fundamentally I guess I could accept different variants of world reset, but I think the extreme testing cost is making this implausible. For example if we let the player customize everything that might be kept or reset. Like instead of a single checkbox for this feature, we had a list of checkboxes for the player to check whatever they want:
- Keep player compound across generations
- Keep player engulfed matter across generations
- Keep NPC cells across generations
- Keep chunks across generations
- Keep terrain across generations
- Keep compound clouds across generations
Those make 2^6 = 64 combinations. So testing all combinations and making sure game balance / difficulty is reasonable is going to be basically impossible going forward due to our very limited testing resources. Basically whatever Mr. Productions is going to pick is going to be the only well tested combination…
So as a result of this, I think the world reset option, which should be just one, has to be a total reset.
And to be clear (this is a bit of a specific comment on that PR I linked), the initial compounds has been calculated to be the reasonable starting compounds for the player when starting from nothing for them to survive. So if we make it so that the player cannot stockpile resources in a previous life, I absolutely think we have to give at least that amount of resources to the player to start off a blank slate life, and no compounds should be taken from the player to give them less than the starting compounds we have calculated as suitable to begin a new life (after respawning). So I believe the same has to apply to the world reset option as well.