I am continuing this quest of mine.
There are multiple gigantic reasons why having such direct continuity between generations presents us with problems.
- Environmental Changes Not Actually Being Represented - Especially with compounds varying a lot more dramatically now, each new generation can bring a dramatically new experience with resource allocation. However, because pre-existing clouds are present, these compound changes really do not manifest at all.
- Auto-Evo Changes Not Actually Being Represented - Species which should be extinct, or otherwise experienced significant changes in population, will still be present at their prior level. This can very easily lead to confusion, and adds an inherent level of inaccuracy to our GUI reports.
- Improper Evaluation of Build Performance - If your organism finds a suitable spot (intense cloud saturation or a giant chunk as an example), there really is no need for your organism to prove itself as successful in a new world. Instead of the organism proving fitness in a new environment, conditions of an environment from 100,000,000 years before will still carry them forward. To the point of even having the same engulfed organisms being digested.
- Logical Implications - Beyond gameplay implications, it really does make zero sense for us to be an evolution game which supposes that geological eras can pass with 0 change in the environment of your organism. Ancestors from millions of generations before should also not have such a direct impact on their great-great-great-great x100,000 descendants.
I will also say that the existing justification for having this continuity isn’t necessarily a strong one. Proponents of this direct continuity argue that it serves as a get-out-of-a-rut card for a player who might find themselves in a dangerous situation.
- That’s a real evolutionary strategy. See mayflies and silk moths, who literally do not need to have mouth pieces as an adult because they reproduce so quickly.
- Evaluation of build success should be contained to the gameplay loop - in other words, the test pass condition is just reproduction. Having it go beyond reproduction bleeds evaluation of an individual build’s success across multiple generations, which isn’t ideal.
There might be some loss of the feel of a living world if there is a fresh state every spawn since spawns technically restart - but isn’t there a way to quickly run through simulation steps right before the player spawns that isn’t very demanding?