This is something I’ve kind of been actioning through my Macroscopic Editor concepts, but haven’t really stated out loud. I feel that it is important enough to verbalize.
Historically, a lot of ideas in the Macroscopic Stage Editor have been rooted in the Microbe Cell Editor. Part of this is familiarity with the Microbe Stage and previous ambiguity about the Macroscopic Editor, and part of this is a general desire to have connection between the stages.
However, my editor concepts have explicitly tried to avoid involving the Microscopic Editor as much as possible for multiple reasons.
- The Sheer Volume of Specialized Features - There are so many specialized adaptations, features, and components of the cells in a macroscopic creature, that it would be extremely difficult to represent a good number of them in a way that is scientifically accurate. Plus the art assets and such that would also need to be churned out for small parts.
- Complexity of the Macroscopic Editor - If the macroscopic editor is sufficiently designed so that it is complex and deep, it should be sufficient. It should be complex to the point that the player must think critically about how to design their organism, but not critical enough to the point that players are absolutely lost. Having a huge reliance on the Microscopic Editor as well can add a serious burden to the player, who is then tasked with managing both the numerous cell types in their organism and
- The Nature of Macroscopic Adaptations - A significant majority of macroscopic adaptations are expressed most strongly as adaptations to giant structural units, not as tiny adaptations to the building blocks of these structures. The focus of the evolutionary story we are trying to tell is a shift from minute tweaks to incomprehensibly small organisms, to an engineering question of larger structures in the face of environmental and competitive pressures. If we’re a city design game, that would be like tasking the player with making sure the mix of concrete the player uses is sufficient instead of them placing concrete structures - a bit outside of the scope.
- Tedium - You’re not playing as the cell you’d be designing - you’d just be opening up another editor window, placing a part down, then receiving some sort of stat because of this tweak. This contrasts to Microbe Editor gameplay in the Microscopic Stages, where you see the effect of the change in direct gameplay. And it would also contrast to the more form-based, constraint influenced design of the Macroscopic Stage editor as a whole. If Microscopic Editor gameplay in the Macroscopic Stage is just placing down parts, that could very easily be seen as an annoyance, and can easily be represented through Macroscopic Editor mechanics.
- The Macroscopic Editor Should be Self-Sufficient - Where does the boundary between what falls under the “jurisdiction” of the Microscopic and Macroscopic Editors? Say we ask the player to upgrade their nervous system by tweaking their neuron cells - then we surely must ask the player to upgrade almost every other aspect of other organ systems in the same way, necessitating more work in that regard that would take away effort from ways to represent organ system development in the macroscopic scale?
This isn’t me saying that I am completely against the Microbe Editor having some sort of role in the Macroscopic Editor, whatever that looks like. Rather, the point I am trying to make is:
- We design the Macroscopic Editor, and ONLY AFTER the Macroscopic Editor is robust in an area we can find ways, if desired, to implement Microscopic Editor connections. This is in opposition to designing the Macroscopic Editor with accommodating the Microscopic Editor.