Evolution in games

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May 14, 2019
Something I've pondered on before is how video games depict and gamify evolution.

PLAGUE, INC - EVOLUTION OF EPIDEMIC DISEASE
Usually evolution is depicted as some kind of skill tree. Take Plague, Inc (which was the app store version of the Pandemic series of flash games) for example. That game cast you as playing as an epidemic disease, goal, kill everyone. The way you engaged with it was choosing how to evolve. That was the only way, in fact. Getting kills (and some other things) gave you the magic evolution points to do an evolution and become more dangerous. When you add a trait, it also transmits automatically to all of your infected people.

Evolution in Plague Inc, then, is magic. It's a very fun game. And it's rather educational, at least in the sense of having all these skills be real life medical symptoms with detailed descriptions and logic to what they do (in terms of effecting visibility, deadliness, contagiousness, and spread through specific climates and propagation methods) and how they interact with public health measures. But the evolution is magical and ultimately runs contrary to how it actually selects on plagues. In the real world you get a disease that's souped up to live parasitically within a host. Usually it doesn't "want" to kill the host. Sometimes it does, but only if it does so slowly enough to spread within a sustainable community. But this epidemic, this animal equivalent to a cold, will break loose into a new animal. It's geared up to fight - to a standstill - the immune system of something like a horse, and so when it invades something like a human it just fucking kills it, because it's mindless, it just does what it does regardless of the effect. And so you get mass death (if it doesn't burn too fast), but ultimately that very mass death selects against the more virulent strains and the weaker people until the disease CALMS DOWN enough to live in a state of truce with us. This is why plagues, even before vaccination was invented, would be catastrophic on our first encounter and eventually become nuisances after enough generations. (I don't remember how many.)

And of course the mutation doesn't change existing versions of it, just new ones. In Plague Inc the easiest cheapest strategy is to basically have a kill switch, infect everyone first (so President Madgascar doesn't screw you over) and then start the killin'.

Plague Inc is a good game, but the irony of it is that despite having such extensive evolution theming, none of it makes any real world sense.
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ANCESTORS: THE HUMANKIND ODYSSEY - EVOLUTION OF THE HUMAN BRAIN
In another title, Ancestors: The Humankind Odyssey, your goal is to evolve from gorillaman to anatomically modern human. The way evolution works in it, though, is different. It's more like an RPG of the type where you only level up a skill by training it, and almost all of them revolve not around physical characteristics but mental ones. You unlock the skills faster by doing them with babies around, and the total number you can lock in depends on the number of babies, so that it both represents learning and rewards propagation.

I think what Ancestors really depicts is the process of learning, both individually - by the player constantly being pushed to play around with their environment, to cultivate a sense of curiosity like a real homo ______ - but also of how that learning is transmitted to younger generations. You only ever encounter other primates of your own lineage, which is probably mostly just laziness on the dev's part, but to me that suggests that the point is that your clan's positive adaptations meant they expanded their range, conquered, succeeded, while your current troop are the ones pushing the frontier.

Physical mutations come about as part of major leveling up steps. I didn't understand how this was intended to be played for a long time, but you have a random chance of babby being special and they definitely get it if exposed to Magic Space Radiation from an asteroid strike. These asteroid strikes are mostly just there to give big 2000 A Space Odyssey vibes. You are incentivized, more or less, to keep reproducing until you get the chance to load up your babies with the physical mutations and then proceed to the next major leap.

In all, it is a very interesting take on evolution, it's even more interesting precisely because you don't actually control the physical process, you only control the things we control in real life.


THRIVE - UNICELLULAR ORGANISMS
Have not gotten to play this yet. But I am very much curious about it. It's funny, I became a social sciences kid (and eventually a math major), but when I was little I could have been easily steered towards doctor because I spent a huge amount of time drawing and looking at stuff about cells. I knew my cellular organelles by heart. Watched Ozzy and Drex. Thought, wouldn't a cell be an interesting topic for a city-builder. Well, someone had the same thought.

It looks, though, like it does the typical "evolution is just a skill tree/research tree" approach.


HOW CAN THE LOGIC OF EVOLUTION BE GAMIFIED?
Ultimately, what I think makes the existing depictions of evolution suitable as games but fail to really portray evolution itself properly, is that they suppose that creatures have control of their own evolution. That it is a purposeful process, when it's the exact opposite. Creatures don't think, "oh I wish I had a longer neck." They either have a longer neck and survive or they don't and they don't. I've met plenty of adults that don't get this. Heard one who repeated that myth that our little toe will disappear because its vestigial (which would require it to somehow hamper reproduction). Hear people that think that real plagues operate on Plague Inc logic of TRYING to kill us. Just look at how shitty the public's understanding of epidemiology was during COVID.

I think the way you make a real evolution game is to make a game that is very tense and casts the player in competition with not just other nature but their own kind. The difference is that you have an ability they don't, and you have to outcompete them. Not just live, actually cross some threshold of doing better. There could be a choice (which could be cool for things where the species diverge from each other by specializing). There may be no choice. Either way, the game presents a challenge and you either man the fuck up and win or you don't. And the challenge is set up so that you're going to have a hell of a time unless you learn how to use that new ability.

That's classic game design.
 
Look if you're going to put something into a game, it has to serve the game. Otherwise you're not building a game, but a simulation.
A simulation of evolution has been made before and it can be interesting, but never fun. It's like choosing to watch a documentary over a feature film.
A kind of healthier, but more boring choice.

The closest experience I had of both a good game and some thematic elements of evolution is the board game Dominant Species. In it, each player chooses an animal class:

mammal, bird, amphibian, arachnid, reptile or insect

Then you have to score points by effectively populating the world with different species as the ice age is approaching.

Most of this depends on adapting to different types of food and adapting to different types of terrain.

But there is both an evolution and a regression phase, and you can spend resources trying to not regress and lose these adaptations.

Not always everything is accesable. Each class has one natural adaptation they won't lose; the amphibian has an extra bonus to wetlands they can't lose.

It's a good game. Sometimes there is some competition; arachnids compete (kill) one for free every turn, which is why people don't mess with them much. Insects create more species when they speciate. Mammals can survive one area even if they don't have food, making them better at surviving tundras that eliminate food sources. And so on.

It's a good worker placement game first and a evolution themed gamed second. This is what will wright encountered when making spore. At some point they realised the simulation wasn't fun and they made it more fun and this enraged the people who wanted their simulation (eg: me). But he was right, the masses like entertainment more than scirnce projects. Simulations.
 
Look if you're going to put something into a game, it has to serve the game. Otherwise you're not building a game, but a simulation.
A simulation of evolution has been made before and it can be interesting, but never fun. It's like choosing to watch a documentary over a feature film.
A kind of healthier, but more boring choice.
I'm not saying Plague Inc and stuff like it is bad, I'm just spitballing about how you would make a game that is a game that does match up with the real world logic. Not even a simulation as such. Could be very stylized. Could be very action-packed. It's just that each level presents you with a challenge/challenges and a new ability or advantage that you need to be able to cope with it. That's REGULAR game design. Here's the sniping level, here's your sniper rifle. You know how old games like that would build up your arsenal of gear and abilities.

I think something like that fits very well with the natural world. Here's you a level where you're being stalked by predators that are a nightmare on the ground, but you can swing from tree to tree. Here's a level where the prey is too alert and fast to catch, but you've learned to spin webs to trap it. That kind of stuff. It's not a simulation, but its gameplay mechanics reinforce the real theory instead of just wearing it as a costume.

In some limited fashion Ancestors has food get sparser as you venture further into harsh biomes, putting heavy pressure on the player to become a proper omnivore (you only get good at digesting different foods in that game by sucking it up and doing it).

It's a good worker placement game first and a evolution themed gamed second. This is what will wright encountered when making spore. At some point they realised the simulation wasn't fun and they made it more fun and this enraged the people who wanted their simulation (eg: me). But he was right, the masses like entertainment more than scirnce projects. Simulations.
Well, Spore was always going to be something very casual and silly. They were making like four or five games smashed into one. What was it? Cell stage like some indie game, creature builder like an action game, tribe stage like a mixed strategy/action game (?), Civilization rip-off, galactic sandbox.
 
I think something like that fits very well with the natural world. Here's you a level where you're being stalked by predators that are a nightmare on the ground, but you can swing from tree to tree. Here's a level where the prey is too alert and fast to catch, but you've learned to spin webs to trap it. That kind of stuff. It's not a simulation, but its gameplay mechanics reinforce the real theory instead of just wearing it as a costume.
I mean it's fine to have these visions. You're certainly not the first to have this one about evolution /natural world type game. It's like the vision of "I want to make the most beautiful sculpture of a woman". It's a fine vision. A good ideal. It's the execution that is the hard part.

You haven't even really begun to grapple with the challenges that come with the vision.

The less you stylize, the more glaring deviations and mistakes from reality become.
 
Evolution as depicted within games is always gamified to be on point and straightforward. Unlike real life where it can be random as hell and affected by coincidences and outside factors.

You do have interesting case of evolution of how people play games, especially ones with a limited choice over a ton of small variations like card games or monster raising games. At least until the devs fuck everything up by power creep, making 99% of the choices not matter.
 
Eh, it's not really trying to do anything with real evolution. I mean you're literally not even breeding, it's just its cutesy way of saying level up.
Give me puzzle pieces if you must, but there are breeding mechanics in the game, and players take advantage of them to get Pokemon with moves they'd be unable to learn otherwise.
 
Well, Spore was always going to be something very casual and silly.
Can you go back to 2007-2008 and tell everybody that when the hype train was approaching the speed of light? I remember when that was going to be the last video game ever produced because it would be all things to all people forever and any other game you might want to play would just be a subset of Spore.
 
Can you go back to 2007-2008 and tell everybody that when the hype train was approaching the speed of light? I remember when that was going to be the last video game ever produced because it would be all things to all people forever and any other game you might want to play would just be a subset of Spore.
We are all fools. It goes on the pile of broken, greedy dreams like Cyberpunk, Star Citizen, No Man’s Sky and GTA V.
 
That's the first game that came to mind when I read the thread title. That game was honestly a lot of fun. A bit of a ridiculous take on evolution but fun.
Same here. One of my favorite things to play back in the day.
 
You know what, that's an excellent point.

Being serious, one of my biggest complaints with it is that it doesn't depict warfare. We know even gorillas wage wars. But you can't war with your monkeymen, it's just one big cuddlefest in the jungle.
i didn't make it more than about an hour before i got annoyed and quit. there was very little monkeying around for an ape game. i would have rather been given the option to either become the big brain tool using apes or the shit covered retard fuckup tribe that throws gibbons around like frisbees.

another game on the topic is the aptly named evolva, which i only know about from jerma's stream. it makes me feel like i need to wash my hands.
 
i didn't make it more than about an hour before i got annoyed and quit. there was very little monkeying around for an ape game. i would have rather been given the option to either become the big brain tool using apes or the shit covered retard fuckup tribe that throws gibbons around like frisbees.

another game on the topic is the aptly named evolva, which i only know about from jerma's stream. it makes me feel like i need to wash my hands.
https://youtube.com/watch?v=_f76cZSl2bU
I thought the game was an excellent monkey foraging simulator. But it really screwed itself over because it didn't explain how to do shit. You get bit by a snake, you die because you don't know how to cure it. I had to look up everything, which is the opposite of what the game wants you to do. And in the end, I found that while it had a real hold on me on my first playthrough, it doesn't really hold up on a replay.

If you weren't willing to get further in you probably just won't like it. You do get more biomes, more content like becoming a predator and killing lions with spears. You figure out tool use. But either you're happy to climb trees and eat berries or not. I felt myself psychically connecting with my ancestors.
 
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