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Re: Project idea: SimEarth-inspired open-source game

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Project idea: SimEarth-inspired open-source game
From: D P <derek_prowse at yahoo dot com>
Date: Thu, 10 Aug 2006 08:28:01 -0700 (PDT)
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http://strategywiki.org/wiki/SimEarth:_The_Living_Planet

joe at strout dot net wrote:  On Aug 10, 2006, at 03:48 UTC, Fargo Holiday 
wrote:

> Dude, I loved SimEarth. True, it got boring pretty fast, but the concept 
> was fantastic. Yeah, I really don't have a whole lot else to offer, just 
> wanted to let you know that there was another fan here. I'd happily head 
> up such an item if my skills and time were up to it.

Well, we can help fill in gaps in skills, though we can't create more time for 
you. :)

I wonder how the design flaws (i.e. not enough to do to stay involved) could be 
fixed, without turning it into a totally different game? Let's discuss.

One thought I had was to posit that you (the player) are a member of an 
advanced spacefaring civilization, and it's your job to shepherd this planet 
over millions (or billions) of years, to foster new civilizations to join the 
galactic club. Your project has a budget, which you can spend on reasonable 
interventions -- causing (or avoiding) asteroid/comet impacts, orbital sun 
shades or focusing mirrors, increasing the mutation rate (by introducing 
metagens into the environment), picking up critters and moving them elsewhere, 
and making minor changes to the terrain, etc. But you don't get to change any 
basic laws of physics, nor tweak every constant in the simulation.

You get paid for results -- at each "turn" (a period of time equal to, say, 5 
minutes of play at normal speed), you get more money based on the complexity 
and density of life/civilization on your planet.

The game would have a clear goal -- developing a new spacefaring civilization 
-- tools to accomplish it with, and a budget to maintain. (I know the original 
SimEarth had something similar, but it wasn't as well-defined and tended to get 
in the way more than add to the fun.) Different scenarios would all have the 
same goals and rules, but would have different starting conditions: some 
planets would be outside the normal habitable zone, for example, or might be 
inside it but in the midst of some ecological crisis. You're the guy they stuck 
trying to clean up the mess and save the planet. You'd get a score at the end 
based on the time it took to reach spacefaring, and achievement of bonus 
objectives; and there'd be a high-scores list for each scenario.

I think this would be fun to play. But what do you-all think about it?

Fargo, do you still have your SimEarth manual around? I have mine in a box 
somewhere. It'd probably provide some valuable insights on the various cycles, 
though we wouldn't want to let that constrain us too much -- the key in making 
this a doable project would be to focus on the details that make it fun, and 
take shortcuts on the rest.

Cheers,
- Joe



--
Joe Strout -- joe at strout dot net
Verified Express, LLC "Making the Internet a Better Place"
http://www.verex.com/

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