I've got some vague ideas for an evolution based game but am having some trouble getting creative traction. I wanted to call it Intelligent Design because the player would be directing and involved in evolutionary process. I originally tried using a species pyramid but have since scrapped the idea and decided to try using one species.
Each player has a species card with five abilities that start at one. Mobility, Vision, Reproduction, Defense and Digestion. Players would then draw adaptation cards and play them on their species to alter these stats and give them some special abilities. In order to play adaptation cards the player must discard cards from their hand, see Race to the Galaxy. Then each player would contest with other players by comparing their stats and however has the highest gains gene points equal to their score in that stat. Players then could use those gene points could upgrade the level of their species. The goal is to get to level five, human level intelligence basically.
Some of the problems are that it just isn't a lot of interesting descisions to make, there's no real representation of natural selection and there might be a runaway winner problem.
Some of the adaptation cards would be a strait stat increase, others would increase one stat and lower another, some would increase more than one stat and some would increase a stat temporarily. Some adaptations could only be played on a species of a certain level or higher.
Evolution game: Intelligent Design
An interesting idea. I used to enjoy writing genetic and ecological simulations, so this immediately appeals to me.
May I first suggest taking a good look at your attributes and justifying each one by linking it to a game mechanic?
What immediately springs to mind to further this idea is using a deck of environment cards, dealing 3 or so for a round, and then allowing each creature to be placed in a chosen environment, taking advantage of benefits, and battling any other creature/s it encounters there.
For instance, a jungle might require vision to navigate, provide a benefit of vegetation as nourishment, and have an added drawback of reducing mobility.
So that this environment would be ideally suited to a herbivore with high mobility and sight.
Nourishment could then be used as a currency in the game, used to draw adaptations.
Reproduction doesn't stand out as something which has an obvious application, unless you allow player's to produce additional copies of their creatures.
This could work, of course. A higher population requires more food, but also allows you to gather more, and survive attacks better. Maybe represent creatures by giving players simple coloured tokens which they earn by spending food (each token is an exact replica of the player's base card with its adaptations, and costs, say, X per creature they already control, for balance), and which may be distributed to the environments.
Am I on the right track?
I think environment cards/tiles are necessary too...
Some environmental catastrophes or events that could influence the evolution of the creatures towards one direction or another could be cool too : droughts, ice age...
Is the Mass Extinction affecting all the species regardless of the way they evolved ? ( I mean the characteristics, not the total population )
That's precisely what I had in mind... A single "Durability" stat may probably be enough, but I think I prefer the first option... it really offers a lot of perspectives ( maybe too much ? ^^ )
You may want to look into the game Evolution Earth: cataclysm. Its sold on thegamecrafter.com and has an entry on boardgame geek.
Also have a look at spore (PC and xbox?), which covers the evolution and development stages, and extinction to a lesser degree. Although it is a different medium, the topics it covers are very close to what you're going for.
I'd have thought an extinction level event would simply create such harsh conditions that any ill-adapted species would simply be wiped out.
If you are using a separate doomsday clock mechanic, you could give adaptations a separate set of attributes which relate to extinction level events, but I would hope for peaks in a dynamic system rather than tacking on an additional mechanic. Adding something like a climate mechanic would give you added depth (as a range of continuous environment modifiers), and would occasionally combine with environments to create conditions in which a species simply would not be able to keep up. So that if a cold snap causes all creatures to cost additional upkeep, a grazing herd which relies on numbers, low upkeep, and cheap reproduction would be able to outlast a low-nutrition turn by sacrificing a few members of the herd for the sake of the species, while a predator with high upkeep might not be able to hunt enough prey to survive. Still running with the predator-prey mechanic, why not give players three classes of life-form to raise - a plant, a herbivore, and a carnivore. They might have to balance the development of one species against the survival of another, and may even have to prey on their own creations in order to keep their charges from extinction. A plant doesn't have vision, but it can be prickly (defense), it needs nutrition (upkeep) and has means to gather nutrition (digestion), and reproduce. What it lacks is mobility, but that could be part of a rock/paper/scissors balance between the three classes of life - predators prey on herbivores, who prey on plants, who in turn subsist on decaying flesh (some kind of tally of all types of predation over a round, perhaps?). Again, players are balancing easy meat for their own species against easy prey for their opponent's.
The range of development is a problem though, because a microbe can't grow teeth. You could put each stage of development on a card and only apply the relevant one, or restrict yourself to a relatively limited range.
Maybe mobility works like initiative, in that it places the creature higher up the movement order. Predators have a lot, but they have to try and predict where their prey will graze, just as herbivores have to predict the distribution of plants, and plants have to predict the outcome of combat between carnivores and herbivores (presumably carnivores will eat meat, while herbivores will leave it to decompose and thereby feed the plants).
Aquatic creatures could be of any class, and simply require a certain level of moisture, which is provided by environments and multiplied by climate.
I'll give you a shout if any more ideas pop up. To be honest, its a game I'd love to make myself. Are you aiming for this to be print-and-play-able?
I just saw I missed your time-line breakdown, so I guess a lot of what I posted there will be irrelevant.
It might still be food for thought, or maybe I'll get a chance to design a game along the same theme after all. I'm working on a couple of things at the moment, so there's plenty of time to see if there is more than one game in there.
Yes and Evolution Earth: Cataclysm is also available for free print´n play.
I have made two games about evolution which might interest the readers of this thread. They are Evolution Earth (boardgame) and Evolution Earth: Cataclysm which is a card game.
Evolution Earth:
http://www.boardgamegeek.com/boardgame/70533/evolution-earth
Evolution Earth: Cataclysm
http://www.boardgamegeek.com/boardgame/63216/evolution-earth-cataclysm
Evolution Earth (boardgame) has a timeline from critters to mammals and it´s an area control game where you try to have species superiority in certain continents or ocean. Those continents are secretly and randomly chosen in the beginning of the game and player´s get victory points with that. Game also has some special cards that are based on the same principle (superiority) for example superiority with your species that live in the jungle continent or superiority of having most insects in the game etc.
Evolution Earth also has a competition between species and this is measured by their color. If an area has say 4 red species it´s very powerful against opponents species that has only a little of red colour in that same area (continent). The colour "code" also shows how adapted they are into their environment. The more there is the same colour the more they are adapted to a specific environment (for example tundra) (and are very strong competitors with that colour) but very weak against climate changes for example. Also the number of species in a specific area (continent/ocean) defines the survival chance and also the ability to compete against other players´ species.
Evolution Earth has a different set of cards that have cataclysms on them from viruses to changes in ocean´s currents to desertifications, supernova explosions, climate changes, ice ages, asteroid impacts and so on.
If you are interested the rulebooks of both games are available via those internet links.
Hope these helps you defining and creating your evolution game. There is a plenty of different views how to make an evolution game. The evolution Earth game was a design that took me many years to finish and it grew so big in many ways that I guess it´s almost impossible to get published. However now I feel like it has anything a decent evolution game should have: all periods or Era from precambrian to mammals and birds, moving continents and very dynamic competition and survival system.
More info on both games on BGG.
Thanks
I enjoyed spore quite a lot, but I didn't use any online content, as it had a tendency to ruin everything. It was childishly colourful, and did a terrible job of what it purported to represent, but the creature-building connected with the strategic element to some degree, and it could be entertaining. The tribal stage lacked interaction with the environment, and the civilization stage was impossible to manage, but there was fun to be had at all stages.
A print-and-play (or PnP) game is simply a game which is published in a format which allows someone to print and assemble it at home. Typically a self-contained pdf download with half a dozen or so pages, and often no more than a couple of pages of rules, so that you can print and play it without much need for prior preparation. You write up the rules as usual, create your components, and bundle the whole thing using a pdf converter. Usually this is done on a non-profit basis, and I think a collaboration would be too awkward to split profits on anyway, but there are possibilities for earning small amounts with this method of publishing, including several sites offering to publish on demand and split the profit.
A PnP game will often not be taken very seriously, and will never receive the recognition of being placed on a retailer's shelf, but they can be very popular as they can be obtained at no cost, and are often easy to learn, quick to play, and highly portable.
If you want a free pdf converter, I can recommend scribus.
Collaboration sounds like a nightmare to accomplish, but might be a lot of fun too. I'm working on a couple of projects already - one of them is at a near standstill, but who knows, I might come across the right idea to knock some life back into it while working on this. This also seems like a more self-contained project than either of the others I have going.
Take a look, if you like, over on BGG. A completely different kind of game, and while feedback is always very welcome, I'd suggest keeping it over there so as not to derail this thread.
Re metabolism, how about it determines upkeep cost and reproduction rate directly? If your species has a metabolism of 1 and you haven't lost any of them this turn due to inability to pay upkeep (so they're all well-fed), you can produce one offspring. If it has 2, you can produce two offspring, but you've paid twice as much, mimicking how ruminants, who move (and think) slowly and take all day over chewing a mouthful of grass, have one calf in a year, while large cats, who can eat a cow in a matter of hours, may have two, three, or more cubs, and small mammals, who scurry around all day fuelled by a constant supply of grains and grubs, might have a dozen pups. You might want a wider scale than 0-2 for this though, as producing one offspring might not cover demand for prey. Realism could suffer a bit when you consider that a plant can have hundreds or thousands of offspring in a single year, but the lack of nutrition could be offset with a consumption mechanic along the lines of nutrition gained = prey's nutrition value - difference in metabolic rate between predator and prey. So that if a species with metabolism 5 (say, a dog) preys on a species with nutrition 5 and metabolism 1 (a cactus), it only gains 1 nutrition. Nutritional value would have to be derived (possibly the total of all points spent on adaptation), but combining metabolism with reproduction reduces the number of genes, which helps simplify gameplay.
I may be thinking in the wrong direction with that, but something along these lines may lead to species over-developing and out-competing itself, and result in a species-cycling mechanism, where players can abandon an overly costly species and start a new one from scratch, somewhat small world like. This is contrary to your original goal of developing your species into sentient beings, however.
In any case, it looks like genes are boiling down to :
- predation or voracity (offense)
- toughness or mobility (defense)
- metabolism (upkeep and reproduction)
- resilience or adaptation to environment
I'm not sure players adjusting their creatures willy-nilly is a realistic mechanic, as that's just not how it works in nature. All kinds of random mutations occur, but only the successful ones are reproduced, but that probably makes for some pretty frustrating gameplay.
You could combine adaptations and climate on the same card if you're concerned that components are becoming unwieldy.
The climate track sounds like it could work, but using cards to affect it seems a little over-engineered unless there's something interesting to go on the cards. I would probably be tempted to roll 1D6, and +1 on 5 or 6, -1 on 1 or 2. D4 would be ideal as climate would be more stable varying only on 1 and 4, but less commonly owned than D6.
I'll mock up a play area schematic later today, as and if I have time to work on it, just to get more of a visual discourse going so we can see how and if the idea is starting to take shape. While on the subject, what are your graphical skills like? And have you had any thoughts on visuals?
Sorry, for some reason I thought there was a question about metabolism affecting reproduction. There's a lot to read there, and some of it gets lost. In fact, I think there's a little too much. And you seem to be at a point where you could outline the game rules. I think it would be helpful. Just a rough outline of how the game works, because I'm lost.
I totally see your point on realism, and agree 100%.
A couple of things seem unclear ..
Is there a common deck of events (climate, environment, etc)?
If my creature is eaten by someone higher up on the food chain, do I lose it?
Do I have some way to protect it?
If I'm getting eaten, how does the environment affect nutrition?
If I'm lower down on the food chain, will I always be at the mercy of my opponent?
How do I get VP and how do I spend them?
What did you think about having multiple species on the go?
I've done some work with graphics etc, little of it print related, but I seem to get through. It looks like artwork would be limited to environment (event?) cards, which should be easy enough to do. I don't consider myself expert enough to create production-grade artwork, but I could certainly put together some prototyping materials which would last at least until v1.0, depending on demands.
Thanks, I had been thinking of environment cards but hadn't been sure how to impliment them. I think the idea of choosing between multiple environments would be great though it would require me to scrap my one species only idea which is fine with me. I think this would be more interesting since stats then could be matched to different environments and there would be the choice of specialization vs. generilization. I also like the idea of using food to upgrade the population of a species, I think I'll keep gene points as well for adaptations and develop two seperate currencies for the game.
Another issue is predation, if there's multiple environments then I think it should be obvious that any predators must share an environment with prey. This could be interesting because a player with both a predator species and a prey species might try to match them up in the same environment, because even if it damages the prey the predator gets fed, though obviously it would be more advatageous to prey on your opponent. Another thing I might want to add to the environment is the idea of carrying capacity, i.e. that only a certain population can be supported in each environment and going over would cause a population crash.
Another thing I think might work would be making it so you could divide the population from a species over multiple environments, so let's say you have a herbivore that's best in grassland like areas. A grassland environment, a jungle environment and a coral reef are flipped up, you want to go in the grassland but you might hit the carrying capacity or meet competition from your opponent sufficent to force you into the jungle even though it's not as good.
Another interesting thing would be competetion between species, using the carrying capacity idea players may only put down one population marker at a time and so if they both take turns laying in the same area then there'll be competition between them to try to have the most markers in that area.
Another idea I wanted to impliment is mass extictions, something I obviously couldn't do with just one species but having multiple species will work great for. I was thinking that the environment deck would be divided up into sections based on the evolution of the life on Earth, starting in the microbial sea, upgrading to open ocean, getting to land, ect... If I use this system then each era could be ended by a mass extinction with each player having to remove a certain number of population tokens from each species or from the sum of their species, causing most species to go extinct with the rest entering the new era.
Thanks a lot for your advice, it was enourmously helpful.