Guest User

How to fix spore

a guest
Apr 9th, 2012
174
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. How to fix spore.
  2. First step, cut out everything past the creature stage, as they have already been done better in other games, and trying to ad these stages to the game made them just shallow and dumbed down versions of superior games.
  3.  
  4. Instead, spore should have focused on it's more unique aspect, that were the cell and creature stages. It had the potential to be a great game about evolution.
  5. Some ideas:
  6.  
  7.  
  8. >You start as a single celled creature as before.
  9. >Instead of eating other things to gain their parts you unlock new parts by spending "evolution points" in a long and complex tech/skill- tree kind of system that would also contain other things that could relate to your metabolism, intelligence, social structure etc.
  10. >The amount of offspring you have determines how much you can change your species in the editor, the bigger the change, the longer the time jump between your earlier creature, and it's descendant.
  11. >The world changes around you, floods, volcanoes, meteors and other natural catastrophes in addition to the other species changing as you do.
  12. >Actually have to fight for your survival, depending the ecological niche you adopt, there should be different challenges you have to face. Herbivores should be constantly vary of predators, and they should migrate in search of food. Top predators should have to compete against each others food, and hunting grounds, not to mention that hunting itself should be challenging.
  13. >The other species reproduce as you do, and there is always slight variation between their offspring. The game tracks the most successful ones, and bases the next generation of these species on them.
  14.  
  15. Example:
  16.  
  17. >Be a small lizard like creature living in the coastal region.
  18. >Food is scarce and the competition against the crab like things fierce.
  19. >There is ample amount of fish in the water however.
  20. >Decide to try and hunt them instead of dealing with the shelled faggots.
  21. >Within few generations, my species has become amphibious, our jaws and necks are longer to help us catch fish. We need to lay our eggs on land however. Life is easy and good.
  22. >Time passes, and we become even more water based. Unfortunately, natural disasters cause the fish populations to collapse, and other larger predatory fish to migrate to our hunting waters.
  23. >Because they are better suited to the environment, they start to out compete us.
  24. >We return to more land based life as crocodile like things, but we find that the shores have changed too.
  25. >There is no sign of the crab things, instead the area is now covered in mangrove like forests, that are inhabited by mobile carnivorous plants.
  26.  
  27. And so on...
  28.  
  29. A game that would allow me to experience natural evolution this way would be fucking sweet.
  30.  
  31.  
  32. Off course.
  33. Then they would need to adapt or die.
  34. EVOLUTION, bitches!
  35.  
  36. More ideas:
  37.  
  38. -Two resources in the editor. Evolution points which are gained by reproducing and certain other acts. Their amount is determined by multiple factors, the number of your offspring (+), the size of your general population (-), natural disasters (variable, depending on the disaster) etc.
  39.  
  40. The other resource is time units. They indicate how long the changes you made will take to develop. All changes consume time units, the larger the change, the longer time skip between you and your altered offspring. You can also skip time to earn evolution points. The purpose of time units is to stop players from completely altering their creatures every time they enter the editor.
  41.  
  42. Managing these two resources means that the player has to carefully try to adapt to the changing environment, because too large changes mean that the environment they were trying to adapt to have long since changed too.
  43.  
  44. Cell stage ideas:
  45.  
  46. You start the game as a simple fatty vesicle containing few RNA strains.
  47. You goal at this stage is to collect lipids to grow and RNA to gain more genes. There are multiple different kinds of RNA bits, and they have different properties. The goal here is to collect enough RNA and mass that you can divide.
  48. After your first division, you have access to the editor and the Evolution "tech" tree. The types of the RNA you collected determine your starting properties and "techs".
  49.  
  50. From here onwards you spend Evolution points to unlock different cellular organs and "techs" to make your cell better. Eventually, after unlocking the required "techs" you will be able to ad more cells to your body. After your cell mass has reached certain amount, you will transition to the 3d world and the start of the creature stage, still underwater off course.
  51.  
  52.  
  53. Creature stage ideas:
  54.  
  55. As the environment and other species change as you do, the creature stage is all about competition for the ever changing ecological niches. There is no guarantee that your species will become the dominant one.
  56.  
  57. At the start of the creature stage, you are a simple proto-animal, composed of few hundred cells. At this point, the game introduces the time units, and the more varied ways of getting evolution points. You need to develop multiple adaptations before you can even hope to to reach the land.
  58.  
  59. At first, reproduction is simply you budding of smaller copies of yourself. Different "techs" will allow for more varied reproductive strategies. Sexual reproduction for example, significantly increases the evolution point reward for reproducing, but it also requires you to interact with another of your species, several perquisite "techs"and it consumes more energy, thus making it a strong adaptation, but still not completely invalidating asexual reproduction.
  60.  
  61. On time units:
  62.  
  63.  
  64. I intended them to be a limiting factor on how much you can change the creature in one edit, so that the player couldn't just hoard loads of evolution points, and then spend them all and completely change everything.
  65.  
  66. The idea works like this.
  67.  
  68. There is a persistent time-line in the game, and as time moves on, events happen and creatures change. The time units you consume in the edit determines the amount you jump forward in this time-line, essentially representing the generations it takes for your original creature to evolve to your edited one.
  69.  
  70. The longer the jump, the more shit has happened. Maybe the environment you were trying to adapt has completely changed during that time, making your evolution useless, or maybe other creatures have emerged that are fucking deadly and you have no counter to them.
  71. This would force the player to think about the magnitude of his changes and if he desires to make a large one, he would have to consider the risks of it utterly failing
RAW Paste Data