Archive for 2010

TLC: The Monster at the End of the Book

It’s with some trepidation that I approach the ending of Tender Loving Care. If there’s one thing that TLC does a lot better than its predecessors and enginemates The Seventh Guest and The Eleventh Hour, it’s provoking a sense of dread. It’s better at this because dread is the anticipation of something bad to come. T7G and its sequel wear horror on their sleeves, putting ghosts and skulls and spiders everywhere like a haunted house in a carnival. There’s nothing to dread, because you’ve already seen how bad things get. TLC puts you in a beautiful house on a sunny day, and tells you that it’s all going to go horribly wrong. It’s sort of like Hitchcock’s famous example of the ticking time bomb, except that it doesn’t even tell you what’s going to happen, which gets your imagination involved.

But then, the closer I get to the end, the more the story takes shape and denies imagined possibilities. For example, for a brief time, I was imagining a cheesy third-act twist where it turns out that Jody is alive and Michael is actually the delusional one. There was some slight evidence for it at the time, such as a minor character claiming to have seen Allison with a little girl in a wheelchair. The whole possibility was pretty thoroughly ditched shortly afterward, and good thing, too, because it didn’t really fit in with where the story had been or was going. But the important thing to note here is that I was imagining a cheesy third-act twist.

No actual ending to this story can compare to what the imagination conjures up from mere suggestions. But more than that, my expectations of a 90s interactive movie are not high. The appearance of a bit player in an Eleventh Hour t-shirt provoked fresh worry by reminding me of the work’s lineage when I least expected it. I want it to live up to the promise of its unusual and intriguing beginning, but the more it becomes concerned with piling on the gratuitous nudity, the more I come to regard it as just another gimmick title pandering to the stereotypical teenage male gamer. And so I approach the ending with trepidation — not just the dread of what’s to come in the plot, but of how far the aesthetic experience will descend in the pursuit of cheap thrills.

TLC: Thematic Apperception

The question-and-answer sections of Tender Loving Care come in two types. After the video sequences, you’re quizzed about your impressions of what you just saw, as I described before. The transitions into the video sequences are done through the game’s approximation of a Thematic Apperception Test, or TAT. This is a psychological evaluation tool along similar lines to a Rorschach test: the idea is that you’re shown a picture, and have to fill in details, tell a story about what’s happening in the picture and why. Except of course that here you’re not filling in the details yourself: you’re picking answers from a list, which means your evaluation and its consequences can only go in a limited set of directions, like one of those personality quizzes that used to be (and possibly still are) so popular on the social networking sites — “Which videogame character are you?” and so forth. (I should make a quiz like that using Michael and Allison Overton and similar obscura.) And like those quizzes, the answers I want to give are frequently not among the options available. You often get a scattering of odd replies, none particularly close to what you’d have chosen on your own, as if the game is trying to make you come off as unhealthy. And really, even without the answers, the questions themselves are often leading, spoiling the exercise’s real usefulness as a TAT.

But that’s okay, because the game isn’t really a psychoanalyst, and the point of the TAT questions isn’t really to act as a TAT. Rather, it seems to me to have two purposes. One is simply to provide some variety in gameplay, to provide a buffer between exploration and movie mode. (This is even more apparent when you consider the occasional alternatives, like the one time where it has you guess at Zener cards instead.) The other is thematic. It’s there to make the player aware of the idea of a TAT and how it works, so that they can later have the realization that, in a sense, the whole game is a TAT. That the investigation into the mystery of what happened chez Overton is just a pretext to give you ambiguous data and see what you make of it. Which is, of course, obvious when you look at the game from outside, but the game wants you to recognize it even as Dr. Turner questions you. In case you don’t get it, a magazine in the game makes it more obvious: it contains an interview with Dr. Turner, in which he describes his ideas for a kind of electronic TAT, perhaps to be distributed on CD-ROM.

This isn’t the only written matter in the game. The exploration sequences are pretty much all about finding stuff to read — and after the first few chapters, the finding isn’t such a big deal, because it pretty much uses the same objects in the same locations over and over, only varying from chapter to chapter which bit of text you’re shown. Michael and Kathryn both have computers on which they’re keeping journals, the biggest source of information about their inner thoughts, including secrets not mentioned in the movie. Allison has a hand-written diary that looks and reads like the scrawled ravings of a lunatic — probably the most ham-fisted touch in the whole work, and frankly insulting to the character.

Even when not directly about the main plot, in-game texts often deal with it obliquely. There are an unusually large number of mentions of people who have lost their children. Television content seems to always involve psychiatrists, nurses, or both. Like in a dream, the whole environment is obsessed with the same few themes. In the bathroom, there’s a book on erotic art — something the whole game certainly qualifies as — that starts with a lengthy discussion of the place of voyeur figures — which is essentially what you are, if you prowled around this stranger’s home enough to find the thing.

Some things are less definitely connected to the main plot, but highly suggestive. In Michael’s study, there is a large volume titled “Women Who Kill”, a history of prominent murderesses. The first chapter, made available piecemeal over the first several chapters of the game, is about women who killed their children to spite their husbands. It even describes a woman who did so by means of an auto accident, the same way that Jody died. There’s really no suggestion in the main story that Allison deliberately killed Jody, but after reading that stuff in the context of so many things that are commenting on the story, one naturally starts to wonder. The second chapter of the book is mainly about poisoners who provided beleaguered women with the means to do away with their oppressive spouses. This seems more like Kathryn’s role, but again, there’s nothing to suggest a definite and literal connection in the plot, except perhaps for an unusual emphasis on food and cooking throughout, which might possibly be leading somewhere.

Of course, all of these suggestive and biasing tidbits mean that the game as a whole isn’t any better as a real TAT than the explicit TAT segments were. But at this level, I’m willing to regard it all as primarily a work of fiction, and my persona within it as part of that.

Another Look at Red Alert

And now, a brief interlude. For July 4, American Independence Day, I couldn’t resist temporarily resuming my role as lackey to Josef Stalin. I had left off halfway through the Soviet campaign before, and I’m one level farther along now. It seemed like a fairly by-the-numbers level: start in one corner of the map, destroy all Allied units and structures, and while you’re at it, destroy the nearby village and massacre its inhabitants, because you’re evil. (Honestly, I don’t recall any other RTS taking such pains to remind you of this in the mission objectives. In Warcraft, the mere fact that you’re commanding orcs seemed to have been considered enough.) Presumably there were some new units introduced, but after three weeks without playing, I don’t know which ones they are. Perhaps they would stand out more if I hadn’t already seen every unit in the game from the Allied side.

Coming off Tender Loving Care, I’m amazed afresh at the difference that even as little as two years made to the quality of video playback. I don’t think I mentioned before that the video content in Red Alert is interlaced with black stripes, which is very distracting until you get used to it. This sort of interlacing was fairly common practice for early CD-ROM-based FMV titles, and in retrospect, I find it puzzling. I can understand the need to keep your video at a lower resolution than the already-low-res-by-today’s-standards screen, given the CPU speeds and CD-ROM throughput of the day. But surely once you’ve read a scanline-worth of data and decompressed it, slapping it on the screen twice can’t be much more expensive than once. Copying blocks from one place to another is one of those things that computers do really fast. So perhaps they did it this way because they felt it looked better? More like the then-familiar scanlines of a TV, concealing jaggies in the unused space? I have the feeling that an answer to this would have been easier to come by back in 1996, but at the time, I think I just took it for granted that this is how video on computers looked.

TLC: Story Basics

One thing that really struck me when started my first pass at Tender Loving Care all those years ago was how adult it seemed. I’m not talking about the nudey parts here; titilating the viewer with glimpses of boobs is more adolescent than adult. I mean that it was pretty much the only thing at Electronics Boutique 1Remember them? with a story aimed at people above the age of 16. The whole thing revolves around the suppressed emotions of a married couple. The central question isn’t “How do I beat the bad guy?” but “What is wrong with these people?”

At the start of the story, we have Michael and Allison Overton living in the shadow of a traumatic road accident six months previously. Allison has become extremely concerned with caring for her young daughter, Jody, who was hurt in the accident. In fact, she’s got a one-track mind, turning any conversation toward concern for Jody, and the player quickly figures out that she’s not just obsessive, but delusional: Jody is dead. 2At least, you figure it out if you have the least ability to read between the lines. The game acknowledges the possibility that the player is dim. Several chapters later, just after a flashback to the accident and our first glimpse inside Jody’s unused bedroom, a question-and-answer session asks if you had believed that Jody was still alive. There are three choices: “Yes”, “No”, and “I still do”. Michael humors her, and does things like say goodnight to Jody when his wife demands it, but clearly would rather not have to deal with the problem. Compounding his frustration, the couple have not had sex since the accident.

Sex is a big part of the story, in part because psychotherapy is a big part of the story. Allison has been seeing Dr. Turner (the host character played by John Hurt), but he brings in a colleague, Kathryn Randolph, who has had success in similar cases. Kathryn moves in with the Overtons, masquerading as a nurse for Jody in order to gain Allison’s trust. And hoo boy does she get it. Allison was resistant to the idea of bringing in a nurse, but once she meets Kathryn, they bond instantly — leaving Michael feeling all the more more excluded and ineffectual. He lashes out at Kathryn, desperate to regain some measure of control (and, with it, self-respect), but it’s a losing battle. She has to do what’s right for Allison, and it’s wrong of him to interfere with that, or even to refuse to cooperate in every way, right?

Well, only if the therapy is working. Michael doesn’t think it is. When Allison joyfully announces that Jody has started sitting up and talking, it seems to him like she’s just descending farther into fantasy. Maybe he’s right, or maybe he’s letting his hostility get the better of his judgment. Either way, Allison notices that he doesn’t share her feelings, and makes her displeasure known. So as far as Michael can see, Kathryn is not only ineffective at getting Allison to face reality, she’s also driving a wedge between them. To make matters worse, when he takes his concerns to Dr. Turner, he basically tells him to stop worrying. (In the frame-story, Turner admits that it was a mistake to dismiss his concerns so quickly.)

On top of it all, Michael has the hots for Kathryn — something she may be deliberately encouraging, albeit while taking care to maintain plausible deniability. Why would she do such a thing? Perhaps because she’s attracted to him, perhaps to make him more easily manipulated, more reluctant to dismiss her. Perhaps to make him feel guilty, to punish him for his role in bringing Allison to this state. There’s even some suggestion that punishing Michael is a subconscious motivation of Allison. But that hasn’t really been gotten into in the movie segments yet. Rather, it’s hinted at in the materials you find in exploration mode. I’ll get into that in my next post.

References
1 Remember them?
2 At least, you figure it out if you have the least ability to read between the lines. The game acknowledges the possibility that the player is dim. Several chapters later, just after a flashback to the accident and our first glimpse inside Jody’s unused bedroom, a question-and-answer session asks if you had believed that Jody was still alive. There are three choices: “Yes”, “No”, and “I still do”.

TLC as Interactive Movie

Tender Loving Care is not the only interactive movie I’ve interacted with. My trophy case 1The Oath defines the “trophy case” as the collection of games I’ve played to completion. I think this is the first time I’ve actually used that term in this blog. includes such titles as A Fork in the Tale and Psychic Detective, I’ve rented Scourge of Worlds: A Dungeons & Dragons Adventure (the only video DVD that’s ever made me google for a walkthrough), and I managed to catch Mr. Payback while it was still running in specially-modified cinemas. I frankly don’t recommend any of these, except perhaps as case studies in interactivity design. (Mr. Payback was particularly interesting as a UI experiment: by use of subtitles, it polled a roomful of people about what should happen next, reported the results, and applied them, all without ever pausing the action.)

In all of these works, the interactivity is obvious. You’re presented with options, you make a selection, you see the results. In most cases, this amounts to a cinematic equivalent of a “choose-your-own-adventure” interface 2Psychic Detective is a notable exception: most of the time, the choices there are about whose eyes you want to watch events through, and the player can just switch perspectives arbitrarily at any moment, like switching between cameras on a live feed. Even so, it ultimately adds CYOA-style choices when it wants to start branching the plot., with all the pitfalls that entails. Tender Loving Care isn’t like that. The connection between your actions and their effects in the movie are far from obvious.

I should emphasize here that there is definitely the possibility of altering what you see. I’ve peeked at the movie clips just enough to confirm that some scenes exist in multiple versions. Whether this constitutes a branching plot or just different presentations of the same events, I’m not yet sure. Once I’ve hit an ending, I intend to take a more thorough look. But regardless of how strong or subtle the changes you wreak on the story, you’re never explicitly choosing one branch over another. Supposedly what you see is dependent on your psychological profile, which the game has been building up through the interactive segments.

The obvious part of this is the periodic multiple-choice questions, but the exploration sequences supposedly play a role too. For example, at one point you can watch a grainy black-and-white striptease on a television in the house, and according to something I recall reading once, the game remembers whether or not you interrupted it. If you watched the whole thing, the game draws conclusions about what sort of movie you want to watch and has Kathryn get her tits out in a later scene. Now, that’s what I read, but it seems unlikely to me that the striptease is the only factor in the decision — certainly there are enough multiple-choice questions about your sexual attitudes, as well as your attitude toward Kathryn in particular. But, short of disassembling the executable or doing a whole lot of experimentation, there’s no way to know which inputs actually have effects. The result is, predictably, a lack of sense of agency — although the free-exploration sequences mitigate this somewhat. Even if you’re effectively relegated to the role of passive observer in a movie that’s putatively interactive, at least you can play hunt-the-hotspot between times.

References
1 The Oath defines the “trophy case” as the collection of games I’ve played to completion. I think this is the first time I’ve actually used that term in this blog.
2 Psychic Detective is a notable exception: most of the time, the choices there are about whose eyes you want to watch events through, and the player can just switch perspectives arbitrarily at any moment, like switching between cameras on a live feed. Even so, it ultimately adds CYOA-style choices when it wants to start branching the plot.

Tender Loving Care

tlc-disturbingWell, the MPEG2 driver that I installed to get the cinematics in Overseer working also makes Tender Loving Care work almost perfectly. I say “almost” because there still seems to be a slight problem with the sound. Sometimes the story pauses to give the player a series of multiple-choice questions, supposedly to create a psychological profile of the player. Each question makes the mouse cursor disappear for a little while, which puzzled me until I hit a question that was read aloud by a voice-over. I surmise that this is what’s supposed to have been happening for all of the questions. But that’s not a severe enough problem to keep me from playing.

Since my last posts about this game were nearly a year and a half ago, let me recap. TLC is an interactive movie produced at the tail end of the 1990s interactive movie explosion — the sort where it’s not obvious whether it should really be considered a game or not. It’s one of the few such works to ship on DVD-ROM, although there was also a CD-ROM version for people who hadn’t adopted the new technology yet. Apparently there was also a pure DVD version — that is, something that you could play in an ordinary DVD player — but I don’t know a lot about it. I can only assume that it leaves out features from the PC versions, but honestly, I think the interaction with this game is mostly the sort that a vanilla DVD could handle with the right scripting. Basically, you alternate between two phases: watching movie clips and poking around.

The movies, which occupy far too large a portion of the total playtime to be considered mere cutscenes, tell the story of a human tragedy of some sort, involving a mentally ill woman named Allison, her husband Michael, and their live-in psychotherapist Kathryn. I don’t have all the details yet, because I’ve only played through the very beginning, but whatever happened in that house was dire enough that no one wants to live there now, according to the character who introduces the story, another psychiatrist, tangentially involved and now investigating what happened. This host figure is played by John Hurt, the work’s one big-name actor. Although he’s mentioned by the other characters, I have yet to see him interact with them. I kind of suspect that his bits were filmed afterwards, as has been known to happen in other FMV titles — probably the best-known example being Night Trap, which tried to spin a brief introduction by has-been actress Dana Plato into its chief selling point. At least Hurt is a bigger part of the game than that: he shows up at the beginning of every chapter, to comment on what you’ve seen and pose more questions about how you’re interpreting it.

The poking around is a matter of roaming freely through the house where the bulk of the action takes place, opening drawers and reading people’s diaries and the like. It’s all done in a first-person hotspot-clicking interface with FMV transitions between camera locations, kind of like The Seventh Guest without the puzzles. (As noted in my posts from last year, TLC and T7G both use the “Groovie” engine.) How exactly these scenes relate to the movies is a little mysterious. The frame-story presents everything except John Hurt’s commentary as taking place in the past and the house as currently unoccupied, but in the poking-around phases, you see the characters’ possessions as if they were still living there — and moreover, what you can find changes as the story-in-flashback progresses. The really weird moment comes if you walk into Kathryn’s room during the first poking-around segment: you meet Kathryn, who acknowledges your presence. “You’re the… viewer”, she says, a little flustered, as if unsure whether the word “player” is appropriate for a work of this sort. She then somewhat sarcastically invites you to rifle her belongings, noting that she can’t stop you. Suddenly the player seems a little more creepily voyeuristic.

Now, John Hurt’s second set of psychological profile questions asks, among other things, whether you trust Kathryn. It’s a nice little narrative trick, because once the question is in your mind, you can’t help but mistrust her a little, even if you didn’t before. In fact I did already mistrust her, if only on narratological grounds: her arrival in the house is clearly set up as the complication that pushes the story out of its ground state and into the rising action. Poking around her room afterward, I found some things that put a new perspective on what I had seen, but for the most part made her seem more trustworthy, or at least less blameworthy. For example, when she first arrives, she argues with her cab driver about the fare, claims that he’s overcharging her; ultimately, Michael pays. Reading her emails, we find a description of what happened beforehand that we didn’t see: the cab driver made some crude sexual remarks while driving, she objected, he got angry. So she wasn’t just being unreasonable with someone of a lower socioeconomic class; she had good reason to believe he was trying to punish her.

But then, given that she knows I’m there, and that I’ll be reading every email she writes, can I even trust what she says there? If she’s a manipulator, she might be manipulating me. But I don’t know yet if this is the sort of question I should even be asking in this game. If it is, I’ll be very impressed.

Evolution: Conclusions

Somewhat miraculously, I managed to win Evolution without going any farther off schedule. My intelligent species was the Silurians Sleestaks Saurosapiens, which evolved somewhat after their time — I had managed to keep a fairly sizeable and diverse stable of dinosaurs alive after the Cenozoic extinction event, which actually doesn’t seem to be all that unusual for this game, despite the game’s arbitrary penalties on the feeding rate for for creatures that are out of their proper era. (It’s a pretty good system for keeping creatures from developing too far ahead of schedule, because getting a toehold is a struggle for any new species, but an established species that isn’t struggling any more is less affected.) But honestly, I think I could have pulled off a win even if my dinosaurs had gone properly extinct. Evolving a different intelligent species would have taken longer, but I was far enough ahead to take that time.

I think I was more or less primed for victory by my previous game, which was the first time I had actually played a game to completion. Well, not played exactly. Most of the Mesozoic era, and all of the Cenozoic, I zipped through at the maximum time scale. There wasn’t much point in interacting with the game at that point: I had failed to get a mammal population going, and the extinction event left me with nothing but a few stegasauri (more or less a dead end, good for a score bonus at game’s end but only capable of evolving into ankylosaurus and triceratops) and one single low-population dryosaurus unit. A dryosaurus can take you places — it’s a potential ancestor of both Saurosapiens and Psittacisapiens, not to mention all other bird species — but the catastrophe had left these particular dryosauri in a bad state, and they weren’t long for the world. Still, I let the game play out to the end, more or less leaving it alone once I had established triceratops and ankylosaur habitats. The ankylosaurs managed to survive to the very end, even as the virtual player named Darwin filled the world with bats and rabbits and thylacines, finally winning at the 57-million-years-ago mark by developing intelligent wombats.

The main thing I got out of watching that session was an appreciation of the degree of multitasking needed to win. There’s something in the neighborhood of 200 species in the game, which is a drop in the bucket compared to reality, but still far more than it’s easy to manage in your head if you’re in a dominant enough position to have most of them coming to you. (And yes, you do want to develop every species you can, if only to keep them out of the opponent clades.) Being the loser is relatively easy: once you start losing in earnest, you only have to keep track of two or three species at a time.

Nonetheless, it’s a lot easier to keep winning than to start winning. The classic strategy-game positive feedback loop definitely applies here. You might think that the periodic cataclysms and die-offs would put everyone on an even footing, but no. The clade that’s most widespread before the event tends to have the most survivors afterward, and also is in the best position to capitalize on any extinctions.

All in all, I’d say this is actually a pretty good game. Seeing it on a store shelf back in 1997, you’d probably assume that it’s just watered-down educational fare, but there’s some real game here. The main thing I’d change is the UI. The game uses a sort of MDI interface, with various components of the game, including the main view and the various information dialogs, placed in distinct windows with their own title bars, which you can drag around and minimize and so forth (all within a parent window). This may have seemed like a good idea in 1997, when people were still figuring out how to best take advantage of Windows 95, but only one of these sub-windows can have focus at a time, and that’s inconvenient — especially when focus is taken away by a modal pop-up.

Evolution: Environment and Migration

I’m still consistently losing. Or rather, consistently giving up when it’s clear I’m going to lose. I’ve started loosening up a bit with regards to deciding when that is, though. It doesn’t do to be too disheartened at the opponents beating you out to evolving a new species: in order for it to do them any good, they have to keep it from going extinct. And most new species have a bit of a handicap there, in that their ideal environment isn’t the same as that of the species that spawned it — that being more or less the point of speciation.

Environment has two components: terrain and temperature. The unit description window — the same one that indicates a unit’s population and how well it’s feeding — mentions the ideal terrain type and temperature for that unit’s species; more detailed information, including how well it survives in each terrain, is available in the species details. It’s easy to fall into the trap of paying attention only to the terrain type, because that’s highly visible: every tile on the map is decorated according to its terrain. But the temperature seems to be even more important to survival, and it’s displayed in a place that users tend to ignore: the info bar at the bottom of the window. It displays the temperature and terrain type for the tile currently pointed at by the mouse pointer — which is to say, it only starts to display useful information when you’re looking at a different part of the screen. It’s invaluable once you start paying attention to it, but I feel like the fact that the info bar is used at all, let alone for such a crucial feature, is a real sign of how new the idea of Windows as a gaming platform was. People didn’t really know how to use it, but they were willing to experiment.

So, when you get a new species, it’s a fragile thing, ill-adapted to its environment and in need of nurturing. Which is kind of the opposite of how evolution is supposed to work, but regardless, the top priority is to get it to its ideal environment before it dies out. Even once it’s there, the environment doesn’t last forever. Plains turn to desert, mountains rise, the climate changes — sometimes catastrophically, as in a major asteroid strike. About all you can do is send your creatures to as many different places as possible and hope for the best. Which you want to do anyway: you don’t want your creatures competing with each other for food. (In extreme cases, I’ve contemplated marching my obsolete creatures into the ocean to make room for the new guys.) No, you want them competing with the opponets’ creatures for food. My greatest competitive successes so far have not been a matter of out-evolving the opponents, or of fighting and killing them, but of driving them away by out-breeding and out-eating them. Which is how invasive species work in real life, so hooray for accuracy.

Spreading your population out isn’t trivial, though. In order to get a unit from one ideal feeding ground to another, you typically have to cross areas not suited to the unit’s needs at all, and while it’s crossing those zones, its population will drop. This is how oceans work, by the way. You can send any species on a trek across the water, and it’ll just walk on it like it’s a blue carpet, not even slowing down. But while it’s out there, it won’t get any food at all. Birds can colonize remote continents more easily than most creatures, but that’s not because they have any kind of in-game-modeled flight attributes. It’s because they can move faster, and thus can cross more ocean before starving to death.

Evolution: Mechanics and Strategy

Posting very late today. Playing the Cenozoic scenario turned out to be an even worse morale-wrecker than attempting a full game. Because life is already pretty well advanced, it isn’t long before the opponents start developing the immediate precursors to potentially intelligent life, such as elephants and parrots and australopitheci, all while I’m still struggling to get out of the small-ratlike-creature phase. Seriously, I need to figure out how they’re managing it. The one trick I’ve figured out so far is to send my newly-spawned creatures out to colonize new territory as soon as they’re fit for the journey, thereby lessening the demands on the land and increasing the rate at which the population increases.

To explain this in more detail: Each “creature” visible on the map actually represents a herd or colony or something — at any rate, a local population. This was not clear to me in my very first struggles with the game; I had to read the manual to really understand it. When you click on a creature, you get a little pop-up window with details on that creature, including a green bar labeled “Population”. I think that when I first saw this I assumed it referred to the worldwide population of that species, but no, it’s the population of that particular “creature”. It essentially functions like hit points for the group. It fills or empties according to how well the creature is feeding; if it fills completely, the creature splits in two. So in this way, the game is more like a simulation of unicellular life than of tetrapods.

Having lots of creatures of a particular species isn’t good simply because it gives them a better chance of surviving. Each living creature also contributes to the rate at which its species accumulates “evolution points”, which is to say, research into development. Evolution points are automatically spent on three things, in proportions you can set on a per-species basis: improving feeding (and thus population growth), improving combat ability (against another species which you specify — predators use this to predate better, prey species to resist predation), and developing a new species (which you specify). It’s a lot easier to evolve a species that’s populous and well-fed, which seems a little iffy to me — doesn’t natural selection play a more prominent role in situations marked by desperate competition to avoid starvation? But I suppose we have to make some concessions to gameplay. The rule for strategy games is that success is rewarded with more success.

At the very beginning, it obviously makes sense to devote most or all of your evolution points to feeding. But there seems to be a point of diminishing returns there — the detailed species information has another of those green bars indicating how close to its maximum feeding-efficiency potential it is, and this bar seems to only asymptotically approach filling up completely. At some point, it makes sense to devote more and more points to speciation. I suspect that part of my problem is that I haven’t yet discovered the sweet spots for this transition. Do it too late, and the opponents will get the new species before you. Do it too soon and it cuts into the feeding points that would be otherwise growing your population and increasing your evolution point income, with the end result that, again, the opponents beat you to the new species.

You may be thinking “So what, so the opponents beat you out to a few early species. If you have the largest population, you’ll catch up.” Just one problem: When an opponent beats you to a species, it cuts you off. Each species can belong to only one clade at a time. Like the Wonders in Civilization, if someone else beats you to a species you’re in the middle of developing, the points you sank into it just go to waste. In one session, the opponents actually claimed all possible developments from one of my species, leaving it unable to develop further until one of said species went extinct and became up for grabs again.

You may wonder how it’s possible to compete at all in a situation like this, given that speciation is like a branching tree. Claim any common ancestor of all mammals, and you prevent anyone else from developing any mammals at all, right? The game has a way around this, and it’s one of the weirdest things about it in its implications: evolution in the game is what the manual calls “polyphyletic”, which is to say, any given species can evolve through multiple possible routes. Most major branches of the tree of life start out as bundles of about five or six possible common ancestors; not at all coincidentally, six is the maximum number of players. The options from these junctions aren’t entirely equivalent — for example, any of the early mammals can be developed into Miacis and and thence into the entire order of Carnivora, but only one, the Alphadon, can also give you thylacines.

But are thylacines worth it? From the point of view of someone pursuing intelligence, they’re something of a dead end — but then, so is the entire order of Carnivora. But there are strategic reasons to pursue as much diversity as you can: the increased ability to withstand global disasters, the ability to colonize more types of terrain and deny your opponents their exclusive use, even just the points it gives you at the end of the game. Moreover, thylacines and carnivores are predators, and thus have the ability to attack opponents’ creatures — something that you tend not to get on the routes to intelligence. (Saurosapiens notwithstanding — they’re descended from velociraptors.)

But that’s all quite theoretical to me at the moment. Anything I say about advanced strategy is just a repetition of what it says in the beautiful, rigorous, and oft-consulted manual.

Evolution

evolutionSometime around the year 2000, when the dot-com bubble was deflating — a period that left me in a painful state of burnout, as the reduced demand for programmers paradoxically increased the demands on programmers — I spent a brief stint working under contract to Unplugged Games, Greg Costikyan’s premature venture to put games on cell phones. I honestly didn’t know who Costikyan was at the time, or who he would later become. If I had, I might have approached the work there with a more positive attitude. As it is, I did try to learn a bit about the man’s past work by picking up a copy of Evolution: The Game of Intelligent Life, but I didn’t spend long playing it. It seemed dauntingly complex, and unintuitive to interact with. My first sessions were spent thrashing about wondering what I could do and watching the computer-controlled opponents encroach on what I thought of as my territory.

Going back to it now, I think I’m doing a little better, having read enough of the voluminous documentation to understand the basic underlying mechanics. But I’m still definitely in the thrashing-about phase, capable of evolving new species but incapable of keeping them alive. The manual says that a single full game takes about six hours (and that’s a fixed length — the game is realtime and progresses through distinct phases regardless of player actions), but it’s clear that I’m going to need multiple practice sessions before I can go for a win.

The game content concerns the evolution of tetrapods up to the development of intelligent life. (So, no trilobites or burgess shale creatures here, fascinating episodes in evolutionary history though they are.) Note that “Intelligent life” here doesn’t necessarily mean humans. There are several possible contenders, based on what-ifs: Psittacisapiens (evolved from parrots, which are already well-adapted to developing spoken language), Elephasapiens (from elephants, which have large brains and a dextrous frontal appendage for manipulating tools 1Not to mention the fact that, like parrots, they’re one of the few animals known to vocally imitate heard sounds — although this hadn’t yet been observed at the time this game was made. ), and a few others. These, and their immediate ancestors, are the only made-up creatures in the game, and also the most significant creatures, because the first player to develop intelligence wins. Or, well, that’s not quite right: according to the manual, developing intelligent life ends the game, at which point the clade with the most points wins. Points are awarded for achieving various milestones (first dinosaur, first mammal, etc), as well as for total biomass and diversity, but intelligence is the game’s golden snitch, giving you a 50% bonus on everything else.

But that’s the ending, which I haven’t got anywhere near yet. At the beginning, all you have is a single early amphibian species. This strikes me as just about the worst place for a beginner. I have some intuitive notions about the differences between wolves and squirrels and giraffes and so forth. I even have some expectations about the mastodon, the eohippus, the tyrannosaur, etc. But when I’m given the choice of what to evolve next, I have to choose between things like eogyrinus and diplocaulus, and I have no idea what their relative merits are. But I suppose this is what makes the game educational. Still, it probably means I should switch to playing the Cenozoic scenario to get used to the game mechanics and strategy on more familiar grounds before trying to tackle a full game.

To me, the game it most clearly evokes is Civilization: it’s a game played on a world map at a large time scale (although here the time scale is large enough for plate tectonics to significantly alter the map over the course of a game), in which you expand your population and pursue a branching tree of developments, competing with a number of opponents for advancement and dominance. In fact, it reminds me a little of the Civ II “Age of Reptiles” mod, in which all your units were dinosaurs, and you researched technologies like “serrated teeth” and “bony plates” in order to build new types of dinosaur. But that was ultimately played within the framework of Civ, which meant that it was all based on your dinosaurs doing unlikely things like living in cities and tilling the soil. Really, in some ways, this game plays a lot more like a competitive version of The Gungan Frontier. Creatures roam about freely unless told not to, reproduce spontaneously if they’re healthy and well-fed, even potentially prey on their teammates.

More about the game mechanics next time.

References
1 Not to mention the fact that, like parrots, they’re one of the few animals known to vocally imitate heard sounds — although this hadn’t yet been observed at the time this game was made.

« Previous PageNext Page »