1MonsterMeat Posted March 18, 2016 Share Posted March 18, 2016 Consider implementing the mechanics of what I call Garden of Eden vs. Eat or Be Eaten. With the bounty of Eden nature has the resources to experiment, When scarcity or harsh environments predominate economy of form is the priority of need. Don't Starve seems to be doing this, but more as an element of balancing difficulty. Using another persons suggestions of different spider species as an example, they could start appearing under different conditions, when certain foods are present, during certain seasons. Another for instance would be existing resources for sails in Shipwrecked could make superior sails when their growing conditions reach optimum, or seaweed could bloom during the summer and create a run of fish. Plants or mobs might actually develop rare or flashy strains that appear under special conditions. Then again, some could be dodo birds. Just an idea. Link to comment https://forums.kleientertainment.com/forums/topic/65525-nature-vs-nurture/ Share on other sites More sharing options...
TheTraditionalGentleman Posted April 16, 2016 Share Posted April 16, 2016 So kind of like Darwinism? Link to comment https://forums.kleientertainment.com/forums/topic/65525-nature-vs-nurture/#findComment-751287 Share on other sites More sharing options...
1MonsterMeat Posted May 4, 2016 Author Share Posted May 4, 2016 On 4/16/2016 at 3:40 PM, TheTraditionalGentleman said: So kind of like Darwinism? I think Darwin had some good points, but I don't think it's the entire story. Imagine an antique clock if you will, with a pendulum that swings to and fro. One side is a harsh environment with little 'energy' available and the other side a lush environment with boundless or building energy reserves. It's a function of the environment and how life copes. When there are adequate or boundless energy reserves being interpreted into flora and fauna there is great diversity and experimentation. When there are inadequate energy reserves there is much less energy expended to create flashy feathers, fur coats, flowers, etc, everything goes into economy and essential. Each time the pendulum swings to increased reserves there is experimentation and large populations. When it descends to the other side the economization continues till it is no longer needed.Some of the experiments survive and become the new survivors. After 20,000 years of domestic breeding there are no new species arising from dogs, horses, cows, etc.. So it is not just a matter of mechanical breeding requirements. Something else is involved, like the environment is a creature itself and is giving birth when conditions are right outside of human intervention. This could be a great game element. However, some believe in a 'Kill or be killed' philosophy, described in the book, "Call of the Wild", or was it "White Fang"?. This is a very limited concept that incorporated in a game is repetitive, even OC. Link to comment https://forums.kleientertainment.com/forums/topic/65525-nature-vs-nurture/#findComment-766228 Share on other sites More sharing options...
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