I know, i know it is not exactly right for me to mention spore in every single one the posts i do here, but i would be removing a big part of the context relevant to this discussion, without mentioning the tech marvel spore creature editor was.
Being able to create your own creatures easily (in a time where 3D modelling software was more difficult and less accessible), with immense creative freedom, and play as them was one of the most magic and appreciated aspects of that game. However, few words are said on regard of its negative aspects. One of the most notoriousβand the kick-start theme of this postβis the colossal hardship it comes when trying to portray creatures from our planet on it.
Partly due to the cartoonish art vision spore had, and partly due to the limitations of late 2000s tech, attempts at recreating humans often looked like sleep deprived chimps[1], both fur and exoskeletons were impractical to create, and it is just generally hard to make something look better without external tools and cheats. Nonetheless, with some extra effort, you could make something cool with what you was given, and is still is considered a very impressive system to this day.
However, since its inception, Thriveβs main goal was to make a scientifically accurate evolution game, and that should always shine upon every aspect of its gameplay.
This means that our βcreature editorβ should be an step above what spore created, enabling the creation of complex and biologically realistic lifeforms.
You probably already know all of this.
But how we even measure realism?
Trying to answer that question, i propose a simple, flexible βbenchmarkβ where beta testers and developers could use to quickly measure the current state of the editor.
Similar to standard test images used on the digital processing field[2], this system bases itself on recreating certain species from Earth in thrive, and taking notes on how difficult it was to build it, and how similar it looks to the real thing.
For the sake of efficiency, i attempted to few species for that list, said species which would cover most aspects that could need to be analysed.
So far, i up with 3:
- Brown Crab (exoskeleton, non conventional body plan, chitin claws, and a little nod to thrive origins[3])
- Giant Anteater (endoskeleton, quadruped body plan, extreme head and jaw adaptation, keratin claws)
- Garden Snail (Hydrostatic skeleton, non biological element, tentacled eyes, unconventional motion)
(Iβd like to hear suggestions about which other species could be added or removed to this list!)
Testers/Developers could choose one or two from that list to check an specific feature in development, and in a extensive test, the entire list.
Some could argue that it would be more practical to come up a single, fictional creature that fill all checklists, but we still donβt know all case scenarios that would need to be tested, and such creature would feel too bloated to be of any use in realism testing.