I’ve made two posts already but this one is my third because, like, why not. This one is basically about my wildest dream for how Thrive would function.
Chess, as a game, is very simple. The ruleset is easy to grasp, but the gameplay becomes complex and strategic, and you need decades of experience to play world-class - not that you’d be able to beat a computer at a chess match. Similarly, Go also has a simple ruleset, but (proverbially) it takes a lifetime to master.
This (albeit upscaled) is basically what I wish Thrive would be.
Basically, in my Ultimate Impossible-To-Achieve version of Thrive, the mechanics are relatively simple, stage-to-stage. However, the majority of the complexity comes from auto-evo finally growing a brain, and the mechanics allowing a lot of emergent gameplay, like in chess and go. This hypothetical version of Thrive would have the game mimic life, not through being meticulously coded to do so, but by obeying a specific set of rules and mechanics - which are analogues to those of real life - which have a side effect of producing creatures which emulate real life.
There’s a few problems with this.
- Thrive is a tiny project. This would need a lot of devs.
- I am not a biologist, but I’m reasonably certain we don’t know all the rules that result in life yet.
- This would require a lot of work and processing power on computers. The ideal game can be played on a potato.