To me, the core issue is how much control the player has over what the species becomes. As you said, mutations occur randomly and help, hurt, or are neutral toward survival. A specie's body adapts to the creatures environment, not its collective will. The specie's environment is dependent on its habits which it uses to survive the greater environment, an example being creatures inhabiting different parts of a tree. The tree is the greater environment, and each part of it is a sub-environment which certain creatures inhabit due to their habits. This is when niches start forming. The player is essentially able to decide what his or her niche will be which is fundamentally not how that works. A way to fix this would be to have the game decide for the player what mutations will happen after each mating dance (a substitute for the long stretches of time) based on how the player behaves in game. The player might not know what to do with certain mutations, but this illustrates another aspect of evolution I feel you missed in your video. Evolution doesn't make creatures perfect, it makes them good enough. The player might not know what to do with a singular wing, but if the creature can function, the wing stays. It doesn't matter if humans have useless and or extra organs if they don't kill them. Yes, I know the organs use energy and that would hinder performance, but the point still stands. This would also introduce the need for the player to adapt both to the environment and the creature. An extra wing could be used for dancing. I digress. The truth is the player isn't surviving, but having fun. Those are different goals. One is about laughing, being creative, and overcoming challenges (depends on the person), and the other is about adapting to prevent death. Btw, this is a very high quality video! I'm surprised you don't have at least 10K subs. That being said, the algorithm brought me this video, so that may change soon. Have a nice day :).
Thank you for watching! I like the game a lot, but as you said, there are a lot of issues in it’s biology. It was a fun video to make, I’m glad the algorithm brought you here :)
I don't see this as something that needs "fixing" tbh. I like Spore because I like going in with a plan of what kind of creature/evolution I want to work towards and make my own biology around it. It would be kinda stupid if the game decided all of that stuff for you just for the sake of "realism" when that's just not the kind of game Spore is trying to be. I think a harmless but neat alternative would be for the creature editor to open like normal, but maybe have a list in the top-right corner showing you some "recommendations" for parts/changes based on your habits and behaviors up to that point with lower DNA prices. That way, you can still ignore it if you have a specific vision, but if you're going the more "realistic" natural-selection type of route, you can go with what the algorithm suggests--and at a lower DNA cost.
the one aspect about spore i enjoy is that the electric part from cell stage goes from an electric pulse that stuns creatures to a part that makes sparcles to impress other creatures in creature stage
To me, the core issue is how much control the player has over what the species becomes. As you said, mutations occur randomly and help, hurt, or are neutral toward survival. A specie's body adapts to the creatures environment, not its collective will. The specie's environment is dependent on its habits which it uses to survive the greater environment, an example being creatures inhabiting different parts of a tree. The tree is the greater environment, and each part of it is a sub-environment which certain creatures inhabit due to their habits. This is when niches start forming. The player is essentially able to decide what his or her niche will be which is fundamentally not how that works. A way to fix this would be to have the game decide for the player what mutations will happen after each mating dance (a substitute for the long stretches of time) based on how the player behaves in game. The player might not know what to do with certain mutations, but this illustrates another aspect of evolution I feel you missed in your video. Evolution doesn't make creatures perfect, it makes them good enough. The player might not know what to do with a singular wing, but if the creature can function, the wing stays. It doesn't matter if humans have useless and or extra organs if they don't kill them. Yes, I know the organs use energy and that would hinder performance, but the point still stands. This would also introduce the need for the player to adapt both to the environment and the creature. An extra wing could be used for dancing. I digress. The truth is the player isn't surviving, but having fun. Those are different goals. One is about laughing, being creative, and overcoming challenges (depends on the person), and the other is about adapting to prevent death.
Btw, this is a very high quality video! I'm surprised you don't have at least 10K subs. That being said, the algorithm brought me this video, so that may change soon. Have a nice day :).
Thank you for watching! I like the game a lot, but as you said, there are a lot of issues in it’s biology. It was a fun video to make, I’m glad the algorithm brought you here :)
I don't see this as something that needs "fixing" tbh. I like Spore because I like going in with a plan of what kind of creature/evolution I want to work towards and make my own biology around it. It would be kinda stupid if the game decided all of that stuff for you just for the sake of "realism" when that's just not the kind of game Spore is trying to be.
I think a harmless but neat alternative would be for the creature editor to open like normal, but maybe have a list in the top-right corner showing you some "recommendations" for parts/changes based on your habits and behaviors up to that point with lower DNA prices. That way, you can still ignore it if you have a specific vision, but if you're going the more "realistic" natural-selection type of route, you can go with what the algorithm suggests--and at a lower DNA cost.
Like the ending sentence, it probably is a good way to encourage kids to enjoy science class but it really isn't one itself
That’s a great way of saying it, I do think that a few small changes could have made this game more accurate but it’s still an enjoyable experience.
@@BoredArcade ya also adding 9 plants, 6 herbivores, and 3 carnivores would not stable a planets ecosystem 😅
the one aspect about spore i enjoy is that the electric part from cell stage goes from an electric pulse that stuns creatures to a part that makes sparcles to impress other creatures in creature stage
I always found that weird, because it seemed to go from an attack to a sort of charm, but I think it’s a very nice feature.
Well, it looks cool, so it kinda makes sense
Spore is a better representation of inteligent design than darwinian evilution.
That’s a perfect way to put it
spore has a contrast between plausible evolution parts and totally wacky mutations (ahem, TAUNTLET!)
this was a good video too!
Thank you for watching! Im glad you thought it was a good video
You had me at spore!
Underrated game!
I absolutely loved this game when I was little bruh I wanted it so bad glad this video was made and was very informative
Thank you, this game is such a fun game to play, and even though the graphics are a bit old I still play it every so often
Why that good TH-cam Channel have that low amount of subscribers?
I don’t know, but I’m happy you think it’s good!
Really well made video, you sound very professional. The video is a bit quiet tho
Thank you! I’ll keep in mind the audio level for the next video, thanks for the tip
What if the cell stage got scrapped and we just played a renamed cambrian this whole time?
Under-rated really good video!
Thank you 😊
i see that you have hearted my comment
thank you
@@rtj1981 No problem!
I base my creatures off of real animals so maybe mine could... :D-P
That's very cool
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Answer:not real at all,