Tuesday, March 11, 2014

Double ecology simulation review

I recently downloaded two old simulations for PC from the early 90s that use an ecological model as their focal point. The first is SimEarth (1990) and the second is SimLife (1992). While I do remember these games from my childhood (mostly as failures), my interest recently peaked when I realized that my young mind had a compromised understanding of the central elements of these games, so I was inspired to redownload and review them.
SimEarth :The living planet- This game was designed with the help of James Lovelock, father of the Gaia Hypothesis. While there is no win or lose condition in this game, the general idea is to create a sustainable planet and even maintain intelligent civilization. The gameplay consists of altering variables such as planet core temperature, speed of continental drift, rate of volcanic activity, atmospheric makeup and many many other variables. While the concept is truly genius, the actual gameplay walks the rare line between too complex and too simple. One can pick a few variables, alter them, and watch what happens. The graphics are pretty modest, even for 1990, and the interface is pretty much entirely guess and check, without any labels for the multitude of options that can be changed. It is interesting, however, how any form of animal can become sentient and produce civilization, industrialization, atomic energy, etc.  if given the correct evolutionary conditions (mollusks have evolved nanotechnology!). Both interesting and boring, this is an interesting take on Lovelock's theories, and one of the scenarios even reproduces his "Daisyworld" simulation. This game is primarily something to run in the background, a pleasant distraction that reminds you that you can at least pretend to have control of environmental factors, and even then- global warming or ice age is always inevitable.
SimLife: The genetic playground - This game has a slight improvement in the graphic and interface issues of its spiritual predecessor, but has some of the same pros and cons. In this game, instead of an entire planet, your focus is on a single ecosystem, which includes inanimate icons individual animals and plants, instead of icons representing large "populations" of animals. This game's model involves more micromanagement, including rather specific terraforming options. Also included is a means of altering the genes of your creatures, so that you may end up with a filter feeder that lives in the desert, or a coconut that can swim. Some criticisms of this game (unlike SimEarth) include an faulty, yet hyperprecise science, which could be misleading for anybody looking for too deeply into this simulation. Overall, SimLife is worth slightly more than the 5 minutes it too to download and install.

All in all, these software toys are an interesting diversion from the more academic and conventional means of ecology, but scarcely provide any interesting gameplay. SimEarth seems more legitimate as a simulation, instead of trying too hard to be a "game", as the overwhelming complexity of SimLife is a bit of a buzzkill, despite the innovation to add a tutorial style help system..Both games include various pre-built, random and custom starting conditions, where your actions use a sort of depletable "energy", but also an experimental mode where your actions are boundless.
If you'd like to play god too, these great titles- as well as the "obsolete" mechanisms to play them on- can be downloaded for free from myabandonware.com . As always, download at your own risk.

1 comment:

  1. You think Lovelock thought doing a project like this would get his ideas out to the masses? I can't think of any other reason he'd want to be involved with something like this. It seems more like an academic situation (no matter how silly it is) than a game. His ideas still weren't extremely popular or widespread, but maybe this program brought his ideas further than he could have on his own.

    ReplyDelete

So?