|
Post by moopli on Sept 11, 2015 22:36:20 GMT -5
Every sufficiently-complicated game has strategy, Genesis is no different. So far, none of the games run here have gotten past primarily unicellular life, so I figure we should start the conversation there.
A few observations: - Since Genesis generally starts with the same (or a very similar) blank slate (primordial sea, one eukaryotic species, etc), early-game strategic choices might be finite enough that a few basic builds exist - Priorities I've seen so far (in this order): -- Acquire a sustainable source of energy -- Become sexual -- Become multicellular
Well, I'm too tired to write more, so I'll put this up and if anyone feels like meta-ing, well go ahead.
|
|
|
Post by classyamoeba on Sept 12, 2015 0:15:55 GMT -5
Poison is very useful in deadly environments.
|
|
|
Post by moopli on Sept 13, 2015 8:55:21 GMT -5
Elucidate. Is poison good when you're in the deadly environment of a dessicated salt flat, for example? (No.)
|
|
|
Post by prudentia on Sept 14, 2015 12:48:49 GMT -5
Every sufficiently-complicated game has strategy, Genesis is no different. So far, none of the games run here have gotten past primarily unicellular life, so I figure we should start the conversation there. A few observations: - Since Genesis generally starts with the same (or a very similar) blank slate (primordial sea, one eukaryotic species, etc), early-game strategic choices might be finite enough that a few basic builds exist - Priorities I've seen so far (in this order): -- Acquire a sustainable source of energy -- Become sexual -- Become multicellular Well, I'm too tired to write more, so I'll put this up and if anyone feels like meta-ing, well go ahead. Prokaryotes are basically (few possible examples) incapable of cell differentiation, because they do not possess the organelles. The specialization of different areas of a cell greatly enhances it capabilities. Developing the organelles should be a primary goal as with out them, multicellular is (almost, size is severely limited) impossible. People have a bias towards multicellular eukaryotic defined animals. Few people remain unicellular, even fewer play as plants or fungus. Plantimals get a lot of love despite their massive implausibilities. Multicellular mixotrophs are impossible. Multicellular photoheterotrophs are not. Aphids and the Oriental Hornet display this. Viruses also get no love, but playing as a virus is extremely fun, I played a virus in one, before Classy pushed the planet into the sun though. Virus game play is actually very different and fun, as is plant, and unicellular amongst multicellular. But these play styles are often neglected. Mixotrophs, and animals get all the play time. Land creatures are also heavy favorites, water get less play time, usually GM's force everybody onto land, and few actually return to the water. Water animals (when land creatures are present), plants, unicellular organism (When multicells are present), viruses (can be argued that they are not alive but they respond to the environment and other life when in a cell) and fungi all require different play and managment styles than animals and present a greater ability to be versatile in the game, and produce a more indepth game. GMs can use targeted events to force choices and thus actual niche differentiation.
|
|
|
Post by classyamoeba on Sept 14, 2015 14:49:46 GMT -5
I used several strategys to keep organisms weird. Manly, unusual backfires and superegos in combination with heavy disasters. That game was called "Acadia, a struggle to survive ".
|
|