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Features
  Design Language: Design by Darwin
by Noah Falstein
10 comments
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February 12, 2009 Article Start Previous Page 2 of 3 Next
 

Quite similar in spirit to Quirks but much more detailed and serious was Will Wright's SimLife: The Genetic Playground, released in 1992. Creatures, a British game released in the U.S. by Mindscape in 1996, actually employed artificial life principles based on an understanding of genetics and evolution to let the player breed generations of computer-controlled creatures.

Two sequels to Creatures took that theme and (of course!) evolved it into more complex forms. There have been dozens games based on ideas of genetic engineering, including all the games based on Jurassic Park and its sequels. And Will Wright's recent magnum opus Spore, released in 2008, is rich with game elements inspired by scientific understanding of evolution.

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Spore is contemporary, ambitious, and successful -- and so deserves some extra examination. At its heart the game could be said to be not about evolution, but in fact about intelligent design -- after all, the creatures in the game are gradually improved and perfected not by random chance as Darwin would have it, but by the choices a Deity-like player makes. And yet I also think this is evolution in intelligent design's clothing.

It's not hard to see that if everyone playing made random choices while modifying their creatures, they might individually often fail, but over time a complex world would result.

Are the players each really "intelligent designers", or merely the equivalent of cosmic radiation? Even deeper philosophical and cosmological questions are left as an exercise to the player, which is ultimately I think the most interesting thing about Spore as a source of discussion.

EA/Maxis' Spore

I think Will Wright is too good a designer to let literal truth get in the way of fun -- but even so the game does more to educate players at a nearly subconscious level about how the processes of natural selection can work, and he does so in a way more enjoyable than many textbooks or classes.

I have known Will since his early SimCity days and even during the creation of that game he was an avid reader on principles of evolutionary biology, and some of the ideas underlying his work, regarding new concepts as colonizing a possibility space, and visualizing games as inhabiting virtual landscapes were heavily influenced by cutting-edge evolutionary biology studies and Chaos Theory.

Unnatural Selection

Darwin and his ideas have influenced game development on other less direct levels. I have found that game designers often use their understanding of evolution and human history to explain the popularity of certain types of games, or to modify them to make them more popular.

For instance, a huge number of games use the metaphor of lives, either directly in a FPS or RPG where you have a character that risks death, or more abstractly as in platformers and casual games that give you a number of lives to expend in a quest for your goal.

Even abstractly, life and death struggles key into our more basic survival instincts and get us to care about the decisions we make in game. In fact an MMORPG like World of Warcraft is just full of elements that would have been familiar to and crucial to survival of our primate ancestors.

Elements like life and death struggle, tribal allegiances, division of labor among specialties so your group or tribe can flourish, and wilds to explore filled with dangerous creatures are all things we have been hard-wired by evolution to care about deeply.

This sort of understanding of human evolution also helps explain the fascination that children have with animals. For all of human history, learning about which animals can harm us and which ones are friendly or useful is a major survival trait, and it's no surprise that children have evolved to care about those questions.

The ones who didn't have the predisposition to learn were probably often eaten before having their own children. But it may be surprising to realize that this is a large factor in the commercial success of games such as Pokémon and Animal Crossing.

 
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Comments

Jonathon Walsh
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An interesting read and I enjoyed the article but I'm really disappointed. I was fully expecting to see one of my favorite games mentioned (the one that taught me about evolution in fact).

That game is of course E.V.O ( http://en.wikipedia.org/wiki/E.V.O ).

Joshua Dallman
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I too was surprised to not see E.V.O. up there especially since it is a classic game that's been out forever.

Also relevant to the discussion is indie game Venture Africa which features autonomous AI animals and indirectly teaches about natural selection through its gameplay. Developer Pocketwatch Games did an excellent job at blurring the lines between education and entertainment with the title and received several complaints from religious intelligent design types about the game even though there is no overt messaging within it.

juice uk
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Interesting article, though I don't know if Darwin has had as much of an impact as indicated. The idea of "levelling up" is more likely to have been modelled on martial arts or industry: the idea of working towards a given level of certification has been around long before Darwin!

It's also worth noting that (un)Intelligent Design is far more popular than evolution: from Syndicate to The Sims, the emphasis is generally on the player choosing the path of the gameplay, story and in-game behaviour. There's a good reason for this: evolution is by nature random, which makes it hard to debug or finetune. Black and White is one example of a game which promised a lot from the concept of AI, but ended up being heavily toned down thanks to the unpredictability.

Something more interesting would be to look at the way games themselves have evolved: from Space Panic through to Super Mario Galaxy, 3D Monster Maze to Half Life 2: there's a clear path of evolution, complete with high levels of cross-fertilisation and mutation. Only the strongest genes survive into the next generation, and the cycle then begins anew...

Daniel Kromand
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I think it is interesting that this piece only looks at the notion "survival of the fittest" without expanding on Darwin's own idea of sexual selection among humans. I don't know how it fits into the history of game design, but Darwin argued that human relations are based on altruism and sympathy rather than the feral competition of the natural world.

Tom Newman
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Great great article!!! There are endless parallels between evolution and game design, and it's refreshing to see this insight.

Joseph Vasquez II
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"In many ways a game genre is like a biological class or order of living things. Just as people are of the order of primates, within the class of mammals, an MMORPG is an order of the larger class of RPG."

In many ways a plant type is like a class of car. Just as Ford Mustangs are of the order of sports car sedan, within the class of automobile, a potato is of the order of tuber, of the larger class of plant.
I

Joseph Vasquez II
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When parallels as contrived as these are used with other topics, we label the article as "silly fanboyism." I read gamasutra everyday instead of joystiq in order to avoid such things.

Robert Zamber
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I agree... "silly fanboyism". Darwin's ideas are really not all that original, nor progressive by any means. Conversely, In many cultures (outside the US of course) Darwin's "theories" (not truth); ironically, are considered crude, and primitive. Its dangerous for any culture, or individual for that matter, to accept a collection of such illusory, half-baked thoughts and ideas as some kind of cornerstone for truth; to build ones collective (or individual) identity. If we want to evolve this industry into something of substance, we should probably avoid Darwin altogether. The Egyptians had ideas about evolution loooooooooooong before "Darwin". We all evolved from Black people, i.e. "Kemet"! Try "Isis Papers".

Michael Gesner
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This article draws an interesting parallel, however I'm surprised Noah did not reference the more direct influence of Darwin in the use of genetic algorithms for the design of more believable (and entertaining) agent behaviors.

This practice of iteration is far more rapid than in the lifecycle of a game archetype and is an excellent example of how Darwin's theories are modeled in our business.

Nonetheless, an excellent article Noah.

Noah Falstein
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Interesting comments, everyone. I admit to never having played E.V.O., but I have of course heard of it and should have looked into it closer. I know of half a dozen that use some aspect of evolution that I didn't reference in the article.

Some other specific responses:

DK, I agree that what Darwin had to say about sexual selection was in fact even more interesting in many ways than survival of the fittest, precisely because it seems so counterintuitive. There are a lot of intriguing things we could discuss about game design through that particular lens - everything from how, in the mid-80's, it became "fashionable' to advertise modem play on the game boxes even though a majority of people buying the games didn't actually have modems - turns out they equated modem play with state of the art games, even though it was irrelevant to their own situation. A similar thing happened a few years later with CD-ROM games debuting, features that are seen as "sexy" are important in deciding to buy a game even if they are functionally irrelevant - even the fact that I can use the term sexy in that context shows how relevant Darwin's ideas are.

JVII, I agree that merely drawing parallels is pretty useless, but I disagree that this is the case here. I think there is a lot we can learn from the way biologists classify living things when we attempt to classify game genres, which, like living things, often have contradictory qualities that make it hard to discern their origins until one looks into their ancestral past. Or to put it in very concrete terms, when working on an adventure game design for a recently-released game (Mata Hari) I thought hard about what features of old adventure games were "adaptive" and helped them succeed in the competitive world of commercial games, and which features were the equivalent of an appendix, perhaps once part of a useful function but now just carried along for the ride, consuming resources.

RZ, I have to take exception to your comments. You seem to imply that Darwin is best revered in the US, which is just not true - take a look at http://www.economist.com/daily/chartgallery/displayStory.cfm?story_id=13062613&s
ource=features_box4
for example. Darwin didn't invent or discover evolution, but did put together a coherent way to explain the mechanism behind it, and that (as well as some of his other ideas like sexual selection) is certainly why I appreciate him.

MG, thanks! You do point out two more areas where ideas of evolution are even more directly linked to game development - in fact I expect that agile development/scrum/rapid iteration practices could benefit even more than they already have by applying ideas from evolutionary biology.


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