So you know the trope of wondering if we live in a computer simulation made by hyper-advanced folks?
Surviving Mars is the first time that I've felt like we have really created such a simulation. Or like the first time that it has a necessary SPARK that other simulations haven't had.
WHY?
So, other simulators (like surviving the aftermath) have had these necessary ingredients:
* The people are distinct.
* The people have personality traits that affect their lives and their decisions and tasks and jobs and goals.
* The people have a backstory / statement of their particular personhood. (Even if it has no mechanical effect, the fact that the dude's profile says "Susan has a hard time trusting people, but once she does, she'll fight yo the death to protect those she trusts" means that it has the most bare-bones beginning of a simulated personhood.)
* The people have happiness ratings that are affected by stuff.
* the people have a lifespan and development from birth to death.
* The death of a person affects other persons.
That's all badass and gets it CLOSE, but not there yet.
Surviving Mars added the last piece that I didnt know was missing.
* The people have a sanity rating affected by things, and...
* They'll commit suicide if it gets too low and stays that way.
Each time that happens (still on my first run where I made it to mid-game)... it hits me a little more. Sure, they're not full-on intelligent beings, and sure, the sanity rating is just a number slider that moves mathematically, and sure, it's not like "actual" feelings... but it's a thing called sanity that responds to life events, and when it gets too low, the mini-program entry with their name and stats will self-terminate.
I'm not saying they're full persons. I'm saying that... the addition of sanity and suicide to this game has seriously added a spark to the little dudes that hasnt been there before. If their life-events don't go right, theyll end themselves.
There's... theres something THERE, right?
Surviving Mars is the first time that I've felt like we have really created such a simulation. Or like the first time that it has a necessary SPARK that other simulations haven't had.
WHY?
So, other simulators (like surviving the aftermath) have had these necessary ingredients:
* The people are distinct.
* The people have personality traits that affect their lives and their decisions and tasks and jobs and goals.
* The people have a backstory / statement of their particular personhood. (Even if it has no mechanical effect, the fact that the dude's profile says "Susan has a hard time trusting people, but once she does, she'll fight yo the death to protect those she trusts" means that it has the most bare-bones beginning of a simulated personhood.)
* The people have happiness ratings that are affected by stuff.
* the people have a lifespan and development from birth to death.
* The death of a person affects other persons.
That's all badass and gets it CLOSE, but not there yet.
Surviving Mars added the last piece that I didnt know was missing.
* The people have a sanity rating affected by things, and...
* They'll commit suicide if it gets too low and stays that way.
Each time that happens (still on my first run where I made it to mid-game)... it hits me a little more. Sure, they're not full-on intelligent beings, and sure, the sanity rating is just a number slider that moves mathematically, and sure, it's not like "actual" feelings... but it's a thing called sanity that responds to life events, and when it gets too low, the mini-program entry with their name and stats will self-terminate.
I'm not saying they're full persons. I'm saying that... the addition of sanity and suicide to this game has seriously added a spark to the little dudes that hasnt been there before. If their life-events don't go right, theyll end themselves.
There's... theres something THERE, right?