SimEarth

Last updated
SimEarth: The Living Planet
Simearth-box.jpg
Original cover art
Developer(s) Maxis [lower-alpha 1]
Publisher(s) Maxis
FCI (SNES)
Sega (Mega CD)
Designer(s) Will Wright
Fred Haslam
Series Sim
Platform(s) Macintosh, MS-DOS, Windows, FM Towns, [1] NEC PC-9801, Super NES, Amiga, Atari ST, X68000, TurboGrafx CD, Sega CD, Virtual Console
ReleaseMac, DOS, Windows
1990
FM Towns, PC-98, SNES
1991
Amiga, X68000
1992
TurboGrafx CD, Mega-CD
1993
Virtual Console
  • JP: May 12, 2009
  • NA: June 22, 2009
  • PAL: June 26, 2009
Genre(s) Life simulation
Mode(s) Single-player

SimEarth: The Living Planet is a life simulation game, the second designed by Will Wright. and published in 1990 by Maxis. In SimEarth, the player controls the development of a planet. English scientist James Lovelock served as an advisor and his Gaia hypothesis of planet evolution was incorporated into the game. Versions were made for the Macintosh, Atari ST, Amiga, IBM PC, Super Nintendo Entertainment System, Sega CD, and TurboGrafx-16. It was re-released for the Wii Virtual Console. [2] In 1996, several of Maxis' simulation games were re-released under the Maxis Collector Series with greater compatibility with Windows 95 and differing box art, including the addition of Classics beneath the title. SimEarth was re-released in 1997 under the Classics label. [3]

Contents

Gameplay

In SimEarth, the player can vary a planet's atmosphere, temperature, landmasses, etc., then place various forms of life on the planet and watch them evolve. In the “Random Planet” game setting, the game is a software toy, without any required goals. The big (and difficult) challenge is to evolve sentient life and an advanced civilization. The development stages of the planet can be restored and repeated, until the planet "dies" ten billion years after its creation, the estimated time when the Sun will become a red giant and kill off all of the planet's life.

There are also eight scenarios that do have goals, the first three (Aquarium, Cambrian Earth, and Modern-day Earth) involving managing the evolution and development of Earth in different stages, the next four (Mars, Venus, Ice Planet, and Dune) involving terraforming other planets to support life, and the final scenario (Earth 2XXX) involving rescuing life and civilization on a future Earth from self-replicating robots and nuclear warfare and giving the player the option of causing a great flood to help achieve this goal. In addition, there is another game mode besides Random Planet and Scenario mode, called Daisy World, where the only biome on the planet is daisies, which change their color relative to the temperature.

The game models the Gaia hypothesis of James Lovelock (who assisted with the design and wrote an introduction to the manual), and one of the options available to the player is the simplified "Daisyworld" model. [4]

SimEarth screenshot, IBM PC version. In this simulated planet, radiates have developed sentience and are beginning to form civilizations. SimEarth IBM PC.png
SimEarth screenshot, IBM PC version. In this simulated planet, radiates have developed sentience and are beginning to form civilizations.

The player's control of the planet in the game is quite comprehensive; display panels allow the player to regulate everything from atmospheric gases, with percentages to three decimal places, to the rate of continental drift, to the rate of reproduction and mutation of lifeforms. In addition, the player is given options to place equipment or items that interfere with the planet's development, such as Oxygen Generators, which increase the amount of oxygen in the atmosphere, and the monolith, a take on the one found in 2001: A Space Odyssey , which aids in increasing intelligence of a lifeform through extraterrestrial contact.

The list of disasters ranges from natural occurrences, such as hurricanes and wild fires, to population-dependent disasters, such as plagues and pollution. Effects on the planet may be minor or major depending on the current conditions. Increased volcanic eruptions, for example, increase the amount of dust in the atmosphere, lowering global temperature; earthquakes in a body of water may produce tsunamis; and the shortage of nuclear fuel for a nuclear power-dependent civilization may potentially trigger nuclear war and nuclear winter.

Global warming can cause the planet's ice caps to melt and sea levels to rise, but if a planet gets very hot, the oceans boil away until there are no oceans left, only land. A planet without any water can have oceans brought back if hit by an "ice meteor" (a.k.a. a comet). Many things have to be kept within a certain balanced range for a planet to be able to support multicellular animal life; outside this range, only single-celled lifeforms, plants, robots, and lifeforms that have been civilized can survive. This excludes most lifeforms in this game since most are multicellular animals that are not civilized.

All player-triggered actions have a cost specified in "energy units" or "omega (Ω) units"; for example, 50 energy units are required to lay down a single terrain square, while 500 units are required to lay down a terraforming device. The energy budget is determined by the level of development of the planet, and the chosen difficulty level; on the lowest difficulty level, the energy budget is unlimited.

Gameplay itself can be somewhat mystifying; species may thrive or die out for no apparent reason. Mass extinctions, however, are often followed by periods of renewed evolutionary diversification, allowing the player to experiment with new sets of species and ecosystems.

Taxa

A feature of the game is that all taxa of multicellular animals are on an equal footing, and thus it is possible to evolve, for example, sapient molluscs. [5] The two single-celled lifeform taxa, Prokaryotes and Eukaryotes (or Bacteria and Amoebas, in-game respectively) are treated specially. Some examples of animal taxa include Radiates and Cetaceans as well as more well known taxa such as fish and birds. As an "Easter egg", there is also machine life, which can appear if a city of the highest technology level (Nanotech Age) is destroyed by a nuclear explosion. Machine life can thrive in any biome or environmental conditions, generally out-competing any other lifeforms present, and can itself eventually evolve intelligence and build cities. Additionally, there are Carniferns, which are mutated, carnivorous plants, which can occur only naturally. Having an abundance of insects allows for these life-forms to develop. Carniferns are able to develop intelligence just as animals can. In addition to the familiar types, the long-extinct "trichordates" are included. The game states that "We [the game's developers] felt sorry for them, and are giving them a chance for survival in SimEarth." Dinosaurs are another included taxa.

Civilization

Once an organism on the SimEarth planet becomes sentient and develops civilization, it will gradually go through different stages of development with each successive stage being more technologically advanced than the last.

Development

Will Wright was introduced to James Lovelock by Stewart Brand, a former editor of CoEvolution Quarterly who lived near Wright, upon hearing about SimEarth. [6] Lovelock advised the development team behind SimEarth, and particularly assisted with geophysical models. [6] Lovelock stated in regards to the Gaia model that "Attempts to model the Earth through simple sciences such as biology or biochemistry fail because the models are oversensitive to initial conditions and prone to chaotic disturbance." [6] Gaia models link biology and geology however, which Lovelock claimed are "for some reason stable and able to resist perturbations." [6] Lovelock expressed that SimEarth's simulation has 'a degree of realism' despite it being "little more than a game", and he expressed that he hadn't seen or been involved in any computer simulations of nature on the scale of SimEarth at the time, noting that many professional climate models at the time didn't take clouds, the ocean, or biology into account. [6]

Reception

Computer Gaming World called SimEarth "absolutely fascinating". The reviewer wished that the game had more SimCity-like visual feedback, but stated that it was superior to the predecessor because of larger scope and greater replayability. [7] It won the 1991 Software Publishers Association Excellence in Software Awards for Best Secondary Education Program and Best Simulation Program. [8]

Entertainment Weekly gave the game an A− and wrote that "While it's never too early to teach kids to respect the biosphere, the same may not be true of introducing them to complicated simulations such as Simearth: The Living Planet (FCI, for Super NES), which has more variables (temperature, precipitation, etc.) than a polynomial equation. There's something to be said for this, though: A task as simple as 'growing a daisy'—one option offered here—requires knowing far more than which button to push to cream the bad guy." [9]

The One gave the MS-DOS version of SimEarth an overall score of 95%, and expressed that the game is fun 'regardless of whether you know what you're doing or not', and said that experimenting with the simulation is "hours of fun". The One praised SimEarth's substantial gameplay, expressing that the game has "near-infinite variations with which to experiment." The One noted the game as having "tremendous educational possibilities", but simultaneously being fun and engaging. [6]

See also

Notes

  1. Ported to FM Towns, PC-98 and X68000 by Imagineer. Ported to SNES by Tomcat System. Ported to Mega-CD by Game Arts.

Related Research Articles

<span class="mw-page-title-main">Extraterrestrial life</span> Life that did not originate on Earth

Extraterrestrial life or alien life is life which does not originate from Earth. No extraterrestrial life has yet been conclusively detected. Such life might range from simple forms such as prokaryotes to intelligent beings, possibly bringing forth civilizations that might be far more advanced than humanity. The Drake equation speculates about the existence of sapient life elsewhere in the universe. The science of extraterrestrial life is known as astrobiology.

Gaia philosophy is a broadly inclusive term for relating concepts about, humanity as an effect of the life of this planet.

<span class="mw-page-title-main">James Lovelock</span> English scientist (1919–2022)

James Ephraim Lovelock was an English independent scientist, environmentalist and futurist. He is best known for proposing the Gaia hypothesis, which postulates that the Earth functions as a self-regulating system.

<span class="mw-page-title-main">Will Wright (game designer)</span> American video game designer and entrepreneur

William Ralph Wright is an American video game designer and co-founder of the game development company Maxis, which later became part of Electronic Arts. In April 2009, he left EA to run Stupid Fun Club Camp, an entertainment think tank in which Wright and EA are principal shareholders.

<span class="mw-page-title-main">Daisyworld</span> Computer simulation

Daisyworld, a computer simulation, is a hypothetical world orbiting a star whose radiant energy is slowly increasing or decreasing. It is meant to mimic important elements of the Earth-Sun system. James Lovelock and Andrew Watson introduced it in a paper published in 1983 to illustrate the plausibility of the Gaia hypothesis. In the original 1983 version, Daisyworld is seeded with two varieties of daisy as its only life forms: black daisies and white daisies. White petaled daisies reflect light, while black petaled daisies absorb light. The simulation tracks the two daisy populations and the surface temperature of Daisyworld as the sun's rays grow more powerful. The surface temperature of Daisyworld remains almost constant over a broad range of solar output.

<span class="mw-page-title-main">Gaia hypothesis</span> Paradigm that living organisms interact with their surroundings in a self-regulating system

The Gaia hypothesis, also known as the Gaia theory, Gaia paradigm, or the Gaia principle, proposes that living organisms interact with their inorganic surroundings on Earth to form a synergistic and self-regulating, complex system that helps to maintain and perpetuate the conditions for life on the planet.

<i>E.V.O.: Search for Eden</i> 1992 video game

E.V.O.: Search for Eden is a 1992 action-adventure game developed by Almanic Corporation and published by Enix for the Super NES. Combining traditional platforming mechanics with experience and leveling mechanics originating from role playing games, E.V.O.: Search for Eden involves the player navigating a creature through a number of side-scrolling levels while undergoing bodily evolution to cope with ever-changing environments. It is heavily based on Almanic's original title, 46 Okunen Monogatari ~The Shinka Ron~, released in Japan in 1990 for the PC-9801.

<i>SimLife</i> 1992 video game

SimLife: The Genetic Playground is a video game produced by Maxis in 1992. The concept of the game is to simulate an ecosystem; players may modify the genetics of the plants and animals that inhabit the virtual world. The point of this game is to experiment and create a self-sustaining ecosystem. SimLife was re-released in 1993 as part of the SimClassics Volume 1 compilation, alongside SimCity Classic and SimAnt for PC, Mac and Amiga.

<span class="mw-page-title-main">Gaianism</span> Earth-centered philosophical, holistic, and spiritual belief

Gaianism is an earth-centered philosophical, holistic, and spiritual belief that shares expressions with earth religions and paganism while not identifying exclusively with any specific one. The term describes a philosophy and ethical worldview which, though not necessarily religious, implies a transpersonal devotion to earth as a superorganism. Practitioners of Gaianism are called Gaians.

The zoo hypothesis speculates on the assumed behavior and existence of technologically advanced extraterrestrial life and the reasons they refrain from contacting Earth. It is one of many theoretical explanations for the Fermi paradox. The hypothesis states that alien life intentionally avoids communication with Earth to allow for natural evolution and sociocultural development, and avoiding interplanetary contamination, similar to people observing animals at a zoo. The hypothesis seeks to explain the apparent absence of extraterrestrial life despite its generally accepted plausibility and hence the reasonable expectation of its existence. A variant on the zoo hypothesis suggested by the former MIT Haystack Observatory scientist John Allen Ball is the "laboratory" hypothesis, in which humanity is being subjected to experiments, with Earth serving as a giant laboratory.

The Great Filter is the idea that in the development of life from the earliest stages of abiogenesis to reaching the highest levels of development on the Kardashev scale, there is a barrier to development that makes detectable extraterrestrial life exceedingly rare. The Great Filter is one possible resolution of the Fermi paradox.

<span class="mw-page-title-main">Tyler Volk</span> American professor of environmental studies and biology

Tyler Volk is Professor Emeritus of Environmental Studies and Biology at New York University.

Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters. Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem". Other terms include artificial life game and simulated life game (SLG).

Spore is a video game developed by Maxis and designed by Will Wright, released in September 2008. The game has drawn wide attention for its ability to simulate the development of a species on a galactic scope, using its innovation of user-guided evolution via the use of procedural generation for many of the components of the game, providing vast scope and open-ended gameplay.

Social simulation games are a subgenre of life simulation game that explore social interactions between multiple artificial lives. Some examples include The Sims and Animal Crossing series.

<i>Spore</i> (2008 video game) 2008 video game

Spore is a 2008 life simulation real-time strategy god game developed by Maxis and published by Electronic Arts for Microsoft Windows and Mac OS X. Designed by Will Wright, it covers many genres including action, real-time strategy, and role-playing games. Spore allows a player to control the development of a species from its beginnings as a microscopic organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation. Throughout each stage, players are able to use various creators to produce content for their games. These are then automatically uploaded to the online Sporepedia and are accessible by other players for download.

<span class="mw-page-title-main">Future of Earth</span> Long-term extrapolated geological and biological changes of Planet Earth

The biological and geological future of Earth can be extrapolated based on the estimated effects of several long-term influences. These include the chemistry at Earth's surface, the cooling rate of the planet's interior, the gravitational interactions with other objects in the Solar System, and a steady increase in the Sun's luminosity. An uncertain factor is the pervasive influence of technology introduced by humans, such as climate engineering, which could cause significant changes to the planet. For example, the current Holocene extinction is being caused by technology, and the effects may last for up to five million years. In turn, technology may result in the extinction of humanity, leaving the planet to gradually return to a slower evolutionary pace resulting solely from long-term natural processes.

A self-replicating machine is a type of autonomous robot that is capable of reproducing itself autonomously using raw materials found in the environment, thus exhibiting self-replication in a way analogous to that found in nature. Such machines are often featured in works of science fiction.

<span class="mw-page-title-main">Novacene</span> 2019 book by James Lovelock

Novacene: The Coming Age of Hyperintelligence is a 2019 non-fiction book by scientist and environmentalist James Lovelock. It has been published by Penguin Books/Allen Lane in the UK, and republished by the MIT Press. The book was co-authored by journalist Bryan Appleyard. It predicts that a benevolent eco-friendly artificial superintelligence will someday become the dominant lifeform on the planet and argues humanity is on the brink of a new era: the Novacene.

References

  1. "FM Towns ROM Archive". SimEarth FM Towns ROM.
  2. "Cut Straight to the Fun with Paper, Planets, Puzzles, Mind Games and Mini Golf". Nintendo of America. 2009-06-22. Archived from the original on 2009-06-24. Retrieved 2009-06-22.
  3. "SimEarth 1997 USA Re-Release ISO Archive". 1997.
  4. Seabrook, John (6 November 2006). "Game Master". The New Yorker . Condé Nast. Archived from the original on 22 July 2014. Retrieved 29 July 2014.
  5. {SimEarth User Manual, p. 143}
  6. 1 2 3 4 5 6 7 Scotford, Laurence (December 1990). "Gods Wanted: Apply Within!". The One. No. 27. emap Images. pp. 153–156.
  7. Wilson, Johnny L. (January 1991). "The Ten-Billion-Year Afternoon". Computer Gaming World. No. 78. p. 11. Archived from the original on 3 December 2013. Retrieved 17 November 2013.
  8. "Celebrating Software". Computer Gaming World. June 1991. p. 64. Archived from the original on 3 December 2013. Retrieved 17 November 2013.
  9. Strauss, Bob (April 2, 1993). "SimEarth: The Living Planet". Entertainment Weekly. Time Inc.