March 22, 200 9 at 5:50PM
Like Simcity, the player begins the game with a blank slate. With Simcity, that
slate is a blank bit of ground which the city is built on. In Spore, the game
gives the player two options: Carnivore or Herbivore. Based on that choice the
player creates a single cell organism which the rest of the game is based on. The
player advances through five stages of evolution: Cell, Creature, Tribal,
Civilization and Space. Each stage builds on the next. I will focus on the first
two stages here because i believe they would be the most useful in education
In the beginning stages (The Cell Stage) of the game the player navigates his
or her cell through the primordial ooze. The goal at this stage of the game is to
eat and bread. By eating players gain “DNA Points.” Those points can be spent on
evolving the cell. The player also has the option of killing other cells and
stealing genetic components. Those genetic traits can be used to make improvements
to the cell. Once the player has collected enough points, the player can mate with
another cell and evolve.
Players can now use th genetic improvements they have collected to help them
cope better with the environment. This includes a better mouth (to eat a wider
verity of things) better fins (to swim faster), or defensive and offensive things
like claws, horns or electric-generating body sections. This is meant to mirror
normal evolutionary processes. Players build modify their cell to match a niche in
the ecosystem.
Once the player has collected enough overall DNA Points, the player can have
the cell move into the next stage of the game: The Creature Stage. The player is
given a set of tools to change the cell into a land based creature.
Like in the cell stage, the creature has to eat and mate. Added is an
interaction with other creatures in the world. They player must create alliance
with other creatures or species. The better those alliances the better the player
can defend against more advanced life forms or predators. Players are given a far
wider range of genetic improvements giving a far wider range of possible
creatures.
The thing that made Simcity such a useful teaching tool was it provided
students a platform for problem solving (i.e. how does one grow a city while
keeping citizens happy). In Spore the problem that needs be solved now to make the
most efficient, successful creature. How do you build the best creature that can
get food, defend itself and successfully interact with other creatures.
To do this in the classroom an instructor could give students as much leeway as
they want to push the tools. Each component of the creature can be shaped and
modified and tested before the player goes into the game. While building a
creature, an easy to read status menu changes on the right side of the screen so
the player can see exactly what the creature will be able to do.
But here is the problem, there is no way to really fail. No matter how crazy
you make your creature, it will always be able to eat and communicate. It may not
be able to do those things well, but it can still survive. Evolution is only
slowed down by not creating an efficient creature. If the game were a true
evolution simulator, making a creature that failed would cause the species would
die out.
This stage of the game could be such a useful tool for teaching students about
natural selection and adaptive traits. However, since there is no real way to
fail, it could be hard to see how evolution works. This seems to feed
into a wider discourse about intelligent design verse evolution, a subject I will
take up in the next post.
Lewis |
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