How authentic are SimAnt and Empires as ant colony-building experiences? I’m no myrmecologist but I have accidentally learned a lot about ants by playing them. But ideas like "childish curiosity" and "natural beauty" underpin the design nonetheless. By contrast, Empires of the Undergrowth is definitely a game, with directed scenarios and explicit progression. "Throw in a spider to add to the thrills." It was like being a kid, making sand islands in the gutter after it rained and marooning ants on them, just to see what they did next.
EMPIRE OF THE UNDERGROWTH MANUAL
The manual even suggested you build a walled arena, fill it with antlions and pit ants against each other in battle. You can paint it, use it to plug a leaky roof, or just contemplate its roundness."Įspecially in Experimental mode, that was SimAnt. Besides games, there are other things you can do with a ball. You can make up a hundred different games. "With a ball, you can play tennis (a game). SimAnt’s manual defines SimAnt not as a game but a "software toy", including the following (amazing) example to illustrate the difference between the two. My favorite moments in Empires occur when the ants’ fragility is emphasized by the level and scenario design, but learning doesn’t always have to come via punishment. Would the player freak out over an unexpected mass drowning? Probably.
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Would ants know when the tide is coming in? I’m not sure. It’s a compromise, but one that has been implemented elegantly.Īt the beach the tide demolishes swathes of ants (like SimAnt’s lawnmower) unless you’re paying attention to a timer. Empires balances authentic melee and ranged units (wood ants really do spit acid) with helpful controls, like being able to turn off food collection during battle, to alleviate frustration.
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(Then we consumed it, presumably as regurgitated liquid.)Īs such, in SimAnt, you could (for the most part) guarantee success with a conservative approach to overwhelming your enemies. the first time I saw a cute little hermit crab scuttling towards my colony, my heart gave a flutter. The red queen might go too deep and drown in the next rain." Would an ant really do that? Or do you have to have a human brain to dream this up? SimAnt was (resolutely) a sim, but Empires seems more content to be a game. I’ll spoil one: "Sneak into the red nest and dig lots of deep holes. Pages 63-65 of SimAnt’s manual outlined outrageously detailed ways to cheese the game. Usually in games you have a clearly defined character, whether a witcher or an arctic fox, but there’s a different kind of agency to being, as SimAnt’s manual describes it, "the intelligence of a colony". Vengeance is a helpful motivation to have as a mass of crawling insects. I don’t know how Empires will play out, but I’d like to ruin some scientists’ lunches, perhaps carelessly left next to the formicarium. After he carelessly squished one too many of my brave soldier ants, it was time to turn his stupid, blue house into a swarming mess. It’s like in SimAnt, when I first zoomed out to the yard and saw a man stomping around, complaining about food. My motivation for beating Empires of the Undergrowth is now to exact revenge.
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The first time I tried one, my queen was casually destroyed (to increasingly dissonant piano music). To unlock more missions, you test the formicarium against unpredictable, hilarious, and infuriating challenges. On completion of missions (narrated by a documentary filmmaker, who delivers what functions as both commentary and instruction), the player can use royal jelly to specialize new ants via a tech tree, as if they were assimilating DNA.Ī mission concludes, and you return to the laboratory’s formicarium to continue developing the persistent colony. Empires’ premise is that scientists have discovered a new species of ant that can steal genetic material from its foes-Formica ereptor.