Fun With Phenotypes

When you make a game, designing the game mechanics (what the player does and how the game experience feels) is a huge part of the job. Writing the game content (all the stories, characters, and tasks) is another huge job! Writing content for an educational game is even trickier because we have to make the content appropriate to the game, fun and engaging, and also true to the concepts being taught in the game. In Radix, although it is a fictional world, this means everything about the world still has to follow the rules of mathematics and also plausibly fit into realistic biological systems.

One example of content we’ve been writing lately is all the phenotypes of the plants and animals in the world. “Phenotypes” refers to their genetic traits – the way they look or function, which you can see or experience. For instance, within the same species some flowers could be red and others yellow. Or, bugs could have long or short antennae. Real plants and animals have countless traits with very complex varieties, but in the world of Radix we simplified our system to focus on up to 3 traits per species, with up to 5 possible varieties within each trait.

myzle-yellow        myzle-orange

Coming up with the traits and their varieties is both challenging and fun! It involves researching real species to see what is feasible, thinking beyond the most common examples like color and measurements, plus fitting the traits to the species in the world and what can be reasonably drawn or communicated to the player. For example, some myzle flowers have a shock factor while others don’t – shockingness is an interesting trait that leads to lots of fun uses in the world! Ripsnarls can have curly or straight tails, and may be bred for a certain variety depending on what is currently desired as pets. Other traits are not even visible, like an animal’s sense of smell or the stickiness of a plant’s sap.

Ripsnarl2By providing a rich array of examples, we hope to get the idea across to players about how important biodiversity is, and at the same time let them figure out that there is a genetic system that can be discovered and understood. Most importantly, since Radix is set in a contextual world, players don’t just collect and breed animals because they are following instructions. Rather they are motivated to do so in order to use those special phenotypes to solve problems and improve their character and the world!