Am currently reading the Rama quadrology by A. Clarke - a very fascinating read for any geek, by the way.
The books evoked an interesting idea for a game: The object of the game is to prepare and perform the encounter with an alien race, at minimum costs, with a maximum probability of success (defined by the level of communication achieved, technologies exchanged, percentage of crew safely returned to earth, etc.).
The player has to equip and staff a space ship at minimum costs which is send on a year-long journey to encounter an alien race of which almost nothing is known (e.g. just the fact that their home planet emits artificial radio signatures).
The player has to maximize the chances of a successful, peaceful encounter both by planning ahead and by eventually managing the actual encounter.
He will, for example, decide about:
- whether and how the ship will be armed
- what communication devices to take along
- assumptions on the stimuli the aliens can process
- assumptions about their environment (ooops, they are gelitinous blobs floating inside a gas planet; well, so much for our excavation equipment)
- assumptions about their biology and sociology
When the final encounter actually happens, many more options have to be chosen, contingency plans to be developed, equipment refurbished to adapt to unexpected conditions, etc.
The two most difficult problems in creating such a game would be:
- to produce a ‘world creator unit’ which can generate randomly believable planets and aliens with features that change from game to game;
- and to have a flexible, believable AI which represents the aliens and their communication efforts.
The AI will have to simulate the complete biological, physical and social context in which the aliens act; it will decide whether the primary conditions for communication are met (i.e. are we using appropriate stimuli); it will provide a linguistic ‘interface’ which is accessible to the player IF he manages to figure out the basics, etc.
The job of the AI is somewhat facilitated by the fact that a large degree of communication noise, of misunderstandings, and of undecernible social subtext will be part of the game fun. Therefore it doesn’t have to be too smart.
In case that you wonder how such a game could be fun, just keep in mind what can possibly go wrong on such a mission, and how many options the player would have to still ‘rescue’ the mission.