What is there to find on the doozers?

 What is there to find on the doozers?

In one sentence I could say excruciatingly little. The wiki article is barren, one easter egg is all extended lore available. None of the creatures chat regulars seem to have information. Contrary to all expectations these talkative little furry critters are absolute mysteries. Few fan theories exist. Eem foo offered they might have evolved in the thousand years since the shee have left, risenangel offered some indirect evidence they stayed when the shee have left. Perhaps a truth lies in the middle with doozers being the result of a thousand year accidental norn wolfling run. Norns do tend to evolve towards longevity and needing less and less food.


Many people who have experienced only docking station might never have seen the shrieking little beasties. Interestingly they were on the creatures 2 box art, om much of the c2 promotional material and were seen in every area of the game. Blurting out words to creatures they met while roaming it seemed like they were burdened with the education of all of albia.

Why am I so fixated on these oddities? They are just critters, but they have speech and they are bipedal like creatures. They lack genes and creature behavior but their waving at the viewer on the box art suggests intelligence, at least on a lore level.

What I mean is that it is catalogued in my mind as the fourth pillar of creatures. A genus of sorts. C2 was the last game to add a new pillar with the ettins and the doozers never became more than a critter but they would fit the world as a creature.

Perhaps to fit in and to be splicable with other creatures they would need to be far larger than they are now. The size of an ettin youth perhaps. A lore personality would have to be found for them, and an ingame personality to complement this yet also fulfil a use in the simulation. It wont be very hard to find another vice.



Another way would be to embrace the non-creature nature of the doozers. Expand their behavior beyond walking back and forth to make them feel just a little bit more alive than little robot toys and fully develop their knack for pre-programmed behaviors. Where creatures can do basic tasks through learned and simple instinctive behavior; a programmed critter could work through more complex work like farming, food processing, do regular maintenance or building. 

Things that require cause and effect, one resource to a product. Seed to a plant to foodstuff. 

This wouldn't step really in the sim of creature behavior and genes, but allow you to run albia or your spaceship like a well oiled machine while retaining immersion.



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