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Love this book! I wrote Adrian after reading it and asked for permission to build a game inspired by it and received his blessing (https://i.imgur.com/JWwNMR4.png) :)
(slight spoilers, FYI)
https://ant.care/ https://github.com/MeoMix/symbiants It's my first game, so it's going pretty slowly, but the goal is to have the player fill the role of the Eliza/Kern hybrid. You send commands to your pet ant colony once-per-day when orbiting the planet gives you line-of-sight. The act of caring for the pet gives you a renewed sense of purpose and a reason to care for yourself and is a mechanism for helping undue to the insanity.
I'm still trying to figure out exactly what the game mechanics will look like (if you have suggestions, I'm all ears!), but I took a stab at some creative writing to build up the plot a bit more:
https://docs.google.com/document/d/17ACH1XLCn7hkKz2dhuL1c_nx...
https://docs.google.com/document/d/1wET9mWaYae_GMqbm8n37UoNF...
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Regarding the interview, I would love to know more about his process for deciding which aspects of an animal's ecology he's going to represent in his fiction. Tynan Sylvester (creator of RimWorld, a popular video game) wrote this article called The Simulation Dream, https://www.gamedeveloper.com/design/the-simulation-dream, and I think about it a lottt. One concept Tynan stresses for creating a rich and engaging story is to "Choose the minimum representation that supports the kinds of stories you want to generate." I would love to know why Adrian chose to give ants/spiders/(octopi..) the behaviors they have throughout his series and, if he considered other behaviors that he ultimately omitted, what his thought process was for ruling those other behaviors out.