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Spore Hands-On Preview

Posted by ScuttleMonkey on Wed Feb 13, 2008 12:27 PM
from the frothing-at-the-mouth dept.
cardjoe writes "The release date for Spore has just been announced and what better way to celebrate than to check out the latest build of the game? That's just what bit-tech.net did, spending hours with the full version of the game. The article covers all the different editors and stages in the game as well as providing a brief on the pollinated content and how it may well introduce an entire new genre to PC gaming — that of the Massively Online Singleplayer. The article is in-depth and has a whole load of brand new screenshots too, showing the various stages that the player will go through as they play the game and move their creature from single cells to galaxy-hopping space freaks."
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[+] Will Wright's Spore To Release Sept. 7th 186 comments
After several delays and much anticipation, Spore looks like it will finally be coming out this year. EA has announced a September 7th release date for the game. The only confirmed platforms so far are Windows PCs, Macintoshes, the Nintendo DS and various mobile phones. Wright wants the Wii, 360, and PS3 to have the game, but they're not firm 'yes'es yet. Newsweek's LevelUp blog is celebrating the announcement with a series of interviews. N'Gai Croal spoke to Will Wright, and the man himself tries to convince us why it's been worth the wait, and (oh yeah) why it has taken so long. Croal also sat down with the game's Executive Producer, Lucy Bradshaw, who explains how the game has settled onto other platforms like the DS and mobile phones.
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  • by AltGrendel (175092) <ag-slashdotNO@SPAMexit0.us> on Wednesday February 13 2008, @12:30PM (#22408178) Homepage
    This will make VG Cats [vgcats.com] happy.
  • by Darundal (891860) on Wednesday February 13 2008, @12:32PM (#22408216) Journal
    ...until I have created a race of suicidal paper clips, and have them wage war on all the fruit-producing fauna in the universe.
  • Or... (Score:2, Funny)

    by Anonymous Coward
    maybe its Massively Singleplayer Online
    • Re: (Score:3, Insightful)

      I don't understand what that's supposed to even mean. If you're not playing with other people, what does being online get you? Downloadable content? Haven't games been doing that for years? What's so revolutionary here?
      • Re:Or... (Score:5, Informative)

        by orclevegam (940336) on Wednesday February 13 2008, @01:14PM (#22408720) Journal

        I don't understand what that's supposed to even mean. If you're not playing with other people, what does being online get you? Downloadable content? Haven't games been doing that for years? What's so revolutionary here?
        It's not so much revolutionary as in providing a completely new technology, as it's revolutionary in combining a number of existing technologies in a way that's never been done precisely the same way. The online portion comes from the fact that the other creatures your creature will compete against in the world will be more or less randomly selected (you can specifically select them as well) from the pool of creatures created by other players. It's sort of like as if instead of having a bunch of NPCs in a game you instead interact with all the characters created by other players. The catch is that the creatures aren't controlled by other players, merely designed by them. Really kind of a cool idea. Think of it as the ultimate downloadable content, where it's not just a bonus, it's a core part of the game.
      • Re:Or... (Score:5, Informative)

        by irc.goatse.cx troll (593289) on Wednesday February 13 2008, @03:01PM (#22410386) Journal
        The revolutionary part is that by playing, you're creating the content and sharing it. You don't go out of your way to download Worldcraft and spend a week creating a nice bsp with some custom textures, you design your species in game as part of the game and if you're online then that species you create is going to end up in someone else's game.

        The difference is in that custom content IS the content of the game for the most part. Not an external entity you go out of your way to get, but something that you seamlessly create and acquire.

        I do hope they let you put some kind of restrictions in there, just because I think it would be more fun to be able to join a pre-made group (say, your friends or wow guild or cs clan or what have you) and have their creations pulled more often and with preference to others, so that you get more of the social feel in. And some way to see who authored something, so you can rub it in their face when you wreck it.

  • by kentrel (526003) on Wednesday February 13 2008, @12:41PM (#22408332) Journal
    I have never looked forward to a computer game before in my life. Their Cross pollination implementation sounds absolutely revolutionary in not just gaming, but computing in general.



    Only a game that gives you that much control over life can satisfy my ego.

  • So... (Score:5, Insightful)

    by MobileTatsu-NJG (946591) on Wednesday February 13 2008, @12:44PM (#22408380)
    ... if third parties are getting to try it, it's not vapour anymore, right?
    • Re: (Score:3, Insightful)

      Yeah, pretty much confirmed at this point. The article says it's more or less ready to ship, they're just ironing out a few bugs and adding a bit of polish at this point. Of course, that whole exporting and importing of other creatures thing I think will either make or break this game. Personally I bet that within a month of the release there are already at least 6 races designed to look like genitalia due primarily to the greater internet fuckwad theory [penny-arcade.com].
  • by AndGodSed (968378) on Wednesday February 13 2008, @12:45PM (#22408384) Homepage
    Can I make my spore avoid the whole Microsoft debacle during their evolution?
      • by nschubach (922175) on Wednesday February 13 2008, @02:38PM (#22410102) Journal
        Well, I don't know how it all ties together, but Hitler was bent on world domination and oppressed an entire religion (no comment), Russia was Communist (one OS for everyone), I'm thinking MS fits into Apartheid because it has to do with changing the rules and sectioning the computer industry so they have control, and you can pretty much change Rockefeller's name to Gates and have the same problem. You did however forget Carnegie and the work housing problems, but even I might have a hard time trying to relate taking away your desktop if you stopped working for MS (or you change your hardware and don't buy a new Operating System) is considered the same. ;)

        But sure, we all have our priorities in life. Spore happens to let you control that since we seem to have lost control in real life.
  • High Hopes (Score:5, Interesting)

    by ectal (949842) on Wednesday February 13 2008, @12:46PM (#22408408) Homepage

    Everything I read about this game makes it seem like this is either going to be the greatest game ever released or the most disappointing.

    The thing that fascinates me the most is that the progression through the game's stages seems in some ways to mirror the evolution of video games themselves, from simple Atari games to the modern day. Or to look at it another way, the idea of having an arc throughout the game in both the objectives and the style of gameplay itself sounds amazing.

    • The thing that fascinates me the most is that the progression through the game's stages seems in some ways to mirror the evolution of video games themselves, from simple Atari games to the modern day. Or to look at it another way, the idea of having an arc throughout the game in both the objectives and the style of gameplay itself sounds amazing.

      You could have saved yourself some typing by just saying "Spore is so Meta!"
    • Re: (Score:3, Interesting)

      Everything I read about this game makes it seem like this is either going to be the greatest game ever released or the most disappointing.
      Remember how cool the concept was for Black & White and how shit the reality was? I'm officially anti-hyping myself by anticipating another Daikatana. I will be pleasantly surprised if I hear otherwise. The concept is so cool, I just know I'll be disappointed if I start looking forward to it.
      • While I'm a big fan of being anti-hype as well, it's a little disingenuous to make that comparison. I mean, just look at Romero's credits before Daikatana, and Will Wright's before Spore. Not quite the same thing, is it?

        Also, I've yet to see an ad that says "This Christmas, WILL WRIGHT will make you his SIMBITCH."
  • Text of the article (Score:5, Informative)

    by Anonymous Coward on Wednesday February 13 2008, @01:04PM (#22408608)
    Spore: Hands-on Preview
    Author: Joe Martin
    Platforms: PC, Nintendo DS, Mobile, Mac
    Publisher: Electronic Arts

    Spore. Games don't come any more ambitious than Spore and although the premise of the now in-famously delayed game and magnum opus of Will Wright is fairly simple, the actual realisation of that concept has proven incredibly difficult.

    The idea behind Spore is this; you are God, the Alpha, Omega and Almighty. You are omniscient, omnipresent and capable of creating a rock so big you can't possibly lift it. Then you can lift it. You're God and that type of feat is your bread and butter.

    Specifically, you are the God of a particular species that you will design, craft, sculpt and guide through from primordial ooze to inevitable extinction.

    You start off small, designing a single cell and guiding it through the cesspool in which all life must begin. As time passes you use evolution as the tool by which you will shape the destiny of your creature for better or worse. A mouth here, a leg there, and a twist to the torso - you slowly create the creature you want. You can do that. You are God.

    From there, the game expands ever outwards and you will move from guiding a single cell or creature to encouraging a small tribe, then a city. In the climax to this universe in a box you'll be aiding your civilisation in spreading to other stars and planets.

    Such game concepts are truly the things of dreams - open, sandbox worlds with almost limitless possibilities and completely open setting. The game says to you; "Here are the tools, now do as you wish."

    Unfortunately, with such an impossibly complex design even getting the basics of the gameplay right can be a daunting task in and of itself and, even with the full might of Electronic Arts behind him, Will Wright has struggled to get Spore working. The game, which he has reportedly been planning for the last decade at least, has suffered numerous delays. At the start of this year we gave it an honourable mention as a game which we thought would definitely turn out to be vapourware.

    Now though, it looks like we may have to admit that we were wrong. Not only has EA confirmed that Spore will be out in time for the holidays, but the game is now in a fully playable state. All that is left to do is polish up a few glitches, test it and load it with content before release.

    How do we know that, I hear you ask. Simple; we've played it--nearly all of it.

    There are five stages or levels to Spore and we've played them all on the PC, as well as playing on the DS and Mobile versions of the game - though the latter failed to make as much of an impression, to be frank.

    The first level is a basic arcade type game where players guide their single cell about its existence, helping it eat other creatures and grow. When it has grown enough it jumps into the Creature Stage, where players zoom their view out and manage the more complex needs of their creation. Survival skills must be complemented by socialisation skills as players enable their creature to build a tribe.

    In Tribe stage the game zooms out once more and players are no longer controlling a single alien. In this stage it's more like The Sims as you monitor the needs of a small tribe as they carve out a niche in the alien landscape. The penultimate stage of the game is the Civilisation Stage where it transitions from The Sims into Sim City and you'll be controlling whole cities in cultures.

    The last stage is the Space Stage where you hop off your polluted little rock and find new playgrounds to party in.

    Share and share alike
    Before we delve deeply into the well of never-ending gameplay that Spore claims to offer, we should talk about the Pollination System that Spore uses to keep the game full of brand new content at all times. Pollinated content is something that Electronic Arts and
  • So far, the only thing about this game that I'm disappointed with is the visual style.

    I liked it so much better in the early stages, like the 2005 GDC video. It was really beautiful then. Now it just looks too cartoony.
  • by VValdo (10446) on Wednesday February 13 2008, @01:14PM (#22408730)
    Wasn't this game around more than twenty-five years ago? I mean, I remember clearly that you'd--

    Oh, wait... I guess there were some minor differences [youtube.com].

    Whoops.

    W
  • How long after the release date do you think it will take for people to make an exact duplicate of the Mos Eisley Cantina? 3 hrs?
  • I'm sure it will be fun for a while, but it seems overhyped. Nothing in the game is ground breaking, every aspect of it has been done in other games already, its more about the combination of game play elements and scale that sets it apart I guess. Wright is a fantastic designer so I'm sure it will be great, but the best game ever made, no way.
      • Re:Overhyped (Score:4, Insightful)

        by Bob-taro (996889) on Wednesday February 13 2008, @03:25PM (#22410672)

        Nothing in the operating system is ground breaking, every aspect of it has been done in other computers already, its more about the combination of user interface elements and design that sets it apart I guess.

        I disagree. The "massively online single-player" aspect is pretty new (AFAIK), but the "parameterized models" and "procedural animations" are subtly revolutionary. I mean they've DRASTICALLY streamlined the process of creating a 3d model for a game. Do you think the game studios run something as simple as the spore interface to create a 3d model and all of it's animations?

        Imagine how other games could benefit from this approach: Imagine, say, a zombie game where instead of randomly spawning zombies from a set of 10 or 20 (or even 100) models, you have a nearly infinite variety of zombies generated from randomly chosen inputs for height, weight, hair, wounds, clothing, state of decay, etc. Now suppose the animations are not all the same, but are randomly determined by the zombie's height, weight, and number of functional limbs. Or imagine characters whose walk or climb animations are based on the actual geometry of the world, so they don't "jump" with every step up an incline or "moonwalk" trying to go through a wall. The game studios have done a very good job of making fixed animations and fixed characters look good, but there is a lot of room for improvement (especially since a high-end CPU is usually twiddling it's thumbs in even newer games while the GPU does all the work).

  • by RichPowers (998637) on Wednesday February 13 2008, @01:36PM (#22409108)
    The social networking elements in Spore do look truly stunning and already there's a wealth of content available from the testers and developers - everything from flying toilets to animals that look like letters

    Stop right there pal, you had me sold on "flying toilet"!

    I look forward to exploring new worlds and encountering other players' utterly ridiculous creatures. Of course, I'll be disappointed if someone doesn't create creatures/civilizations based on every internet meme ever (oh how I'll enjoy destroying the LOLcats with my spaceship's death ray).

    Oh yeah, Spore's Wikipedia article mentions how the galaxy will feature active planetary nebulas, black holes, rotating spiral arms, etc. After acquiring a spaceship, I fully plan on plotting a course to the black hole's event horizon. I wonder how the game will model that experience...
  • Spore: Hands-on Preview
    Platforms: PC, Nintendo DS, Mobile, Mac
    Publisher: Electronic Arts

    Spore. Games don't come any more ambitious than Spore and although the premise of the now in-famously delayed game and magnum opus of Will Wright is fairly simple, the actual realisation of that concept has proven incredibly difficult.

    The idea behind Spore is this; you are God, the Alpha, Omega and Almighty. You are omniscient, omnipresent and capable of creating a rock so big you can't possibly lift it. Then you can lif
  • by StefanJ (88986) on Wednesday February 13 2008, @01:38PM (#22409160) Homepage Journal
    After your race has risen from the primordial slime, competed with other critters, evolved to sapience, built cities, and achieved spaceflight and reached the center of the galaxy, you can submit proof of age and $45 to receive a key to open up a new level . . .

    SimGalaxy Interspecies Brothel

    Just remember . . . one race's intimate lubricant could be another's caustic death sauce.
    • Re:OSS (Score:4, Insightful)

      by casualsax3 (875131) on Wednesday February 13 2008, @12:48PM (#22408420)
      I think that actually means it's *your* loss.
    • by capnkr (1153623) on Wednesday February 13 2008, @01:04PM (#22408612)
      I just wish they would have made it cross-platform or Linux compatible.

      As a die-hard Linux user, I wouldn't mind paying retail for a copy of this game, based on what I've seen of it. I give money to developers for their work on other apps I use, why wouldn't I do the same for a game? I understand that it took years for them to develop, and they need to make money for what they've done. I don't need the source to play it.

      Game Devs don't have/need to give us their work for free, IMO, but if they'd make it to where *anyone* could use the games they write, they'd sell more, and I for one would sure appreciate it.
      • by SimHacker (180785) on Wednesday February 13 2008, @01:21PM (#22408846) Homepage Journal

        There is absolutely no way to justify the millions of dollars EA would have lost if they delayed the release of Spore for another year, just to port it to Linux, so that they could sell a few hundred more copies of it.

        If you really want to play Spore, then you probably can find a Windows or Mac to play it on. If you really can't find a Windows or Mac or game console to play Spore on, then you have much bigger problems, and probably should not be wasting your time playing games, because you should be working on solving your bigger problems instead.

        If you've decided never to touch a Windows or Mac box, then that's your decision you made with your eyes wide open, and one of the consequences is that there are many pieces of software you will never be able to use, like Spore. If you made that decision yourself without being forced into it, then you made your own bed and now you must sleep in it, so shut up and stop complaining. If you're disappointed or surprised about the consequences of your own decision to boycot Windows and Mac, then you obviously made the wrong decision, so don't blame EA for not supporting you. You have no right to complain about the consequences of your own decision not to use Windows or Mac.

        -Don

        • by capnkr (1153623) on Wednesday February 13 2008, @01:42PM (#22409228)
          Take a chill pill, bro. I wonder if you work for them, based on the handle. I'm surprised at the anger that came out of your misconstruing what it was that I wrote... You might need a re-read.

          Though apparently you took it that way, my post was not criticism, it was observation. I'm just saying it would be nice if game companies would make their products cross-platform, including *nix users in the mix.

          If they started out doing that from the beginning of development, they would have games at the end which they could sell to everyone, *without* needing to port them to different architectures.

          There's lots more than a few hundred Linux users out there now, too. And more every day. Emerging market, and all that.

          • Re: (Score:3, Funny)

            And I'm sure the folks at EA will just LOVE supporting every permutation of every Linux distribution out there or listening to the loud BAWWWWWW noise when they only support 3 major distros.
          • by SimHacker (180785) on Wednesday February 13 2008, @02:35PM (#22410048) Homepage Journal

            Yes, I worked for Maxis and EA, with Will Wright on The Sims, and also on porting SimCity to various platforms.

            I developed a commercial game (SimCity) for Unix, and promoted and distributed it over the internet 16 years ago [google.com], and there is still no viable market for games on Linux. Look what happened to Loki. And look at the sad shape of the modern Linux desktop: Lots of easy eye candy and useless transparency, but absolutely no crucial usability nor simple consistency.

            I have done a lot of cross platform development and porting (I also ported The Sims Online server to Linux, and I'm currently developing TomTom Home on Mac and Windows using xulrunner and XPCOM), so I'm painfully aware of how much harder it is and longer it takes than developing for one or a few platforms. It's not easy, it's not fast, and it doesn't come for free.

            I've also put a lot of time and effort into writing code, proposals, and working with people at EA and other companies, to convince them to make some of their existing products open source, many years after their release, like Micropolis (SimCity) [google.com]. But I never made the argument that it was worth their development effort for an initial release of a game to support the Linux desktop.

            Developing cross platform code and porting games to Linux is not nearly as easy as you make it out to be. It took me many years of work to port SimCity to all the different flavors of Unix, Linux, OLPC, and other X-Windows platforms like Quarterdeck DESQview/X, NCD X terminals, Windows, Mac, etc.

            Don't act like nobody at EA ever heard of Linux, and it's up to you to evangelize to them about it and make them see the light, and support it as if it were a mainstream desktop platform. They run it on their servers, and many people at EA use Linux all the time, are experts at it, and understand its problems and limitations.

            Trying to argue that EA should release mainstream games on Linux will get you absolutely nowhere. It wastes their time, makes you look like an idiot, and they will never take you seriously again. And representing the Linux community as a bunch of greedy crybabies who just want everything right now and for free, reduces the chances that they will eventually release other games as open source or port them to Linux later.

            -Don

            • by capnkr (1153623) on Wednesday February 13 2008, @03:00PM (#22410372)
              Thanks for all your hard work, Don, nice resume you've got there.

              But you obviously still don't understand what I wrote. :)

              Plain as day, I wrote that I WILL PAY RETAIL, and DON'T NEED THE SOURCE, and that I think that you and your fellow EA devs *deserve* to earn whatever money your product of work can produce.

              From my OP: "I wouldn't mind paying retail for a copy of this game, based on what I've seen of it. I give money to developers for their work on other apps I use, why wouldn't I do the same for a game? I understand that it took years for them to develop, and they need to make money for what they've done. I don't need the source to play it."

              I'm all good with that! Not a problem at all. I hope you are getting rich, actually - because I understand that good coding isn't something that just anyone can do.

              That makes me neither a "crybaby" nor "greedy". Quite the opposite, I'd think.

              Despite your insinuation, neither did I attempt to "evangelize" anyone to use Linux. I just stated that that is what I use (yep, my own choice, made in the full knowledge of what that entails), and have, for 9 years, closing in on 10, on a daily basis as my own source of income. And that I personally would like it (WILL like it, the day is coming) when companies such as yours begin releasing games for the Linux platform.

              That, my friend, is just an expressed personal desire, nothing more, and certainly nothing to ream me out over, or to get so upset about. IMO, of course.

              Best of luck to you.

            • by lennier (44736) on Wednesday February 13 2008, @05:50PM (#22412628) Homepage
              It wasn't a much fun as good old SimCity 2000 was, but that wasn't the fault of the port.

              What was annoying, though, is that being a commercial binary compiled for one specific kernel/glibc version, it now no longer runs on a decently modern Linux. That's a problem that Windows doesn't have so much, with its pretty good binary back-compatibility. It's also a problem that open-source games on Linux don't have either, because they get recompiled. In fact, I have DOS games that run better under Dosbox and Windows games that run better under Wine/Cedega than late-90s ported-specially-for-Linux games now do.

              So commercial ports on Linux are in a bit of a technical bind, really - more than an economic one, I think. Linux is fundamentally a closed-binary-hostile environment because it makes no promises of enduring binary compatibility, except under specific retro emulation environments.

      • Game Devs don't have/need to give us their work for free, IMO, but if they'd make it to where *anyone* could use the games they write, they'd sell more, and I for one would sure appreciate it.

        When I used Linux I used to wish more games were released for LInux but then I realized that it isn't that big of a deal to boot into Windows to pay the types of games that I tend to enjoy. Really, what's a 3 minute reboot (or whatever it is) to play a fullscreen game for a few hours? Once you're in, the OS it happen

    • I can understand standing up for what you believe in, but I think you are going a bit overboard here...last time I checked, closed source hasn't stopped some games from developing INSANELY huge communities...or have you already forgotten about user-made stuff for things like doom, quake, etc. The roller coaster tycoon series and the elder scroll series come to mind as well...

      Get off your high horse. You don't have the source code to many websites (slashdot included) and yet you don't seem to have a proble
    • Re: (Score:3, Insightful)

      Spore wasn't designed?
      • Design vs. evolution (Score:4, Interesting)

        by Per Abrahamsen (1397) on Wednesday February 13 2008, @01:38PM (#22409148) Homepage
        It seems like a large part of the design process for the game consisted of of trying a lot of ideas, and selecting the one that worked as a base of future experiments. And that description could be extended to previous generations of games, each generation consisting of thousands of games, most fails in the marketplace, and those that survives form the basis for the next generation of games.

        That is may main irritation as a professional designer of the whole "intelligent design" pseudo debate. Any intelligent designer is aware that evolution is the most important design tool, especially for complex systems.
    • This is a specific type of ID: directed evolution (breeding).