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What Spore May Spawn

ches_grin writes with "A new look at Spore, including a slideshow that examines the broad influence that the game is expected to exert on fields ranging from law to education. From the article: 'Spore's unprecedented level of user-generated content is sure to send ripple effects through and beyond the video-game world. Could the mass-market game provide the tipping point for the burgeoning retail trend of mass customization? How will it redefine the roles of game designers and publishers alike? We asked a variety of experts to predict the economic, educational, legal, and other effects of the game.'"

205 comments

  1. MY HERO by jon787 · · Score: 0

    WILL WRIGHT IS GOD!

    --
    X(7): A program for managing terminal windows. See also screen(1).
    1. Re:MY HERO by adamjaskie · · Score: 1

      This man speaks the truth.

      --
      /usr/games/fortune
    2. Re:MY HERO by LiquidCoooled · · Score: 2, Funny

      Will Wright might be a god, but the one true god is John Carmack.

      John vs Will in a fight to the death (and beyond), there would be dolls houses' and monsters from hell flying left right and centre (and up and down for the 3d purests).

      Isn't this how religious wars start?

      --
      liqbase :: faster than paper
  2. Borg creature by 192939495969798999 · · Score: 1

    If someone creates a Borg creature that takes over the game, whatever fun it had will be gone. I'd guess some advertisers will buy the rights to such characters, so that Pepsi will eat all your spores, but not long after, Coke will eat all those, etc.

    --
    stuff |
    1. Re:Borg creature by MindStalker · · Score: 1

      Umm the multi-player simply doesn't work that way. I've read somewhere that the creatures that get randomly added as neighbors you can visit are placed in there with respect to your power. You won't have to face disgustingly powerful neighbors until you are almost equal in power.

    2. Re:Borg creature by Chineseyes · · Score: 1, Insightful

      You won't have to face disgustingly powerful neighbors until you are almost equal in power. I know thats the way the game is suppose to work but I think it would be more fun if you actually had to evade vastly more powerful creatures. If it is created with reality in mind if you are a larger more powerful creature you won't have enough energy to chase after smaller creatures for the hell of it because if you don't catch a significantly large enough prey you will starve yourself. It's the same reason you don't see lions hunting the savannahs for field mice. Maybe I am missing the point of the game what happened to survival of the fittest?

      --
      I think the invisible hand of the market has its middle finger extended

      --A wise old fart named SC0RN
    3. Re:Borg creature by MindStalker · · Score: 1

      Well it may be that way. I know in the early stages you see creatures that could easily beat you. But it seems as though they mainly leave you alone though you have to runaway sometimes. I think the point is that in the space game you will not have a more powerful enemy suddenly declare war on you or nuke your planet. Though theoretically that could happen if you decide to attack their planet. Its simply a good idea gameplay wise not to have to deal with computer controlled bullies. The game would quickly get frustrating if they existed.

    4. Re:Borg creature by Mr.+No+Skills · · Score: 2, Funny
      Its simply a good idea gameplay wise not to have to deal with computer controlled bullies.

      I would imagine the human controlled bullies will ruin gameplay as much as the computer controlled ones could.

      I looked through the articles and movies. Neat look to it, but it seems more like work than play. And having to wait several thousand millenium for evolution seems boring too. It will be interesting to see if you can create the truly humorous genetic manipulations, too. ("poops twice as much as it eats, and likes to eat poop", or "roars so loud it causes nuclear fission of all atoms").

      --
      Sleep is for the Weak
    5. Re:Borg creature by mrmort · · Score: 0

      That would be fun, but I doubt they will let flaws like that through. I don't know about the human bullies because you have to assume that nuking a planet is expensive. A player has to choose enemies wisely or else be beaten. Also, it looks like if you blow up a planet, you have to rebuild it from scratch if you ever want to colonize it. Bullies won't last long as strategists.

    6. Re:Borg creature by Anonymous Coward · · Score: 0

      The game doesn't work this way; if someone designed the Borg, you would see a computer-controlled race of cyborgs who would not behave in an especially extraordinary manner. It's asynchronously multiplayer, not simultaneously.

    7. Re:Borg creature by Anonymous Coward · · Score: 0
      Its simply a good idea gameplay wise not to have to deal with computer controlled bullies. The game would quickly get frustrating if they existed.
      I dunno, I'd prefer it more if it were challenging rather than inevitable to get to planet-destroying status without needing to protect yourself from competing species throughout all stages of development.

      Maybe two difficulty settings, 'happy fun carebear land' and 'horrible death awaits around every corner' (or maybe even a sliding scale between the two!), would appeal to both markets.
    8. Re:Borg creature by Swift(void) · · Score: 1

      http://www.vgcats.com/comics/?strip_id=200

      Oh yes, im sure you'll be able to

    9. Re:Borg creature by KDR_11k · · Score: 1
      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. news story? by bryan_is_a_kfo · · Score: 2, Insightful

    news story? advertisement? what's the difference?

    1. Re:news story? by wampus · · Score: 2, Interesting

      Nothing, really. A good chunk of slashdotters will find it interesting even if money changed hands.

  4. None of the above by MuNansen · · Score: 4, Insightful

    Because like all Will Wright games, people will try it and admire it for its creativity and inventiveness, and then go play something else that's a good deal more fun.

    1. Re:None of the above by generic-man · · Score: 1

      I prefer the tested Will Wright formula of "Try to play to win, then after that gets boring unleash hell on the simulation."

      --
      For more information, click here.
    2. Re:None of the above by Bodrius · · Score: 5, Interesting

      This may be moderated as funny, but if you replace 'people' with 'gamers', I think it is quite correct.

      The interesting thing is that his target hasn't been 'gamers' for a while, if ever.

      And I still see non-gamers playing with their Sims and virtual doll-houses longer than I could think humanly enjoyable.
      They don't play his games because of his creativity, inventiveness and reputation. They don't have any idea who Will Wright is, and to be honest, they would never call the Sims 'creative' or 'inventive' in any way.

      They still play it because it is just a game, and they enjoy playing it.
      And maybe because they didn't have to spend a quarter of their free time honing reflexes and virtual skillz to 'p0wn and not be p0wned'.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    3. Re:None of the above by catch23 · · Score: 1

      funny perhaps... but I don't know how many months I wasted playing simcity back in the day.... most of them included "lets see what happens if I put godzilla next to a farm of nuclear reactors"

    4. Re:None of the above by OctaviusIII · · Score: 1

      Well, Maxis has always been about the "software toys," games with no clear end and with mainly user-set goals. I've often wanted to see the various games stitched together, like SimLife, SimEarth and SimCity. I think people still play the Sims because it really is more of a toy than a game (with most of the interactions being common-sense, i.e., don't make out with someone in front of your spouse). The question remains, though, if Spore will appeal to that same sort of common-sense, or if it will require too much thought for the average human.

      --
      What's this? Another weblog? On transit?
    5. Re:None of the above by Chops · · Score: 1

      Penny Arcade said it very well.

    6. Re:None of the above by MuNansen · · Score: 2, Insightful

      Who plays Sims, though, mostly? Young girls. Sim City was interesting to non-gamers because they got to play god with a situation familiar to them: human cities. Spore will neither attract young girls nor attract anywhere near the number of non-gamers Sim City did. Basically Will's come full circle back around to Populous. And hardly anyone played Populous. This enormous effect that Wright games are going to have on the industry never surface. Yes a bunch of games tried to clone The Sim's success. None of them have succeeded. The Tycoon games took Sim City's basis and took off, but only in the tiny, non-gamer, $9.99 niche. Wright's games exist in their own little world because while they're respected and appreciated by all the industry, they catch the imaginations of only very limited audiences. It just so happens that with The Sims he hit the ultimate niche audience, teenage girls. No one's going to revolutionize gaming by capturing their time, though, just as Britney Spears and N'Sync won't revolutionize music.

    7. Re:None of the above by Chops · · Score: 1

      You know, I just posted this, and now I feel bad. It's not Will Wright's fault that the gaming press is a bunch of howler monkeys who are incapable of making the statement, "Will Wright requests the creation of games that are genuinely unusual, while still making some amount of effort to maintain playability, and generally they sell pretty well. Good for him!" without it coming out as "Will Wright, single-handed creator of such breathatking masterpieces as 'The Sims' and 'Black & White,' has outdone Mozart and Bach simultaneously with his new, even-more-Godlike creation: SPORE. You must buy several copies of it at least, for it is INNOVATIVE which is secret code for 'Will Wright's feces cures cancer.'"

      Hell, the man likes making (well, overseeing the making of) wierd games, and I've never seen any indication that he's personally very arrogant about his success. I liked Simcity, I thought Black & White sucked, and I probably won't play Spore, but at least he's giving it an honest effort instead of making yet another shooting game about alien zombie gangsters.

      Will Wright, I hereby apologize. You may continue to pee on anyone who finds it an enjoyable experience without fear of satirical retribution from me.

    8. Re:None of the above by count0 · · Score: 1

      If you read the caption, screenshot 4 isn't from Spore, it's from a US military sim - the quote is from the president of a sim company called BreakAway, and he's making predictions of Spore as a sim platform.

    9. Re:None of the above by MuNansen · · Score: 1

      Black & White was Peter Molyneux, not Wright.

    10. Re:None of the above by DerekLyons · · Score: 1
      Who plays Sims, though, mostly? Young girls.

      An assumption not borne out by even a brief visit to the Sims newsgroups or forums.
       
       
      Sim City was interesting to non-gamers because they got to play god with a situation familiar to them: human cities.

      Sim City players are playing a game - by definition, they are gamers. not the same niche as Halo, or FF, but gamers none-the-less.
       
      Spore will neither attract young girls nor attract anywhere near the number of non-gamers Sim City did. Basically Will's come full circle back around to Populous. And hardly anyone played Populous.

      This is so wrong it's laughable - Populous was (pardon the pun) enormously popular. (And had a handful of sequels - pretty surprising for a game 'nobody' played.) Without Sim City and Populous, Sid Meier probably doesn't get a shot at Railroad Tycoon and Civilization.
       
       
      Yes a bunch of games tried to clone The Sim's success. None of them have succeeded. The Tycoon games took Sim City's basis and took off, but only in the tiny, non-gamer, $9.99 niche.

      They are games - and people that are playing them are gamers. It may be a niche market - but it's a *BIG* niche market.
       
       
      Wright's games exist in their own little world because while they're respected and appreciated by all the industry, they catch the imaginations of only very limited audiences.

      It's fascinating how you simply handwave away all of Wright's games - but you can't handwave away one simple fact: Will Wright has sold more boxes than any other designer *ever*, and has done so consistently across a span of over a decade. That's hardly a 'limited' audience.
       
      It just so happens that with The Sims he hit the ultimate niche audience, teenage girls. No one's going to revolutionize gaming by capturing their time, though, just as Britney Spears and N'Sync won't revolutionize music.

      This conclusion only follows if one accepts the premises you state above - yet each and every premise is proveably false.
       
      The reality is that Will Wright has revolutionized the industry at least twice - and is paused to do so again.
    11. Re:None of the above by StikyPad · · Score: 1

      The reality is that Will Wright has revolutionized the industry at least twice - and is paused to do so again.

      I think you mean poised, but you're correct about everything else. The Sim style games aren't generally popular among the same crowd that plays most of the other genres, but that segment also vastly outnumbers the rest of us. Not a niche by any means. Too bad FUD gets modded up over fact.

  5. is it just me? by Anonymous Coward · · Score: 2, Funny

    Or does the 4th slide look like it's from C&C Generals? How is that incorporated into Spore? Can I turn my 7 legged, beaked, tentacled, wingged, silver-backed behemoth into a war powerhouse by picking up the remains of my fallen foes like the GLA? FOR MY PEOPLE!!!!!

    1. Re:is it just me? by deesine · · Score: 1

      I'm hungry!

      --
      damaged by dogma
    2. Re:is it just me? by Anonymous Coward · · Score: 0

      Ok! ok! Don't hurt me...

    3. Re:is it just me? by Wooster_UK · · Score: 1

      Being terribly boring, if you read the blurb to the left, it explain why there's a picture of C&C:G. If you read the blurb to the left of the first slide, you'll find why there's a blurb to the left of all the others.

  6. Yeh Right by Anonymous Coward · · Score: 4, Insightful

    This game will dissapoint in much the same way Black and White promised us the world and turned out slightly dull.

    1. Re:Yeh Right by Intangion · · Score: 1

      i hope not

      the only other game i was as excited about (as i am with spore) was black and white, and it was a pretty big letdown

    2. Re:Yeh Right by Das+Modell · · Score: 1

      I'm more interested in Spore's technology... the gameplay seems like it'll get really old really fast.

    3. Re:Yeh Right by Pollardito · · Score: 1

      if you don't like the genre that's one thing, but saying that Will Wright's game will be bad because Peter Molyneux's game wasn't what you expected is at least as speculative as the premise of this article predicting that Spore will be a cultural dynamo.

  7. Sounds cool... by ereshiere · · Score: 3, Interesting

    ...but how long does a game last? The old video of WW playing Spore seemed to take only a couple of minutes. He zoomed right through it all--completely unlike the other Sim games, which take forever to play (at least without cheating). Also, a card game? WTF?

    1. Re:Sounds cool... by iknowcss · · Score: 1

      Don't you think people would want to see all the cool stuff that the game has to offer without having to wait several days / weeks for results? It was all "fast fowarded" to keep the presentation short(er) than it was. I remember it being really, really long to begin with.

      --
      Life is rarely fair. Cherish the moments when there is a right answer.
    2. Re:Sounds cool... by rockchops · · Score: 2, Informative

      Well, the point of the videos was a demo . The point was to cover all of the phases of the game in a reasonable amount of time to expose us to all or most of the game elements. I do believe it was mentioned in at least one of the demos that the final game was being very much paraphrased, and that each phase would take a substantially longer time to advance.

      As for the card game, WW explains in the E3 demo that a new "cool factor" that they are trying out with the game is the ability to make a tradable card game out of the user-generated content. e.g. You evolve a creater, it get appropriate stats from the parts you pick for it, and a card is generated from that. You can also add to your virtual card collection as you explore the spore universe and discover other peoples creaters?

      A blatant marketing tactic? Most likely. But knowing Maxis, they will try to capitalize on the popularity and addictiveness of other game types (card games).

    3. Re:Sounds cool... by rockchops · · Score: 1

      My apologies for the attrocious punctuation and spelling errors. Thank you to whoever modded it up anyway.

    4. Re:Sounds cool... by Gablar · · Score: 1

      It does seems like the game is much longer than the demo points at. During the demo he keeps pointing out that you need to "buy", mutations, upgrades, designs and technology. It seems to me that to buy anything you need currency, earning that currency is the whole point of the game. You do whatever task is needed to earn money so you can upgrade your cell/vertebrate/city/world/galaxy. The whole success of the game depends on how fun is earning that money. I'm a big fan of all the Civ games as well as sim city and it seems to me that this game has the same appeal. I'm looking forward to try this game, which brings me to my next point, piracy.

            This game seems like a good way to avoid piracy without making your clients upset. Since the game is constantly downloading and uploading content to a private server, it's seems like pirating this game will leave you with an incomplete game if playable at all.

      --
      It's all about finding better ways
    5. Re:Sounds cool... by StarkRG · · Score: 1

      At the time of the first video (I havn't seen any other ones) the game was barely usable, I'd imagine that all the code to progress to the next level of gameplay (2D to 3D water to land to tribe, to city, to etc.) were not in place and instead just used a keystroke. Also, it was fairly obvious that the genesis effect and super planet destroying weapon would not be something that you start with, you have to earn them. He just showed them to demonstrate the game.

  8. It's like Christmas when I was 6... by illeism · · Score: 1

    Everytime i read a new review on this game the pins and needles im on multiply. This game can not come out soon enough!

    --
    Help test the /. effect at my min
    1. Re:It's like Christmas when I was 6... by Chosen+Reject · · Score: 1

      Don't worry. If the pins and needles multiply enough then you will essentially be on a bed of nails and that is doable. And then they will multiply even more until you are practically on flat ground. So those pins and needles that were once poking you will soon enough be as flat, stable and boring as a slab of metal.

      Come to think of it, I think there is a metaphore for stuff that's overly hype in there.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
  9. Awesome feature by HugePedlar · · Score: 1

    "It may not be there in the same form in the final game, but you could also hit a menu item and send your creature to Maxis' 3D printer, which automatically creates a model of it. It is likely that a model-making service (which will probably require payment) will be available when the game appears."

    Holy shit how cool would that be? Unless they became sentient and we had to welcome our new 3-legged overlords.

    --
    Argh.
    1. Re:Awesome feature by Alexandra+Erenhart · · Score: 1

      Holy shit how cool would that be? Unless they became sentient and we had to welcome our new 3-legged overlords

      Wow, if something like that would ever happen, we should have to welcome the era of raging clones. Want a clone of yourself? Upload your DNA data (that would probably take a lot of time) and send it to the 3D printer. It becomes sentient (and alive because of that) by some weird method, and bam! instant clone.

    2. Re:Awesome feature by MindStalker · · Score: 1

      Of course 3D printers currently print some type of plastic or plaster. But you know.. /Yes you made a joke.. haha :)

  10. Spore WILL change the world by Anonymous Coward · · Score: 3, Funny

    We will finally have world peace. Linux and Mac will each own 50% of the desktop market. BSD will stop dying. Democrats and Republicans will start making sense. And a few years later we will all get Alzheimer's.

    1. Re:Spore WILL change the world by twosmokes · · Score: 1

      Linux and Mac will each own 50%
      I hope not. I think that would cause some sort of paradox when Spore continues to run without having a system to run it on. Time and space will be torn asunder.

    2. Re:Spore WILL change the world by StikyPad · · Score: 1

      And a few years later we will all get Alzheimer's.

      Not if Bush signs the stem cell legislation!

  11. Unprecedented amount of user created content? by crossmr · · Score: 1

    Considering people make anything and everything for The Sims 2, I can't see how Spore is going to have more than "everything".

  12. Videos of Gameplay by se7en11 · · Score: 5, Informative

    These videos might prove to give you a better idea of what the game is all about.

    If Robin Williams likes the game, it must be good. ;)

    1. Re:Videos of Gameplay by Anonymous Coward · · Score: 0

      If Robin Williams likes the game, it must be good. ;)

      I hope his taste in games is better than his taste in scripts.

    2. Re:Videos of Gameplay by Anonymous Coward · · Score: 0

      Either that or the big wad of money is now carrying around.... ;->

    3. Re:Videos of Gameplay by Wannabe+Code+Monkey · · Score: 1

      If Robin Williams likes the game, it must be good. ;)

      Wow, if you guys watch that video the parent linked to, stay around till the end when he's interviewed a little bit about the games he plays. He really knows his stuff.

      --
      We always knew Comcast was corrupt, here's the proof: http://tech.slashdot.org/comments.pl?sid=1909890&cid=34545432
  13. Easy to read page by RickPartin · · Score: 4, Informative
  14. I read it - sounds interesting - but come on... by us7892 · · Score: 3, Interesting

    Sounds like an interesting game to play. It mentions the "space phase" as the "business end" of the game. The database of content created by players can be shared between other players. Not sure exactly what this means. Maybe as simple as evolved planets can be visited by others, and tens of thousands of users will be able to have quite unique planets, none too similar. And technology can be passed from race to race.

    Does this mean that my "planet", which I spent 2 months building after I spent 3 months evolving my race, can be wiped out by an evil player who simply wants to nuke everything in site? I hope I have time to spend 2 months on defense systems...

    Another year to release...wow. Nothing ever lives up to the hype.

    1. Re:I read it - sounds interesting - but come on... by Justin+Shreve · · Score: 2, Informative

      It has been a month or so since I have watched the Spore video, but from what I can remember you are not actually playing online against other people. Instead the whole universe is your own separate universe and populated by creatures and planets which are designed by other users. (But not controlled by them).

    2. Re:I read it - sounds interesting - but come on... by RedMagus77 · · Score: 1

      I'm in agreement here. unless they create sandbox areas for new players, or artifically divide the player-base, older players with more powerful civilizations/creatures will just grief new users. Has this been addressed yet in the system, or will it be one of those "features" which inspires new players to try new things?

    3. Re:I read it - sounds interesting - but come on... by myster0n · · Score: 2, Informative
      Does this mean that my "planet", which I spent 2 months building after I spent 3 months evolving my race, can be wiped out by an evil player who simply wants to nuke everything in site? I hope I have time to spend 2 months on defense systems...

      From what I've heard about the game, the content you make gets shared with every player, but you're still in your own, isolated universe. There's no interaction with other players other than the creatures and stuff you create. And your whole universe is always on the same level (and/or lower?) of evolution as you are. So when you're still a single-celled organism, you won't have to worry about UFO-attacks.
      --
      Nobody believes the official spokesman, but everybody trusts an unidentified source. -- Ron Nesen
    4. Re:I read it - sounds interesting - but come on... by sho222 · · Score: 3, Interesting
      Does this mean that my "planet", which I spent 2 months building after I spent 3 months evolving my race, can be wiped out by an evil player who simply wants to nuke everything in site?


      No, your planet (or your species, rather) will appear on planets in other players' game instances. Interactions between those players and your species will be local to their game only, and not affect yours. Imagine it this way: instead of Spore shipping with a set of "other" creatures, it will reach out to a central DB and pull back creatures created by other players. Your creature may end up dominating my puny one-legged hoppers, but you'll never know.
    5. Re:I read it - sounds interesting - but come on... by Reverend528 · · Score: 0
      No, your planet (or your species, rather) will appear on planets in other players' game instances.

      I can't wait until they find a planet that's populated by my 8-foot-tall penis monsters.

    6. Re:I read it - sounds interesting - but come on... by MindStalker · · Score: 3, Interesting

      Geez you haven't watched any of the videos yet have you? watch http://video.google.com/videoplay?docid=-262774490 184348066
      then get back with us..

      But serious to answer your question the online portion is not true multiplayer. Your creatures and buildings characteristics INCLUDING your playing style will be uploaded to a server in which other players can download from (purposfully for some things like architecture that you want in your city or automatically like other competing races). The computer will then play these races against you. From what I understand these competing races will be placed based upon your current level meaning you will never face an enemy that completely outmatches you and can wipe you out with a flick.

    7. Re:I read it - sounds interesting - but come on... by Anonymous Coward · · Score: 0

      Imagine the devestation with a species that "poops to see". They can't offer that level of control, right?

    8. Re:I read it - sounds interesting - but come on... by darkera · · Score: 1

      No, I'm pretty sure that other players will not be able to directly affect your planet. This distribution system would be more like a copy of your planet being on another player's computer that they can destroy. Thus your planet is unharmed.

      User creates planet -> duplicate of planet is accessible to other users.

    9. Re:I read it - sounds interesting - but come on... by Anonymous Coward · · Score: 0

      Just imagine what Derek Smart could do with this technology!

    10. Re:I read it - sounds interesting - but come on... by SamSim · · Score: 1

      It's passive. It imports data from other people's games into universe. But that's all. Yes, they can download your species and wipe them out - in THEIR GAME. You, meanwhile, can download their species and wipe them out in YOUR game. There's no real multiplayer going on here. It's just a cheap and imaginative way to generate content.

    11. Re:I read it - sounds interesting - but come on... by Jaysyn · · Score: 1

      Basically this is what Stardock *should* have done with their Metaverse for Galactic Civilizations...

      Jaysyn

      --
      There is a war going on for your mind.
    12. Re:I read it - sounds interesting - but come on... by Anonymous Coward · · Score: 0

      The problem I have with the automatic race downloads is this:

      5 minutes after the game is released, there will be a race shaped like a gigantic penis.

      15 minutes later, there will be 500.

      I hope there's some sort of filtering mechanism available for these "auto-content" items.

    13. Re:I read it - sounds interesting - but come on... by C0rinthian · · Score: 1

      oh you know that most users are going to make that one themselves as soon as they install the game. (Along with creatures featuring multiple asses. "It has butts for eyes?" "It poops to see.")

    14. Re:I read it - sounds interesting - but come on... by Anonymous Coward · · Score: 0

      Another year to release...wow. Nothing ever lives up to the hype.

      What's that supposed to mean? An equally logical interpretation would be that they're taking an extra year to make sure it lives up to the hype.

    15. Re:I read it - sounds interesting - but come on... by MindStalker · · Score: 1

      There have been mentions there will be player voting as well as moderator filtering. Essentially any new creation is initially measured automatically be the computer on pure performance measure. After that it is still rarely seen by the average person. It then gets votes from people and becomes common with the increase in votes. There will be people who work for Spore who will be involved with filtering, but they can't filter everything so mainly it will be up to the users. You may see parental guards.

      1) Only moderator approved items
      2) Only highly voted on items
      3) Everything!
      4) Gimmie the sick and twisted stuff!

    16. Re:I read it - sounds interesting - but come on... by Lord_Dweomer · · Score: 1
      "No, your planet (or your species, rather) will appear on planets in other players' game instances. Interactions between those players and your species will be local to their game only, and not affect yours. Imagine it this way: instead of Spore shipping with a set of "other" creatures, it will reach out to a central DB and pull back creatures created by other players. Your creature may end up dominating my puny one-legged hoppers, but you'll never know."

      And here is the big area where I feel Spore will fall miserably short while shining gloriously in every other area.

      When people play games with online components, they want to INTERACT WITH OTHER PLAYERS...particularly their friends. I am EXTREMELY disappointed that there is no method of choosing to only have your planets populated by creatures people on your "friend list" have created. I don't give a crap about creatures random people have made, I want to know if my carnivore has what it takes to wipe out my friends society.

      --
      Buy Steampunk Clothing Online!
    17. Re:I read it - sounds interesting - but come on... by Sparr0 · · Score: 1

      Who told you this feature would be missing?

    18. Re:I read it - sounds interesting - but come on... by Knuckles · · Score: 1

      Your creature may end up dominating my puny one-legged hoppers, but you'll never know.

      Actually, I hope they would let me _know, as part of player stats/history. They could possibly even include a somehow automated description of events (is that possible in an interesting way, technically?) and/or user blogs where you can describe your events as if you were a blogger in Iraq. Possibly even spectator areas (you would have to opt-in to be able to being watched.
      It would be enough to be unable to _influence the events in other player's games.

      I think I should send my CV to the Spore people ;)

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
  15. The jury's out... by retro128 · · Score: 4, Interesting

    It sounds cool and looks cool, but I want to get my hands on it before I decide. I hope it's not like Wil's other games where it's fun in the beginning but then just gets tedious as you get farther along. The Sims was fun for me at first, but I ended up hating it because all I ended up doing was chasing the stats instead of doing cool stuff like putting them in unique predicaments. Those damned Sims have to hit the can more than my girlfriend.

    With that said, even if Spore isn't as great as everyone makes it out to be, I'm hoping it will spawn a new class of games that use procedurally generated content for some incredibly unique gaming experiences.

    --
    -R
    1. Re:The jury's out... by Kamineko · · Score: 1

      Or... it could spawn a whole set of games where the procedurally generated gadgets and critters are pushed at you 200 times a second to the detriment of any sort of gameplay and fun.

    2. Re:The jury's out... by thePowerOfGrayskull · · Score: 1
      I'm hoping it will spawn a new class of games that use procedurally generated content for some incredibly unique gaming experiences

      OMG, procedural is like so... 1980s.

    3. Re:The jury's out... by Darkforge · · Score: 1

      That was my main criticism of The Sims as well. (Shameless plug) If you're like me, you may prefer Alter Ego instead.

      "What if you could live your life over again?"

      --

      When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

    4. Re:The jury's out... by Anonymous Coward · · Score: 0

      That's impressive, considering how much your girlfriend needs to pee.

      See, it's funny cause I know your girlfriend. In the sack, I mean.

  16. Captain Non-Sequitur to the Rescue by Tackhead · · Score: 3, Insightful
    Pretty good article, right up until the last paragraph, where we get change the subject so fast I got whiplash.

    If you are feeling particularly vindictive toward a planet, you can hover above it and indulge in a spot of terraforming - such as submerging the main city under a lake. And you can acquire nuclear weapons that completely destroy planets, which is why Will Wright developed Spore's database system, which sucks up and redistributes content created by other players (apparently, a fully compressed creature occupies a mere 3Kb).

    The "nukes" gameplay feature drove the fundamental design decision to enable user-created content?

    What. The. Fuck?

    1. Re:Captain Non-Sequitur to the Rescue by Anonymous Coward · · Score: 1, Informative

      I believe the point of that line of thinking was that with nukes you could destroy every planet in your instance of the little game world. That would sort of kill the playability of the game, so to combat that they created the database system. The database system will constantly pull in copies of other peoples world's and creatures, and put them into your universe. This essentially creates an infinite universe for you to explore... and nuke if that's your persuasion.

    2. Re:Captain Non-Sequitur to the Rescue by Kamineko · · Score: 1
      Uh...


      Try: "The 'nukes' gameplay feature, which has the ability to the destroy entire races of creatues in the blink of an eye, was one of the factors considered during the design of Spore's online database backup of the user-generated parametric creatures."


      Would you want some interloper to come in and anihillate your work?

    3. Re:Captain Non-Sequitur to the Rescue by NDPTAL85 · · Score: 0, Redundant

      What part of the paragraph do you have a problem with and why?

      --
      Mac OS X and Windows XP working side by side to fight back the night.
  17. It will read the article by technoextreme · · Score: 1

    If I read the article correctly then you will be able to buy models of the animals you create. That is pretty neat and impressive if you ask me. Also, the article hints at the same idea in creating your own cars in a card game. This whole game is starting to remind me of second life only this time it's crossing over.

    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
  18. No... by Anonymous Coward · · Score: 1, Funny

    ... we are GOD! Haven't you heard anything about this game?

  19. Here's my prediction by Chris_Jefferson · · Score: 4, Insightful

    Spore will turn out to be a good idea, but have the odd spot of poor execution. There won't actually be that many ways in which you can evolve creatures, and there will be fairly obviously fixed levels where you progress to another level of evolution. The game when first released will work poorly, and require a series of patches. The CD copy protection will be annoying. There will be many expansion packs.

    Don't get me wrong, I think Will Wright is great, and I think this game will be too. But I don't think it's going to "change the face of gaming", any more than the sim, simcity Psychonauts did (sure a lot of people bought the sims, but has it really effected anything else?)

    --
    Combination - fun iPhone puzzling
    1. Re:Here's my prediction by Anonymous Coward · · Score: 0

      Yeah. Will showed the world that gamers were not standard zombie-killer nerds, and that a game which was about "creating" (and not destroying) could outsell every other game.

    2. Re:Here's my prediction by Anonymous Coward · · Score: 0

      What Sims did affect is EA'sability to make more games and dominate the industry, stifeling creativity and making cookie cutter/movie title games (with the exception of WW projects). You know half of the crappy games you've never heard of but you see on the shelves(and know are absolutly terrible...)? A lot of them are published by EA. They want the profits w/o having to have their name on it. It's great for buisness but awful for the advancement of the games industry.

  20. some perspective by m874t232 · · Score: 1

    First of all, "mass customization" has been a meme for a while, but I think it's a bit premature to call the area "burgeoning". Most people still buy mass produced goods at Walmart, and customization of their computer consists of baby picture wallpaper and stains on the keyboard.

    Second, Spore may be the most flashy and well-executed variety of computer game that permits user customization or attempts to do things with evolution, but it is far from the first. And to be commercially successful and appeal to a mass audience, it has to make compromises in terms of constraining gameplay and guiding the player. But regardless of how good Spore ultimately will be, what it will do is spawn more experimentation in this area, and that's probably going to lead to many more interesting games.

    1. Re:some perspective by rockchops · · Score: 1, Insightful

      I think the change may come as a virtue of being one of the first, at least widely popular games, to have forever new content. The whole "massively single player" idea that WW is riding on is somewhat revolutionary, you have to admit. Many people love WoW or FFXI or EQ for the aspect of exploring new content. I have had so many friends abandon a MMORPG because they ran out of new content to find, and it got boring as a result.

      Spore's advantage is two-fold:
      1) As long as there are people playing and have a connection to the internet, there will be infinte new content.
      2) (Correct me if I'm wrong) Not being pay-per-month like most modern MMORPGs, and no buying millions of expansion packs to get new content (The Sims).

    2. Re:some perspective by RightSaidFred99 · · Score: 1

      God I wish people would stop saying "meme". It doesn't mean "trend" or "buzzword", which is how most people use it. What's the point of the word if it gets watered down to mean 'trend'?

    3. Re:some perspective by m874t232 · · Score: 1

      If I had meant "trend", I would have said so.

      I said "meme" because that's what I meant.

  21. The diaper... by beerbaronstatic · · Score: 0, Offtopic

    sometimes it leaks...

    1. Re:The diaper... by rehtonAesoohC · · Score: 1

      Haha, nice VG Cats reference...

    2. Re:The diaper... by Faylone · · Score: 1

      This is not off topic, as sibling notes, it's from a VG Cats strip...this onehttp://www.vgcats.com/comics/?strip_id=200

      Also check this one that was edited by the people at Maxis.http://vgcats.com/news/comic_spore_Will.jpg

      Parent deserves funny!

  22. Please Calm Down by ajnsue · · Score: 1

    unprecedented level of user-generated content is sure to send ripple effects through and beyond the video-game world. Could the mass-market game provide the tipping point for the burgeoning retail trend of mass customization? How will it redefine the roles of game designers and publishers alike? We asked a variety of experts to predict the economic, educational, legal, and other effects of the game.'"

    Wow do you need a cigarette? That has to be one really great game or are you a shil for the vendor?

  23. I'm looking forward to the controversy by Anonymous Coward · · Score: 0

    I'm getting the impression that this is going to be a pretty controversial game.

    Not so much for 95% of the planet, but for that one little chunk of America that's hell-bent on shutting down all things evolution-related. I mean, this is a computer game, right? And kids love computer games, right? But it talks about evolution, right? Oh no... Except that maybe it's not evolution so much as intelligent design, right? But that means that the kid is in the position of God, and that's blasphemy, oh no... etc. etc.

    I think it'll be a good test to see how much closer to the dark ages these idiots can push us back...

    1. Re:I'm looking forward to the controversy by Anonymous Coward · · Score: 0

      Actually, it seems the Intelligent Design crowd likes the Spore concept, saying something to the effect that it will help show the masses that Evolution doesn't work without a guiding intelligence.

      Naturally, I think they're full of it, but the <strike>scientific creationism</strike> <strike>intelligent design</strike> "Critical Analysis of Evolution" people has a long history of making shit into shit-ade.

  24. Customization is King by drinkypoo · · Score: 4, Insightful

    It shouldn't be a surprise to anyone but gamers want to interact with their environment. How long have we been screaming for fully deformable terrain? When I miss someone with a rocket launcher I want it to take out the fucking wall. Granted the technology hasn't been there, so it's understandable it's taken this long for even a few games to do such a thing.

    If you look around, just about every multiplayer game has some customization. At the lower end, you can usually pick colors. At the upper end, you have... Well, Spore :) Somewhere in the middle you have custom models, custom skins, tags, decals.

    But also, keep in mind that customization is the difference between good and great in a lot of genres. Sure, I still love Civilization 2, and play it. (Civ 3, on the other hand, I found to be ugly, with muddy graphics.) But Alpha Centauri keeps me captivated far longer, mostly because of all the things you can do with customizing units and so on.

    Gamers want control. Otherwise they could go live life, where you have much less of it. :)

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Customization is King by grumbel · · Score: 3, Informative

      ### How long have we been screaming for fully deformable terrain? When I miss someone with a rocket launcher I want it to take out the fucking wall. Granted the technology hasn't been there

      The technology was there back in 1994, see Magic Carpet or XCom:UFO, both have had fully destructable terrain. The throuble is that Doom recieved all the hype and instead of destructable terrain developers focused on developing static maps with precalculated shadows and stuff, which resulted in better locking games, but also games whoes levels simply couldn't be deformed at runtime anymore. The technologie simply moved into a direction that made destructable terrain an hard problem (BSP trees), while it was an pretty easy one before (tilemaps), so gameplay got axed to create flashier graphics.

    2. Re:Customization is King by drinkypoo · · Score: 1

      X-Com is a 2.5 dimensional game; I'm really talking about 3d. X-Com is one of the best games ever made, but it's not immersive to any degree. I bought it for DOS back in the day, and I have it on PocketPC as well.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Customization is King by Jackmn · · Score: 1
      How long have we been screaming for fully deformable terrain? When I miss someone with a rocket launcher I want it to take out the fucking wall.
      This creates large problems when it comes to optimizing the map.

      In most games deciding what parts of the map can be seen from other parts is determined by a very time-intensive set of calculations done while the map is being compiled. If all walls can be destroyed (and thus all parts of the map can possibly be viewed from all other parts of the map) then you are left with little choice but to render the entire map at all times. In any modern game this would bring most machines to their knees.
    4. Re:Customization is King by drinkypoo · · Score: 0, Flamebait
      How long have we been screaming for fully deformable terrain? When I miss someone with a rocket launcher I want it to take out the fucking wall.
      This creates large problems when it comes to optimizing the map.

      Yes, that's why I said Granted the technology hasn't been there, so it's understandable it's taken this long for even a few games to do such a thing. Please consider reading my comment before replying next time.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Customization is King by Jackmn · · Score: 0, Flamebait

      I read your entire comment and I explained why it couldn't be done. Now die thanks.

    6. Re:Customization is King by thatguywhoiam · · Score: 1
      It shouldn't be a surprise to anyone but gamers want to interact with their environment. How long have we been screaming for fully deformable terrain? When I miss someone with a rocket launcher I want it to take out the fucking wall. Granted the technology hasn't been there, so it's understandable it's taken this long for even a few games to do such a thing.

      Yes. I've been saying that for four fucking years. I won't play Yet Another FPS until they do something like this. No, Red Faction doesn't count. (Because it sucked, other than the nifty 'geomod' trick.)

      As far as I am concerned, there hasn't been a Quake 1, Quake 2 etc. There has only been Quake, versions 1 through 4 (or is it 5?), same damn game. I liked that game, but I played the crap out of it in 1998, and now I'd like something different. Different prettier.

      --
      If Jesus wants me it knows where to find me.
    7. Re:Customization is King by thatguywhoiam · · Score: 1

      It ate my does-no-equal sign. (Meant to say, Different does not equal prettier.) Thanks for robbing me of context, slashcode. sheesh. And now this: slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy slow down cowboy FUCK this is annoying slow down cowboy slow down cowboy slow down cowboy slow down cowboy why does slashcode assume I am a mentally retarded fingerless mutant who can't type fast?

      --
      If Jesus wants me it knows where to find me.
    8. Re:Customization is King by drinkypoo · · Score: 0, Flamebait
      I read your entire comment and I explained why it couldn't be done. Now die thank

      1. Only an idiot states that something is impossible, especially when there is solid evidence that it is possible. QED, you are an idiot.
      2. There are numerous examples of deformable terrain in the wild. In fact, you could find them by googling for "deformable terrain" which is exactly what I did. Most of them are not ready for prime time, but if they almost work today, we'll have enough processing power tomorrow. Thus again, you are an idiot.
      3. Wishing death on someone for correcting your idiot ass makes you a little bitch, in the bargain.
      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:Customization is King by -noefordeg- · · Score: 1

      Mod parent up!

      Magic Carpet 1 & 2 was just SO much fun in multiplayer. And they had fully deformable terrain. There has been a few other games with the same features, but none as good as MC.
      The technology: free code for deformable 3D terrain has been available for several several years. Many like the terrain seen in MC.

    10. Re:Customization is King by Anonymous Coward · · Score: 0

      Also, there was Red Cell for Nintendo 64 (I think). It was a fairly standard FPS, but if you didn't feel like looking for a key for that locked door, you just shoot a couple rockets at the wall.

    11. Re:Customization is King by Jackmn · · Score: 1
      Only an idiot states that something is impossible, especially when there is solid evidence that it is possible. QED, you are an idiot.
      The rapier wit of drinkpoo strikes again.

      There are numerous examples of deformable terrain in the wild. In fact, you could find them by googling for "deformable terrain" which is exactly what I did. Most of them are not ready for prime time, but if they almost work today, we'll have enough processing power tomorrow. Thus again, you are an idiot.
      And you know what? Every single one of them is going to be limited. They will either have poor graphics, have limitations on how much terrain you can destroy, run incredibly poorly once a certain amount of terrain is destroyed, run incredibly poorly all the time, or simply limit the amount of terrain you can destroy to certain predefined areas.

      There is simply no way to properly implement deformable terrain acceptably with the hardware we have now.
      correcting your
      You said you wanted deformable terrain, and that current tech couldn't achieve it. I explained why current tech couldn't achieve it. You corrected nothing.
    12. Re:Customization is King by k3vlar · · Score: 1

      Give the gaming industry a decade or so, and the technology will be avaliable.

      How about a game that is designed to 'understand' what an office building should look like, both from the inside and out, and can generate one on a whim, using a pallete of office textures and models.

      Now imagine teaching the engine how to generate a wide variety of buildings, structures, and even city layouts. The game fills in the gaps as the player moves, and everything can be destructible, since wherever there's a hole (literally or figuratively) the game can fill it in.

      --
      Unlike porn, which yada yada rimshot hey-ooh!
    13. Re:Customization is King by Jackmn · · Score: 2, Informative

      To elaborate, the reason you can't do completely deformable terrain is that there are no algorithms for realtime occlusion culling that are both accurate and light on the CPU. You either spend too much CPU time determining what is visible from where or your algorithm leads to the rendering of a great deal of objects that are not actually visible. In either case you end up with poor performance.

      Using heavy handed LoD and simple map geometry can fix this, but then you end up with an ugly game.

      Limiting terrain to a heightmap system (where you can lower the height of a piece of land but not tunnel through it) can be done relatively well, but that's not truly deformable terrain.

    14. Re:Customization is King by Anonymous Coward · · Score: 0

      Ever play red faction? That's exactly what happened.

      There were times that you needed to go through the walls (or rock) to proceed, but even where you didn't, you could still destroy almost everything.

      There was the odd patch of indestructible rock to prevent you from just mining your way through massive shortcuts, but it was often buried under 10-20m of destroyable rock, so you rarely notice unless you're trying for tunnel length records.

    15. Re:Customization is King by Kent+Recal · · Score: 1

      You made me curious since you seem to know what you're talking about.
      I understand that doing true, physically correct, "occlusion culling" (wow, i don't have an idea what that is) would
      probably be too expensive to do in real time.

      But, from my amateurish pov, wouldn't it be enough to do roughly the following upon an object is hit:

      1. compute impact area; basically a sphere that's larger for stronger impacts and placed according to the position
            of the "projectile" (or unit) that's impacting

      2. "substract" that sphere from the object that was hit so the object basically gets a dent which could be
            made pretty with some kind of "burned" texture, random extrusion etc.

      3. replace old (pre-impact) object with new object, maybe scatter random pieces of roughly the same volume
          as the dent over the "floor".

      i realize that impacted objects will likely become more complex than non-impacted ones (due to the dents) and that
      new objects will be created (scatter). but this could probably be limited with some simple hacks (limit amount of scatter, remove old scatter etc.). also the dents can turn into holes if the impact sphere spans far enough. and obviously, at some point an object would have to "fall over" or at least down anyhow.

      well, i just imagine that the "feel" of destructable terrain could very well be emulated with a bunch of hacks like this
      even though there's no "physically accurate" destruction going on. i mean, we've seen what the physics engine of hl2 can do and i somehow feel that it already contains many of the basic mechanisms that would be required to create such an
      "emulation of destruction".

      for a fps shooter game this kind of "emulation" would probably be good enough?
      but well, i might be completely missing some showstopper problems because of my limited knowledge of 3d rendering
      and engines...

      what do you think?

    16. Re:Customization is King by Jackmn · · Score: 1

      I'm far from an expert on 3D graphics. I just picked up a bit when I learned OpenGL. Double-check anything I say with another source.

      Culling is preventing the things the player can't see from being rendered. There's 'frustrum culling', which is cutting out things outside the player's field of view. Occlusion culling (to my understanding) is cutting out objects that are obscured by other objects in the player's view. There's probably other types of culling but I'm not aware of them.


      To my understanding actually making the holes in terrain is pretty much a solved problem as far as efficiency goes (although I could be incorrect).

      Occlusion culling the problem. It is a very expensive process. Deciding what objects can be seen from what locations is typically done when the map is compiled. From what I've heard this can often take upwards of a half-hour (based on what people have said; I'm not a mapper myself) on a very detailed or large map. The number of calculations also increase exponentially as new areas are added to the map - each new section of the map added be checked against every other section within the view distance of the game for visibility.

      The problem is that with destructable terrain you can't make those expensive decisions at compile time. Potentially every part of the map can be seen from every other part of the map if you tunnel far enough. Rendering the entire map isn't an option unless your game has relatively small levels and simple graphics. If that isn't the case then you are forced to use an efficient occlusion culling algorithm that can be done quickly while the game is running. I don't know of any algorithms that do a perfect job. You either get it done well and it's incredible expensive, you get it done cheaply and fail to hide some objects that should be hidden (causing your framerate to drop, possibly a great deal in a modern game like HL2), or you get it done cheaply and hide some objects that should be visible (which would obviously look bad).

      This doesn't even cover the problem of lighting. Most games also have the lighting and shadows of map geometry calculated at compile time, and these are also very expensive to do in an accurate manner.

    17. Re:Customization is King by Jackmn · · Score: 1

      "Occlusion culling the problem" = "Occlusion culling is the problem".

      "Deciding what objects can be seen from what locations is typically done when the map is compiled" = "Deciding what locations can be seen from where is typically done when the map is compiled"

    18. Re:Customization is King by Jackmn · · Score: 1

      I proofread this at least twice and I just ended up just reading what I thought I wrote. 'each new section of the map added be checked against every other section within the view distance of the game for visibility' = 'each new section of the map that is added must be checked against every other section within the player's view distance'

    19. Re:Customization is King by Kent+Recal · · Score: 1

      No problem :-) I get what you're saying.

      So, just as I guessed I missed an elementar problem of how these 3d engines work and which parts are pre-computed and which are not. I think realtime lighting is how doom3 works so it seems possible but nonetheless your point about pre-computing "what one can see from where" makes somewhat sense to me.

      I guess my simple Idea falls down over this simple fact and well, if it was as easy as I thought then everybody
      would probably be doing it already.

      So, it seems we'll just have to wait for another few years until CPU and gfx cards have evolved to a point where these things can be done in realtime. I'm definately looking forward to it and I'm still hoping that maybe someone smarter than me comes up with a hack that "somehow works" earlier than that.

      Often much can be achieved simply by accepting that a combination of cheap hacks, while in no way real,
      at least looks good enough to betray the gamers eye. For example the whole visibility-problem could maybe
      be approached by defining that the height and width of an object can only change in defined steps which would
      all have to be precomputed... With many terrain objects this would probably multiplicate the "half an hour" that you cited but, well, from my own (non 3d) programming expirience I know there are usually dozens of ways to cheat a seemingly unsolvable problem. The more constraints one is willing to accept the more options you get. Another one that comes to
      my mind would be that obviously the "floor" can only be dented up to a defined depth. It doesn't make sense to let
      players drill infinite holes with their weapons. OTOH even the limited effect of being able to make real craters (not only textures) with grenades and rockets would improve the expirience quite a lot. And it's not like the whole map needs to
      be "completely smashable". Most areas would still be quite solid (e.g. only "two levels of depth" or so) and I like
      to imagine that for the special case of the "map floor" there may even be more feasible hacks to get around the "view pre-compute" problem.

      Anyways, as usual it's all just about the question how far you can get with these hacks (how "real" does it look)
      and how much effort they take (is it worth it). I assume the effort/gain ratio is just too low nowadays and that's
      why we're not seeing it, yet.

      But thanks for your explanations and I'm not giving up hope :-)

    20. Re:Customization is King by Jackmn · · Score: 1
      I think realtime lighting is how doom3 works so it seems possible but nonetheless your point about pre-computing "what one can see from where" makes somewhat sense to me.
      When I last worked with OpenGL you were limited to 8 dynamic lights and using all of them at once was really expensive. You could move the lights around between each primitive you render, but it was still expensive and a bit limited. Things may have changed since then (perhaps dynamic lighting isn't as expensive as I recall it being), I don't know.
  25. The effects of the game? by Canthros · · Score: 1

    They're talking about time and productivity lost, right?

    --
    Canthros
  26. Here's my prediction. by mashuren · · Score: 3, Insightful

    Spore isn't going to revolutionize anything. It's not going to change the landscape of videogaming as we know it. Spore is just a video game. Sure, an awesome, unusually creative, really fun videogame, but just a video game nonetheless. Everyone out there please stop hyping it so much, because the more you hype it, the more I raise my expectations, and eventually they're going to raise up so high that not even Will Wright will be able to meet them.

    Please, just let the game be, and we can talk about it after it comes out, okay?

    --
    An object at rest cannot be stopped.
    1. Re:Here's my prediction. by Kamineko · · Score: 1
      Spore is just a video game. Sure, an awesome, unusually creative, really fun videogame, but just a video game nonetheless.

      'Awesome' and 'really fun' are both subjective, and unless you've been working on Spore, you'd have no way to really know for sure. (And if you have been working on Spore, wouldn't you be sick of it by now? Or do y'all find reading the Slashdot comments a hoot? :D)

    2. Re:Here's my prediction. by mashuren · · Score: 1

      Well, I'm just speculating based on the gameplay footage I've seen. Sure, I'm hyping it a little bit, but that's about the extent of the hyping that I'll do. =P

      --
      An object at rest cannot be stopped.
  27. Robin Williams likes Spore by Anonymous Coward · · Score: 0

    http://video.google.com/videoplay?docid=-342393567 4619182066

    Robin Williams likes it, it must be good.

  28. Tipping Point by sottitron · · Score: 2

    Slashdot should filter out any article that has the word tipping point in it. Also, tipping points are not PROVIDED by anything. Fads (and the products and markets behind them) REACH a tipping point. Not mine, but: "Damn, why I always gotta be the busdriver? " Could another slashdotter provide the citation for this quote. It slips my mind.

    1. Re:Tipping Point by sottitron · · Score: 1

      Oh yeah... tags... I can't put things angle brackets... That quote was suppose to display "Damn, why I always gotta be the busdriver. [Taking your ass to school.]"

    2. Re:Tipping Point by Anonymous Coward · · Score: 0

      use < and > like so:

    3. Re:Tipping Point by kv9 · · Score: 1
      Oh yeah... tags... I can't put things angle brackets...
      <yes you can>
  29. I agree completely. by Corngood · · Score: 2, Insightful

    Spore seems like even less of a 'game' than Black and White.

    I hope you don't get modded down to much by people who are caught up in the hype. Hell, we are looking at an article which is basically about how Spore will change the world as we know it. I think that's slightly out of control, in the end most of us will just move on to something else after a week or so (like we did after B&W). I'm certain it will be a technical masterpiece (as with B&W again), but that alone will never be enough.

    1. Re:I agree completely. by Kamineko · · Score: 1

      You're all nuts:
      You're all going to be saying that Fable didn't live up the hype either, next!

    2. Re:I agree completely. by Jugalator · · Score: 1

      I don't think Spore will "change the world" and I believe it will have its shortcomings like other games, but I'm still happy that despite the harsh climate of the computer game industry and how tough it is to succeed, even moreso getting companies to bet your money on your team, that "games" like these can get developed. If I'd chose the computer gaming subject to complain about, I'd rather complain about yet another World War FPS being too similar to others, than a rather unique game not being a typical "game" per se.

      --
      Beware: In C++, your friends can see your privates!
    3. Re:I agree completely. by McFadden · · Score: 1
      Agreed 100%. The very first 3 words that entered my mind when I read the summary were "Black and White".


      What amazes me most is that (Black and White creator) Peter Molyneux is held up by the media as the greatest British videogame designer of all time, almost a British Shigeru Miyamoto. Yet, since he created Populous, he's done little more than releaase the same game a dozen times with a different skin on it. The guy has no new ideas outside the God Game genre, and few within the genre itself.

  30. Is Spore a Creatures clone? by Anonymous Coward · · Score: 0

    Spore somes a lot like Creatures, except Spore seems a lot more restrictive... more of a traditional game than the simulation Creatures is.

    (If you don't know about Creatures, Wikipedia a decent overview.)
    http://en.wikipedia.org/wiki/Creatures
    (And then there's the Creatures wiki... no overview but more detail.)
    http://creatures.wikia.com/wiki/Creatures_Wiki_Hom epage

  31. Games building upon spore. by dorbabil · · Score: 1

    I'm one of those hobby game design types who thinks up great ideas, but doesn't have the patience to really see any of them through. Spore's inspired a lot of good ideas, I think, that could revolutionize the RPG (particularily the MMORPG) genre, but it doesn't look like anyone is taking to them.

    An item creation system that functioned like the creature builder in Spore would go a long way to revitilize the MMO genre for people who are big into crafting. Instead of having to gain a few levels to be able to purchase a new blueprint, crafters could get different technologies that would allow them to manipulate raw materials in different ways. The game would determine the properties (durability, damage, speed, etc.) of the item based upon it's shape and material components.

    Another idea, for a single player game, would just be to use that vast ammount of data created for Spore to create and populate worlds for the hero to explore. No more killing the same orc or spider or whatever a billion times, if you get sick of the monsters that populate one game, you can transfer your character to another for a new sort of challange.

    I just wish I had the money to hire a (more) competant (than me) staff to realize some of these ideas.

    1. Re:Games building upon spore. by Conspiracy_Of_Doves · · Score: 1

      Have you ever played Second Life? Admittedly not the same thing, but you will definitely find it interesting.

  32. I watched some old video on YouTube... by Anonymous Coward · · Score: 1, Funny

    and was left with one thought.

    Spore starts off as Pacman, moves on to being the Sims but ends up as Space Invaders.

    1. Re:I watched some old video on YouTube... by kv9 · · Score: 1
      Spore starts off as Pacman, moves on to being the Sims but ends up as Space Invaders.
      considering that those are [IIRC] the exact words of WW, why are you posting AC, Captain Obvious?
    2. Re:I watched some old video on YouTube... by PresidentEnder · · Score: 1

      That comment would be more insightful if Wright hadn't explicitly said that that was exactly the idea.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
  33. Things that make you go hmm.... by DerekLyons · · Score: 1
    From TFA:
    Even so, it is clearly going to take Maxis at least a year to stitch all the elements into a coherent whole.

    It seems to me that this game has been a year away for about a year now. Not a good sign. (Especially since two major sections of the game, one of them quite important, were not available to the reviewers.) Lots of hype here - very little meat.
     
    The publicity being generated around this game also reminds me of that which was generated in advance of [IT|Ginger|Segway].
  34. Will Wright sent by aliens to neutralize us! by StefanJ · · Score: 4, Funny
    Really. No kidding. The Mutual Interdiction Service of the m'Guhk Meld and the Federation of Eight and the One sent him to neutralize future competition.

    Here, read this:

    I suggest a different, even darker solution to the [Fermi] Paradox. Basically, I think the aliens don't blow themselves up; they just get addicted to computer games. They forget to send radio signals or colonize space because they're too busy with runaway consumerism and virtual-reality narcissism. They don't need Sentinels to enslave them in a Matrix; they do it to themselves, just as we are doing today. Once they turn inwards to chase their shiny pennies of pleasure, they lose the cosmic plot. They become like a self-stimulating rat, pressing a bar to deliver electricity to its brain's ventral tegmental area, which stimulates its nucleus accumbens to release dopamine, which feels...ever so good.


    More:

    Why We Haven't Met Any Aliens

    Moreover: Battlebots viewers with long memories may recall that Wright's daughter built at least one entry for the robot combat game. No doubt as part of a contingency plan to eliminate those who try to avoid the Games.

    Stefan
  35. Elite III ? by Jhan · · Score: 1

    I am ever so grateful that there is still at leat one designer willing to do huge, epic and different games. This comment is aimed solidly at David Braben. Elite II (Frontier) had the entire galaxy, each star, planet and rock condensed into a 500 kB game. All thanks to procedural generation and fractals, much like Spore. I know that Braben has planned an Elite III for many years which would be fully multi-player... Come on David, you know you want to...

    --

    I choose to remain celibate, like my father and his father before him.

    1. Re:Elite III ? by Dark_MadMax666 · · Score: 1

      Uhmm Elite III came out shortly after II. Elite III -First Encounter. It was basically souped up elite 2. Now elite IV is a vaporware thing and Braben seem to stop creating anything meaningful in gaming world long time ago .

        Though that doesn't mean elite1-3 weren't great. Tes1-2 (Arena and Daggerfall) were also another fine examples of procedural content generation .- those games were brilliant and ahead of time , but sadly no one followed the idea with modern techniques and hardware . Spore has potential to turn the minds back to idea of really creating worlds ,instead of a prestaged short rail track with pretty graphics .
        - Epic, big worlds to explore and change ,that's what I hope Spore will inspire .

    2. Re:Elite III ? by RuneSpyder · · Score: 1

      I always thought that Freelancer was the successor to the Elite series?

    3. Re:Elite III ? by Dark_MadMax666 · · Score: 1

      Not really . Freelance was formally successor to Privateer series and bad one at that . There ara also X-tension series from egosoft , which can be qualified as a decent successor. But there were no actual games except elite series which used extensively procedural content generation ,elite II-III were especially impressive in their time -you had whole galaxy ,complete with planets you could land onto ,asteroid fields , trade traffic ,etc.

  36. plagiarism by CrimsonSamurai · · Score: 1, Offtopic

    I like how this site copy-and-pasted the article from the NextGeneration site.

    1. Re:plagiarism by Anonymous Coward · · Score: 0

      Thanks the gods! I thought I was the only one who noticed!

  37. Different Market... by Corngood · · Score: 1

    I really can't see Spore reaching the 'moms and girlfriends' market the way The Sims did. The Sims does indeed represent a virtual dollhouse, but Spore is something else all together. Outside of 'gamers', Spore is only likely to interest the kind of people who are really interested in things like micro-biology, evolution, space exploration, etc. That doesn't doom it to failure, but I don't see it having the mass market success of The Sims.

    1. Re:Different Market... by Anonymous Coward · · Score: 0

      I'm inclined to agree. It sounds like a Looking Glass-style geekfest. A brilliant piece of work that's ultimately accessible only to the hardcore element. I hope they're not betting the whole company on it...

    2. Re:Different Market... by garyboodhoo · · Score: 1

      such limited imaginations here on /. Innovation = new ideas. You could make the same exact statements re: Sim City or the Sims, and you'd be equally wrong. I am so tired of fanboy hypocrisy. On the one hand, EA sux because they don't innovate, on the other hand when they innovate, the pessimism starts on how it will only appeal to a niche market. I submit that the hardcore gamer/fanboy contingent IS the niche market. The rest of the world is waiting for something more imaginative than killing orcs, elves, terrists, covert operatives, thugs, robots, etc...

      --
      :: the general public is as disinterested in advanced art as ever
    3. Re:Different Market... by MuNansen · · Score: 1

      Innovative AND fun is what the fanboys want. Look at the stuff that's happening on DS and will happen on the Wii for examples. Or the trailer for Portal. The order of preferences goes as such Fun AND Innovative > just Fun > just Innovative.

    4. Re:Different Market... by Bodrius · · Score: 1

      I think you're missing the point when you think Spore only appeals to the geek interests its technology implies.
      Based on that reasoning you could say that SimCity only appeals to urban engineers and game theorists, or a closer analogy, that the Tamagotchi was a toy for biologists and zoologists.

      It's not about such a specific demographic. Frankly, for the Sims, I don't think it was about so much 'moms and girlfriends'.
      That was just the most atypical gamer segment and easy to point out, but the user base was much wider than that, at least from the Sim-ers I know personally.

      Honestly, I'm not sure we can have a clear idea about the proper target of Spore until we see the full game.
      But if Wright' history (and successes) are any indication, I think you are overestimating the perceived importance of all the cool procedural-content technology will have to the average player (as opposed to the devs).
      I'd expect the actual game to be lightweight enough that it will not matter that much to the player if it were the great engine of emergent behavior it is intended to be, or just cleverly edited content sent through those tubes the internets are made of.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
  38. I'll believe it when I see it. by TooMuchEspressoGuy · · Score: 2, Insightful
    Frankly, it doesn't look like Spore is going to be a game, so much as an interesting experiment in computer science. Good for people who like that sort of thing, but when I play a game, I want it to either test your reflexes in a fun way, make you think to overcome certain challenges, engross you in an intriguing story, or any combination of the three. It doesn't look like Spore will have any of these things, so I'll be saving my money come release day.

    Unless I'm wrong, that is... can anyone sell me on this game on the basis of the above points?

    --
    Many Bothans died to bring you this sig.
    1. Re:I'll believe it when I see it. by RexRhino · · Score: 1

      This of it as a toy instead of a game. Like a programmable robot, or an ant farm, or something like that.

    2. Re:I'll believe it when I see it. by Jugalator · · Score: 1

      Like most of Maxis' games, it's not a "twitch" game about reflexes, and it lacks a good story. Also like others, the challenges are largely created by the player. In SimCity and The Sims, there are some scenarois for more scripted challenges, but my impression was that the sandbox modes in these games were among the most popular ones.

      Given Spore's design, what's most interesting to me is the game difficulty. Will you almost always succeed in conquering several planets, only given enough time? Or will a designed species show up as not being as successful as another? If experience would indeed turn out to be important in the game and that efficient creature designs mattered, then I can definitely see replayability entering the picture and goals being set. The goal would turn into designing efficient creatures. And given the enormous flexibility, it's possible it could be very hard to "beat" the game still, which is important for good replayability.

      But unfortunately, it seems like anything they throw together will evolve into a race that you can use to shoot down others with. I hope it's not as easy as that, because I fear making things too easy will make people grow bored of the game after a couple of different creatures. SimCity had some difficulties in the game, and it took a while to get experienced in it, and I think it's important Spore will have some of that.

      --
      Beware: In C++, your friends can see your privates!
    3. Re:I'll believe it when I see it. by Khyber · · Score: 1

      Oh, so taking over the galaxy, or surviving against other player's creations isn't challenging enough? Hello, Universe! Inter-fucking-galactic WARFARE with MILLIONS OF OTHER SPECIES...

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  39. Who the FUCK tagged this "hype"? by I+Like+Pudding · · Score: 5, Informative

    I am the most jaded gamer you can find, but this is a Will Wright game. WILL FUCKING WRIGHT. You know how American McGee get's his name plastered inexplicably onto shipping product? That's hype. Contrast that with a totally white box, save for the words "WILL WRIGHT MADE THIS" printed in bold on the front. That, my friends, is the closest thing you will get to guaranteed quality in the gaming industry.

    1. Re:Who the FUCK tagged this "hype"? by Anonymous Coward · · Score: 0
      That, my friends, is the closest thing you will get to guaranteed quality in the gaming industry.
      It's the closest thing you will get to guaranteed sales in the gaming industry.
    2. Re:Who the FUCK tagged this "hype"? by ShadowsHawk · · Score: 1

      The game is a year away, so yes, it is hype.

  40. Economic Effects? by eSoul · · Score: 1

    "In other news, Will Wright's latest video game entitled Spore generates almost no funds with little sales on release day, yet 5 million are playing it due to the ability to pirate the game"
    All kidding aside, while I know I will be purchasing this game when it is released (if all other reviews and whatnot are at least decent), I hope that the rest of the world decides to do this. In my opinion, this is the reason why we dont see very many revolutionary game ideas and IP. When you create video games based off movie and tv show IP, it is easier to generate sales -- you got the group that needs to collect every thing from a repetitive IP, and you got the group of kids and the younger generation that know how to ask for the game by name -- "Mommy, I want that (place your own tv show/movie here) game". I guess I just hope that the rising piracy problem in the world does not kill off other possible great games like this.

  41. Yes, but what about Simcity? by zingbot · · Score: 1

    The one thing that makes me irritated is the backseat Simcity has taken in Spore and The Sims' halo. What, if anything, happens with it now? Neither is a replacement and no competitor has been able to match the scale and simulation.

  42. What idiots. Spore != only game with customization by kinglink · · Score: 1, Interesting

    Spore isn't going to revolutionize customzation. Hint 1: We've had customization since the begining of time.

    When you made a D&D character in table top games that was customization, games are adding more and more options in for that, but it's been around for ever. MMORPGs tend to have a great deal of customization as well. And Spore isn't even the only game that has such indepth customization. Remember a game called The Sims? Maybe you know the lead guy on it? Will Wright?

    Customization is a growing area of gameplay, however there's a problem with it. Once customization grows to large games have to be built around customization, rather than customization built into the game. The problem is 99 percent graphics. If I could have any type of character then either hit detection suffers, or level design suffers. If my character can be 7 feet tall or 1000 pounds of blubber, then every door way I should have to go through needs to be those dimensions which looks odd to the 4 feet tall character. This isn't a problem when you work in a world system where you make homes as the player. But in a large scale world, there's limitations, in most games the world has to be designed with every player type in mind.

    This brings us to Hint 2: customization is good, as long as the game doesn't suffer for it.

    Will Wright makes free form customization games, Sim City, Sim ant, The Sims, all of these are simulations where you can create what ever you want in the game, where there's no real win condition, and where the player plays how he wants to. There's "scenarios" in these games but that's about it. That's his goal and that's what he excels at, I'm happy for him.

    But that doesn't mean every game is going to have aliens that you can design. They won't. People want to play humanoids at worst, and humans at best. They might want to grow aliens, and that's a possibility, but you won't see it "ripple" through the field. You'll likely see the same levels of customization. Saint's row is currently coming out with decently indepth customization, this is coming out before Spore, so does that mean Spore is copying it? or it is copying spore? Neither. Customization has been coming for a long time, we just needed better systems and programmers to generate it.

    Does will wright have a lot of flux in the world and a lot of people copy his ideas? YES but Spore isn't going to revolutionize the industry, the Sims already did that. And it was already being done before that point. We will see crap like "the singles" or what ever crap they made based off of the sims, there was a couple of them, and each one was a fraction of the sims. Those same types of games will be based off of Spore, but no, the level of customization that Will Wright touts is not going to exist in the entire industry. FPSes will continue to use humans, RTSes will continue to use set standards, the only games that will allow you to create new monsters and such is... that's right, Will Wright-esque sim games (as well as stuff like Monster hunter and so on) The rest of the industry will keep using the customizations we've had in the industry for years, which is growing pretty indepth.

    Which leads us to Hint 3: Brains are for using, not for sitting on.

  43. Why this game isn't what some of you are thinking by Mobius78 · · Score: 1

    First, if you haven't watched the video of this game yet, do so now. I have the same concerns that many others do about WW's games starting off great and then tanking. At least he's creatively pushing the boundaries of games though. There have been a couple of comments about being able to take over other players worlds, destroy them, etc. This isn't an MMORPG people, that can't happen. As is my understanding of how the game works, it essentially pulls information (planets, creatures, vegetation, buildings, etc.) from other players games. That is how it creates new worlds and how the creatures exist. Any world you blow up with a nuke however, will only exist on your personal computer. Basically there's a database of all of the user created objects that everything gets pulled from. I can't wait for this to show up on the retail shelves.

  44. Summary is from where? by paladinwannabe2 · · Score: 1

    Has anyone else noticed that the quote in the summary isn't actually in the article linked to? Do a serach for 'tipping point' and you'll find that it's not in there. The article the summary steals from sounds more interesting, the article linked to is just hype about Spore.

    --
    You are reading a copy of my copyrighted post.
    1. Re:Summary is from where? by bickle · · Score: 1

      I noticed the same thing. I was interested in the article quoted, not the advertisement.

  45. Game-trained Apparatchiks by Anonymous Coward · · Score: 4, Insightful

    Will Wright makes excellent games.

    But there are severe problems using them as educational material.

    SimCity's demolition is a case in point: $5 to bulldoze a city block. No fair market value, no Fifth Amendment (or the equivalent, if there are any), no neighborhood groups, no angry owner mounting a campaign against you.

    Maybe it's prophecy, and Will Wright foretold what America will be like post-Kelo.

    Now of course, there are hundreds of games which have valuable educational content. With an appropriate counter-bias, even SimCity could be educational.

    But out-of-the-box, it trains people to become authoritarian apparatchiks.

    In interests of fairness, I should say that I was a programmer at Maxis. We were supposed to make non-violent games. Those who say we succeeded just don't realize how violent totalitarianism is.

    1. Re:Game-trained Apparatchiks by Ailure · · Score: 1

      Then, alot of people wouldn't find Simcity as fun if the player didn't have the freedom to do whatever he wish (and can afford)

      Sure, it's a bit unrealistic to be able to demolish a newly built skyscraper, but the game would turn very frustating if you was unable to do such things.

      Transport Tycoon did have something like that. The towns is independant in that game, and have a rating of your company. If it's too low, they don't allow you to demolish things. And it goes down by terraforming and demolishing of course. While that prevented people from destroying a whole town with the demolision tool, it was kind of very frustating too.

      I'm a major simulation fan, and probably tried the most of the somewhat intresting simulation games out there (and some of the really crap ones). My favorite simulator from Maxis so far happens to be Simcity 4 with Rush hour, which is probably the best expansion pack Maxis ever made (but then, alot of the stuff in it should have been included from the start honestly). Another favorite of mine is SimIsle, which should have called SimIndustry.

      And about being non-violent, Maxis kinda failed with that in Simcity 4 ironically, where it's cheaper to let a disaster roam over the area you want to demolish. Imagine if the goverment did that IRL. Then, Simcity have blamed for being too socialistic in nature, which hadn't bothered me too much though.

      I did learn alot about city design with the simcity games, but I also always took the games with some grain of salt.

    2. Re:Game-trained Apparatchiks by modi123 · · Score: 3, Informative

      It's funny that you mention this. I was chatting over lunch with an associate about how I was berated in by an english teacher once at college for playing RTS. His comment was something about the desensitizing nature of the games - I throw waves upon waves of troops against my opponent completely ignoring the causalities of war.

      Of course this being college, I pondered the topic, freaked out a bit, and eventually calmed down. It's a freaking game.

      Now addressing your aspect about how games are lacking real world actions - yeah that would be nice at some level but really I play games to escape from reality and not mimic it. I would rather not, as a mayor of my simcity, have to deal with clamidia outbreaks, famine, AIDS, resource scarcity, and so on. I want to build a freaking city alright! Lord knows what sort of environmental impact I had on the terrain when I shaped it to my needs, paved over almost all of it, and so on. Don't care, don't care, don't care.

      Side note, during lunch we also discussed the genocidal nature of RPGs. I have cooked a few papers on the topic of my character wiping out whole warrens/maps/games worth of kobolds, goblins, and orcs. Once I left a single kobold alive after visiting his people's three-levels-deep home with my +2 vorpol sword of freedom. He was in the corner and was pretty damaged. I glanced around at the blood soaked walls of his people, and felt a pang of pity. Then I noticed I would roll up a level if I killed him. A second later his head rolled along the floor. Yeppie! I leveled up! So this is what Chris Columbus must have felt.

      Repeat after me folks - it's just a game.

    3. Re:Game-trained Apparatchiks by Anonymous Coward · · Score: 1, Insightful
      it's cheaper to let a disaster roam over the area you want to demolish. Imagine if the goverment did that IRL.

      *cough*Katrina*cough*

    4. Re:Game-trained Apparatchiks by tehcyder · · Score: 1
      Will Wright makes excellent games.

      But there are severe problems using them as educational material

      And who says they are supposed to be used as educational material?

      It makes as much sense as saying that there are severe problems using Quake 4 as a Bible study aid.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  46. There ... are ... no ... human ... controlled... by Anonymous Coward · · Score: 0

    There are no human controlled bullies. There are no human controlled -ANYTHING- apart from your own creatures.

    The multiplayer aspects of this game are solely limited to populating your local, single-player universe with stock creatures and creatures created by other players. None of them are ever controlled by anyone else.

    It's like player created content in the Sims, except the player created content is delivered to you automatically to fill the ecological niches necessary to make your universe's ecology functional.

  47. Fable by Corngood · · Score: 1

    Actually, I specifically didn't mention Fable because I don't think it suffers from the same problem at all. I thought it was quite a good game, with a strong narrative and decent gameplay. It's an example of how to take an impossible concept and turn it into something 'fun', instead of 'interesting'.

    I get your point, but I think you can come up with a better example.

  48. Great article! by Anonymous Coward · · Score: 0

    Great article. Should be on the front page... unfortunately there is no room for it, in between all the slashvertisments and dupes.

  49. hollow speculation about a game that's not even by Anonymous Coward · · Score: 0

    been released yet.

    What a load of tripe.

  50. Looks good, but not revolutionary. by MaWeiTao · · Score: 1

    I eagerly anticipate Spore, but I certainly don't think it revolutionize gaming. At best it will be the WoW of strategy games and at worst it will be overly ambitious and appeal primarily to a certain niche of gamers. Hopefully the game wont have excessively high system requirements, because if it does I think it will hinder sales.

    I do, unfortunately, expect this game to spawn countless uninspired clones.

  51. Life is great... by Wormbrain · · Score: 2, Funny

    I can't wait to get my hands on this game: To create my own little creatures. To explore the possibilities of life. To raise my own little species.. and then murder them by removing the ladder from their pools.

    --
    http://wormbrain.com/
  52. It will suck by Anonymous Coward · · Score: 0

    This newspost is just stupid marketing hype.

    What comes to "unprecedented" customizability, I'm sure that Second Life beats Spore 10-0 any day!

    And the game itself looks like bunch of classic-style games after each other, none of them being executed that well. They have just put a mega-customization-engine on top of that, with some network feats, and hyping it like it's something ground breaking.. no, it's not.

    I'm sure it will be a boring game!

  53. Optimism springs eternal by IQpierce · · Score: 3, Interesting

    The article implies that Spore will 1) be wildly popular, and 2) be the beginning of a revolution in game development and design.

    I assert that it WILL prove to be a fantastic game; but that the rest of the game industry will be notably UNrevolutionized... because this is exactly what happened before.

    2000. The Sims is released. This is a totally new type of game; in some ways, a totally new form of fun. It sells through the roof, and to this day, there probably hasn't been a week that's gone by without The Sims or one of its sequels or expansions being somewhere on the Top 10 best-selling games list.

    Logically, this should be a watershed. In terms of the game industry's history, this should be on the level of the release of Wolfenstein 3D, or of Dune. In other words: a game this fun and money-making should spawn many other games like it; which will at first be sneered at as "rip-offs"; but in fact people come to realize that this is a new genre, and each new entry brings something new to the table. Then, sooner or later, someone (e.g. Blizzard in the RTS and MMO genres) will create a fantastically polished new entry that pushes the genre to its next level.

    But what happened with The Sims? We got "Singles" and "Playboy: The Mansion." That's pretty much it. There was no rush to make new "people simulators." The Sims still has essentially no competition - it is its own genre. Why hasn't it spawned a new genre? Lost Garden has some ideas about this. I think it's a combination of being unwilling to take on the difficulty of a really hard game design problem; combined with an ironic risk-averseness (what could be less risky than following in the footsteps of The Sims? oh, I know, continuing to crank out FPS and RTS games); combined with developers being too proud to make something someone might call a "rip-off."

    Whatever the reason, I think it's going to repeat with Spore. Game developers have become too narrow-minded. Not only do they not try to conceive of a radically ambitious new type of game - like Spore - but even when one plops in their mist and draws the multitudes to it like the Monolith in 2001, they look at it for a moment and then go back to picking fleas off each other (i.e. making platform games) like they've always done... because they like doing that... and that's they're used to it... and they'll be totally safe doing that... until they get their skulls bashed in by the few apes that were smart enough to learn from the Monolith, that is.

    The game industry as a whole - mainly publishers, but many developers as well - is resisting change. They didn't attempt to adapt to The Sims, and they'll be similarly complacent in their response to Spore.

  54. Now just a minute... by EEBaum · · Score: 2, Insightful

    Shouldn't we wait until the game is out to make such outrageous claims? For all we know (though I hope not), the gameplay could suck and the game could disappear into the bargain bin within a few weeks.

    --
    -- I prefer the term "karma escort."
    1. Re:Now just a minute... by startled · · Score: 1

      Didn't you view the slide show!? Spore's creature evolution will change the way our children learn, and its character creation tool will revolutionize the fields of design and marketing. Its sophisticated yet entertaining information displays and interfaces will facilitate a deep understanding of how physics drives the universe in all who play it. Its fully sentient aliens will learn to exist outside of the game, and then outside of the computer, and working in harmony they will establish peace in the Middle East.

  55. Spore. Is. Not. Multiplayer by Xanthir · · Score: 1

    Watch the demo. Listen to WW. Spore is not multiplayer. It is "massively singleplayer". You play the game all by your lonesome, but the game can connect online and automatically download new creatures, buildings, or entire civilizations from other players and put them into your world. They are *not* controlled by the other players, they are run automatically by the game AI. Any griefing that takes place is done to you by the computer, not some jackass 14-year-old.

  56. Re: Diaper by beerbaronstatic · · Score: 0

    Even better it got modded off topic. http://www.vgcats.com/comics/?strip_id=200 [VGcats.com]

  57. 3 maxis by JW.Axelsen.Sr. · · Score: 1

    no matter what, i'll always love maxis games because of the creativity and the wide spectrum of directions in which you can make their games take you. even if a lot of the games they put out are pretty limited, they're just plain fun (my rapist/murderer sims 2 character with a graveyard in his back yard does a damned fine job of occupying my time at work), and of course, every game has its limits. i realize that maxis games may be viewed as more limited than most, but if you think about all the work that went into, say, the sims 2...would you want to wait another year and a half for a few extra cities? or would you rather get the game now and download more user- and maxis-created cities later and then maybe make your own? THAT is going to be one of the defining marks of spore, half of the game's elements will be either generated on-the-fly by what you're doing in the game, how you're playing it, or by other players. i certainly hope i'm not the only person who thinks that that is downright fuckin' rad. the procedural generation of sounds, movement, creatures, world elements and skins will offer a chance to make the game radically different every time you start a new spore. now, if, as questioned above, big corporations get in on this game and make pepsi and coke universes...i think it'll be fun to build up my universe and form my own coalition of the willing to go smash the pepsiverse. there might be a chance here to reverse-advertise, so to speak; instead of pepsi telling you that you like pepsi, you can tell pepsi that you've allied with the coca-colaverse and well, unless you receive 100 lbs of coupons for free pepsi, sorry pepsi, but you're gonna hafta fuck off 'cause all your base are belong to me.

  58. Innovation is overrated, its all about the hype by thc4k · · Score: 1

    while spore looks like an awesome game and i look forward finally playing it, it will not "change the gaming industry" in any way. Thats just a stupid thing that has been said way too often already. Remember Black and White ? It got all the similar praises, revolutionary blah, still, it was a mediocre game that didnt change anything around. The only game i can think of that actually changed the game industry a bit was WOW, which had next to zero innovation but the largest Hype ever ( putting the Sims on #2 hypewise). The only thing that matters these days is the hype: More hype -> many authors write articles on websites/blogs -> more hype. Its a self-fullfilling prophecy

  59. Imagine WoW User Created Procedural Content by Boxcarwilli · · Score: 1

    So many of you are missing the point. Take world of warcraft for example. 6 million subscribers.

    Now, imagine if all those items you can craft in the game can be made procedurally on the client and only requiring a 3kb file which contains the model and the textrues. WOW. User created in game content that can be sold in an in game auction house. If the wire gets too heavy with bandwidth the download manager simply works in the background and continues to download content and delete content that no longer exist.

    Sure people will create a ton of crap, but just imagine all the twinks wanting their ubr loot to look really cool as well. It will come, one day, if not blizzard than someone else.

  60. User Created Content by A*OnYourA** · · Score: 1
    'Spore's unprecedented level of user-generated content is sure to send ripple effects through and beyond the video-game world. Could the mass-market game provide the tipping point for the burgeoning retail trend of mass customization? How will it redefine the roles of game designers and publishers alike? We asked a variety of experts to predict the economic, educational, legal, and other effects of the game.'

    Hasn't anyone heard of Second Life? From what I've seen of Spore, only creatures are user created. You can't sell them and don't own the IP rights.

    In Second Life you can create creatures, vehicles, gadgets, pretty much anything and sell them in-game while retaining the IP rights. Yes, the graphics suck in SL. But when people talk about the "economic, educational, legal and other effects" of a game they should look to SL, not Spore.

  61. I stand corrected - this looks AWESOME! by us7892 · · Score: 1

    Okay, I watched the 1 hour demo. It really looks impressive. I admit. The shared content does make sense. Other players planets and creatures, and items, are shared among everyone, throught the Spore database. And the Spore online databsae sounds like it would be smart, resorting content, delivering the best based on criteria. It was explained pretty well in the demo. I'm sold. A great creative universe. When can I buy it? Dammit! Another year!

  62. check out the 5th slide... by bnitsua · · Score: 1

    it even lets you recreate the experience of standing in line to buy Spore!
    amazing.

  63. 3D Printing by Castar · · Score: 1

    One thing in the article that heralds a huge change - perhaps not via Spore, but it's coming - is the fact that they can print out models of your creatures using a 3D printer. They just sort of toss out that you might be able to pay a few bucks to a service and get your own plastic creatures made in the same way.

    Can you imagine the toy industry if this becomes popular? Using Spore's open-ended creature generation, plus the ability to make a plastic model for a relatively low-cost, and kids will be able to create their own figures that will be totally unlike any others. If that gets popular enough, it might create a market for home 3D printers...

    --
    I yearn for you tragically. A. T. Tappman, Chaplain, U.S. Army.
  64. Macros. Fear the macros. by Anonymous Coward · · Score: 0

    I predict that within 48 hours of release someone has created a goatse creature.

    This would be bad enough but this person will also have created a macro to deposit said creatures on every single planet that they can find.

    Upon infestation every sighted creature on the planet will throw themselves into a volcano leaving the goatses as the dominant species. The Spore universe will never recover and Will Wright will decide to pull the servers within the first year.

  65. uhm by Magnj · · Score: 1

    I think a time of mass customization is already here to a large extent. Look at the auto industry. There was a time when car mods were for a very small crowd. Now Scion is marketing their X series cars with 35+ mods from the factory. And Will Wright I want to have your babies...thanks for Spore!

  66. So this is my new game... by Spaceman40 · · Score: 3, Funny

    Reminds me of the Penny Arcade comic that came out last year.

    --
    I [may] disapprove of what you say, but I will defend to the death your right to say it.
  67. Oh, great . . . by StefanJ · · Score: 1

    This is a seriously cool idea, but how long before someone uses Spore and 3DP to make alien sex toys and gets the technology banned in Alabama?

    Hmmm.

    On second thought, if the printer-makers charge as much for the plastic composition used to lay out models as they do for inket ink, it will cost $500 just to make a gaming-miniature sized item.

  68. Remember these "precendent-setting" games? by talkingmike · · Score: 1

    For all the fawning over Will Wright and Spore, I can't help but think back to a couple of other titles that were supposed to the The Next Big Thing. Both were designed by legends that had enjoyed previous success.

    "Black & White" from Peter Molyneaux
    "Trespasser" from Seamus Blackley

    Who can think of others?

    I'm not trying to flame, and I'm certainly not saying the Spore will be an exercise in box-stacking or mouse-gesturing. But these types of compliments have been said before about other titles.

  69. Expansion Packs?!?!?! by Khyber · · Score: 1

    WTF are you talking about? Did you pay attention to any of the videos? It sucks user-created content from userspace and integrates it into everyone else's game. Who the fuck needs an expansion pack when afterwards you could possibly cross-breed with any other creature in the game (possibly?) The only thing an expansion pack could do is maybe be a cheap 2K piece of code to allow creatures to just supernaturally float off the ground or something silly like that, simple engine optimizations and additions.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
  70. How's this for a novel idea... by pandrijeczko · · Score: 1
    ...let's all just get on with our lives, having babies, drinking alcohol, etc. and *when the game comes out*, we can start all the arguments about how good/bad it is.

    Personally, I have far too much interesting going on in my *own* life without feeling the need to go worrying about whether one particular game to be released sometime soon will be good or not. Yep, I may end up buying it and suffering severe sleep deprivation as a result of being unable to put it down - but for the moment, I've got walls to paint, reports to write and beer to drink.

    Please be proper little Capitalists and keep a tight hold of that nice green roll of cash in your pocket. And only when the "dancing of the corporate monkey-boys" have truly amused you with a brand new CD, movie or game, do you pat them on the head, say thanks, hand over some cash and tell them to bugger off and not bother you until they've made something else for your amusement.

    --
    Gentoo Linux - another day, another USE flag.
  71. Wise guy by Joebert · · Score: 1

    Wise guy once say, "Too many chiefs, not enough indians."
    Wise guy will say, "Too many stars, not enough groupies."

    --
    Wanna fight ? Bend over, stick your head up your ass, and fight for air.
  72. Check out Darkstar One by pant · · Score: 1

    This is looking to be a worthy succesor to the Elite series, though you can't land on planets.

    Ship customization, a storyline thrown in, good space combat, and trading/smuggling. No multiplayer, but I can deal with that. From what I played of the demo, I'm more excited about an upcoming game than I have been for a long time.

  73. Guarantee of quality: counterexample by Anonymous Coward · · Score: 0

    One word: SimAnt.

  74. A public service announcement by slashdotjunker · · Score: 1

    Please note that Spore has not been released yet.

  75. Remeber Cosmos, the TV series? by jotaeleemeese · · Score: 1

    it deals with all the topics you are talking about, it broke records of audience in many countries.

    If you present a topic properly (any topic) you can make it interesting for any person with the most basic curiosity.

    --
    IANAL but write like a drunk one.
  76. counterexample to your counterexample by metasecure · · Score: 1

    I liked SimAnt.......