Spore System Specs Released, Creature Creator Coming Soon
Will Wright's long-awaited game, Spore, seems to be nearing completion, with a release slated for September. In anticipation of this release, EA has outlined the system requirements and will still be releasing their Creature Creator demo for experimentation on June 17th.
... they just consume all your computer's resources.
I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
I saw the system specs on EA's preorder site, http://eastore.ea.com/store/ea/DisplayProductDetailsPage/ProductID.91619200 , Monday. I thought I had merely missed them...
Does Knowing this before everyone else make me cool?
Anywho, they don't look as bad as I was thinking, and the fact that it supports onboard video with a dual-core CPU raises interesting questions about the engine.
Ever since he mentioned that you don't need to start at the beginning in order to get to a certain stage, i've just felt like it will be a bunch of mini-games, without present decisions being made in the current stage affecting your options in future stages of, what i assume, is the evolution of your creature(s). I have a feeling that the expansion pack he's been working on will be a ton better.
Okay, who's going to pay $9.99 for the Character Creator for game that, for all we know, could be vaporware?
the only difference I can think of is DirectX vs OpenGL. anyone know of the reason behind this?
pixel shader 2.0 == directX 9 == 128MB video cards from 2003 :)
I suppose this is due to the long development. Hopefully the creative gameplay will overcome the lack of shiny and high res texture graphics.
Not really. In this day and age where 1TB HD's starting to become quite common, a gig and a half is nothing.
Well, my machine will run it.
*Dances happy dance and begins to prepare letters of absence*
I built a machine 6 months ago for about $400 that should work acceptably, according to these specs -- a $100 asus mobo, $100 for an old geforce 7600, $50 for the cheapest AMD dual-core proc, and $50 for 2 gig of ram.
Glad to see they took the time to make sure Spore will run on low end PCs.
Did they even *test* the game before putting that number out? I refuse to believe it is playable with so little ram on Vista. Let me rephrase. I'm sure it's possible to load up the game with only 768MB, but you wouldn't actually want to play it like that. You wouldn't even want to play Freecell on Vista like that.
RAM requirements: XP: 512mb Vista: 768mb OSX: 1gb
They left off what version of Wine will be needed...
*ducks*
Not mentioned in the article or summary is the much more interesting news that the Sporepedia is live. Go check out some of the creatures that the Maxis team has created. Some of them are quite different from those I've seen in previous media.
After hearing about the copy-protection scheme announced earlier last month- I'm not interested in buying. No way am I connecting every other week to prove I purchased this game.
Belief? Hope? Preference?The Existential Vortex
Where do people get this vaporware crap from? Games with development times of five years or so are far from uncommon. Duke Nukem Forever and TF2 both deserved the title. So why do so many people mistakenly apply it to Spore?
I had to make room for a more imminent releases like Duke Nukem Forever, The Arrival of Godot and Jesus, The Second Coming.
Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
Testing with variations of RAM between 512MB and 1GB on a Mac would be an absolutely useless waste of time.
Intel Macs were either sold as one configuration or the other. I'm not 100% sure, but I don't think any Core 2 Duo systems were even sold with less than a gig of RAM.
In fact, I challenge you! I don't think I can be sent tons of obscene pornography! Prove me wrong!
So why do so many people mistakenly apply it to Spore?
Because Spore was originally slated to be released in late 2006.
We are all just people.
From what I read recently, quite a substantial amount of content is either cut, or reduced in scope.
What comes to find first are the rules for dealing with flying/swimming creatures.
If each mistake being made is a new one, then progress is being made.
So what it sounds like is, if you upgrade your PC, the only way you can lay your paws on your software that you purchased from EA is if you also pay "protection" money to them. And then only for two years. Swell, huh?
Yeah, a two year delay, bringing the dev time up to 5 years. Which makes it heavily delayed and nowhere near the level of vaporware.
You might think that this would take ungodly amounts of image recognition technology. And that is true, for the general case of "Import any image into Spore". But given that you have procedural creature generation, all you have to do is ship the Creature Creator with as many critters as you want to be discoverable (cheap to you: its just a list of parameters), give them all a unique ID, and then make sure your website serves up thumbnails with the ID embedded in the filename. The ID essentially serves as an unlock code for content which was already on the CD/download/etc.
(Alternatively, for extra robustness, you write the ID in the thumbnail somewhere -- there is plenty of dead space in the PNG specification.)
Then the user sees the import process work and is like "Wowza, you could read in pictures!" All of the joy of implementing a full scanning engine, none of the work.
Help poke pirates in the eyepatch, arr.
Hmm...I wonder what kind of specs you'll need to run the game decently through WINE? Hell, really I just hope it runs at all. Hopefully the release of the creature creator next week will help give the WINE devs plenty of time to make sure the full game will play when it's released ;)
Also...since there's an official Mac port, that does mean the game should have an optional OpenGL render right?
"A truly wise man realizes he knows nothing."
Not necessarily. It can just mean you have a bunch of predefined choices at each step. It doesn't mean you can't do better.
I mean, look at, say, Paradox's games. Different genre, I know, but they do illustrate the point nevertheless.
You can start Hearts Of Iron in 1941 and get directly to attacking the USSR, or being attacked if you play the USSR. In which case you'll start from the historical situation in 1941. But you can also start in 1936, build up your economy, and build up teh uber-Wehrmacht or Red Army, and deliver some serious smack down when 1941 comes. Or play a USA which didn't wait around for Pearl Harbour to start thinking about war, and is in much better shape to deliver a devastating punch when that happens. Play a France which picked different doctrines and built up its army, and can hold its own at the Maginot Line. Etc.
Essentially having the option to skip to 1941, doesn't make the 1936 option meaningless. You can and _do_ affect your options in the future by starting earlier.
Ditto in any other of their games. You can skip to the 1600's in EU2 and get to colonizing America, or even directly at the Napoleonic wars, or start in 1419 as an England bogged down in the 100 year war and work your way from there.
Heck, IIRC you can even export your world from one game to the next, and play it as one uber-campaign spanning 1000 years. You can start in Crusader Kings, export to EU2 when you reach the 1400's, export to Victoria in early 1800's, and (if you have the expansion pack) export to Hearts Of Iron when you reach the 1930's. The option to start directly with Hearts Of Iron doesn't make the previous stages meaningless minigames. Starting at CK can _massively_ affect your options later. You can end up in EU2 with a Byzantine Empire that regained the former lands of the Roman Empire and has the Mediterranean as Mare Nostrum (our sea), instead of being a one-province victim of the Turks. Colonize, get to Victoria with it, and you can try to out-industrialize the English. Make Byzantium _the_ industrial and cultural capital of the world, like in the old days, and the empire over whose flag the sun never sets. Etc.
You can still ask, "why?" because it gets so ahistorical that it's not even funny. Still, the principle remains. And as Spore isn't a historical game, even that objection vanishes.
A polar bear is a cartesian bear after a coordinate transform.
arkhan_ig hit it right on the nose. It's a rental, not a purchase. I'll stick to buying games with a reasonable DRM policy.
The PC install is about 27.6% larger than the Mac install...
any application can be defined as vaporware until it condenses to a torrent file.
It seems like we've been hearing about it since day 1. It eventually creeps into the vaporware category after a while.
http://thepiratebay.org/tor/4239597/Spore_Creature_Creator