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Spore (2008 video game)

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This is an old revision of this page, as edited by 80.221.239.213 (talk) at 12:37, 31 July 2008 (release date in europe except UK is 4th of September. Date is listed on for example finnish, swedish and french eastore sites to be that date. removed the ref as its old info,). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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Spore
Developer(s)Maxis
Publisher(s)Electronic Arts
Designer(s)Will Wright
Platform(s)Microsoft Windows[2]
Mac OS X[3]
Release


[1]
Genre(s)God game, Life simulation,
Real-time strategy
(see "Genre" section)
Mode(s)Single-player

Spore is a multi-genre "massive single-player online game"[5] under development by Maxis and designed by Will Wright. It allows a player to control the evolution of a species from its beginnings as a unicellular organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation.

The full version of the game is due to be released on September 4 2008 in Europe, September 5 2008 in the UK and September 7 2008 in North America and other territories.[1] Spore will also be available for direct download from Electronic Arts on September 7.[6] A special edition game, Spore: Galactic Edition, is priced at $79.99 USD, and will include a "Making of Spore" DVD video, "How to Build a Better Being" DVD video by National Geographic Channel, "The Art of Spore" hardback mini-book, a fold-out Spore poster and a 100-page Galactic Handbook.[7]

Development

Spore was originally a working title, suggested by developer Ocean Quigley, for the game which was first referred to by the general public as Sim Everything. Even though Sim Everything was a first choice name for Wright, the title Spore stuck. Wright added it also freed him from the preconceptions another Sim title would have brought, saying "...Not putting 'Sim' in front of it was very refreshing to me. It feels like it wants to be breaking out into a completely different thing than what Sim was."[8]

Civilization IV lead designer Soren Johnson joined EA Maxis on April 2, 2007 to work on Spore.[9]

Music

The procedurally-generated music for the game is being designed by Brian Eno, an artist famous for his work with ambient music. [10]

Genre

Spore does not fall neatly into any single video game genre. While the game's creators and several media sources describe it as a god game,[11][12] other journalists also describe it as a real-time strategy game[13][14] and life simulation game.[15][16] The game is made up of several phases of gameplay that draw on a multitude of games,[17][18] and thus a multitude of traditional genres. Will Wright, the game's developer, coined the phrase "massively single-player online game" to describe Spore's method of cross-pollenating user-created content into each distinct single-player game.

Gameplay

The game allows the player to develop a species from a microscopic organism to its evolution into a complex animal, its emergence as a social, intelligent being, to its mastery of the planet and then finally to its ascension into space, whereupon it interacts with alien species across the galaxy. Throughout gameplay, the player's perspective and species change dramatically.

The game is broken up into distinct yet consistent, dependent "phases". The outcome of one phase affects the initial conditions facing the player in the next. Each phase exhibits its own style of play, and has been described by the developers as ten times more complicated than its preceding phase. While players are able to spend as much time as they prefer in each, it is possible to accelerate or skip phases altogether.[19][20]

If all of a player's creations are completely destroyed at some point, then that player's species goes back to the beginning of that level, or the last viable point in species development.

Community

Spore's user community functionality includes a feature that is part of an agreement with YouTube granting players the ability to upload directly from within the game a YouTube video of their creatures' activity, and EA's creation of "The Spore YouTube Channel", which will showcase the most popular videos created this way.[21] In addition, some user-created content will be highlighted by Maxis at the official Spore site, and earn badges of recognition for their work.[22] One of Spore's most social features is the Sporecast, an RSS feed that players can use to subscribe to any specific Spore player, allowing them to track their creations.[23]

There will be a parental control toggle which allows the player to restrict what downloadable content will be allowed; choices include: "no user generated content", "official Maxis-approved content", "downloadable friend content", and "all user-created content".[22]

Interplay

Wright calls the game a "massively single-player online game," and describes it also as "Asynchronous Sharing." [24] [25] Simultaneous multiplayer gaming is not a feature of Spore. The content that the player can create will be uploaded automatically to a central database (or a peer-to-peer system), cataloged and rated for quality (based on how many users have downloaded the object or creature in question), and then re-distributed to populate other players' games.[18] The data transmitted will be very small — only a couple of kilobytes per item transmitted, according to Wright. This was due to procedural generation of material. With the release of the Creature Creator, it was discovered that creature data is embedded in the least significant bit of each channel of small PNG images, using steganography.

After reaching the space phase, players can visit other players' planets, and interact with other players' species.

During Wright's Long Now Foundation seminar with Brian Eno in June 26, 2006, he mentioned that players would receive statistics of how their creatures would be faring in other players' games, referring to this as the alternate realities of the Spore metaverse. The game would report to the player on how other players interacted with them (for example, how many times other players destroyed their planet). The personalities of user-created species are dependent on how the user played them.[26]

Phases

The timeline of a creature shows how it evolves over the ages.

There is a difficulty selector to each stage, allowing players to choose the difficulty for each part of the game.[20] Spore defaults to the easiest level.[27]

The games and films with which Wright associated the various phases are:[17]

  1. Pac-Man for the cell phase
  2. Diablo for the creature phase
  3. Populous for the tribal phase
  4. SimCity, Risk, and Civilization for the civilization phase
  5. SimEarth, Destroy All Humans!, Close Encounters of the Third Kind, Star Trek and 2001: A Space Odyssey for the space phase, with elements of sandbox gameplay.[18] (DICE 2007 referred to it as similar to Master of Orion.)

The first four phases of the game, if the player minimally uses the editors, will take 10-15 hours to complete.[22] The game will keep track of the evolution of a creature by graphically displaying a timeline, which shows how the creature incrementally changed over the eons. It also keeps track of the creature's achievements, both noteworthy and dubious, as a species.[28]

Start of life

The game opens using the concept of panspermia. A meteor plummets toward a planet and into an ocean. The meteor, now a geode, then splits, from which a tiny organism emerges.[29]

Cell

The cell phase. The monstrously large creatures in the background will come to the foreground as the player's organism slowly grows and evolves.

The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular, or microbial phase. The player guides simple protean microbes around in a 2D environment where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. The player may choose whether the creature is an herbivore or a carnivore prior to starting the phase.[28] Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove some part from the microbe, which will refund some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game.[22] The player must also seek out special "golden shields" from meteor fragments that provide new parts for the player to use in the editor, such as spikes, mouths or limbs.[30][28]

As the microbe grows, objects that are in the background move to the foreground, which can mean being eaten by a microbe that had previously been swimming in the background. The creature's behavior directly influences its role in the creature stage, and only parts that are fitting for that creature's evolution will become available.[28] The ocean floor becomes more prominent, and the creature editor interrupts, requesting the user add legs. Finally, the creature becomes evolved enough to come up to the surface and start the creature stage.[31] The microbe resembles a strange insect with cartoonish, human-like eyes, which were used "to make it cute".[19]

The main unit of "currency" is "DNA Points".

Creature

The creature phase is similar to the cell phase, but with several important differences. Principally, the environment is now truly 3D. Other creatures will inhabit the world, and most of them will have been created by other players. Creatures will automatically be introduced into the environment to maintain a balanced ecosystem. If the player creates a bigger, tougher creature, the predators that are downloaded will likewise be stronger than average.

In this stage, the basic goal is the same: hunt food to earn DNA points, reproduce, and avoid being eaten by predators. Unlike the asexual reproduction of the cell phase, the player must now locate a mate. Once the creature has laid an egg, scavengers will attempt to steal the eggs and the player must defend them (conversely, the player may eat other creatures' eggs as well).[18] Before the egg hatches, the player will have the opportunity to 'evolve' their creature via the creature editor, spending DNA points to buy body parts. When the egg hatches, the player controls a baby version of the creature. "The Science Behind Spore" video featured a non-player controlled creature taller than a tree threatening a city, indicating the size possibilities at the other end of the scale.[32]

Creatures have stats for Abilities, Attack, and Social, using a numeric rating system. Adding specific body parts grants the ability to perform actions, such as "Call" and "Jump".[33] Creatures can be given a name, description and tags. Evidence of flying, or gliding creatures has been seen,[34] and the Spore Creature Creator shows winged creatures to have an ability called "glide", however the description for this ability is that it allows flight for a certain distance (the distance increasing as the level of flight increases).[35] All creatures will be land-based; there will be no marine creatures.[36] If it has no legs, it will move around like a slug. Body parts can be found during gameplay, which add that part to the editor for future use.

This stage will evolve the creature's social behavior, as the creature may make friends and form a herd or pack. Will Wright referred to this as a simplified version of the friend-making mini-game in The Sims. Creatures may also make friends with other species.[32] The evolutionary goal of the creature phase is to increase the creature's brain capacity. Once they have enough, the creature becomes intelligent and the game progresses to the tribal phase.

As with the cell phase, DNA Points serve as currency.

Tribal

After the player's species evolves its brain far enough, it enters the tribal phase. Physical development ceases, as does the player's exclusive control over an individual creature. The player is given a hut, a group of fully evolved creatures,[37] a mini-map of the world for the first time,[33] as well as two of six possible "super powers". These are unlocked depending on the species' behavior in the previous phases.[38]

In this phase the game is similar to an RTS (real-time strategy game). The player may give the tribe tools such as weapons, musical instruments, and campfires. Food now replaces "DNA points" as the player's currency, which the player can spend on items and structures, or use to barter with other tribes. Creatures also gain the option to wear clothes that demarcate their professions.[33] The player may also tame other creatures, and even use them as livestock.[39] Domesticated creatures seem to undergo neoteny in contrasting photos of the same species, but it is unknown whether it is automatic or if the player was permitted to edit tamed creatures in the editor.[40] Contact with other tribes of the same species, or even different species, can take place in this phase, and creatures also learn to speak. Their language is dependent on the type of mouth they possess; primate-type mouths, for instance, result in Simlish.[22]

Tribe members are assigned roles such as fishing, gathering, or hunting. The creatures' behaviors are affected by the way the player utilizes them. If a player uses them aggressively, their autonomic behavior will reflect that; conversely, if the player uses them peacefully, "conquering" other tribes, say, with music, their behavior will be more kind. Even their idle behavior will reflect this; warlike tribal members will practice combat while docile members will practice instruments and throw parties.[41]

Once the player's tribe reaches a point of superiority, a statue is built and transition to the civilization phase occurs.[22]

Civilization

The civilization phase has the player developing many cities and colonies.

When entering the civilization phase, the player's tribal camp is now a city. Players now have two new editors: the building and vehicle editors. The game will attempt to detect what style of content the player prefers, download similar content created by other players and add it to the buy menu. Players can now construct a variety of land vehicles, aircraft, ships and submersibles. If players start at the Civilization phase, they may assign one of three civilization types: militaristic, economic or religious.[42]

In constructing vehicles and buildings, as with most real-time strategy games, there is a capacity limit; building factories will increase the cap, additionally, constructing them adjacent to one another will provide a productivity bonus. Like Civilization III and IV, the player's territory is marked with a colored border that increases as the player gains more power through militarism or influence.[42] In addition to military conquest, players may construct special missionary units that plant themselves outside of a city and attempt to convert other cities via propaganda.[43]

When the player becomes technologically advanced enough, the UFO editor appears. At this point players are allowed to view the planet from space. When the player elevates the camera past a certain point, the detailed features of the planet become more exaggerated. For example, the cities of the planet change from a properly-scaled view with all individual buildings visible to a more cartoon-like depiction.[42][44]

The goal in this phase is to gain control of the entire planet, and it is left to the player to decide whether to conquer or unite.

The main unit of currency is now spice.[33]

Space

File:Sporegreenhouseeffect.jpg
A habitable planet (top) gradually becoming an inhospitable, volcanic rock (bottom) as the player pumps carbon dioxide into its atmosphere

The space phase provides new goals and paths to follow as the player begins to spread through the universe.[45]

The player may now terraform and colonize neighboring uninhabitable planets with special tools (water tool, volcano tool, etc). The ultimate tool is a technology which Wright dubbed the Genesis device, named after the device in Star Trek II: The Wrath of Khan. Terraforming tools include pumping carbon dioxide into the atmosphere to act as a greenhouse gas. Left unchecked this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space.[46]

The player may cause comets to crash into a planet to create water, or force volcanoes to erupt to increase atmosphere.[46] Players may build cities on the surface of an inhospitable planet once they gain the ability to create bubbled cities, similar in function to self-sustaining arcologies.

During exploration of other worlds, the player may scan content and add the information to their Sporepedia.[47] The player may also abduct creatures and transport them to other planets to test a planet's habitability. The player may interbreed species, or place a monolith (in the style of 2001: A Space Odyssey) on a planet, triggering evolution of intelligence. On lifeless worlds, the player may also find strange "artifacts" with unknown purposes.

Later, interstellar travel becomes possible. There are more than 4 billion planets in the game's galaxy, more than anyone can visit in a lifetime. During the 2007 TED Conference seminar, Wright used accelerated time dilation in the zoomed-out galaxy view to show the dynamics of the entire galaxy, as supernovae exploded in brilliant points of light, and the galactic arms slowly turned. He pointed out that the nebulae, which the game features in real-life separate categories of planetary nebulae and reflection nebulae, perform their actual functions in space. He also brought the UFO close to a black hole, keeping a cautionary distance from the event horizon.[19]

Players can make contact with other civilizations, most of which are created by other players. Intelligent species can be found, and when the UFO visits that world, they may impress the beings with fireworks, attack them with weapons, or try to establish a language with the civilization via a Close Encounters of the Third Kind-styled musical mini-game. The player may beam down a holographic image of his/her creature to interact more directly with an alien species.[22] A user-created civilization's AI reacts depending on its behavior and personality, both of which are based on the play-style of its user. The player can unite or conquer the galaxy by creating a federation or sparking an interstellar war. As a show of great force, the player may even completely destroy a planet (similar to the capabilities of the Death Star from Star Wars), which may bring retribution from that species and its allies. The player is sometimes called upon to fight off an invasion of their home planet.[48]

Currency, as with the civilization phase, is spice.

Sandbox

The space phase is sometimes referred to as a sandbox, because the player has near-complete control of everything. It has been mentioned that the space phase works on two axes: a horizontal axis (the ability to interact with many planets in a variety of different ways) and a vertical axis (the ability to revisit different phases of gameplay).

Editors

An earlier build of the Creature Editor

User-generated content is a major feature of Spore; there are eighteen different types of editors (some unique to a phase), and even a music editor which allows players to share songs.[28] Will Wright has stated that in addition to being simple, all the editors will be as similar as possible so that skills learned are easily transferable from one editor to the next.

The editors start simply in the cellular phase and move to higher levels of complexity, acting as tutorials for progressive levels of gameplay. For example; the cell editor demonstrated so far has nine choices and a two-dimensional environment while the creature editor has dozens of options and a 3D environment. The structure ranges from a spine and body model in the creature editor to more free-form editors for the buildings.

For example, the creature editor allows the player to take what looks like a lump of clay with a spine and mold it into a creature. Once they have molded the torso, they can then add parts such as legs, arms, feet, hands, noses, eyes, mouths, decorative elements, and a wide array of sensory organs. Many of these parts affect the creature's abilities (speed, strength, diet, etc.), while some parts are purely decorative. Once the creature is formed, they can paint it using a large number of textures, overlays, colors, and patterns, which are procedurally applied depending on the topology of the creature.

Other editors are used for buildings and for vehicles. Eventually, players can edit entire planets, using various in-game processes.

Procedural generation

Spore uses procedural generation extensively in relation to content pre-made by the developers. Wright mentioned in an interview given at E3 2006 that the information necessary to generate an entire creature would be only a couple of kilobytes, and went on to give the following analogy: "think of it as sharing the DNA template of a creature while the game, like a womb, builds the 'phenotypes' of the animal, which represent a few megabytes of texturing, animation, etc." These small data packs for specific creatures are intended to be uploaded and downloaded freely and quickly from the Sporepedia online server.

Reception

At E3 2005, the game won the following Game Critics Awards: Best of Show, Best Original Game, Best PC Game, and Best Simulation Game. At E3 2006, Spore was awarded the following Game Critics Awards: Best PC Game, Best Original Game, and Best Simulation.

On October 8, 2006 the game, its development, and its developer were featured in an article by Steven Berlin Johnson in the Sunday New York Times magazine, titled "The Long Zoom".[11]

Spore won the GameTrailers E3 2008 Award for Best PC Game. It also won the E3 2008 Overall Best of Show from GameSpy.

Licensing

Electronic Arts is using the Spore license to develop many related products, including console games and merchandising. Such licensing includes:

Software

Spore Origins.

Electronic Arts confirmed that Spore will be receiving post-release expansion packs.

The Nintendo DS spinoff is titled Spore Creatures, focusing on the Creature phase. The game will be a 2D story-based roleplaying game as the gamer plays a creature kidnapped by a UFO and forced to survive in a strange world, with elements of Nintendogs.[49] Spore Origins is the mobile phone/iPhone[50] spinoff of Spore, and as with the Nintendo DS version, will focus on a single phase of gameplay; in this case, the cell phase. The simplified game will allow players to try to survive as a multicellular organism in a tide pool, similar to flOw.[51] The iPhone version takes advantage of the device's touch capabilities and 3-axis accelerometer.[52]

A Wii spinoff of the game has been mentioned by Will Wright several times, such as in his October 26 2007 interview with the Guardian.[53] Buechner confirmed it, revealing that plans for a Wii version were underway, and that the game would be built from the ground up and would take advantage of the Wii Remote, stating, "We're not porting it over. You know, we're still so early in design and prototyping that I don't know where we're going to end up, so I don't want to lead you down one path. But suffice to say that it's being developed with the Wii controls and technology in mind."[54] The Xbox 360 and PlayStation 3 versions of Spore are still under consideration.[55][22][56]

Merchandising

There will be an iTunes-style "Spore Store" built into the game, allowing players to purchase external Spore licensed merchandise, such as t-shirts, posters, and future Spore expansion packs.[54] There are also plans for the creation of a type of Spore collectible card game based on the Sporepedia cards of the creatures, buildings, vehicles, and planets that have been created by the players.[18] There are also indications of plans for the creation of customized creature figurines; some of those who designed their own creatures at E3 2006 later received 3D printed models of the creatures they created.[57] The Spore Store also allows people to put their creatures on such items as T-shirts, mugs and stickers.[58]

The Spore team is working on a partnership with a comic creation software company to offer comic book versions of your own Spore story. Comic books with stylized pictures of various creatures, some whose creation has been shown in various presentations, can be seen on the walls of the Spore team's office.[59] The utility was revealed at the Comic-Con International: San Diego on July 24, 2008 as the Spore Comic Creator, which would utilize MashOn.com and its e-card software.[60]

Digital rights management

Spore will be using a modified version of digital rights management (DRM) software SecuROM as copy prevention, which will require authentication upon installation and when online access is used. This system was announced after the originally planned system met opposition from the public, as it would have required authentication every ten days.[61] It was also announced that Spore will be playable without a disc after installation.[62] A disadvantage of this DRM software is that it does not allow one user to login to his/her Spore profile on another user's copy of the game, and that it has a proposed limit of 3 times a user can install the product. The installation limit is triggered each time a user changes certain pieces of hardware, reformats the computer, or installs/upgrades a new operating system.[63] Furthermore, when a user uninstalls Spore, the installation count is not reset.[64]

EA Customer Support, however, states that EA can be contacted by the user and have their activation count for Spore reset when the activation limit is depleted.[65]

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See also