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Spore

everything but the kitchen sink

Jenova Chen on flOw, Game Design, and Sony

flOw is one of those interesting little games that keeps on kicking (it's certainly made the rounds at this point) — it's spawned a lot of interest and discussion since its first appearance. Brandon Sheffield sat down with Jenova Chen (flOw designer and co-founder of thatgamecompany) at this year's GDC to talk about Sony's strengths, game design, and why making traditional games is 'too easy':

I think it's just too easy for us. And, also, if I just want to make violent games or fun games... It's not to say that fun games are bad, but I could just go to work for Blizzard, or go to work for Maxis. And they make fun games, they make creative games. I could get a lot higher pay, and a much more stable job. Why not?

Why would I start a company just to make the same kind of game which I can get a much better life in another company? You know, the reason we started this company is because nobody is making this kind of game, and to expand that emotional spectrum of video games — having more people be able to enjoy video games. The only way to do it is to just do it yourself.

The interview touches on a lot of issues — from Sony to Passage to Spore — and worth a read through.

Finding A New Way: Jenova Chen And Thatgamecompany [Gamasutra]


drm

Spore To Use Online Authentication

Despite some hand-wringing by fans, EA today announced that their hugely anticipated Will Wright game Spore will not make use of SecuROM's 10-day periodic re-authetication and instead use a modified version to require online authentication.

The announcement comes on the heels of news that Mass Effect will also be ditching the ten day re-authentication.

We wanted to let you know that we've been hearing your concerns about the online authentication mentioned earlier this week. I didn't want to head into the weekend without getting back to you with some information about how Spore is planning on using this new system.

A few things we wanted you to know:

— We authenticate your game online when you install and launch it the first time.
— We'll re-authenticate when a player uses online features, downloads new content or a patch for their game.
— The new system means you don't have to play with the disc in your computer. And if you are like me, always losing discs, this will be a huge benefit.
— You'll still be able to install and play on multiple computers.
— You can play offline.

We do hope that players will play online - sharing creatures, buildings and vehicles with other players is something that is unique to Spore and one of the coolest features of the game. Every day, when I play the Creature Stage, I get to see wacky and awesome new creatures from my Buddies on the team coming over the hill at me and I can't wait to see what happens when our creative, passionate community starts sharing their creations.

Sounds like Electronic Arts got the message, here's hoping that other publishers do too.


philosophical ramblings

Will Wright's Design Philosophy

Kieron Gillen has a new interview with Will Wright up over at The Guardian, discussing Wright's game design philosophy (more or less):

"What I want to do is craft this landscape of experiences where the player has a huge degree of control over what they encounter," he says. "I think that's what games have as an advantage over any other form of media; that the player is half the author of the experience if the game is done well - or even more so. I think this is the first form of medium which has really achieved that and it allows us access to emotional regions that are inaccessible to linear narrative."

Is Spore going to be the success many think it will be, or will it confound the average user (unlike The Sims) as Ian Bogost suspects? Or will people lose interest together before the thing is finally released? I guess we'll find out ... eventually.

Unlocking the power of parallel play [The Guardian via Rock, Paper, Shotgun]


spore

Spore Creature Creator Date And Price Detailed

As was mentioned previously, the Spore Creature Creator is heading our way in June, with EA now nailing down June 17th as the exact date for the worldwide launch. Gamers can opt for the free version limited to a quarter of the available creature parts, or buy the full retail version for $9.99 (€9.99, though not available in all territories) for the full monty. Players can then create to their hearts' content, sharing their critters with friends or seamlessly uploading them to YouTube.
"We are thrilled to finally be putting the creative tools of Spore into the hands of players around the world," said Will Wright, chief designer, Maxis. "The amazing creations players design this summer will help populate the game universe we all enter when Spore ships this September, so in a sense, the Spore Creature Creator is the birth of Spore."
The demo version will also be available in The SimCity Box, due out June 23rd. Would you spend $9.99 for a tiny slice of Spore? It just feels like an entirely new form of preemptive microtransaction to me.
More »

maxis

Spore Creature Creator Gets Scaled, Webbed, Dated

Maxis has finally come forward with a few more details about Spore Creature Creator. Coming out this June, Creature Creator will be available for download as well as bundled with the collection SimCity Box. These will be free trials with about 25% of the creator's full anatomy. A full version of the creator will be available as well (our money is by registering the trial version).

The software itself will allow you to create unlimited models, share these models and export wallpapers and videos of said models. Creature animations can also be tested in a dull, lifeless environment. It's a neat idea from Maxis, but just give the full version away free with pre-orders or something. The more I hear about this tiny piece of Spore, the more I see it getting set up to disappoint people who pay for it.

More Spore Creature Creator Details [IGN via Joystiq]


spore

Wright Speaking at NASA Space Flight Celebration

Will Wright is speaking at NASA's upcoming Yuri's Night Celebration in the Bay Area this Saturday.

Yuri's Night is an annual celebration of space exploration. On April 12th, 1961, Yuri Gagarin became the first human being in space, orbiting around the Earth once during a 108-minute flight. Exactly twenty years later, on April 12th, 1981, the United States launched their first Space Shuttle into space.

Wright will be joined at the public event by a variety of scientific speakers, artists and musicians. The developers talk will focus on astrobiology, the history of the Russian space program and Spore. The game will also be on display.

Back when I was at the Palm Beach Post I was actually one of three reporters who helped cover shuttle launches. Watching a shuttle literally push itself away from the Earth and rip through gravity's pull is probably one of the most amazing things I've seen in my life.... and there was swag. No lie, NASA actually had a little kiosk set up at every launch selling shit. I think it was because all of the visiting general and dignitaries always wanted shirts and hats to give to their kids. So funny.

Yuri's Night


spore

Ian Bogost on Spore's Universal (?) Appeal

After taking Spore's creature editor for a spin at the ICE 2008 conference and watching the average, non-gaming public's response to the editor, Ian Bogost has some opinions on the universal appeal of Spore (or lack thereof). Unlike The Sims, Bogost says, Spore is facing a significant challenge in getting to the general public:

... The observation that surprised me the most was how people totally unfamiliar with Spore reacted to the very idea of a creature editor. From my perspective, it's a brilliantly engineered, elegantly constructed content authoring tool. But from theirs, it's an unfamiliar interface to an almost deviant act.

... Among the newbies, there was a significant amount of uncertainty and performance anxiety. People weren't sure they would be able to build something, even with encouragement and example. One even said, over my shoulder, "I'm not sure I'm creative in that way." I found this reaction fascinating.


Bogost says that Spore is undoubtably going to be influential on a number of levels, but whether it's going to be a massive commercial success remains to be seen. I don't always agree with his conclusions, but Ian always give good food for thought.

Is Spore 'For Everyone'? [GameSetWatch]


ea

Games Can Sell Forever, Says EA

Capcom reckon a game's shelf lifetime can sometimes be measured in days. A view EA don't, predictably, share. See, while Capcom are pushing games to the hardcore, whose interests are fickle and rarely likely to last more than a week, let alone a month, EA can release a game like, oh, The Sims, and sell it non-stop for years. Indeed, they're now aiming past years, and shooting straight for decades, with EA's Jeff Karp saying they're planning on "developing new content" for Spore for the next 10 years. We'll presume he means extra content, and not the game itself, because, you know. It's had long enough. This is getting to be a super-interesting feature on MTV, definitely worth checking out.
EA, Capcom Disagree On Longevity Of Individual Games — 'Spore'-Maker Cites 10 Year Plan [MTV]

mobile gaming

Analyst: iPhone Not A Viable Gaming Platform

Playing Super Monkey Ball and Spore on the iPhone sure sounds like a nifty diversion, but is a $400 mobile device really going to be a success as a gaming platform? Not if Wedbush Morgan analyst Michael Pachter's perspective on new ventures from Sega, EA and THQ is spot on. He tells Next-Gen "To the extent that hip, rich people are an interesting gaming audience, iPhone games will work" adding that the demographic will probably "only interested in the most rudimentary games, and that the market will be small."

Maybe he's right. I'm still in the honeymoon phase with my iPhone, but my hype level for using the accelerometer to game is on par with the prospect of further SIXAXIS gaming. That's hovering around zilch, currently.

Pachter: iPhone Gaming Not Commercially Sound [Next-Gen]


event

EA Sponsors SCI-FI-LONDON

Electronic Arts today said they will be the official games sponsor for this year's SCI-FI-LONDON, "the UK's only dedicated science fiction and fantastic film festival."

EA will have a bevy of titles on hand as part of their sponsorship including Mass Effect, Command & Conquer 3: Kane's Wrath, Spore and BOOM BLOX. They will also be showing a sneak preview of Dead Space, their upcoming space horror game.

The event runs from April 30 through May 4 at the Apollo West End theater in London. Hit the jump for the full release.

More »

clips

See Spore Running On The iPhone


Fresh from Apple's SDK presentation last week, here's footage of Spore running, in real-time, on the iPhone. Appropriate use of accelerometer, restrained employment of touch-screen technology, nice graphics...yes, yes, this all appears to be in order.


art

Will Wright: Curator?

GameSetWatch notes that Will Wright has signed on as one of several co-curators for an upcoming museum exhibition in Vancouver that mashes up the worlds of anima, comics and video games.

KRAZY! The Delirious World of Anime + Comics + Video Games + Art will be on show at the the Vancouver Art Gallery from May 17 through Sept. 7 and will feature original sketches, notes, concept drawings, animation cells, 3D models, published work and last, but certainly not least, a "sneak preview" of Spore.

The show will travel to New York next year.

KRAZY! The Delirious World of Anime + Comics + Video Games + Art [Canadian Architect, via GSW]


breaking

EA Confirms iPhone Spore, Other Games Coming

After seeing the demo of EA's Spore running on the iPhone earlier today, we were scratching our heads as to whether or not we'd actually see the game in our hands (not just on the jumbotron as a tech demo). But according to word we just received from EA, we will one day play Spore—as well as a pile of other EA titles—on the iPhone.

Today we announced SPORE for iPhone and have other games in early stages of development.

We are using the new iPhone SDK to develop games for the iPhone OS.
We're really excited about what this means for people to be able to play EA games on their iPhone or iPod touch and are thrilled to extend our relationship as a developer of games for various Apple products (Mac, iPod nano, video iPod and now iPhone & iPod touch).

Excellent news. EA hopes to release iPhone Spore this September alongside their other planned platforms. The game takes advantage of the iPhone's multi-touch, tilt sensors and accelerometer.

From EA's CEO John Riccitiello, "The animation technology in the iPhone OS enables us to build awesome games. I think iPhone consumers are going to be blown away by the games we create for this platform."


ea

EA's First iPhone SDK Title - Spore

Today, Apple shows off their software development kit (SDK) for the iPhone. This is a series of tools that Apple is releasing so third parties can make (authorized) programs for the system. And game makers showed up. In droves.

First up, Spore for the iPhone.

More »

spore

Will Wright, Care Bears FREAK

Yeah, we know Will Wright has talked about the Care Bears before, saying he'd like to see interstellar wars between Care Bears and Klingons. Totally understandable! But we had not idea he's so into the Care Bears. Like really into the Care Bears. When asked what would surprise people the most about him, Will Wright answered:

Probably my utter fascination with Care Bears. I could tell you more than you want to know about Care Bears. Oh, you want to know about Care Bears? ...Yeah, 'cause they live in Care-a-Lot, which is above the Forest of Feelings where the Care Bear Cousins live, which is above Earth... But the Care Bear Cousins aren't even Bears. They're like lions and monkeys and things, but they call them Care Bear Cousins. Yeah... They have these particle beam weapons in their stomachs, and when they get really upset, they fire this Star Wars thing. Yeah, they're cool.

Nice try, Will! You're gonna hafta do better. We are totally not creeped out.
Will Wright 'o' Vision [Rock, Paper, Shotgun]

gdc

Will Wright Gets all Brainy on Drunk Audience

Last night, Electronic Arts threw a little party for the gathered game developers and various hangers on at the Mezzanine. About an hour into the party, EA's Neil Young took to the stage to introduce Will Wright who wouldn't, he was clear to point out, be talking about anything even remotely Spore related. Instead, Wright took to the stage to deliver a talk in the scatter-topic method that has earned him a small cult following, touching on everything from Godzilla and lunch boxes to James Bond and the abundance of Sims titles to hit the market.

It was as always, a treat to watch. It was also, as always, something that leaves you perhaps with less of an idea of what he's on about than before he started talking.

Check out the clip which shows the talk in all of it's more than 30-minutes glory and stay, at least, until you get to his now infamous Russian Space Minute.


spore

Penis Cars, Vagina Houses Welcomed!

Considering how Spore's been hyped for eons now, it's hard to keep that level of excitement up. The game's user-generated content aspect though has piqued our interest once again. Says the game's lead designer Alex Hutchinson says, "I expect a portion of our audience to never play the game. They will make stuff, share stuff, and send it around." In the game's creator editor, there's a camera icon that even props a pop-up window with a YouTube logo. Players can send clips of their creators directly to the site. Hutchinson does add that it's not possible to create realistic humans as they "made a conscious decision to make the rigging blocks not one-to-one with real humans or animals." Though, Hutchinson adds,


You can have a penis car flying into a vagina house. If you want to live in penistown, that's fine. We'll give you the filter to ban it out.

Thus, users will be able to filter Second Life-esque content they don't like from their own experience. We're sure the creator editor will be loads of fun at the beginning — like Miis were. Fingers crossed the game has enough grist to keep our interest over the long haul. Penistown sounds like a start!
Spore Surprising [Multiplayer] [Pic]

retro

Spore Impressions Six Months Ago

Spore has been suspiciously complete looking for nearly six months now, in fact when we sat through a presentation at the Games Convention in Leipzig in August we were shown a Spore that seemed to have everything but the polish and a release date.

We sent a video crew over to EA's New York City event yesterday to capture how it looks today, but for those of you who missed it, click through for a take on Spore back when it was done six months ago:

The Four Stages of Grief Spore
Spore or SimSim