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		<title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote - Kotaku Comments]]></title>
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			<title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote - Kotaku Comments]]></title>
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	    	<lastBuildDate><![CDATA[Thu, 15 Mar 2007 10:24:56 MDT]]></lastBuildDate>
	    	<pubDate><![CDATA[Thu, 15 Mar 2007 10:24:56 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1101342]]></link>
		    <description><![CDATA[<p>
There are goals in Spore though. <br />
-In the creature phase you have to kill and eat thing sto get DNA points in order to upgrade your creature. <br />
-In the tribal phase you have to attract a certain amount of creatures to your tibe in order to upgrade.<br />
-In the city phase you have to run the city like in SimCity.<br />
-In the Civilisation phase it's like Civilisation.<br />
-In the Space phase you interact with other races and you are set missions, completeing these allows you to upgrade your spaceship (along with finding relics).</p>
<p>
And besides, it's just one game. This is not what every game is going to be in the future or something. You say you would hate for every game  to be story-less, well duh, I think most people would hate that. this is just one awesome sim game, you have nothing to fear here.</p>
<p>
I really believe that narrative can blend with this sort of tech though. Okay, imagine this: you're some guy who lives in a town. You're free to do whatever you want here, and depending on the way you interact with the world--repeatedly visiting certain places or people for example-- shows the game that a story centred around these places would interest you, and thus the game triggers certain story events without you noticing it. So you have a story entirely built around you. </p>
<p>
Say, you visit the laboratory repeatedly. One time whilst you're there you notice some blueprints or a notebook detailing how to build a time machine or how to create a zombie or something. Should you try to find out more about one of these things, you eventually trigger a zombie game, or a game where dinosaurs come into the town through the time machine or some shit. Or maybe you spend a lot of time at the military base, and you cuase a war. Or you contact aliens and they invade. Or you buy a gun and kill someone, and the game creates a story around that. Maybe you find some dusty old book in the library and it tells you how to make a magic potion and then you turn into a vampire or something. Hell, maybe you can even combine certain stories so you're a vampire fighting dinosaurs or some shit. Who knows, if the triggers are numerous and hidden well enough then it could mean that you have a completely different narrative every time you play the game.</p>
<p>
Honestly, if anything, this sort of thing would improve storytelling in video games.</p> <p>FreeSquares</p>]]></description>
			<dc:creator><![CDATA[FreeSquares]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 15 Mar 2007 10:24:56 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1099720]]></link>
		    <description><![CDATA[<p>
@<a href="#c1098739">LeGuru</a>: Agree to disagree  :) You're probably right dead center target demographic for this game, and i'm far off.</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 15 Mar 2007 04:41:37 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1098739]]></link>
		    <description><![CDATA[<p>
@<a href="#c1098345">Sunjammer</a>: But the procedural generation done in Spore is indeed (at least for much of it) an aid to the creative process.  The user still creates the creature; it's just that most users aren't trained in Maya and can't spend six or more months making their creatures animate beautifully and look even better still.  Spore's procedural generation helps with that immensely, though obviously nobody's suggesting it replace the jobs of professional animators.  If you are one, though, I understand at least somewhat better your dislike of Spore, but I think you're venting at the wrong game.  Procedural animation in large-budget games like Indiana Jones for the 360 to help cut costs even if it means the main character moves like a robot, yes.  But not Spore.</p>
<p>
Because I don't think Spore is a big tech-fetish fest, even if the demo scene guys are involved.  It's not positioning itself as a mediocre technological showcase like Far Cry was, and it's not even demanding anything close to high-end PC specs.  What it's offering is the closest thing to unlimited creative freedom end-users have <b>ever</b> had in a game, though (casual ones, anyway; the mod community is definitely a huge factor but it's got a reasonable-sized barrier to entry).  And it couldn't possibly do that without incredibly advanced procedural generation.</p>
<p>
As to your final complaint, about it being "toylike," well, yes.  That's even what Wright says about the game.  But I don't think anyone who wasn't a gamer would look at the game as anything BUT a game.  Okay, maybe a very simplified simulation of the universe, but still a game.</p>
<p>
It contains elements Tetris, Civilization, Diablo, Simcity, Tribes, and probably dozens of other games.  The inhabitants of the worlds react to you, and even if it's not an incredible story like that of Planescape Torment (which also made it YOUR story), it's simple enough to be adapted to fit thousands of different situations (I've never been a big believer in story driving games in any case.  Super Mario Bros had barely any story to speak of; most arcade games didn't have one at all.  Could you invent one?  Sure, but the same goes for Spore; and no, I would not enjoy the shoehorning of a complex story onto Spore.  With 100 million planets a real story wouldn't be feasible, so it would effectively limit the gameplay.  Which would suck.  I don't need to be fighting an enormous galactic empire to have fun).  It's not only a game, but, I would argue, much of what a game should strive for.</p>
<p>
In any case I wouldn't worry about Spore's technology or ideals affecting other games for awhile now, since I doubt there's any other team out there that has the desire, technical ability, and financial backing to do what the Spore team did for another few years at least.</p> <p>LeGuru</p>]]></description>
			<dc:creator><![CDATA[LeGuru]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 19:06:17 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1098345]]></link>
		    <description><![CDATA[<p>
@<a href="#c1097421">LeGuru</a>: I know procedural content generation in terms of having built procedural animation rigs for Maya as well as working with procedural textures and terrain every day the past 6 months.</p>
<p>
However, when we do it, procedurals are a first step in the creative process: A crude base to tweak into something we can love. </p>
<p>
The "laziness" i'm accusing proponents of procedural-as-the-final-solution of is artistic laziness, blinded by awe at what is admittedly extremely impressive technology. In my opinion a human touch is needed to touch a human; I don't see myself falling in love with an accident any time soon.</p>
<p>
I have no idea why you seem so offended by my posts. Compared to the blinding rage i've had at other topics i've been perfectly vanilla civil. I simply think this is an incredibly interesting subject for discussion and it's something i burn for. I'm not slagging anyone, but i'm venting my anxieties over the topic. I also think it's sad that literature in games has become so underwhelming compared to how freaking rad the technology has become. You'd think games in 2006 would be able to blow things made in '97 out of the water, but so far very few actually do. </p>
<p>
@<a href="#c1093987">Spindaden</a>: That comment got me thinking. It's a good point, but i was never really comparing movies to games or vice versa. IMHO games and movies both stem from The Story, be it told by hieroglyphs, sign language, hardcore, theatre, whatever, they only differ in  how the narrative is delivered. The puzzler is exempt from this, though not by far. I don't think you'd have a hard time wrapping a basic backstory around Tetris should you want to. A game, to me, is a challenge. In the case of Spore or other god games, the challenge is understanding and mastering a complex system. Yet there is no real way to win. There's just a total conflict there that i can't seem to chill out around. Spore, to me, like The Sims, looks like a cool toy. But i just don't know if it's actually a game.</p>
<p>
I would hate.. Hate.. Hate.. To live in a world where another game with a narrative on the level of Planescape Torment is unthinkable. That just breaks my heart to bits, and the way games seem to work out now it's all a big tech fetish party.</p>
<p>
You got to believe me guys i am in complete <i>awe</i> at the technology at display here. It is very cool stuff. But you'd be crazy to disagree with me that this kind of tech hand in hand with a high quality narrative would not be at least a LITTLE lethal.</p>
<p>
But i'll give it a shot. I'd say my angst is probably totally unjustified. But what if it's not :( i want my mama</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 17:09:19 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1097514]]></link>
		    <description><![CDATA[<p>
Someone introduce this man to Majora's Mask. It's like Groundhog Day with a faerie.</p> <p><a href="http://www.redassedbaboon.com">Protector one</a></p>]]></description>
			<dc:creator><![CDATA[Protector one]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 14:42:38 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1097421]]></link>
		    <description><![CDATA[<p>
@<a href="#c1093961">Sunjammer</a>: I get it, you don't like simulation games.  And my accusations are somewhat tongue-in-cheek, more representative of my excitement about the game than anything else.  I don't <i>really</i> mind that some people don't like it.  I knew from the moment I heard about it that it wouldn't be anyone's game.</p>
<p>
But the accusations you throw at it, "laziness" (if you had bothered to research a bit of the game's development process you'd realize nothing could be further from the truth) and aimlessness, just don't make sense.  For me, the very greatest thing about this game is its lack of a clear "mission."  Almost every day I play some sort of mission-based game, whether or not it has a story, and that hasn't gotten any less fun, but sometimes what I truly want to do is explore.  My favorite part of Twilight Princess is just riding across Hyrule Field, admiring it, searching for landmarks.  Maybe picking up a heart piece here and there.</p>
<p>
And when I saw what Spore was, and what it was capable of,  I fell in love.  Finally, Will Wright is offering the opportunity for me to play a game that I've dreamed of since I was eight years old, the game I got into programming because I wanted to make--the game where nearly anything is possible, where there are millions of planets to explore and everything is customizable at every level, where I can manage a tribe or save a nation, create beautiful forests where no two trees look alike, find and terraform the most bizarre planets imaginable, and all in the same game.</p>
<p>
Eighty-seven years.  That's how long it would take just to SEE every planet in Spore.  The replay value is effectively limitless.</p>
<p>
And for me, Spore is at least the first step along the way to making my idea of a <i>perfect</i> game.</p>
<p>
I don't know who wants this game feels exactly as I do.  Probably many feel it less fervently or couldn't care less about the exploration, and just want to create something as bizarre as possible and share it with their friends.  But I hope you now understand why some of us feel like the least of our concerns is a goal-oriented "plot."  Doesn't mean you have to feel that way, but...</p>
<p>
Okay, never mind.  I just read your post again and realized this is all completely wasted on you because you don't understand procedural generation, the appeal content creation, exploration and simulation games in general, or really any of the things that make Spore a great game.</p>
<p>
But disagreeing is not necessarily trolling, correct.  You haven't directly insulted anyone yet.</p> <p>LeGuru</p>]]></description>
			<dc:creator><![CDATA[LeGuru]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 14:29:46 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1097241]]></link>
		    <description><![CDATA[<p>
@<a href="#c1096975">Matters</a>: </p>
<p>
Oh lord. Please go read my follow up.</p> <p>CalcioFool</p>]]></description>
			<dc:creator><![CDATA[CalcioFool]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 14:06:01 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1096999]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092772">StupidDufus</a>: The point isn't to go see the few bands you've actually heard of the point is to go see all the stuff you HAVEN'T heard of there is a lot of cool shit going on you should do your self a favor and check it out. If you can afford it I suggest the platinum passes they're well worth the money.</p> <p>Matters</p>]]></description>
			<dc:creator><![CDATA[Matters]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 13:30:58 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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@<a href="#c1092455">calciofool</a>: Don't be an idiot. Have you ever even seen a woman before? Because you sure as hell don't act like it.</p> <p>Matters</p>]]></description>
			<dc:creator><![CDATA[Matters]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 13:27:59 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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		    <description><![CDATA[<p>
@<a href="#c1093388">Alice</a>: huh? well I knew you didn't write it down verbatim but was still pretty impressed.. but whatever I understand now.. you didn't have to repeat your self for my sake :P</p>
<p>
Enjoy your time here in Austin .. South by's pretty sweet I use to host their website up until about 2 years ago. I love having all this action around downtown all the time it makes working down here more fun that it already was.. </p> <p>Matters</p>]]></description>
			<dc:creator><![CDATA[Matters]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 13:26:52 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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@<a href="#c1093961">Sunjammer</a>: </p>
<p>
Procedural content and generation isn't as simple as your random seed generation.<br />
It follows a much more complex set of rules for various areas of the game.<br />
I won't say I understand it all that well.</p>
<p>
This content generation method isn't about being half-assed or lazy either; his early speeches explain that content development costs, time, and manpower with the high-end gaming technology have skyrocketed, and the feedback the player gets is disproportionate.</p>
<p>
Wright has a lot of very different, very experimental things here not typically seen in a mainstream game. You've got your insane compression ratio of creature files, cross-pollination, generation based on extremely complex rules from tons of outside factors and across many areas of the game, simple 3d modelling character creation to (once again) give the player a sense of ownership --</p>
<p>
He and his team believe they're accomplishing a lot here to help the game industry in some way.</p>
<p>
The way I see it, Wright's games all appear to have been leading up to something like Spore this whole time.</p>
<p>
<br />
And whether you like the idea or not, it's going to get us a toy to play with for a while.<br />
No telling if it's truly going to be as shallow as you/great as we think it is until we actually play the thing though.<br />
I guess it's unlikely you'll convince us otherwise, which seems just as unlikely as us convincing you to enjoy it. :/</p>
<p>
I just wish we could all be a little less tight and critical about our entertainment; but I suppose you have to be if you don't want to end up wasting your money and time.<br />
I know all about that.</p>
<p>
In any case, here's hoping you get what you want someday.<br />
Maybe I'll be there getting it too.<br />
</p> <p>Gauphastus</p>]]></description>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 11:54:41 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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		    <description><![CDATA[<p>
I really need to get my ass in gear and start taking vacation to go to SXSW here in Austin....and find some way to pay for it :-)</p> <p>fleshribbon</p>]]></description>
			<dc:creator><![CDATA[fleshribbon]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 11:50:51 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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		    <description><![CDATA[<p>
@<a href="#c1093961">Sunjammer</a>: <br />
I'm guessing the <I>real</I> incentive that the game offers you is to grow and conquer.  Did you ever play "EVO: Search for Eden" on the SNES?  Think of Spore as that game on crack.  Did the story of EVO really matter that much?  Not really... the main motivation was to eat things smaller than you so you could get bigger and then eat even bigger things, <I>ad infinitum</I>.  One could argue that RPG's follow the same procedure, just through a more convoluted system.</p>
<p>
Sopre is like that.  I'm sure there'll be some kind of motivation, but the idea of "evolve and conquer" will be the main pushing point.  But also, like EVO, I can see myself trying to explore all the evolution possibilities, just to see what they are.  When you beat Super Mario World for the first time, did you go back and finish the levels you'd skipped?  What was your motivation there, other than exploration and achievement?  And to think of it, this game uses the same basic psychological bait every time (survive, grow, achieve...) to have you play a number of different games (all the way from "Pac-Man" style to civilization/RTS style to "I conquered the galaxy and now it's my big sandbox" style)  And that's why it's cool.</p> <p>ninjafetus</p>]]></description>
			<dc:creator><![CDATA[ninjafetus]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 11:38:23 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1095507]]></link>
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@<a href="#c1093961">Sunjammer</a>: </p>
<p>
When I read his thoughts on storytelling I get the feeling that Spore is only one small step towards his vision. Spore lets you create your own world and live it out any way you want, but its a silent story, its all in your head. You don't have anyone narrating it all and no cutscenes or anything to show your story. I think that Will's vision is to create a game where the story is created by you actions in the same way as you create your species in Spore, you make a choice (Mouths on the arms) and the game reflects on that choice and make it work with all your other choices thus creating a unique story from small fragments. Sure technollogy like that is far into the future but Spore is one step towards that. And I believe that people are different, some dudes will play this game for months, years and some for a couple of weeks and then stop because they need the games they play to motivate them to carry on  playing. I think I could play this game for a longer extent of time driven only by my curiosity, what can be found on that planet over there? What happenes if I destroy that world? What will that crossbreed look like?</p>
<p>
Will Wright is progressing the game medium with this game, taking it one step further, and I think his ideas and visions is going to change this media we have grown to love for the better down the road.</p> <p>TakeoNinja</p>]]></description>
			<dc:creator><![CDATA[TakeoNinja]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 10:00:02 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093987]]></link>
		    <description><![CDATA[<p>
@ Sunjammer</p>
<p>
"At least with legos you are creating an object. With the Sims or any other Maxis/EA toybox title, you're honestly not making shit."</p>
<p>
That's a matter of divided opinion. You're not making anything physical, true, but player generated content is fast becoming much more than a buzzword (see sony's stuff at gdc). <br />
The distribution method in spore for your creations is the slickest i've seen, i guess the idea is that you go round to your mates house and through random chance you see him fighting against a race of creatures that you built, that'd be well cool. I imagine there'll also be specific downloads and uploads to be had so you can make sure that that happens.</p>
<p>
In the sims and the sims2 you have the building blocks for stories: main characters, drives and ambitions, romance, challenges of various sorts, unexpected problems for your characters to overcome and so on. Alot of the hard work was done for you in those games.</p>
<p>
In spore it's the same deal, the player generated content is your wee alien dudes, and the computer decides for you what you actually meant when you put the particular lumps together in that order, anything that doesn't work (i.e. is crap) i imagine will get eaten pretty damn quickly and never make it out into the big wide internet.</p>
<p>
Personally, i've been interested in procedural content generation technology for years and i've been waiting for someone to do this sort of game with it; is it what i would have done had i been a very experienced and highly respected game designer with a full studio behind me? Not really, but it's pretty damn close, and I for one can't wait to play around with it and giggle like a schoolgirl when my cute furry bunny creature kicks seven bells out of the penis-men.</p>
<p>
oh yeah, and as Dorgort said, there are story elements (of the conquer the galaxy type) in the latter stages, but i believe these sorts of elements exist at every stage of the game.</p>
<p>
It seems to me that people who think that a game is all about the story are missing the crucial distinction between films and games.</p> <p>Spindaden</p>]]></description>
			<dc:creator><![CDATA[Spindaden]]></dc:creator>
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		    <pubDate><![CDATA[Wed, 14 Mar 2007 02:14:29 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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		    <description><![CDATA[<p>
@<a href="#c1093589">LeGuru</a>: Disagreeing == trolling?</p>
<p>
@<a href="#c1093084">ninjafetus</a>: You're probably right :) I'm totally ready to say i'm simply not <i>getting it</i>. I guess i go to games for something specific rather than just to waste time.</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093977]]></guid>
		    <pubDate><![CDATA[Wed, 14 Mar 2007 02:07:40 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093961]]></link>
		    <description><![CDATA[<p>
I have such a hard time with this. I don't think there's anything inherently <i>wrong</i> about this game, but i'm not entirely sure it's a <i>game</i> when the entire goal of the thing, in the end, is self propagation.</p>
<p>
I argue that without a meaningful, focused single player "campaign" of sorts they are missing out on a large segment of their target demographic. Handholding is one thing, but once you've finished with the tutorial and the game goes "now go forth and make thine animals fucke, salutations, good lucke", what <i>real</i> incentive is there to push on? To see some more procedural content? At least the sims has something inherently in common with the user to make their characters emote in more meaningful ways.</p>
<p>
I'll go out on a limb and say procedural <i>content</i> is the biggest steaming pile of flat out laziness ever seen on the part of developers. It's the random dungeon of the asset world, and we all know how random random dungeons feel.</p>
<p>
Let's put it this way; Nothing in this game will ever give you any form of meaningful feedback between survival and dying or killing and not killing. As a narrative, "not dying" or "exploding the shit out of everything" is below cartoon level. I <b>get</b> that this isn't a story game, believe me, but don't try to justify it as one either, because it flat out can't compete (and doesn't try). This is why it almost angers me to read him trying to rationalize/quantize art, and especially storytelling, into something you can algorithmically generate. It's like the people that think techno is repetitive junk, and as such can be procedurally generated with equal success to an accomplished musician, which is such obvious wrongness it boggles the mind. Not only is it arrogant, it is condescending to his audience. It smells like he simply doesn't understand the subject, but thinks he's got it nailed nonetheless.</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093961]]></guid>
		    <pubDate><![CDATA[Wed, 14 Mar 2007 01:58:46 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093936]]></link>
		    <description><![CDATA[<p>
I will tell you right now that I am looking forward to Spore more than any other game ever. I still remember reading the first article on GameSpy and being blown away just reading about it. Then I watched the GDC video ("and further out, and further out") and both jaws hit the floor. There's a lot of cool stuff in the aforementioned video, such as ranged attacks for creatures, limbless creatures, "beaming" down, binary systems, greenhouse gas gun, among other stuff. </p>
<p>
The beaming down has my interest piqued because it always seemed to me like once you reached civilization level you lost touch with your species and your avatar became the spaceship. The spaceship is cool and all, but the face-to-face interaction with species, the literal first contact could be really awesome, especially when encountering a civ-level race. Come off the spacecraft in a cloud of smoke and be greeted by a cheering crowd of numerous ass-eyed creatures. </p>
<p>
From what I understand, the space game is the game itself. The rest of it is a tutorial on how  to use the editors and tools. In the space phase there will be objectives of some sort I think, not sure if this has changed since I heard it. Objectives or not, I would probably spend hours going from planet to planet, cataloging all the creatures I encounter, capturing a select few and performing bizarre cross-breeding experiments that are sure to land me an appearance on the galactic version of Maury Povich.  </p> <p>mrdietsoda</p>]]></description>
			<dc:creator><![CDATA[mrdietsoda]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093936]]></guid>
		    <pubDate><![CDATA[Wed, 14 Mar 2007 01:30:28 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093835]]></link>
		    <description><![CDATA[<p>
I guess I am one of those gamers that likes my hand held.  FF7 is one of my favorite games of all time, and it also happens to be one of the most linear RPG's of all time as well.  Although it magically doesn't make you FEEL you're being led down a path, that's the beauty of it.</p>
<p>
Sometimes these sandbox games are a little overwhelming when I just want to have some fun and "beat" a level or two.</p> <p>topaz420</p>]]></description>
			<dc:creator><![CDATA[topaz420]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093835]]></guid>
		    <pubDate><![CDATA[Wed, 14 Mar 2007 00:01:47 MDT]]></pubDate>
		</item>
		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093647]]></link>
		    <description><![CDATA[<p>
Here is a low quality shaky cam video.</p>
<p>
<a href="http://www.viddler.com/explore/zachinglis/videos/1">http://www.viddler.com/explore/zachinglis/videos/1</a><br />
Credit to zachinglis (that's his viddler page). He went to SXSW and recorded that.<br />
Good thing Wright did his demo there too, 'cause I hear you weren't allowed to record anything at the GDC.<br />
Or something like that...</p>
<p>
Fun stuff.<br />
I'm thinking about ripping that video and putting it on youtube if the guy who recorded it doesn't reply to my email.<br />
There seem to be a lot of people over at GamingSteve.com that have trouble loading viddler player at all.</p>
<p>
Also, Wright broke his arm in a skiing accident.<br />
</p> <p>Gauphastus</p>]]></description>
			<dc:creator><![CDATA[Gauphastus]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093647]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 22:44:31 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093617]]></link>
		    <description><![CDATA[<p>
Spore is all well and good, but what I want to know is whether Will Wright is actually Iggy Pop's geeky kid brother.</p> <p><a href="http://www.friendlymachine.com">psychicfriend</a></p>]]></description>
			<dc:creator><![CDATA[psychicfriend]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093617]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 22:36:31 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093591]]></link>
		    <description><![CDATA[<p>
So the guy doesn't have a panel at the GDC but he does at the SXSW? Was that because he broke his arm? I am OUTRAGED, sir! </p> <p><a href="http://www.gamehelper.com">Atheist Jew</a></p>]]></description>
			<dc:creator><![CDATA[Atheist Jew]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093591]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 22:19:38 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093589]]></link>
		    <description><![CDATA[<p>
SPORE SPORE SPORE I LOVE YOU ALL OVER</p>
<p>
--Oh wait.  People trolling it again, but at least not for its graphics and technology this time (seriously you guys didn't have a leg to stand on), for its lack of a story.  To which I respond: don't play sim games.</p>
<p>
Nobody is hyping this up because it's Will Wright, we're hyping it up because it's an AMAZING concept for a game AND Will Wright has proven himself capable of delivering, unlike certain developers (a.k.a. Peter Molyneaux).</p> <p>LeGuru</p>]]></description>
			<dc:creator><![CDATA[LeGuru]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093589]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 22:18:31 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093400]]></link>
		    <description><![CDATA[<p>
No need to go reprogram everything and re-texture all the surfaces - take the existing physics and graphics engines, throw some commands at the algorithms to generate new content and voila - cost of production ramps down drastically."</p>
<p>
"Of course its not as easy as just that, but it gets the idea across. If the artists can lay out the general ideas and the computer figures out the details on the fly, production companies get much more content per hour and per dollar."</p>
<p>
<br />
1) Collect existing physics and graphics engines</p>
<p>
2) ??</p>
<p>
3) Brand new art is created and Profit!</p>
<p>
<br />
Good luck with that one. :) As an example: You'd think that since CG in movies are like years ahead in realism and production pipeline integration that they could build a library of artwork and effects and have a computer just populate the screen. Bam, done! Heh, not yet.</p>
<p>
I'm not saying that it won't happen eventually. The tools could finally get easier and easier to be able to have computer aided world building..but it won't be happening for a looooong time. It's hard enough just trying to get a good programmer to make small art tools for the pipeline let alone some seriously adv. tools such as what you're describing.</p>
<p>
I can only hope though, I would LOVE to cut out the grunt work.</p>
<p>
</p>
<p>
  </p>
<p>
</p> <p>JohnnyLA</p>]]></description>
			<dc:creator><![CDATA[JohnnyLA]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093400]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 21:12:21 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093388]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092708">Matters</a>: I should point out (again) this isn't a transcript, just flowery notes. Because recording it, and transcribing, would have meant maybe 6 hours work, plus the delay in posting.</p>
<p>
You guys get this as a taster, not verbatim. Jeez, I'd need ten arms and five computers for that, ole Wrighty doesn't hold back...</p> <p><a href="http://wonderlandblog.com">Alice</a></p>]]></description>
			<dc:creator><![CDATA[Alice]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093388]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 21:07:49 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093371]]></link>
		    <description><![CDATA[<p>
@<a href="#c1093248">darkened-flame</a>: </p>
<p>
This is an evolution of user created content, not a revolution. Big difference.</p> <p>Karttikeya</p>]]></description>
			<dc:creator><![CDATA[Karttikeya]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093371]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 21:01:50 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093364]]></link>
		    <description><![CDATA[<p>
<br />
Seems like gaming is becoming more distilled and focused, coming into it's own..</p>
<p>
I like the different flavors: sometimes I'm in a "God/sandbox" type mood, sometimes I'm in a "interactive fiction" mood.</p>
<p>
Pick your flavor. These are great times. :)</p>
<p>
</p> <p>JohnnyLA</p>]]></description>
			<dc:creator><![CDATA[JohnnyLA]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093364]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:57:04 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093327]]></link>
		    <description><![CDATA[<p>
@<a href="#c1093261">kylenalepa</a>: It's my first SXSW, and I have to say, it's pretty much all about the parties. The keynote was the SXSW Interactive keynote, so not just a subset of Screenburn, but obviously it was game oriented. </p>
<p>
I'd recommend SXSW sure, but liking parties helps!  If you're after hard info though, then it's GDC all the way...</p> <p><a href="http://wonderlandblog.com">Alice</a></p>]]></description>
			<dc:creator><![CDATA[Alice]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093327]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:45:52 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093322]]></link>
		    <description><![CDATA[<p>
@<a href="#c1093281">kylenalepa</a>: <br />
Want me banned? Get in line with all the other whiners. I expressed something called an OPINION. If you don't like my OPINION, move along. Don't cry more. I don't troll, I simply say what's on my mind. This is a blog and a comment section, after all.</p>
<p>
And I didn't even specify what 'higher power' meant. It could be a hamster for all you know. Again, it's my opinion, albeit I really don't care if I step on toes over it. Invest in some Kleenex, son. </p> <p>starwarsfr3ak</p>]]></description>
			<dc:creator><![CDATA[starwarsfr3ak]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093322]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:44:39 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093281]]></link>
		    <description><![CDATA[<p>
@<a href="#c1093231">starwarsfr3ak</a>: I'm pretty sure your comment was just for the sake of stirring people up, so I'll try to head things off: please refrain from bringing religion into a discussion about a game. All you're trying to do here, as I said, is stir things up and get people pissed at you, and that, I believe, is the very definition of "trolling," which, in my opinion, calls for a ban on your account.</p>
<p>
I'm not going to get into a philosophical debate with you over the existence of God, despite the fact that you already started with the name-calling by accusing me of being "ignorant" because I don't subscribe to your views.</p> <p>kylenalepa</p>]]></description>
			<dc:creator><![CDATA[kylenalepa]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093281]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:32:45 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093277]]></link>
		    <description><![CDATA[<p>
In response to some of the complaints about the quality of most of the work that may very well come out of this game, there's also the fact that people will be able to rate all the little creatures from other players they see in their own game. If no-one likes the "penis people" enough to rate them, or put they're creator on their list of favorites, then they'll never see them. So even if 99% of the creatures out there are worse than rubbish, there's an editorial system built in, to make sure that those guys don't get widespread and force everyone to suffer through them. Could the system be messed with? Probably to an extent, but if the user base is anywhere near that of the Sims, a half dozen people aren't going to be able to push there giant walking junk out into the public very well.</p>
<p>
Of course, for the people complaining about the lack of a story, it doesn't seem like there will be none at all. The Sims had little story elements in it, as did the Sim City. There are even screen-shots of out of the player interacting with aliens it what appears to be part of some little story arc centered around the conflict, it's just that there are any number of ways the player could handle it. So it's not just a "toolbox", there are certainly goals the player has to work towards, both in the near and long term. </p> <p>icelight</p>]]></description>
			<dc:creator><![CDATA[icelight]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093277]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:30:57 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093267]]></link>
		    <description><![CDATA[<p>
what the hell happened to his arm?<br />
</p> <p>bigman88zz</p>]]></description>
			<dc:creator><![CDATA[bigman88zz]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093267]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:28:01 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093261]]></link>
		    <description><![CDATA[<p>
Alice - Was Wright's keynote part of ScreenBurn, or was it for the whole SXSW Interactive show altogether? How were the panels at ScreenBurn? I live in Austin, but didn't bother to get a badge to go to the Interactive panels, so all I went to for ScreenBurn was the ground floor showroom open to the public on Saturday and Sunday. Honestly, kinda sucked, so I only stayed for an hour or so on Saturday and didn't bother coming at all on Sunday. Still, playing that guitar simulator from UbiSoft for the DS was pretty cool.</p>
<p>
I did pick up one of those SXSW Interactive '07 gray t-shirts, the ones with the orange logo on the front and the nominees for the various awards on the back. Pretty cool.</p> <p>kylenalepa</p>]]></description>
			<dc:creator><![CDATA[kylenalepa]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093261]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:26:18 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093248]]></link>
		    <description><![CDATA[<p>
@ Karttikeya</p>
<p>
It's not overrated at all. Companies constantly complain about the high costs of game production. As Will said in this keynote speech - they just reduced 3 days of artist gruntwork into a few milliseconds. This IS the future of game production - procedural techniques that create the world around the user. Once you write the code that creates the content - you can re-use it, add to it, and have a completely new game. Want to take a western themed game and turn it into a jungle themed one? No need to go reprogram everything and re-texture all the surfaces - take the existing physics and graphics engines, throw some commands at the algorithms to generate new content and voila - cost of production ramps down drastically.</p>
<p>
Of course its not as easy as just that, but it gets the idea across. If the artists can lay out the general ideas and the computer figures out the details on the fly, production companies get much more content per hour and per dollar.</p>
<p>
I don't think it is even possible to overrate a game that could very literally change the face of game production.</p> <p><a href="http://darkened-flame.deviantart.com">darkened-flame</a></p>]]></description>
			<dc:creator><![CDATA[darkened-flame]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093248]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:21:55 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093231]]></link>
		    <description><![CDATA[<p>
Evolution is the most asinine, ridiculous theory ever created from those who are too ignorant to believe in a higher power. </p>
<p>
My opinion aside, I'll probably get Spore for all the cool creatures you can make. Kinda reminds me of that game called Impossible Creatures.</p> <p>starwarsfr3ak</p>]]></description>
			<dc:creator><![CDATA[starwarsfr3ak]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093231]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:16:33 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093224]]></link>
		    <description><![CDATA[<p>
ya, ph34r my keyboarding skillz!</p>
<p>
Will Wright ftw. I'm hoping they'll put new vids out soon, but who knows - as I said, this was an imprompu demo rather than an EA-screened movie...</p>
<p>
x</p> <p><a href="http://wonderlandblog.com">Alice</a></p>]]></description>
			<dc:creator><![CDATA[Alice]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093224]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:14:42 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093208]]></link>
		    <description><![CDATA[<p>
I haven't played a PC game in over 12 years (other than Flash and casual games).</p>
<p>
Having said that, I will definitely be buying Spore.  Can't wait!</p> <p>cringer8</p>]]></description>
			<dc:creator><![CDATA[cringer8]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1093208]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 20:07:26 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1093084]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092437">Sunjammer</a>: Some people want to experience art, some people want to create it, and some people want to do both.</p>
<p>
Do I like games with story (RPG's)?  Sure.  Do I like games with little to no story, but objective based gameplay (old platformers)?  Sure.  Do I like the potential to create (any level editor for a game)?  Definitely.  I understand your post enough to realize that you're lamenting your own lack of interest in the game, rather than the lack of potential the game provides.  But, there's more than one way to skin a cat, and more than one way to become a "god damn game designer messiah."  </p>
<p>
Spore might not be story driven, but to me that's akin to being in the first category of "want to experience art rather than create it."  You'd rather see a great movie than make one.  Some of us are interested in making movies.  Just because 99% of home movies filmed on camcorders are something I'd never want to watch doesn't take anything away from the camcorder.  It's just a tool.  Someone with a camcorder might create something amazing, given the opportunity.  And even if they don't, they might have fun making their silly home movie that you'd never want to watch (I know I have).  So, when you ask what incentive there is to play Spore, the answer is the same for the incentive to film a home movie.  Your imagination.</p>
<p>
There's a huge market for "god" games, and this looks like the one that will top them all.  Sure, I'll probably stick to my old school twitch action games, but I think the idea behind Spore is brilliant.</p> <p>ninjafetus</p>]]></description>
			<dc:creator><![CDATA[ninjafetus]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 19:34:06 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092994]]></link>
		    <description><![CDATA[<p>
i dont think you nessesarily have to "create" your own story... i picture it being like Grand Theft Auto.. when you go out speeding in your car, and run over a pedestrian... and the cops chase you. and then you try to avoid them, so you go screaming around corners trying to escape, but inevitably run over some more peds, and even a cop or two.. </p>
<p>
so the cops come even harder.. until you flip your car, and have to escape the flaming wreckage.. and then a helicopter comes.. etc etc.</p>
<p>
<br />
the point is THAT was a story.. a completely open-ended interactive story you just created.. and thats what is so great about GTA.. not so much the little rags-to-riches story.. which is ALSO good.. just not what makes the game so good.</p>
<p>
<br />
so my point is.. this game is cutting out all that story bullshit, and just enhancing that open-ended gameplay.. and saying, go have your own story, and do whatever you want, and stop thinking about the fact that theres a story. just have fun.</p>
<p>
</p>
<p>
<br />
btw, i think this article was amazing.. i especially liked his game theory discussion at the top of the article.. as a game-designer-wannabe, i was very enlightened. thanks to whoever transcribed that massive article.</p> <p>joelface</p>]]></description>
			<dc:creator><![CDATA[joelface]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 19:17:37 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092981]]></link>
		    <description><![CDATA[<p>
will's a genius, justly considered so. </p>
<p>
and hey, does SPORE have amazinglooking graphics? or innovative, groundbreaking gameplay? yeah, i thought so.</p> <p>laesperanzapaz</p>]]></description>
			<dc:creator><![CDATA[laesperanzapaz]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 19:14:35 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092951]]></link>
		    <description><![CDATA[<p>
Will Wright, I never realized his genius until I read this article. I think I have found myself a new idol. I to feel that a great story is very important and Spore will never be a game that I find to my liking but that speech he gave about storytelling was utterly brilliant. I'm going to remeber it for the rest of my life as one of my greatest motivations to pursue the work as a game developer, if I can help fullfill Wright's storytelling vision I will. Creating an game engine that allows for storytelling in the way Wright envisions would be amazing, imagine playing a game that has a different story altogether to tell depending on your actions, and I don't mean lame "multiple endings". I have yet to play a game where I actually feel motivated to get another ending since the story up to that point is basically the same with few twists and minor changes. </p>
<p>
Mark my words this keynote will be mentioned as a turning point in the history of games and the results of it will be a much more distinct difference between games and other entertainment media. At least that is what I believe.</p> <p>TakeoNinja</p>]]></description>
			<dc:creator><![CDATA[TakeoNinja]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 19:07:52 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092861]]></link>
		    <description><![CDATA[<p>
SunJammer> Or maybe the Great Videogame we're all waiting for will come out of a nonlinear gaming experience, out of the players actions, interactions with the world and his choices - instead of another linear story attached to some gameplay mechanic. And maybe experiments like Spore is a step on the way there.</p>
<p>
The whole point of it all is the interactivity. </p>
<p>
We've done linear narrative for thousands of years. This is the first time in our history when we can make nonlinear narrative, thanks to our interactive medium. Should we not do what we can to explore that possibility?</p>
<p>
I enjoy linear stories in games as most people do; I just think we owe ourselves to try the nonlinear path -  where the player's actions tell the story. It's like this medium was created for that very purpose.</p> <p>attila</p>]]></description>
			<dc:creator><![CDATA[attila]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:40:26 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092852]]></link>
		    <description><![CDATA[<p>
Several years ago, I was at a lecture by Oliver Stone which was followed by a Q&A.  The first person to speak offered a long speech of facts about land mine deaths and various statistics.  After this speech, she asked him if he would make a movie about land mines, to which he replied, "Where is the story?"  He went on to say that you can start with a good idea or a great new world, but in the end what matters is the story.  </p>
<p>
No one disputes that Wright has certainly refined his game over time, but in all of the years since Sim City and the various refinements and improvements, I have never felt any more compelled to play any new ones than I was to play the first one.  It comes down to the key question:  Where is the game?  I know that there are elements of a good game here, and that there are people who will be happy with whatever Will releases, but I am still skeptical.  While Will does deliver on his promises, I never feel like any of his games amount to anything more than expanded components of what could be a good game.  Basically, he seems to make great tech demos that really do not translate into great games. <br />
</p> <p><a href="http://virtualfanboy.blogspot.com/">kingofallcosmos</a></p>]]></description>
			<dc:creator><![CDATA[kingofallcosmos]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:37:07 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092796]]></link>
		    <description><![CDATA[<p>
No, this game is not going to be for everyone, but the thing that makes it stand out is the scope of the concept.  There have been plenty of sandbox games and plenty more will come, but this is less a game and more a toy.  If the servers stay up and running I can easily see this as something you'll go back to after months of not playing just to see what you can find or just to try some random things out.  </p>
<p>
I love me a good story in a game, but there are very few games that scream at me to hear the story again.  The playable beauty of Spore may lie in the fact that there is no story; you can spend hours on it experimenting or you can just explore around for five minutes a day and see what's going on.  Either way, you'll get your money's worth out of the game.  </p> <p>cendojr</p>]]></description>
			<dc:creator><![CDATA[cendojr]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:20:10 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092772]]></link>
		    <description><![CDATA[<p>
@Five Element<br />
I know what you mean.  I lived in Austin for years but never went. I didn't feel the few bands I would wnat to see warrant $100+ wristbands.  I'm sad I'm missing this years' gaming shenanigans, though.</p> <p>StupidDufus</p>]]></description>
			<dc:creator><![CDATA[StupidDufus]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:13:50 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092758]]></link>
		    <description><![CDATA[<p>
Oh just to be precise: I am not slagging on Spore, which i'm sure will be groundbreaking tech. I am lamenting that it completely lacks what i would want from it, and that it has a brilliant creator that seems totally uninterested in what could potentially make him a god damn game designer messiah</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:10:39 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092752]]></link>
		    <description><![CDATA[<p>
Oh Alice. Don't worry, Alice is just one of the many Kotaku robots that circulate the planet and periodically fill-in when its their time to serve.</p>
<p>
You see, this is why Kotaku is so cool, because they are the only blog on the interwebs that is run my pirates and robots - you just can't beat that combination (well sorta, if only there was a ninja around).</p> <p>Giovaani</p>]]></description>
			<dc:creator><![CDATA[Giovaani]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:08:03 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092749]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092686">Ainai</a>: Thats exactly the point. Extremely few of us have it in us to be genuinely great storytellers with actual interesting stories to tell. Same goes for any kind of craftsmanship. It's easy to look at the mod community for any moddable game and realise just how self indulgent much of the user content out there is. You tell a story to be <i>able</i> to tell a story, not to <i>tell a story</i>. </p>
<p>
I though The Movies was somewhat exempt from this rule because its toolkit took a backseat to an actual empire building game with a (admittedly limited) narrative.</p>
<p>
This is obviously not a story game, which is why i equate it to Tetris in that regard. I just find it disheartening that Will Wright is so obviously uninterested in storytelling when it is a giant piece of the puzzle of The Great Videogame that he's completely omitting. Hell, dropping that responsability into the hands of the enduser is disregarding the simple truth that every memorable story driven mod for any game has only made it to fruition through diligence, revision, testing and, yes, <i>adversity</i>. You can't just give people the clay and say have fun if your final goal is actual quality content. If anything, Second Life is ginormous evidence of this.</p>
<p>
I don't know guys, i just really don't feel STOKED to see all the penis species kids can come up with with absolutely zero other incentive to get involved. I just don't think people are that inherently creative to make something truly interesting. My guess is 99/100 user created content for something like this is at worst complete garbage and at best completely uninteresting.</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:07:43 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092723]]></link>
		    <description><![CDATA[<p>
Man, I read that as Will Wright's Sexy Keynote.</p>
<p>
Kind of disappointed now...</p> <p>jack_straw</p>]]></description>
			<dc:creator><![CDATA[jack_straw]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 18:02:19 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092708]]></link>
		    <description><![CDATA[<p>
Jesus. I would have just recorded and made some other sucker type it.</p>
<p>
Interesting stuff though good job getting it all down.</p> <p>Matters</p>]]></description>
			<dc:creator><![CDATA[Matters]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:57:57 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092686]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092662">Ainai</a>:</p>
<p>
edit: I'm not a big *fan* of simulations...</p>
<p>
gawd, I wish there was a way to edit posts</p> <p>Ainai</p>]]></description>
			<dc:creator><![CDATA[Ainai]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:52:13 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092682]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092414">nerfgun</a>: I said the game was excellent, contentful in customization, and had well strung together game mechanics based on the phases of evolution. That is plenty positive, with the acknowledgement of its originality. Sorry that my opinion is actually fair and judgemental using the basis of video game history, instead basing my opinion on the hype of every new game that comes out because the media tells me to. So stop using your insults to prop up your "own sad ego".</p>
<p>
When the hell did I "shit" on this EXCELLENT game? Stop lying to yourself, to make it seem like you had a point to insult me.</p>
<p>
May God forbid that I can post my opinion without unnecessary insults.</p> <p>Karttikeya</p>]]></description>
			<dc:creator><![CDATA[Karttikeya]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:51:07 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092662]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092437">Sunjammer</a>:</p>
<p>
I'm not a big of simulations either, but I found his keynote quite inspiring.  It's interesting how he breaks down storytelling scientifically into little interactive elements that we can play around with to assemble a story.</p>
<p>
A lot of what was said reminded me of Lionhead's <a href="http://www.lionhead.com/themovies/index.html">The Movies</a>, which made it easier for people to create their own machinima. Interactive storytelling has a lot of potential, but the caveat is "how many of us are good storytellers?"</p> <p>Ainai</p>]]></description>
			<dc:creator><![CDATA[Ainai]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:46:09 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092640]]></link>
		    <description><![CDATA[<p>
of all the years SXSW has been around, I have yet to actually go, and I live in Austin. I wish the badges weren't so damn expensive. :( I love checking out the Japanese bands that come here though. that is, when they do free shows.</p> <p><a href="http://www.jpr0n.com">Five Element Ninja</a></p>]]></description>
			<dc:creator><![CDATA[Five Element Ninja]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:41:03 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092635]]></link>
		    <description><![CDATA[<p>
Look at those bulging biceps!  Hot stuff.</p> <p>yidali</p>]]></description>
			<dc:creator><![CDATA[yidali]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:39:03 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092630]]></link>
		    <description><![CDATA[<p>
wow, this has to be the longest post evar! awesome job Alice, you rock.</p> <p><a href="http://www.jpr0n.com">Five Element Ninja</a></p>]]></description>
			<dc:creator><![CDATA[Five Element Ninja]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:38:26 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092606]]></link>
		    <description><![CDATA[<p>
I still want to know if you can evolve your creature underwater...be shark people or something...</p> <p>Sturm Truppen</p>]]></description>
			<dc:creator><![CDATA[Sturm Truppen]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:33:13 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092601]]></link>
		    <description><![CDATA[<p>
This is really interesting. Mirrors a lot of what was talked about at Spores Magic Crayons last week at GDC.  </p>
<p>
In answer to comments about having to create all your own stuff. Chaim said that they aim to allow people to create content with as little or as much effort as one wants and always be able to create cool stuff.</p>
<p>
So you will be able to with just a few clicks build a character much like you would pick your weapons or class in a FPS.  Alternatively they want the tool set to be rich enough that someone could spend all their time in the editors creating cool stuff.</p>
<p>
Also its where the community comes in you will be able to aquire content from others and it is intented to tailor your choices towards your preferences.  Similar to how something like Netflix attempts to recommend movies. Which definately can be hit and miss.</p>
<p>
All that said you can tell Spore is not going to be a game for everyone. No game will ever be for everyone. Halo is not for my mom. And The Sims is not for me.</p>
<p>
And yeah that write up was amazing. Sounded pretty damn close to how he talk live.</p> <p><a href="http://www.glipz.com">glipz</a></p>]]></description>
			<dc:creator><![CDATA[glipz]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:32:06 MDT]]></pubDate>
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		    <description><![CDATA[<p>
I absolutely love the idea of a completely open ended game. A player generated experience is fascinating. I cannot wait for this game! I love sandbox style games as well as storytime games. But lately I have been craving something different, something unique and I think Spore might be it!</p> <p>Xudus</p>]]></description>
			<dc:creator><![CDATA[Xudus]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:31:54 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
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		    <description><![CDATA[<p>
@<a href="#c1092507">frieze</a>: </p>
<p>
I was hoping people would not miss the sarcasm of me poking fun at the other responses. Hopefully Alice at least got it! :)</p> <p>CalcioFool</p>]]></description>
			<dc:creator><![CDATA[CalcioFool]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:17:05 MDT]]></pubDate>
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		    <description><![CDATA[<p>
calciofool: Can you feel the ban gun being aimed at you or are you wandering around oblivious?</p> <p>frieze</p>]]></description>
			<dc:creator><![CDATA[frieze]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 17:12:13 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092455]]></link>
		    <description><![CDATA[<p>
Wow Alice you are female! Are you as hot as you type!!!???</p> <p>CalcioFool</p>]]></description>
			<dc:creator><![CDATA[CalcioFool]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092455]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:57:57 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092454]]></link>
		    <description><![CDATA[<p>
@nerfgun</p>
<p>
He broke his arm playing the Wii? What?</p>
<p>
</p> <p><a href="http://www.heuman.com">xpnet</a></p>]]></description>
			<dc:creator><![CDATA[xpnet]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092454]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:57:45 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092437]]></link>
		    <description><![CDATA[<p>
But Will... I don't WANT to make my own stories. I don't want to make my own characters, i don't want to make my own villains. I don't want to make my own drama, and i certainly don't want to be able to "skip to level 3" because i suck at the game.</p>
<p>
He is approaching game design like a toymaker through and through and i'm certain that's truly valid for a large segment of the population, but i really do go to games as an alternative to literature, and i expect the literature of a game to at least be the hook to drive me through the experience. </p>
<p>
This literature doesn't have to be spectacular, but dumping me in a universe to play with evolution? In terms of story, Spore is like the world's biggest tetris. </p>
<p>
I can understand this angle to a certain extent, but i am in no way at all sold on this game. Is it crazy of me to say i absolutely loathe almost every Sim* game ever made, excluding SimAnt(wtf)? I simply don't feel like a toy box is incentive enough to bother. At least with legos you are creating an object. With the Sims or any other Maxis/EA toybox title, you're honestly not making shit.</p>
<p>
To me, the incentive is an interesting story that will inspire me to play through and maybe even make me think a little on its implications. Games with narratives as primitive as Ninja Gaiden did this, hell, back in the dizzy even Double Dragon did. Megaman had me fascinated as hell when i was a kid. In more recent times, Planescape Torment, System shock/2 and the Thief trilogy stand as the strongest examples of western storytelling in games that i can think of.</p>
<p>
Spore strikes me as unbelievably cool technology, but there is literally zero urge on my part to even consider playing it. All i can think of is how badass it'd be if Will Wright actually got together with, say, Warren Spector or Ken Levine and made a story driven game built on his brilliant engineering. Until he manages to tick that interest in me, all i'll think about when i hear his name is an enormous missed opportunity.</p> <p><a href="http://skelectronics.blogspot.com">Sunjammer</a></p>]]></description>
			<dc:creator><![CDATA[Sunjammer]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092437]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:55:03 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092414]]></link>
		    <description><![CDATA[<p>
I really pity the poor idiots who want to shit on such an amazing game concept to prop up their own sad egos.</p> <p>nerfgun</p>]]></description>
			<dc:creator><![CDATA[nerfgun]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:48:41 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092402]]></link>
		    <description><![CDATA[<p>
Wow Alice, you're a freaking machine!!! How many words can you type a minute? You must have some freaky shorthand skills to be able to keep up with Will!</p>
<p>
Great job!!!</p> <p>dead_red_eyes</p>]]></description>
			<dc:creator><![CDATA[dead_red_eyes]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:46:21 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092385]]></link>
		    <description><![CDATA[<p>
wow alice you outdid yourself there.</p>
<p>
youre amazing! thanks for the wonderful article!</p> <p><a href="http://luluesque.co.uk/forum/index.php">shaunomacx</a></p>]]></description>
			<dc:creator><![CDATA[shaunomacx]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:43:46 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092362]]></link>
		    <description><![CDATA[<p>
Wow, I have only been semi-excited about this game [because it has always been so far away] until this very instant.</p>
<p>
Now what am I supposed to do?<br />
Hate the fact thaat I cant play it yet?<br />
-or-<br />
What?</p> <p>sw33tp34</p>]]></description>
			<dc:creator><![CDATA[sw33tp34]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:39:08 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092354]]></link>
		    <description><![CDATA[<p>
Video, pretty please.</p> <p><a href="http://pixelantes.blogspot.com/">Pixelantes Anonymous</a></p>]]></description>
			<dc:creator><![CDATA[Pixelantes Anonymous]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:37:31 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092337]]></link>
		    <description><![CDATA[<p>
squidhat, I wish I didn't have to say it, but I had to. Comments like "Ofmg" or "Wright is a genius" or "amazing" WHEN directed at this particular game, it just doesn't "fit" the game's profile. This isn't like turning water into fuel, or multitouch holographic screens, it's just an excellent game with a lot of customization and well strung together gameplay elements.</p> <p>Karttikeya</p>]]></description>
			<dc:creator><![CDATA[Karttikeya]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092337]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:32:42 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092327]]></link>
		    <description><![CDATA[<p>
Geez Alice. You are a typing MACHINE. </p> <p><a href="http://www.kotaku.com">Brian Ashcraft</a></p>]]></description>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092327]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:30:53 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092306]]></link>
		    <description><![CDATA[<p>
his arms pretty damn broken.</p> <p>thejakeman has died of dysentry</p>]]></description>
			<dc:creator><![CDATA[thejakeman has died of dysentry]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092306]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:26:08 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092281]]></link>
		    <description><![CDATA[<p>
I too am amazed at the length of this article, Alice. It's been a while since I had to take a break in the middle of reading a Kotaku article.</p> <p><a href="http://jabbertracks.blogspot.com">Jabbertrack</a></p>]]></description>
			<dc:creator><![CDATA[Jabbertrack]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092281]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:19:44 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092259]]></link>
		    <description><![CDATA[<p>
@<a href="#c1092202">Karttikeya</a>: </p>
<p>
No, it's not.</p> <p><a href="http://www.drzaius.net">squidhat</a></p>]]></description>
			<dc:creator><![CDATA[squidhat]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092259]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:14:46 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092250]]></link>
		    <description><![CDATA[<p>
Sheesh.  You kept up with Will by typing?  You must be a really fast typist, 'cause he talks really fast!</p> <p>PogiJones</p>]]></description>
			<dc:creator><![CDATA[PogiJones]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092250]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:12:04 MDT]]></pubDate>
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		<item>
		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092245]]></link>
		    <description><![CDATA[<p>
It's sad but I think some people may end up not liking Spore because it's not telling them what to do every second.</p> <p><a href="http://jabbertracks.blogspot.com">Jabbertrack</a></p>]]></description>
			<dc:creator><![CDATA[Jabbertrack]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:10:41 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092231]]></link>
		    <description><![CDATA[<p>
Sleeveless shirt? What, was he trying to balance out the cosmos with that cast?</p> <p>Worthless</p>]]></description>
			<dc:creator><![CDATA[Worthless]]></dc:creator>
		    <guid isPermaLink="false"><![CDATA[9:243974:c1092231]]></guid>
		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:07:19 MDT]]></pubDate>
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		    <title><![CDATA[Kotaku Feature: Will Wright's SXSW Keynote]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/feature/kotaku-feature-will-wrights-sxsw-keynote-243974.php#c1092202]]></link>
		    <description><![CDATA[<p>
Going to be an excellent game, but I still think it's overrated when you break it down.</p> <p>Karttikeya</p>]]></description>
			<dc:creator><![CDATA[Karttikeya]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 13 Mar 2007 16:01:28 MDT]]></pubDate>
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