Spore: What it Could Have Been

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steelyglint

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Apr 1, 2009
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It has been nearly two years since Spore was released, and I still find the bitter taste of disappointment lingering in my mouth. Never before or since in my lengthy gaming career have I been so utterly disappointed by a game. I say this as someone who has played practically every game developed by Will Wright since I got my hands on SimCity at the age of 8. What was it that I loved about those games, even as a young child? What was it that kept me glued to the computer for 10 hours managing city zoning ordinances, ant colonies, or even farm production? It was complexity, depth, and a focus on the topic at hand that allowed actual insight into the way these systems work in the real world.

A lack of focus on a single topic is one of Spore's major weaknesses. Will Wright had a grand vision of a game that would cover everything, inspired as he was by Powers of Ten. By trying to cover five dissimilar types of play, he ended up with a game that produced essentially zero new and compelling game play (beyond the creature designer, which is cool but kinda pointless without actual gameplay). Could warfare/diplomacy/trade in the tribal, civilization, and space stages really compete with other 4X games that focus exclusively on those subjects? Should the simplistic Spore even be mentioned in the same sentence as the deeply compelling game play present in classics like Civilization, Master of Orion, Galactic Civilizations, or any of the other fantastic games in this genre? Would anyone compare building a city in Spore favorably to building a city in any of the SimCity games?

What I wanted from Spore was a game that deeply explored how creatures and ecosystems evolve. The creature stage is only one I cared about, perhaps because no one has ever really made a game about it with the same focus that drives my interest in Sim games. The cell stage is a fun little game that could serve as a good lead-in to the creature stage, and the tribal stage could perhaps serve as a brief denouement once your species achieved intelligence. If I had my way, 80% of the meat of the game would take place during a greatly expanded creature stage. The final two stages would be eliminated entirely, or perhaps be pushed off into sequels for which an appropriate amount of development time could be devoted to making them good.

Making the game cute and completely baby friendly removed a lot of the depth I loved about previous Sim games. I want to design and perfect complex systems, not play around in a colorful toybox! A cartoony or cute style can work as long as it's backed by solid gameplay; just look at TF2. A cute style backed by shallow gameplay, on the other hand, is simply fluff. Fluff games can be fun for a few minutes, in the same way that one might occasionally want a marshmallow fluff sandwich on Wonderbread, but if I'm not playing a game at work or on my cell phone I'd rather eat steak. Based on the games Will Wright produced when he had near total control over development, I'd like to think that he is also the kind of person who likes to eat steak. While it's certainly possible to make loads of money peddling a shallow game for kids, I like to think it would be more satisfying to produce a game that could keep adults engaged for weeks at a time.

When I play a Maxis game, I want to learn something. At the very least I want to imagine my 13-year-old self learning something if he were to play it. I wanted a game that dove head first into the fields of evolution and ecology. I don't think it's impossible to make a game that would be both a load of fun and scientifically accurate enough to be used as a tool for teaching introductory biology classes. I'm not advocating a game that perfectly simulates life, makes you sit there and simply watch creatures evolve without your interference, or any other nonsense. What I am advocating is a game in which at least a modicum of scientific accuracy is maintained.

I want the "creature game" to feel more like a real ecosystem, rather than a series of tedious minigames. I want creature fitness to be affected by nearly every decision made in its design. I want creature morphology and size to affect fitness. I want there to be variation of individuals within a species. I want to model courtship displays/rituals, reproduction, and childrearing (though I don't want to design genitals or watch my species fucking on screen- compromises to taste do have to be made). I want to manage tradeoffs in the costs associated with creature abilities like muscle mass, food requirements, movement modes, movement speed, brainpower and associated behaviors, sense organs, and any special creature abilities (claws, venom, fur, plumage, camouflage, scales, and so on). I want my creature to slowly develop from generation to generation, and I want vestigial organs and evolutionary spandrels. I want to lay down organs like municipal buildings in SimCity, nerves and arteries like power lines and roads, and muscle tissue like industrial zones.

Even with all this complexity, the game could still retain the pure sandbox play of the original. Many Sim games already draw a distinction between sandbox play and a more constrained style of play. In SimAnt or SimEarth you could enter experimental mode, where you were granted limitless control over the simulation. In the same way, the creature creator could be directly accessed to create bizarre or impossible creatures without affecting the more difficult game portion. Varying levels of difficulty could either reduce the complexity by eliminating the need for certain organ systems or loosen requirements to allow preposterous creatures.

It's pretty much impossible for Spore to ever become the kind of game I once hoped it would be, no matter how many expansions are released. My probably-overly-optimistic hope is that Will Wright or someone like him will someday release a game that covers evolution in a way that is aimed at adults.

Anyone else have similar thoughts about Spore? Anyone vehemently disagree with me?
 

Peteron

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Oct 9, 2009
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I completly agree. I was quite disapointed with the game. Great idea, not brought out properly.
 

RaphaelsRedemption

Eats With Her Mouth Full
May 3, 2010
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I don't know if I would hav enjoyed a game that focused on "education", especially as evoution is a hypothesis. I liked it as an exploration and a simplified version of a universe with the constantly-expanding horizons as your character gains intelligence.

I do agree, the first stage (shamelessly ripped from "flOw") is good, the creature stage is the best (I often play only until the creature stage and then begin again), while the RTS-like tribal and city stages and the RPG space stage sit uncomfortably with the first two.

I would have enjoyed the focus placed firmly upon the creaure stage, for that to have been expanded and deepened so that the gaining of experience in some different ways became the focus.

That said, I still enjoy Spore.
 

steelyglint

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Apr 1, 2009
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RaphaelsRedemption said:
I don't know if I would hav enjoyed a game that focused on "education", especially as evoution is a hypothesis. I liked it as an exploration and a simplified version of a universe with the constantly-expanding horizons as your character gains intelligence.
I'd prefer to avoid this thread devolving into an evolution flamewar, so try to avoid arguing about that (even though it's the elephant in the room).

Anyway, I'm not saying the game needs to be explicitly focused on education. I'd just prefer that it had the same attention to the factual details that most other Sim games exhibit. It's still a game and it still has to be fun, but it might be educational as a side effect of being based on science.

As far as exploration goes, I do like the creature sharing features and the whole idea of a "massively single player game" really works for me too. I just think those things would be much more rewarding with the context and struggle of actual gameplay.
 

TheBluesader

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Mar 9, 2008
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If you ask me, all the Sim-related games have been stumbling drunkenly over themselves since about 2005. I guess Will Wright and Co. reached a point where all that background simulation math was getting way too complex for the money, so they decided to stop increasing the complexity and just run with some gimmicks. Clearly most of Spore's problems stem from a clear lack of interest on the part of the devs to build the game on a mathematical structure that would've simulated more immersive, psuedo-real world processes. No, they let you build screeching penis-monsters, so that's good enough, right?

Same attitude crippled Sims 3. Not only did it release with significantly fewer features than the Sims 2 suite; all the changes they made to the AI and the way the larger Sim Town operates did nothing but make me (and many, many others) go right back to playing Sims 2.

But Sims 3 lets you color anything any way you want, see! And you can customize physical features more realistically! That makes up for it!

Yeah. Or not. I'd take a 2D Spore or Sims with an immersive, complex underlying simulation over these experiments in HD coloring books. And I know I ain't the only one.
 

steelyglint

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Apr 1, 2009
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Mexicoho19 said:
It's a bit late for a spore thread...
I've sort of been ruminating about this since the game was released. I decided to post now after a lengthy discussion with my friends at a July 4th party, and I still think it's relevant.
 

Omega V

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Apr 21, 2010
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totally agree with every point you make. I have wasted countless hours dicking away in the editors creating fantastic creations, but the actual gameplay is an exercise in shame and disappointment.
 

MarsProbe

Circuitboard Seahorse
Dec 13, 2008
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I was also sorely disappointed by Spore. Although it was all a bit of a letdown really, most of my displeasure was reserved for the Space Stage. As the stage that was meant to be the culmination of everything else you had done up to that point, it turned out to be a more or less complete disaster.

I tried many times to get to grips with the Space Stage but always came up against the same barriers. The fact that even laying down one structure on a suitable planet was expensive enough (especially considering all the overpriced terraforming you had to carry out to make the planet habitable) but what really grated were the constant demands for obscene quantities of Sporebucks from neighbouring empires who seemed to have no problem in creating extremely well-defended and self sufficient colonies on multiple planets while I was still struggling to make sure there was enough atmosphere on my second planet for a few trees to survive.

When I couldn't pay, a large fleet of attacking ships suddenly materialised out of nowhere on my home planet, completely laying waste to my cities.

So, if they can somehow release a version of Spore where the space stage isn't a hideous, unbalanced mess, then maybe I'll be happy. With that part of the game anyway. But until then, Spore will remain a failure.
 
Mar 18, 2010
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qwertyzxy27 said:
Then don't bother posting. I mean really.

OT: I didn't really watch Spore before it was released, and as I wasn't hyped for it like I would be a Molyneux project (which I'm over now), I thought of it as an... average game, but this may be because I can really get infinite fun from customization.

Which I guess is also why I like all of The Sims games, even the shitty PS2 ones.
 

steelyglint

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Apr 1, 2009
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I'm surprised no one is disagreeing with me. Do you all think Spore would have been as successful (either critically or in terms of sales) if it had more of a focus on science? Though I think it's possible for cuteness and science to coexist, would your opinion change if including more science meant making the game less suited for a young audience?

Does anyone have an opinion on how likely it is that someone will ever produce a game similar to the one I sketched out?