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  • Play around with Spore's prototypes

    by 
    Ross Miller
    Ross Miller
    09.09.2008

    By now, many of you have lost yourselves or your loved ones to Spore. If you wish to seek out the origins of this vicious time sink, Maxis has posted almost a dozen prototype applications used to test particular aspects of the game while it was in development. The simulators of the simulator game, which are free to download (via Maxis or Big Download), don't exactly offer breathtaking gameplay, but they do provide a very interesting behind-the-scenes look at this years-long project.

  • Spore producer on reviews, depth, and LittleBigPlanet

    by 
    Randy Nelson
    Randy Nelson
    09.09.2008

    We went into social mode at last week's official Spore launch party to chat with Caryl Shaw, producer of the enormously anticipated "everything sim." Specifically, we wanted to hear her thoughts on how the game's being received around the globe – especially in light of some unexpectedly low and mixed reviews.Shaw's of the opinion that the varied scores come as a result of several factors, not the least of which is its mish-mash of genres. "It's not really like a traditional game," she said. "Spore is just this magical creativity experiment." (She also hopes that it helps pave the way for more genre-bending experiences "magical creativity experiments.")

  • iPhone users: Spore Origins now available

    by 
    Christopher Grant
    Christopher Grant
    09.09.2008

    iPhone users think they have it all – a phone; an iPod; an internet communications device – but up until 3pm yesterday afternoon there was one thing they were all missing: Spore. Okay, there's two things they're all missing: copy & paste and Spore. After what we can only imagine was a grueling certification process, Apple's army of app-sniffing robots finally approved the handheld version of the everything simulator, dubbed Spore Origins. The 80MB download will run you a cool Hamilton (that's $10 for the currency-ignorant amongst you). Add some copy & paste and you'll have it all, iPhone user! [Via TUAW]Source – Spore Origins App Store link

  • Amazon users slam Spore for DRM

    by 
    Ross Miller
    Ross Miller
    09.08.2008

    The Digital Rights Madness around Spore has started an internet war. After demonstrating their power earlier this year with the "Mass Effect Sex-box" author, a gang of ruthless Amazon reviewers have struck Spore (and to a lesser extent the Galactic Edition) down to a paltry 1.5 out of 5 stars. Here's what those Negative Nancies are saying: Dumbed down experience and draconian DRM DRM is a show stopper Spore: I Refuse to Buy Until DRM is Patched Out No Way, No How, No DRM drm makes me a sad panda $49.99 too much for game rental Notice a trend here? The Spore DRM, so far as we know, works exactly like Mass Effect's system: You have 3 activations for installation, and after that you will reportedly have to call EA for more (and uninstalls won't work to raise that number). Of course, those reviews haven't stopped Spore from being #1 in video game sales on Amazon (Galactic Edition at #12), and we doubt any negative reviews will. As Will Wright aptly told MTV Multiplayer, "We would rather have the Metacritic and sales of Sims 2 than the Metacritic and sales of Half-Life."

  • Metareview - Spore (PC)

    by 
    Justin McElroy
    Justin McElroy
    09.04.2008

    The review embargo lifted on Spore today, and the critics wasted no time weighing in on Will Wright's oft-delayed opus. The general consensus seems to be that an amazing level of quality is there, but depth may not be, which is really the last complaint we ever expected anyone to level at Spore. Go figure. PC Gamer UK (91/100): "Spore falls a little short of its promise at every stage, but bear in mind that its concept is as close as we've come to a game incarnation of the Lord our God." IGN (88/100): "In fact, Spore is essentially five distinct games woven together. And here, Maxis demonstrates a weakness, as a number of these games come off as lightweight or limited. However, Spore is a prime example of something that is much more than the sum of its many parts. Gamespot (80/100): "Taken on their own, its pieces are nothing special. As parts of a singular ambitious vision, they work far better. Throw in the best customization tools seen in years and an enthusiastic community brimming with creativity, and you have a legitimately great game that will deliver hours of quality entertainment. " %Gallery-15870%

  • Funky Spore ads spotted in the wild

    by 
    Randy Nelson
    Randy Nelson
    09.02.2008

    The viral spiral marketing campaign for Spore has gone into full swing with only five short days until Will Wright's latest creation ... er, creation hits shelves. Billboards, bush shelter ads, and complete be-stickering of public places (Harvard Square shown above) are being spotted, and our buddies at Big Download are keeping track of them all in one big, weird gallery.Many of the designs and slogans used in the ads have actually been lining the walls (and, actually, pretty much every surface) of EA Maxis' Emeryville, CA office during the game's epic development process. Now the entire world, nay, universe will get to see what we've been treated to during our various visits to Wright's home away from home.[Via Big Download] Gallery: Spore at Harvard Square

  • Joystiq eyes-on: How to Build a Better Being, with Will Wright

    by 
    Zack Stern
    Zack Stern
    08.29.2008

    We're starting to get a little sick from Spore fever, since we gamers have been hearing about it for what seems like eons. But once the title launches September 7 in North America (and September 5 in Europe and Asia), we'll have to ride the wave of hype again when the rest of the world hears about the title. Set your TiVos for one of the first (of potentially many) Spore tie-ins; the National Geographic Channel will air its HD special, How to Build a Better Being on Tuesday, September 9 at 10:00 PM. The production is also included in the $80 Spore Galactic Edition.The show offers a primer in DNA and genetics beyond what we remember from high school, connecting science with Spore. It's less a look at the game directly and more of a handshake (sometimes literally) between Will Wright and genetic scientists.How to Build a Better Being centers on the Creature Creator and the genetic basis for the game's evolution and multitude of parts. After watching a screener, we wish it also covered science behind other parts of the game. However, the hour-long show works as a companion to that fundamental Spore angle.

  • Will Wright doesn't blush at 'Sporn'

    by 
    Randy Nelson
    Randy Nelson
    08.27.2008

    Speaking with the Associated Press, Spore creator and bona fide master game designer, Will Wright, seemed surprisingly ... okay with the various "Spore-nographic" organs creatures people have made using the Spore Creature Creator. "Some of it's really good for what they were shooting for. It's amazingly explicit, especially when those creations are animated," Wright said.On the topic of giving creative power (and lots of it) to players, Wright explained, "When you give players creative control, you have to expect they're going to do the unexpected," but he was quick to add, "We just have to make sure those people aren't messing up the experience for others." To this end, Wright told the AP that there will be a system in place whereby players can "ban" content from ever appearing in their own Spore universe. Elsewhere, we fully expect there to be entire universes populated solely by undulating naughty bits.

  • EA looking 'way outside the game space' with Spore

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    08.13.2008

    It seems Spore has a shot at the big screen. No, not that 60" LCD monitor that cost you nearly all your limbs, but that one you view in the dark with a bunch of popcorn-munching strangers. According to Reuters, EA is looking to connect upcoming everything-sim Spore with television and film, hoping that the right deal will add momentum to the game's marketing machine and boost sales. "With Spore, we're looking way outside the game space, such as TV, movies, etc.," said the game's revered designer, Will Wright. "We're basically planting the seeds to spread Spore out to a much wider group of people than would ever play a computer game." The aggressive, multi-medium marketing is thought to be prompted by EA's last round of disappointing financial results, with the publisher chasing down audiences in a bid to regain its top publisher throne. With Will Wright's latest, sights are being set even beyond the huge popularity attained by The Sims."Longer term, I think the brand of Spore potentially has a wider net to cast than The Sims did," notes Wright. We also reckon Spore is the easier one to adapt into an entertaining film, what with all the kooky aliens and spaceships.

  • 'Militant atheists' up in arms over Spore's sim-religion

    by 
    Randy Nelson
    Randy Nelson
    08.12.2008

    You'd think that a life simulation that begins with single-cell organisms and follows their evolution into space-faring races might get some folks from the "intelligent design" camp riled. It turns out that what Spore creator Will Wright refers to as "militant atheists" seem to be the most bent out of shape by the inclusion of a religion mechanic in his latest opus. "I didn't expect to hit hot buttons on the atheist side as much; I expected it on the religious side," Wright said in an interview with Eurogamer. "What we had was a good, sizable group of players that we might call 'militant atheists,' and the rest of the players seemed very tolerant, including all of the religious players."If anything, we'd expect Spore to be an equal-opportunity offender. After all, it implies that the biological material giving rise to its in-game life came from another world, but also has players acting in a "God" role to influence its evolution. "We didn't want to go too far down that path," Wright explained, adding, "We leave the whole creation of the universe question open." Open ... to debate, it seems.

  • Joystiq E3 Q&A: Spore detailed

    by 
    Ross Miller
    Ross Miller
    07.22.2008

    During our time at E3 last week, we were able to spend about an hour with a very patient Maxis Producer Thomas Vu, who guided us through a near-final build of Spore (the whole thing) and answered a barrage of questions. Here's what we gleaned from our play session, broken down into each phase: Part 1: Cell / Tribe Phase (after the break) Part 2: Civilization / Space Phase Part 3: General Information %Gallery-27987%

  • Spore space phase is 15-20 hours, has one ending

    by 
    Ross Miller
    Ross Miller
    07.17.2008

    var digg_url = 'http://digg.com/gaming_news/Spore_space_phase_is_15_20_hours_has_one_ending'; Will Wright's Spore is aiming to set precedents in many ways, and it's also set to break a long-standing Maxis tradition: the game ends. Producer Thomas Vu told us that the space phase of the game is what he considers the RPG phase, with 15 to 20 hours of gameplay and -- prepare to be floored -- one ending. No matter how your species lives its existence, it always ends the same way as you make your way to the center of the universe.Unsurprisingly, Vu said the game has a twist ending. Also unsurprisingly, he was mum on what that twist is. We'll have more from our exhaustive session with Spore later this week.Update: Vu contacted us to clarify that the ending is optional and wanted to stress that, if anything, the space phase is sandbox like the rest of the game. The 15- to 20-hour statistic is an estimated minimum to reaching the end.

  • 'Strong possibility' Spore creations will be exportable to Maya

    by 
    Ross Miller
    Ross Miller
    07.16.2008

    While taking us through an exhaustive hands-on with Spore, Maxis producer Thomas Vu told us that there was a "strong possibility" that the company would allow you to export your creations – creatures, buildings and vehicles – from the game into 3D modeling/animation program Maya. Vu said it wouldn't be a stretch for other 3D-creation apps (e.g. Lightwave, 3D Studio Max) to be made compatible, too. Also likely exportable is the music you create in the game, although Vu was not sure what format. What would be holding the feature back, explained Vu, was if it "didn't fit Spore," i.e. how do we define the title? As a game, an app? He suggested that if community interest was strong enough they'd likely put it in. You hear that, community? Make our dreams as aspiring animators that much closer to fruition. We'll have more from our exhaustive session with Spore later this week.

  • Academic: games and virtual worlds teach better than teachers

    by 
    Samuel Axon
    Samuel Axon
    07.15.2008

    An academic named James Gee told lecture attendees at the Games, Learning, and Society Conference in Wisconsin that game and virtual world developers have a better handle on how to foster "passionate communities for learning" than most teachers do. He used World of Warcraft as an example of excellent game design that creates communities that share information and solve problems together.He also referenced Second Life, telling the story of a girl who started using Photoshop to make clothes for her Sims in The Sims. She went on to start a business selling her fashions in Linden Labs' virtual economy. "Education isn't about telling people stuff," said Gee. "It's about giving them tools that enable them to see the world in a new and useful way." Gee argued that game developers know how to do that, and that educators should learn from their example.Gamasutra has some more quotes and analysis, but the sum of it all is that Gee believes that since delivering raw information to students' brains isn't going to work in a rapidly changing, postmodern world, they should be trained to come up with their own unique ideas in response to all the data that makes up the complex system that is our society. So, think emergent gameplay, but real!

  • Spore E3 Q&A part 3: General

    by 
    Ross Miller
    Ross Miller
    07.15.2008

    General Details The developers are considering mandating five-minute minimum play sessions for each phase of the game before you can unlock the next phase. It was unclear if this would be a first-time tutorial or if it would be required for each planet; we suspect the former, especially since Vu said you could use the creatures you've imported from Sporepedia during the tribal phase. Vu said they are also likely not to let you go back in time, e.g. once you hit Civilization Phase, for that planet/instance you won't be able to go back to cell/tribal. Want to know how Electronic Arts can milk the Spore cow? The tabs in all the editor menus were planned for multiple pages. Maxis has reportedly also discussed the addition of robot creature parts, but there is "nothing to announce" at the moment.

  • Spore E3 Q&A part 2: Civilization/Space phase

    by 
    Ross Miller
    Ross Miller
    07.15.2008

    Civilization Phase In case it wasn't obvious, this was the phase that Civilization IV designer Soren Johnson worked on. There will be two city sizes -- major and minor -- each with a pre-set number of nodes to place buildings. The exact numbers of each was not revealed. Three types of buildings: factory, house and entertainment. You will notice blue lines that defin the national boundaries of each city. Songs can be attached to specific cities and heard when you are near them. Creatures are relegated to NPCs in the cities and you now control vehicles. There are three types of vehicles you can create: military, religious and economic. They are all meant for conquest -- the economic troops try to buy out other cities, the religious troops try to convert cities by projecting preachers to your cause, and military takes the old fashioned route. During this phase, there will still be less civilized creatures on your planet that may try to overtake your cities. You will also be forced to deal with Epic Creatures -- larger variants of your creatures with special powers -- that will really screw up your ambitions and must be taken out. In our playtest we attempted to take out Mega Ultra Chocobo that breathed fireballs. Vu said there was likely no reward for defeating such creatures other than not having to deal with them. They can also be temporarily converted with your religious troops for attacking other cities. You will have a superpower, based your creature's behavior (presumably in the tribal phase). Vu provided examples such as the economic-focused ad banners that can fly over other cities promoting your way of life, or the religious-focused "rain of frogs," where some creature (not necessarily frogs) is dropped into an opponents city à la the Egyptian plagues.

  • Wright wants you to love the companion cube, save SETI

    by 
    Justin McElroy
    Justin McElroy
    07.14.2008

    This isn't so much a news post as it is a 129-word, one pic reminder of why we love Will Wright so very, very much. Reason 1: He made (is still making?) Spore, a game that's so whimsically flexible that everyone's favorite three-dimensional friend, the Weighted Companion Cube, can be recreated fairly faithfully.For reason two, you're going to have to squint a bit at Wright's shirt ... yeah, that's right, "SAVE SETI AT ARECIBO." Will Wright isn't afraid to take on the tough issues, mister, like the effort to convince Congress to continue to fund Arecibo Observatory and our continuing search for life beyond earth. We don't know what kind of nerd cred card you were thinking about playing today reader, but don't bother. It's already done been trumped.

  • Joystiq hands-on: Spore (the whole thing)

    by 
    Christopher Grant
    Christopher Grant
    07.01.2008

    click to enter gallery var digg_url = 'http://digg.com/gaming_news/Joystiq_hands_on_Spore_the_whole_thing'; As equal parts excuse and contrition, I feel it's necessary to add the following disclaimer to this writeup: spending thirty minutes with something like Spore is like spending thirty minutes on the history of the Russian space program or spending thirty minutes on the theory of evolution (or any other seemingly disparate discipline you may find in one of Will Wright's famously schizophrenic presentations) – it may be deep enough to wet your toes but there's an ocean out there. At a recent EA event in Los Angeles, myself and the rest of the E3 Judges had an opportunity to get our feet wet (figuratively, of course). Before being lead into a private demo area with a half-dozen high-end gaming rigs outfitted with the latest build of Spore, Will Wright – along with what seemed to be every other team at EA – gave a short presentation covering ... well, he covered a lot (see above). I was able to extract two fascinating details from my furiously scribbled notes. First: Wright (and EA we presume) was hoping to have 100,000 creatures created by the time the game ships in September; of course, they beat that in the first couple hours. In fact, they had announced the night before that 250,000 creatures were created and, after getting a quick real-time check during his presentation, estimated they would hit half a million before the end of the day's event. (They did).Second: Wright told us that they expected to "exceed the world population of 3D models in Spore" within the first couple months. If we heard him right, that means there would be more 3D models in the Sporepedia than every other game, movie, you-name-it combined. And, wrapped in the embrace of Will Wright's own special reality distortion field that afternoon, nothing seemed more plausible. %Gallery-26579%

  • Sporemon: Spore Creature Creator meets Pokemon

    by 
    David Hinkle
    David Hinkle
    06.26.2008

    var digg_url = 'http://digg.com/nintendo/Sporemon_Spore_Creature_Creator_meets_Pokemon'; The Spore Creature Creator. PC enthusiasts have been enjoying the thing for a bit now, creating wild and imaginative creatures. Well, it's also been used to create other things, such as controllers and ... rabbids. We figured there must also be a vibrant Pokémon population thriving within the virtual walls of the editor, as well. And, sure enough, we found lots of fun and inspired Pokémon recreations. So click on the bottom-right button there to check out some of the Pokémon users have come up with!

  • The Best Of Big Download: June 15-21, 2008

    by 
    John Callaham
    John Callaham
    06.21.2008

    It's yet another huge week here at the Big Download news site. For a "game" that's not really a game, Maxis' Spore Creature Creator generated more buzz than most true PC game titles. But that's not all we had. Take a look at the highlights from the past week.Exclusives Spore Creature Creator: Not only did we chat briefly with Spore's executive producer Lucy Bradshaw, we launched a Spore Creature Creator contest that will give the winners some cool prizes. Interview: Brad Wardell of Stardock: We chat with the CEO of Stardock about The Political Machine 2008, Sins of a Solar Empire, their new Impulse game delivery system and lots more. Interview: Randy Stude of The PC Gaming Alliance: We quiz the president of the non-profit organization on their plans to promote and improve PC gaming. Freeware Friday: Our latest free game spotlight goes to the sci-fi action strategy game Battleships Forever.