Sometime later this year, or early next, I will disappear for days, possibly weeks. When that happens, you'll know that Spore has arrived.
Spore is the new title announced at the 2005 Game Developer's Conference by Wil Wright, the genius behind Sim City, the Sims and a variety of lesser-known computer toys (he hates to call them games). Spore is nothing less than the ultimate world-building simulation. Start with single-cell goo, then evolve through multicellular life forms, move onto land, develop social creatures, start cities, and eventually start colonizing more planets. And none of it is pre-programmed -- everything, from the creature movement to social interaction -- is emergent, based on simple rules and the results of player creative decisions.
Wright popped back into the editor to show us all just how flexible it could be. His goal was to make the editor a toy, something gamers would love to spend time with. "Lure the players into being creative," as he explained it. Sure enough, just about anything was possible with the editor: Wright demonstrated an upright dog whose front legs were twice as long as his back legs, a creature with an enormous floppy eggplant-shaped head that had no less than a dozen hungry beaks, a six-legged critter with two snapping heads that skittered along very fast, and finally a fully-functional Care Bear. (!)Regardless of what you could dream up, the game would find a way to make it work. Top-heavy characters would bobble along awkwardly, creatures with branching networks of a dozen legs would learn to walk, and animations for fighting and eating would be generated on the fly.
Spore includes city creation, with player-created architectural designs. It includes economic, social and military interplay between different societies on the world players make. It includes tools for terraforming other planets, when players get to that point. And the vast majority of it is based on emergent properties of simple rules, not pre-scripted events and behaviors. Players will have the ability to shape all aspects of the worlds they make. Players will be creators, not just manipulators. And if desired, players can download creatures, societies and designs made by other Spore players.
Gamers are all abuzz about Spore, in part because, despite its evident complexity, the game as demonstrated at GDC appeared extremely accessible and easy to learn. (My favorite gamer comment about Spore? A tossup between "I want to have Wil Wright's baby" and "I, for one, welcome the return of Wil Wright overlord.") The real question, from a worldchanging perspective, is whether Spore will be another Sims -- an interesting time-sink -- or another SimCity -- a learning tool. I know which one I'm hoping for; I'll let you know when it comes out. Or, more likely, a few weeks after it comes out; I'll be busy building a world.








