Spore: What happened?
videogames.yahoo.com
videogames.yahoo.com
But Wright toiled and toiled for a decade, and then came out with Spore. And yay the gamers did look upon it and say, verily, it was an even more impressive tech demo than Black and White, with beautiful graphics and a host of content creation tools (though no AI to speak of), and that Wright had successfully created a null game while making it appear to the player as if there were six of them.
Thus Wright won the contest.
Also, the game was very simple -- If it had more complexity it might have been more fun.
In the beginning, they described their model creation, the procedural animation, the sheer massiveness of working with an entire universe... stuff never seen before in a game. It was huge. Everyone was excited.
In the end, the game was much too simple to be enjoyable.
Even if it remained simple, I might have enjoyed it more if I could more freely explore. It just seems like the game is worried about you getting bored and so injects alot of things that have to be taken care of relatively quickly. Even in the space stage it seems I could never get too far away with someone needing me to come all the way back because of an attack or eco-disaster. I just got tired of being interrupted all the time.
The Massively Single-player concept didn't seem to scale well as your empire got larger. The massiveness seemed to punish the player rather than reward him.
It was the first game to aggressively try to marry bits and atoms. Bing Gordon wanted the creature creation tool to serve double duty as a way to make customized "Pokemon" style games offline. It was the first game designed to have the characters 3D printed.
http://replicatorinc.com/blog/2009/01/review-spore-sculptor-...
The metadata in a .png file could be used to recreate the design in the editor.
It was a terrible game, but probably the best entry level cad program I ever used. You could do just about anything.
http://replicatorinc.com/blog/2009/02/75-creative-uses-of-th...
It is the kind of launch only a big company could do successfully and unfortunately it didn't work out. I hope they would at least consider open sourcing the design tools. I agree with the general sentiment that the game was just terribly boring. Put the tech in the hands of someone who gets gameplay and there is still potential.
People have a high level of tolerance for corporate BS when the product behind it is good. _Spore_ only offers five or six hours of gameplay, not the five or six years it seemed to be promising; if it had delivered on its promise of the moon, I think we would have heard an awful lot less about SecuROM.