Spore Prototypes (2008)
spore.com
spore.com
https://www.youtube.com/watch?v=N4ScRG_reIw
You can hear the sheer awe in the audience whenever Wright would zoom out to the next stage.
On that note, I happened upon some concept renderings yesterday, and it broke my heart:
https://www.eywong.com/projects/0WRr5
https://www.eywong.com/projects/dD5Ae (scroll down)
I don't know how someone wakes up and goes "Oh boy, we better close Maxis." It boggles the mind.
Were it not for their interference, Maxis would've probably been incredibly profitable for EA, even today.
I don't exactly understand, how the texturing works:
"Buildings were textured using a procedural system which utilized a shader that could overlay 2 UV regions from a single atlas. Each UV tile could be spread apart with an offset to get the proper spacing between windows and other detail elements"
This sounds like magic to me.
What he's talking about is a more advanced version that lets you do multitexturing from a single atlas - use two small textures and blend between them, with each having different tiling settings to make everything line up. The way I imagine it works is like so:
You're trying to draw a concrete cube with windows on each side, spaced 1m apart vertically. You load up a concrete texture and a window texture in the atlas. You set up the concrete texture to tile continuously. You set up the window texture to repeat with an offset that lines it up with the building's UV coordinates such that the windows appear horizontally and vertically where they should. The shader then chooses the window texture if the UV coordinates fall within the window tile, or the concrete texture otherwise. Depending on how complicated you make the tiling, you can get a lot of effects this way.
P.S. Look at the second link's first screenshot. The building that's second from the bottom, facing towards us. The windows are all spaced equally.
Probably more so than SimCity ever could have been, just due to the size of the target audience[1]. Of course, why not do both?
[1] And maybe it's easier to sell content packs for The Sims, though Paradox sure seems to be trying to do the same for C:S.
The problem with spore is that it had a very clear, and obvious, and intentional thread -- the evolution of your creature. Each minigame was supposed to impact the way your creature developed -- the constraints of your environment, your skill, your choices, etc, were supposed to guide your creature down a path such that your choices from minigame 1 would change what you'd have to work with by minigame 3.
The problem was that nothing mattered. It wasn't that there was no unifying vision -- it was that the game pretended everything mattered, but you'd chug along and realize there was literally nothing affected by anything you did -- the whole thing was an empty shell.
It was supposed to be a (perhaps goofy) cross-millenia simulation, and instead it was.. 5 fairly worthless games mashed together to produce one large worthless game.
The crime too is that mario party knows their minigames are shallow -- so they last for at most minutes, and offer like 60 of them. Spore, of course, somehow believed it had some kind of depth, and run you through each minigame for hours.
There would have been a lot more potential in that game, but it is not like it was complletly unplayable. In fact, I didn't know about the hype regarding the game as I was a kid and just stumbled across it. Therefore I didn't had these high expactations, and it got my favorite game for many years.
This is how I felt when I first played Spore, but since then, I've come to feel this way about all single-player games and most multi-player games, honestly. The only games I've played where what you do really affects the world in a lasting and true way are sandbox MMORPGs. (Examples: EVE Online, Ultima Online, Shadowbane, Darkfall, etc.) Imagine some of the sandbox aspects of Spore, but with tens of thousands of other players in real-time.
I think sandbox MMOs are a massively untapped niche. The problem is most of them have been developed by companies lacking funding and experience (and often competence), so they're usually rife with game-killing issues, and most people don't get interested in them or stick with them. Another inherent issue is that a lot of players aren't comfortable with the idea of semi-realistic consequences upon death, like other players taking everything in your gear and inventory, or perhaps even taking your clan's/nation's/corporation's city/territory that you painstakingly built over months. If you're just a casual video game player, harsh consequences and ruthless risk vs. reward often won't appeal to you.
I suspect there'll one day be a "killer app" of sandbox MMOs that'll put them more into the mainstream, but I think it may be a decade or more away.
Sandbox MMOs are the end-game, but I don't think we exactly need them just yet -- we can get 80% of the way there in a much simpler fashion -- you don't need true simulation; you just need sufficient simulation. You don't need world-modification, you just need sufficient world-interaction. You don't need environmental destruction and creation, you just need environmental reaction. The true goal is a reactive, but self-stabilizing, environment.
For example, the mistake Ultima Online made with their simulation was to make the environment self-containing -- which lead to catastrophe as soon as the assumptions were violated (players hoarding resources, and not feeding it back into the system). They had the simulated, editable environment.. but it wasn't self-stabilizing (or even stabilized by GOD aka Origin Systems), and it badly needed to be.
Dwarf fortress makes the interesting modification of allowing, accepting and even encouraging catastrophic environmental reaction -- losing is fun. A sandbox MMO obviously can't do the same, because it'd be too detached from any individual player's interaction, but there's clearly variation that can occur in how you run the simulation
But currently most games don't understand that simulation is the one true goal, so they don't even get close. We're not at 80% of the way there.. we're more like 10%, except in a very few titles. EVE is probably the only thing that makes any real progress towards it.
But anyways that's far more advanced than what Spore needed to be a good game. Spore didn't need to be an advanced simulator in each of its stages -- it just needed to have some legitimate reactions to the choices you made. It needed a basic simulator in each stage, but really the only simulation with any merit was stage 1 (the bacteria or whatever). After that.. nothing you did mattered except for stats.
The world of Spore after the water stage felt a little empty, I'm sure modern computers could generate more variety of plants and animals. Moreover, it always felt a little claustrophobic with the limited rendering distance. Spore should've been all about the beauty of ecosystems/worlds— I'm imagining Minecraft-like random weather events and biomes, caves and mountains into the distance. At the planet-level, I'm imagining something that feels more like a planet vast and diverse in weathers, features, etc. with a lot of detail if you zoom in.
Video-game aesthetics and video cards have also progressed a lot since Spore's original release. It could also take on a different style, less cartoonish and maybe more realistic, or more artistic, or both.
Again, I'm thinking of Minecraft, with sunsets, a vast sky, inspiring piano music playing in the background, etc. Maybe something in the style of Journey, with a well-thought out color palette, or like Breath of the Wild, with a unique art style and shading.
flOw is a free Flash game released in April 2006. Where "the player navigates a series of two-dimensional (2D) planes with an aquatic microorganism that evolves by consuming other microorganisms". The author/developer of the game was also involved in the development of Spore [1].
There are videos on YouTube showing the gameplay (which is circa an hour) of the PlayStation 3 version (released 2007) and PlayStation 4 version (released 2013).
Thesis about Flow in Games: http://jenovachen.com/flowingames/thesis.htm
If you read the Wikipedia article about the Flow video game you can also find a link the the archived version of the games' source code.
[1] "I wasn't hired for Spore just because of Flow. There's a lot of other game design philosophy involved in Spore, and they liked my philosophy, so I was hired to help with design.", https://v1.escapistmagazine.com/news/view/64984-Flow-Graduat...
The Man Who Made Spore Suckier https://v1.escapistmagazine.com/news/view/87123-The-Man-Who-...