There just wasn't any good gameplay loop in there.
There just wasn't any good gameplay loop in there.
The creature stage is interesting and fun, partially because it lasts long and there's an exploration element. Then you get to the tribal stage and the second tribal stage but with cars and honestly I kind of just rush through that. Then you get to the end game which is the most interesting (but least customisable) part.
The building blocks for two RTSes are there, but they've been dumbed down so far that there's no fun to be had. With a tech tree and bigger tribes, I think a minor Age of Empires stage could be great. The city stage would have the same benefits, but I can imagine a civ style game portraying the technological and cultural progress from the bronze age to the space age would be a nice intermediate. Instead of your evolutionary tree picking one or two arbitrary flags in each stage, you could keep the tech tree going for much longer. Show me how I got that teraforming equipment, don't just teleport it into the store because I traveled a thousand spots!
The end game could do more. Perhaps a Stellaris style unit distant unit control mechanic would allow for a more realistic galactic simulator, with different ships of your empire whizzing around while you go on your space adventure.
I have a feeling that if the game were developed by a Paradox or a Firaxis, the later stages would be a lot better.
It would be fun if Paradox were to set up a system where you can automatically launch the next game, all the way from Rome Total War through Hearts of Iron, and maybe jump to Stellaris from there. I know converters exist but it's not a perfectly clean process with fan projects needed for some steps.
It would have been branded "Jane's World War" and shipped with every subsequent sim game, allowing different sim gamers to participate in the same conflict at the same time, from different perspectives.
https://www.ign.com/articles/1999/04/29/janes-world-war
Sadly, the sim market crashed around then, and/or EA and Jane's parted ways over the trademark. Thus, it never came to fruition.
But if the components of the metagame you want to build each need to be games themselves... just build them as individual games, and contain latent linking code inside them!
There's also an alternative universe where the Japanese game industry cracked the MMO formula instead of Ultimate Online / EverQuest. See Sega's Heat.net / 10six: https://massivelyop.com/2016/07/23/the-game-archaeologist-se...
As a beta player, it was hellaciously fun, in a very similar way to EVE, even on dialup.
Other oddities:
LucasArts' 80s Habitat: https://en.m.wikipedia.org/wiki/Habitat_(video_game)
3DO's pre-Niantic Meridian 59: https://en.m.wikipedia.org/wiki/Meridian_59
Sierra's The Realm Online: https://en.m.wikipedia.org/wiki/The_Realm_Online (also beta'd this one, which was really slick and well-executed)
Personally, that isn't the decision I would have made, because I think the game is more shallow because of it. Maybe it would have made the game less enjoyable for people who just want to make whatever they want with no consequences, but that could have been solved with a difficulty option.
The option to be a water-based species didn't make it either.
The game did overpromise and underdeliver, hard.
Opinions differ, to me it was a fun arcade game, with some evolution theme. No more, no less. But I also did not read anything about it before and had no expectations.
The building tools are great though.
And the "action rpg" was also not very thought through, but still enjoyable.
On that note, I wonder why there hasn't been anything like it from the indie developer space.
https://revolutionarygamesstudio.com/
Since this was too ambitious, they focussed just on the cell stage. They are working on that to this day.
https://store.steampowered.com/news/app/1779200?updates=true
That's not really enough. If you watch The Fountain, it's pretty much the same as the trailer. But while it's a great trailer, it's a terrible movie. There's an expectation that a demo shows parts of a game, and the finished product will be more and cohesive. Spore really wasn't cohesive, but imagining the parts demoed as a cohesive game was super compelling.
One of a couple lessons from that time that have me pretty much sworn off pre-ordering things. Or at least pre-ordering things without predicting my feelings if the product isn't great and being ok with that (hello Looking Glass Portrait)