[1] Will Wright (designer of SimCity) will be interviewing me about the book on July 19th at 2PM ET. We thought it would be fun to turn the tables and have him interview someone else for a change. On Twitch, free, online, and live. Hosted by ROMchip. RSVP here: https://www.tickettailor.com/events/romchipajournalofgamehis...
[2] Stewart Brand wrote a brief review on X I'm still in disbelief over ("It is one of the best origin stories ever told and the best account I've seen of how innovation actually occurs in computerdom."). Read more here: https://twitter.com/stewartbrand/status/1800941614287946003
For the folks reading this, I just wanted to point out that Earth: A Primer is one of the coolest sets of explorable explanations ever made:
Thanks for making all this cool stuff! :-)
The Earth is our Mother, so we shouldn't treat her like Dirt! ;)
Possibly off topic, but: what did you work on for Spore? Was it around the time of the now (in?)famous E3 demo in ~2006, or closer to the final release? The final game seemed to differ significantly from what many of us were hoping for, and I never really heard much of a story of what happened in between.
There's a whole book to be written about Spore (but I'm done writing books for now), but the simple answer is that the difference between "hoping for" and "final" product encompasses a lot of what makes software and game development (or really any creative project for that matter) interesting. Especially when multiple people are involved. And that is part of what sparked this project, which took over a decade to research and write.
(Also, many years ago I wrote a chapter for another MIT Press book about some early Spore history. It's reproduced on this deprecated blog: http://www.levitylab.com/blog/2011/02/brief-history-of-spore...)
I’ll probably be buying your book!
Not to be defensive, but I want to say more about this because I think it's a fascinating subject with Spore in particular and games, software, and technology generally. My take is that Will Wright had a very exciting vision but visions are just that: not real. They are inherently nebulous and everyone on the team (and many many people beyond it) had their own idea on what Spore would be or turn into. We converged on something and negotiated with one another and many constraints, social and technical, and arrived at something. It didn't help that part of the game's marketing appeal was a bit Rorschach-y in the first place and capitalized on the exciting but vague promise of Will Wright (Sim-) + Universe (-Everything).
Man I loved Spore! There's so much potential in those mechanics. A modern remake with mod ability would be amazing! Perhaps that ship is sailed but one can imagine.
I agree! There's a lot of talented people out there. Hopefully someone will make something like that one day.
Mythic Quest - TTP:
https://www.youtube.com/watch?v=3_xqyIMwbew
NSFW YouTube Search:
https://www.youtube.com/results?search_query=spore+penis+mon...
Overheard@GDC09: TTP = Time To Penis:
https://www.engadget.com/2009-03-24-overheard-gdc09-ttp-time...
(305) Margaret Robertson: SPORE's Wake: What Seriously Happened? TTP @ 38:00:
https://gdcvault.com/play/1317/(305)-SPORE-s-Wake-What
Know Your Meme: TTP:
https://knowyourmeme.com/memes/time-to-penis-ttp
About
Time to Penis, abbreviated to TTP, is a video game development metric and slang term for the time it takes players to generate a penis-shaped object via any available means. Coined by the Spore development team and popularized by a GDC 2009 panel, the term has been an inspiration for humorous posts online since.
Origin
During the development of the 2008 simulation real-time strategy video game Spore, developers working at Maxis came up with a metric to measure the amount of time in which a player was able to create a penis using in-game tools (excerpt seen below).[1]
>Mitch Zamara, 28 January 2011 at 00:01 | Permalink
>Fun little anecdote that came to mind when seeing the title image for this blog post:
>A friend of mine who worked at EA/Maxis told me of a coined term over there when working on spore:
>Time to Penis, or TTP for short. This basically is the amount of time it takes from release of your product before a player is able to create and distribute a representation of a penis inside your game/ editor:
>Clearly in games like Spore/LBP this time is nearly instant. I guess the rule is.. if you can give them something to build with, its only a matter of time until they li make a dick with it.
The first public mention of the metric occurred during the "Spore's Wake: What Seriously Happened?" at Game Developers Conference 2009. Participants of the panel defined the metric as the amount of time it will take children to make something rude out of a set of tools they've been given. On March 24th, 2009, the day when the panel took place, video game developer Evan Berman[2] and Engadget[3] contributor Kevin Kelly made the earliest public posts about the metric (shown below, left and right).
>Evan Berman @Scapes
>New acronym: TTP, "time to penis", a metric of the time it takes for a penis to be made as user-created content (from #GDC Spore talk).
>2:05 PM - Mar 24, 2009 • Twitter Web Client
>During the "Spore's Wake: What Seriously Happened?" panel at GDC, we learned a fantastic new meme that we have to share with you. "Time To Penis" (or just "TTP" in the streetz) is defined as the amount of time it will take children to make something rude out of a set of tools they've been given --typically, that object is a penis. Apparently, TTP can be measured down to the near-second. In Spore's case, TTP was actually a negative factor since "children" were making penis monsters before the Creature Creator was even officially released!
Some fun primary sources:
[1] Will Wright interview for SimCity 2000 CDROM: https://www.youtube.com/watch?v=NcgV4YolDkg
[2] Game Developer magazine piece on SimWorld and early The Sims: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archi... (An old Game Developer magazine piece)
[3] Will Wright shows a very early The Sims demo at Terry Winograd’s Stanford seminar: https://searchworks.stanford.edu/view/yj113jt5999
It's doable more than before.
I got many ideas how to do it, don't hesitate to hire me as a game designer :D
Are you content with the uncertainty, and not having a conventional, safe job?
I ask this question because I also found myself to be unfit for 40 hours a week regular tech job. And, in India, practically they are 60 to 70 hours a week.
And yet, I cannot seem to find any creative energy if I am not engaged in something safe. So, currently I am thinking about jobs outside tech, with better work-life balance, and continue programming as a hobby.
And the pastures are much greener in the US than in India. Qualitatively and quantitatively, more opportunities exist. And the culture is much better. So, someone in your position can find something safe if this life doesn't suit you anymore.
I can't take any more of 10-hour days, office politics, abuse, MBA bosses, etc. But I love programming.
I have a Master's in CS, I am also considering academia.
Anyway, thanks for your input.
Looks like you're having a hard time keeping him away from the keyboard, too, I can relate :)
https://donhopkins.medium.com/designing-user-interfaces-to-s...
>There are several tightly coupled parts of a simulation game that must be designed closely together: the simulation model, the game play, the user interface, and the user’s model.
>In order for a game to be realizable, all of those different parts must be tractable. There are games that might have a great user interface, be fun to play, easy to understand, but involve processes that are currently impossible to simulate on a computer.
>There are also games that are possible to simulate, fun to play, easy to understand, but that don’t afford a useable interface: Will has designed a great game called “Sim Thunder Storm”, but he hasn’t been able to think of a user interface that would make any sense.
He also wanted to do SimTapeWorm, but just could not talk the marketing department into that. And I imagine the user interface would be quite slippery.
Aren't those simulations run on clusters of similar size (or atleast within an order of magnitude) and an agreeably responsible use of computational resources?
I would like to make Spore meets Second Life Powered by AI. Also Space Exploration games really took off in the years since Spore..
This is fertile ground there are so many directions to take it with modern hardware and the recent advancments. Time for another kick at the cat I say. Wanna apply to YC together? :)
I'm not even kidding, I gots ideas. Also randoms reading this if you're picking up what I'm laying down. But to get on the team first you have to buy and read his book.
P.S. - Somebody recently called me about how a Burger King Advertisement doxxed them. In the middle of the commercial it knew their name and IP address and zoomed unto their house with custom comical narration about which burger they like.
One day a Simulation of Everything Game with a little trickery could plausibly stun the player by suddenly showing them a little cartoonish version of themselves playing it in their own room.
I'm just sayin'.
I think a lot of videogaming ideas took off after Spore that were very likely influenced by it. Shades of Jodorowsky's Dune? (But I think Spore was actually more successful than many give it credit for, which has been pointed out to me many times. 191m+ creations and counting on Sporepedia.)
Generative AI certainly opens up new possibilities! It's analogous to GPUs (enabled real-time 3D) which opened new possibilities and audiences for videogames. I also think that the fundamental magic of creative tools doesn't actually need fancy tech at all.
I think you were the right people with the right vision but very early and we all simply fell into the darkest timeline because what should have been hasn't happened.
If you think about it this sort of your responsibility to save the universe by embarking on this quest with me and righting a cosmic wrong. Otherwise another Covid might happen.
Also VCs have moneybags for you we got all the buzzwords neatly lined up. Come Mr. Gingold, you cannot resist this potent of a reality distortion field from an internet stranger. Or dare I say... internet friend? ;)
I'll drop you a line sometimes later this year. Enjoy the baby good buddy!